4Corners Posted July 4, 2009 Posted July 4, 2009 But the super is burst-proof for true finishes! Good shit, peppermint. EDIT: It's in the guide. Still, nice that you figured it out on your own! I'm having trouble comboing after an allecan. Any common problems/fixes you guys had while learning Carl? Someone should make a video showing every combo in the Carl guide. Also, happy 4th, Carl players! EDIT 2: Soooooooooooo, good news and bad news. You can summon Nirvana during Viva - good! The betch keeps getting in front of me when I try to do the throw>teleloop. D:< EDIT 3: Looking over stuff, I think that Taokaka would be a better second than Rachel. The only match-up I'm truly worried about once I get my stuff down is Nu, and Tao seems to get in and pressure her really fast. Jin will be a campy hoebag, but whatever. Maybe I'll just play Carl only and learn to beast the bad match-ups. Hrm...
Zoogstin Posted July 5, 2009 Posted July 5, 2009 I don't think Nu is as big as a problem as Rachel. Yeah Nu is a pain to get in on but atleast she's not throw loop invulnerable. One thing I found out that was really nice. when holding either 7 or 9 and then releasing D, Nirvana will always do 8D instead of 6D or 4D. I always wondered how Carl players in the videos had such good execution with moving Nirvana back and forth just an inch during throw loops to keep getting her in the right position. Know this tidbit will help someone alot to make sure Nirvana is always in the right spot.
Hal Posted July 5, 2009 Posted July 5, 2009 I think I know why no one plays Carl in the beginning now. )': I love this kid anyways. Thanks for all the info, guys. Hope to play y'all sometime...when I'm not awful.
malakyoma Posted July 5, 2009 Posted July 5, 2009 scratch that my XBL isnt working. send an invite ill accept in the morning
4Corners Posted July 5, 2009 Posted July 5, 2009 Kk, when I hop on later tonight I'll do that. ALSO! I don't want to make the v-13 thread yet, but I found out that her 4D (the overhead from behind) has TERRIBLE recovery. Is it possible for us to like... IB some things in her zone strings, then viva/vivb and fuck that hoe up? She's in CH state for like... 48 frames. Dayumnz. EDIT: If she tries for the blade that hits low, just IAD over it and punch her in the face, too. This is just me spewing info I'm catching on the nets, so good players are more than welcome to correct me.
Kyle Posted July 6, 2009 Posted July 6, 2009 Hey guys, Happy 4th. I'm back after a weekend trip. =) It seems we've grown. NICE. I've deleted a bunch of shit that wasn't Carl related. if there's isn't a gamerstag/Carl online thread I will be making one. Keep it up. Zoogs, 7/9]D[ is AMAZING! thanks. 4Corners. Check PM's please.
Zeero Posted July 6, 2009 Posted July 6, 2009 Answering PM here since people probably wants to know... Hey dude, I'm having bigtime trouble with Carl. He's ridiculously hard to play with I know but I'm pretty dedicated. I feel I can learn everything else on my own but something that shouldn't take forever to learn is seeming impossible right now. For some reason, I can't do the throw infinite, do you have any timing/positioning tips rather than the stuff you posted in the guide? I've seen countless videos of DIO (and countless other Carls) and I try to mimic the timing but Carl always either falls too fast for a regrab or the opponent gets knocked behind/above Carl from Nirvana's 8D. What exactly am I doing wrong? If your opponent is getting knocked behind/above Carl from Nirvana's 8D, that means Carl is too close. You should generally leave about 1 character space in between you and nirvana so.. nirvana-(pretend carl is here)-carl I'm not sure what you mean by Carl is falling too fast for a regrab, but i'm guessing you're either doing the airthrow TOO LOW or you're not airdashing fast enough. The timing for your initial jump might be off as well. If i actually get the game sometime soon i'll make a short vid n try to explain it a bit better, but for now, tough on me coz i dont have the game yet. Generally off a 2C: 1. If your opponent floats high off the 2C and your 8D only hits once, jump straight up about .5~1 second after the 8D hits. Then time your throw (kinda hard to explain that one) 2. If your opponent doesn't get to float too high off the 2C and 8D hits twice, jump straight up when you see it hit twice.
SonicTHP Posted July 6, 2009 Posted July 6, 2009 I can't for the life of me figure out a good approach to fighting Noel's with Carl. Maybe I am not familiar enough with her move lest to know where the pauses are to get in a quick 2A, and 5B tends to trade with her a lot, which is never in Carl's favor. I've also gotten myself in a bad spot several times by being in a corner sans Nirvana, which can be very difficult to get out of for me. Does anyone have any ideas? Note: I'm not yet consistent with the throw loop...on anyone. I'm still working on that. P.S. On an unrelated note, Nu's 236236D Distortion Drive goes through Carl's gear distortion drive? That's a little upsetting...
XSilvenX Posted July 6, 2009 Posted July 6, 2009 Alright I'm making a video and I'll show you exactly what I'm doing wrong so you can analyze off of that.
Zeero Posted July 6, 2009 Posted July 6, 2009 If you've already got your opponent sandwiched in between you and nirvana, the easiest way is just 2a 2b 3c 2b 2c 8d loop Make sure you activate Nirvana and hold 1 after the 3C, it makes nirvana push your opponent towards you (even when they're on the ground) so 2b 2c can hit easier. So you can do this off any ground loop. But the thing with this is, after the 3C, if its already 7 hits (making 2b the 8th, and 2c the 9th) then its a black beat combo. But i think even if people tried to tech, they go straight into the 8D. Its pretty much the most practical because even tho the proration is higher with 2b 2c compared to j2c allecan airthrow, its a lot easier. And since, proration doesn't matter since throws aren't prorated. Not to mention the word proration is meaningless in a combo known as 100% combo as an addition to the 623C above... If situation is Nirvana-Carl-Opponent and Nirvana is REALLY close you can do ~623C 2D hit 236A (now it is Nirvana-Opponent-Carl) into 2c-8d- airthrow loop. But really, the most practical one is with the 3C iad summon alle~can one. Because that one you can start off any situation as long as you land 3C.
