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Posted

I'm not too convinced yet about that. Tager hitting Carl is one of the most horrific things to look at. His damage is mad beast especially when we're talking about Carl's defense. Not only that, Tager can take out Nirvana pretty quickly. But then again you got videos like the above.

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Posted

Look a little closer. The j.C he did was what did not link. It wasn't a j2C.

Shoot (Ragna) vs. Mazuruka (Carl)

00:22 Right from the start a 5C opener into 623C into 5B 8D hit A vivace to possible 2C 8D loop. Notice the clever usage of Nirvana's forward movement to help with the positioning.

00:38 Same side combo into 623C followed up with 5B 2D hit A vivace into possible 2C 8D loop.

01:30 Nice looking 6D loop using j2C allecan 5B 5C. Avoiding using the standard 2A 5A 5B 5C/6B to increase damage output. At 1:35 an additional plus for doing this kind of mixup includes the fact that j2C can be replaced by jC which was used to bait out a reversal DP attempt.

01:42 Good combo into possible mixup utilizing the long untechable time of 2C.

Some things I observed the last time I had a chance to play:

1) 623D hits twice and, if I'm not mistaken, the first hit is the only one that causes un-airtechable knockdown on counter-hit. Even if just the 2nd one is counter-hit they can air tech. (needs more testing)

2) A starter I've come to like is 5C + 623D. From the starting positions, 5C has great reach and excellent combo potential (as seen in the above video). 623D is great at covering the area where 5C won't hit and will be able to keep you safe until you recover. Perhaps 2D can also be used in this fashion, but I have not tried it yet.

3) When doing 3C into IAD j2C allecan, you have to use the same input that you would for allecan from the side you initiated the IAD from. At first I kept switching the direction because it crossed over and it bugged me how the allecan would just not come out.

Very good Carl. Some of those set ups were great, 0:38, great use of 2D (I think its 2D lol)

Posted

Reaper (Jin) vs Namu (Carl)

0:35 As described below in 1:34, this is an alternative ender to the 2C 8D loop utilizing 3C for knockdown and mixup with nirvana. This time around, he goes for 3D + 3C which may just as well have been an input error, but it might have been able to punish back, forward, and neutral techs although the damage off punishing a forward tech seems to have been very weak.

1:20 This is what happens when you incorrectly space Nirvana during 2C 8D. Also, if you've ever been worried about throwing in the corner because you wouldn't be able to roll behind them (due to there not being space) this should put you at ease. I was surprised to find this out myself, but rolling seems to allow you to get behind your opponent even in the corner. Nifty.

1:34 I've been seeing this a lot recently and it's an alternative ender to the 2C 8D loop. Basically, using 3C after the last rep to cause knockdown, you can setup for tech traps. In this particular instance, he goes for 2D to possibly punish forward or neutral teching (but Jin techs back).

3:45 A situation like this is why you always get ready to throw out 632146C in the middle of sandwich pressure.

In regards to the j.A j.A j.2C loop on Tager, it seems to die off at some point and it was a lot harder to do than the video suggested (in my case at least). You need to be in exactly the right positioning or it just won't work.

Posted

ランダム3ON3 ピックアップ01

先鋒 Dio(カルル) VS 中堅 けいた(ジン)

on gamechariot at 3:37 carl puts on spin on a combo I see most players use. I am not a carl player and I hope nobody has posted this before, but I found it interesting.

Link?

Posted

Apollo (Carl) vs Tetsu (Jin)

Your normal Carl play. Likes to do air combos hoping his opponent techs into the 8D he planted. Sometimes works, sometimes they tech towards him instead...

One thing I noticed is that Apollo likes to use j.C 5B 5C in order to maximize damage after a connected 5C 6D loop starter. This kind of a loop becomes hard to space and time after the first rep due to pushback and nirvana being moved around but it yields the highest damage AFAIK.

Apollo (Carl) vs. Tenten (Noel)

1:15 Cantabile + Summon into air throw into vivace 2c 8d possible loop.

1:45 Intentionally dropping (let's hope) his 6D loop in favor of a 2C 8D loop trap ending with General Powzer.

2:55 Would have been a cool finish.

PARA (Ragna) vs. Apollo (Carl)

I hate this matchup.

Apollo goes for gear super and then uses Con Anima for the second time and gets punished for the second time as well. I don't see why he does that.

2:00 2C 8D loop into general powzer.

2:50 Burst punish w/ gear super.

Rindou (Carl) vs. Kyaku (Carl)

Madness.

Posted

i edited the post with the link I figured since I mentioned it was on gamechariot people would assume where to find it.

