Zeero Posted July 1, 2009 Posted July 1, 2009 Carl can also 3C under ragna's 214A if u do it correctly. zappa 6P vs OS 236S whatt?!?!?
Akihisho Posted July 2, 2009 Posted July 2, 2009 So, how hard does Carl actually have to work against chars like, Tager, Ragna, and Jin?
Zoogstin Posted July 2, 2009 Posted July 2, 2009 Carl is tager's worst matchup. Against Ragna and Jin, Carl has to be patient (actually that's against everybody). Their range and pressure will rock you if you get too reckless.
Zeero Posted July 2, 2009 Posted July 2, 2009 you have to be patient with Carl against everybody and just land good hits into good combos. Trading hits gets you killed since you have so much less life and do so little damage without the proper combos/setups. Also learn to barrier block only the hits that counts. Characters like ragna and jin can easily do something like 5D dash cancel into another block string, if you dont know how to IB punish these, at least learn to barrier block the 5D because your guard breaks after you block about 2 strings.
Clear Sky Posted July 2, 2009 Posted July 2, 2009 I'm getting owned by IADs. Is 623[D] Carl's exclusive anti-air?
Zeero Posted July 2, 2009 Posted July 2, 2009 Carl honestly has crappy anti air options, most of his anti air options are used for prediction. Trying to do 623D when you see an iad is usually already too late. same with 8D. Use them if you predict an iad jA is probably your best reaction anti air, but its not even that good. 6A only beats certain things if timed right. You're probably better off blocking unless you know for sure you can beat something with 6A or jA.
Ghost Dog Posted July 2, 2009 Posted July 2, 2009 I just got the game yesterday and I gotta say I'm in love with Carl and his sister. Can you give any basic advice for how to get a feel for using Carl and Nirvana together? Also who would you say is Carl's hardest matchup? Trivia: Carl never actually attacks in the game. All of his attacks are executed by either Nirvana or a smaller robot that hides in his cloak. A moves are the smaller robot punches, B moves are smaller robot kicks, C moves are the robot riding a horse, and D moves are Nirvana. Thanks :-D
4Corners Posted July 2, 2009 Posted July 2, 2009 Hey guize. I see liek... a billion zapps players here. Why did we pick this guy again? But ummm, could you use vivace B for AA? It doesn't hurt them, but it gets you out of a bad situation, amirite? Also, which combos/loops/pressure strings are considered his BnB right now? I've got down some of the combos from CC101:RRR (I just wanted to type that), but I dunno which ones I should be spending more time on early on.
Kyle Posted July 2, 2009 Posted July 2, 2009 ...could you use vivace B/A for AA? This is guy knows something. As far as BnB's go, You should prioritize either combo'n into 6D loops, or 8D+Airthrow loops. Honestly, It's just a matter of using the moves with least proration such to increase your damage. J.2C > everything & 5B>2B.
Zeero Posted July 2, 2009 Posted July 2, 2009 Hey guize. I see liek... a billion zapps players here. Why did we pick this guy again? But ummm, could you use vivace B for AA? It doesn't hurt them, but it gets you out of a bad situation, amirite? Also, which combos/loops/pressure strings are considered his BnB right now? I've got down some of the combos from CC101:RRR (I just wanted to type that), but I dunno which ones I should be spending more time on early on. hi fellow zappa player You can use vivace B for AA, but it all depends on situation. If Nirvana is in front of you and close by, blocking an air attack and having them land in between you and nirvana may be the better choice. Its not like you really gain anything off 236B as AA asides from breathing room, they can just do another iad and you still can't do anything about it as for combos, what kyle said, but add ~5B->6B->623C->5B->air combo+nirvana 623D to the list. This combo is good for those times when you get random hits and not prepared to do summon into clap.
TGS Posted July 2, 2009 Posted July 2, 2009 So uh, thought I'd ask for the lulz. How do you deal with Carl mirror matches? Shit sometimes devolves to random Nirvana Battle Bot fights or until someone gets hit by something random and dies. Any insights? P.S. Hi PhaethonH!
Kyle Posted July 3, 2009 Posted July 3, 2009 I find standing B a VERY good tool in that fight. I focus on hurting Nirvana... after a bit the Carl will probably do something dumb like air dash at you. =/
malakyoma Posted July 3, 2009 Posted July 3, 2009 I live near toronto and it sucks cause we dont have the game yet. i want it so bad. The launch date was originally the first of july but since that was canada day and nothing was open it was bumped to today. then bumped to tomorow. hopefully it comes tomorow then i can start putting carl to use
malakyoma Posted July 3, 2009 Posted July 3, 2009 i finally got my confirmation email! hi everyone :P i cant wait to get this game (still a wait for me) then i can start using carl. i hope to play you guyz either in person or online. i just want this game so i can contribute to this thread lolz.
Shiri Posted July 3, 2009 Posted July 3, 2009 How does carl play on pad? Like, what button do you map nee-san to? Is it practical to be fiddling with circle while also pressing the other buttons for melee? (I ask cause I had trouble holding down B for iku bolts on SWR and was hoping I wouldn't have to use a shoulderbutton for Carl...)