Zoogstin Posted July 6, 2009 Posted July 6, 2009 I've managed to get the 2B and 2C to connect after 10 hits. The 2C being the 12th hit. Of course the timing is much stricter. But it is possible.
A Bad Idea Posted July 6, 2009 Posted July 6, 2009 Question: Is there an easier way to play Carl on a pad without having to remap Drive to a shoulder button or something? I don't want to have to exit out to options or pause in the beginning of a match to switch controls back and forth, but I AM eager to learn Carl.
Kyle Posted July 6, 2009 Posted July 6, 2009 A bad idea- EASY is all relative, BUT I would suggest playing the "Tekken" way. PLay with your wrist down and lay your fingers over the 4 face buttons.
Clear Sky Posted July 7, 2009 Posted July 7, 2009 Although I do mess up sometimes. For that specific combo (2b, 3c, 22d IAD, 2c 214c, land 2c, 8d), I actually don't hold the D. I just do 22d really early. Like right after I hit 3C. Really? I never manage to get the doll on the right side summoning it at that time. Instead, I've been summoning the doll after 2B, hence me asking my old question.
Peppermint Posted July 7, 2009 Posted July 7, 2009 Gear super after 8D. If he bursts, he falls into it and takes MAJOR damage, in the perfect position for him to fly back into another 8D -> loop. If he doesn't he falls into it into the perfect position to fly back into another 8D -> loop. It works >=D But normally, be prepared to get bursted out of the loop. Nothing much you can really do about it. Usually people burst after a throwbreak->8d hits->see you dash->burst though. thanks again. your help is greatly appreciated. i also like doing 2c>Puppercut super
Blacksun420 Posted July 8, 2009 Posted July 8, 2009 I got to say I consider myself at least decent in fighting games and when i pick Carl I get my ass kicked. Does anyone have any idea what to do when your pressured in the corner because from what i can tell their aren't many options. I'm having fun using him but this shit can get depressing
Kyle Posted July 8, 2009 Posted July 8, 2009 I got to say I consider myself at least decent in fighting games and when i pick Carl I get my ass kicked. Does anyone have any idea what to do when your pressured in the corner because from what i can tell their aren't many options. I'm having fun using him but this shit can get depressing Block. =/ Vivace SOMETIMES J.A Sometimes Alpha Counter
Zeero Posted July 8, 2009 Posted July 8, 2009 I got to say I consider myself at least decent in fighting games and when i pick Carl I get my ass kicked. Does anyone have any idea what to do when your pressured in the corner because from what i can tell their aren't many options. I'm having fun using him but this shit can get depressing What kyle said. Block... And when you get a chance (ie, when they jump) Vivace B to gtfo. Better yet, try to summon Nirvana in between their block string, because thats when people start to think twice about attacking carl. As for summoning after 3C, i juts do it really quickly after 3C. Practically i do 2B 3B 22D except when i do 22D, i don't even see the 3C out yet. Gatling ftw.
Zoogstin Posted July 8, 2009 Posted July 8, 2009 We got another Carl player to qualify for SBO. Name is Tsubaki
4Corners Posted July 9, 2009 Posted July 9, 2009 Just block it and either trip him or grab. I think, anyway. I'm prolly lying.
Blacksun420 Posted July 9, 2009 Posted July 9, 2009 What kyle said. Block... And when you get a chance (ie, when they jump) Vivace B to gtfo. Better yet, try to summon Nirvana in between their block string, because thats when people start to think twice about attacking carl. As for summoning after 3C, i juts do it really quickly after 3C. Practically i do 2B 3B 22D except when i do 22D, i don't even see the 3C out yet. Gatling ftw. Yeah thats what I've been doing. I think my biggest issue right now is just timing for everyones moves. Once i can start catching on to the combos I can respond better. Thanks for the help. On a side note I got about 5wins out of like 20 matches and even got a loop in so I guess im doing alot better:toot:
Zoogstin Posted July 9, 2009 Posted July 9, 2009 I take back what i said about the best thing to do against Arakune and hakumen. I don't know about hakumen right now, but for Arakune I've been working on this: 2A-2B-3C-22D-236A-2B-2C-8D I hold the D after I summon Nirvana so I can move her closer for the 8D.
Code-Nana Posted July 9, 2009 Posted July 9, 2009 http://www.youtube.com/watch?v=mEKju9R99KM I'm not sure if this helps anyone. But this video shows how I get my opponents into the clap juggle at 1:15.
Zoogstin Posted July 9, 2009 Posted July 9, 2009 we should make a thread for videos. (good job by the way Code-Nana) I'll play some matches today and record my some of my stuff as well. Maybe.
Zeero Posted July 9, 2009 Posted July 9, 2009 I'm planning to make a tutorial video. Mainly for new players tho, i doubt many of you will need this? I'm thinking it'll have -D hold explanation - show difference between hold n no hold in ground loop -Alle~can - as overhead and as part of combo -j2c kara throw -Basic combos -Basic ground loop (maybe some mixup options?) -Basic 2C8D loop -Ways to lead into 2C8D loop (which better players can easily turn into throw loop) I don't know tho, i've never made a video in my life so it might end up as a failed project lol. Anything else I should try to add?
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