Posted

I think the con list in pg.1 is a too harsh. You should add a few more pros. The hardest thing is to set-up the doll in the right position so you can set up pressure strings with nirvana behind the opponent and you in front (obviously). But once you do, the mix-up option is great with his j2C/low/throw. He can do insane damage with either his volley-ball loop or just the plain old 6D loop. His distortion drives are incredibly useful from preventing the opponent's burst. As long as you input the drive and the drive activates, the opponent is screwed even if they burst because they'll get hit but whichever drive you used. His antiair option is great if you have doll, 623D and 8D. It's just that once nirvana is dead its \(^o^)/

  • 2 weeks later...
Posted

http://www.youtube.com/watch?v=xkrNK6wjCJA -says jin bit is actually carl vs bang

http://www.youtube.com/watch?v=YwFvtRRIF0I - hakumen vs carl

http://www.youtube.com/watch?v=A-H42iCMdNo dio's carl vs bleed's lichi

http://www.youtube.com/watch?v=SyJv1s2tBCA タオカカ vs カルル

http://www.youtube.com/watch?v=IraL-TqkJ4I shadow bang vs dio carl

http://www.youtube.com/watch?v=IM8wuRDETdM ragna vs dio (good match)

Posted

http://www.youtube.com/watch?v=D9ur8A9D7Gk&fmt=18 - Carl does a funny unblockable throw loop and Tager.

If Tager throw escape, gets hit but robot

If Tager doesn't throw escape, both throw and robot hits Tager

ITS MADNESS

Yea thats the bit i was talking about when i said "Wow, "赤メス(TA) VS えーすけ(CA)" The Air grab combo... wow."

Theres another vid in there where the Carl does a few more reps of it, dangerous stuff.

Posted

Carl should try doing 8D ground loops on Tager/H-man...rather than 6D ground loops. I'm sure it would be more damage... needs confirmation tho... Does 6B gatlin to 3C?

Posted

Carl should try doing 8D ground loops on Tager/H-man...rather than 6D ground loops.

I'm sure it would be more damage... needs confirmation tho...

Does 6B gatlin to 3C?

I've tried an 8D ground loop and found that you're better off doing 6D: it deals more damage and has a longer hit stun than 8D. A single ground rep of 2A>5A>5B>6B>6D deals about 150 more damage than 8D. Can't use 5C with 8D since it registers the jump cancel. :psyduck:

And no, 6B does not gatling to 3C.

Posted

Thanks heavenscent! Although that's a little dissapointing. I do enjoy character specific BnB's... We still have Tager/H-Man combo with [iAD, (J.A, J.A, J.2C)x N] Could you try option selecting your tech traps for me. I wanna hear about this set-up: Finish a raise the roof combo with Carl 3C (KD). Carl waits there to punish forward tech & ne-san does Con Anima to catch back&neutral tech. Point being, I'm positive Carl has Con Anima set-ups that haven't been abused yet.

Posted

Thanks heavenscent!

Although that's a little dissapointing. I do enjoy character specific BnB's... We still have Tager/H-Man combo with [iAD, (J.A, J.A, J.2C)x N]

Could you try option selecting your tech traps for me. I wanna hear about this set-up:

Finish a raise the roof combo with Carl 3C (KD). Carl waits there to punish forward tech & ne-san does Con Anima to catch back&neutral tech.

Point being, I'm positive Carl has Con Anima set-ups that haven't been abused yet.

I'll mess around with that if I have time during the week, but a decent set-up I use with Anima is during blocked sandwich pressure (6D loop). You can continue to pressure if they throw escape, but if they don't, you can dash to the other side of Nirvana and j.B, J.B > C into a possible 8D loop if they tech anywhere but forward. And if they do tech forward, you can try to catch them with 6A into the 8D loop. :yaaay:

I'm still messing with it to see if there's an air string that will combo Anima to the 8D, but I haven't had much time to play these days. :gonk:

Posted

If Ne-san is across the screen Carl can go into J.B, 214C, 8D, V, Dash, 2C, Raise the Roof.

Once you input Con Anime, should try to do 236B, 236B. This will put you across the screen and Ne-san in a position to do the combo I just mentioned.

Disclamier: I've played Carl once. Gotta travel 6 hours to play BB. So, all of my input thus far has been theory from videos.

UPDATE-

RAISE THE ROOF FROM CORNER 0.o

http://www.youtube.com/watch?v=VVcg8aTqWuw&feature=channel_page

Posted

Man that loop is crazy. Aside from a burst, I can't think of a single way for the opponent to get out of that. Doesn't seem too difficult to set up for either. Obviously too soon to call, but what do you guys think will happen with carl with this new tool?

Posted

The end of エビちゃん(NO) vs TOOL(CA). That Air throw loop was different too the other one. TOOL let Noel bounce other than the infinite floating carl one. Any benifits to this?

Posted

The end of エビちゃん(NO) vs TOOL(CA). That Air throw loop was different too the other one. TOOL let Noel bounce other than the infinite floating carl one. Any benifits to this?

i would think its a lot easier to do than the floating one (which i havent even seen asides from tager and hakumen).

But i think that one is techable because the 8d feels like its done too late and wont execute if Noel actually teched (which she failed numerous times)

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