4Corners Posted July 3, 2009 Posted July 3, 2009 God, I would never play Carl on pad. So, a few questions: 1) How the HELL do you fight Litchi? She can just zone the robot, so having it active outside a combo seems near-pointless. I try ducking 6b with 3c, but it's tricky, and pretty much feels like a gimmick to use on weaker players. 2) How do you approach? This ties in with the Litchi thing, kinda, but I see it being a BIG problem for me. I'm either approaching with airdashes into grab/j.c/j.2c alle-can (which I can't combo from yet, and have a hard time using properly anyway), or I'm trying to use his freakin' RETARDED dash that just gets me hit. Is he meant to just move INCREDIBLY slow and walk everywhere, or what? 3) 22]d[... how the HELL do you do it? I try doing it, and it either does 2]d[, 3]d[, or ignores my input altogether. I also end up with random SRKs and crap like that when trying for whatever. What gives with this game? I can hit my combos every time in GG, and never have a 236236 become an SRK, or, worse yet, a hcb>f motion become a srk in the opposite direction. I don't get it. D:
Zeero Posted July 3, 2009 Posted July 3, 2009 ^^ lol reminds me of myself in november when i used Carl and my friend used litchi 1) Litchi owns you with 3 moves, 6B which owns the robot, jB which owns you, and jC which also owns you, but not as hard as jB. 6B owns you so hard sometimes when you do 41236D and iad jC, it hits the robot then counter hits you lol. Don't try to use the robot to attack when you're far, just move with D hold. When nirvana is hit in D hold the recovery is much less than other moves. Smart hold and release of D will actually evade the hits and make 6B whiff, gets you some time to gain space. 2) approach slowly, IAD and stuff is suicide if dont from far away because jC isnt a good jump in at all... Approach with nirvana in front of you as well. Only use iad j2c alle-can when you've got them blocking for sure, using it from far away iad doesn't work well either. 3) i dont know lol.
4Corners Posted July 3, 2009 Posted July 3, 2009 1) So, should I do what DIO/everyone does (and I didn't notice until today) and backdash behind the robot, turn her on, then dash with her on? Doesn't that only take projectile hits for me? I can see some of the advantage behind it, though, since it actually allows me to do jump-ins if I start them with srks and claps. Hrm... 2) Yeah, I've been learning that walking really isn't all that bad. Carl is super patient for his age. Dayumnz. 3) So is this just me messing up stupid stuff, and needing to lrn2play? Or does anyone else have this problem? Maybe I'm going too fast. Would Rachel be a good secondary, or does Carl handle v-13 decently? I'm asking because it seems like everyone and their mom is maining nu in CO.
Alternate275 Posted July 3, 2009 Author Posted July 3, 2009 Concerning playing carl on a pad. Try this configuration. A = Square B = Triangle C = Circle D = R1 The logic behind this is leaving the buttons at default except the "D" (which is your drive button). The reason for putting it up at R1 is so that you can have access to R1 at all times with your right finger as your thumb occupies the rest of the face buttons. Hope that helps. It's obviously better to play on a stick though.
4Corners Posted July 3, 2009 Posted July 3, 2009 I'd actually try putting the bot on L1/LB, and set grab to R1. But that's because of smarsh.
Zeero Posted July 3, 2009 Posted July 3, 2009 1) So, should I do what DIO/everyone does (and I didn't notice until today) and backdash behind the robot, turn her on, then dash with her on? Doesn't that only take projectile hits for me? I can see some of the advantage behind it, though, since it actually allows me to do jump-ins if I start them with srks and claps. Hrm... 2) Yeah, I've been learning that walking really isn't all that bad. Carl is super patient for his age. Dayumnz. 3) So is this just me messing up stupid stuff, and needing to lrn2play? Or does anyone else have this problem? Maybe I'm going too fast. Would Rachel be a good secondary, or does Carl handle v-13 decently? I'm asking because it seems like everyone and their mom is maining nu in CO. 1) Its only a way to move Nirvana and yourself closer together, since moving Carl alone puts you too far away from her, and moving nirvana alone gets you 6Bed. Don't think of pushing it as a shield for you to get in. Don't ever think nirvana is a shield 3) i dont know, i wish i could tell u, coz that means i have the game. But i dont And it seems like Canada may be fucked over the ass and getting the game on the 29th or something? If you can't get in even on litchi, good luck getting in on v-13 U can try rachel, shes probably better off than most.
4Corners Posted July 3, 2009 Posted July 3, 2009 So I downloaded this entire thread. Two questions: 1) Any new Carl players want me to toss a zip of it up on rapidshare/megaupload? 2) After I finish reading through it, would anyone like me to make a megapost containing all the useful information and some of my own notes? Obviously, I'm no professor with Carl, given that I've been playing him for less than a week, but still, ideas are ideas, and Carl is a character that is meant to be shared. I mean, we already shared the 100% damage combo, so what more is there to do? A combo that takes both rounds instantly? lolololol
Peppermint Posted July 4, 2009 Posted July 4, 2009 i didn't see anyone post anything about it, but i read like the first 8 pages, then skipped to 55 lol, so excuse me if this has already been stated. i have found carls IAD 2C throw cancel thing to be super helpful as an alternative to the little boy dash (236 A or B) and 2C~214C is really good because people may expect you to bounce when in reality you're gonna fall right next to them and possibly have a throw trap set up for them off of a neutral or forward throw you can do the gear super for OTG, pretty easy damage to get
Zeero Posted July 4, 2009 Posted July 4, 2009 i didn't see anyone post anything about it, but i read like the first 8 pages, then skipped to 55 lol, so excuse me if this has already been stated. i have found carls IAD 2C throw cancel thing to be super helpful as an alternative to the little boy dash (236 A or B) and 2C~214C is really good because people may expect you to bounce when in reality you're gonna fall right next to them and possibly have a throw trap set up for them off of a neutral or forward throw you can do the gear super for OTG, pretty easy damage to get off a neutral/forward throw you can also go into 2c8d loop/throw loop for even better damage.
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