OK, would like to share some stuff I picked up from the Carl thread on the Livedoor J-BBS, and implemented into my game:
http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1217858329/l50
First of all, Carl has a pretty damaging loop with Nirvana. The loop is simply 2C, 8D. You can loop it 3 times if spaced correctly, after which you can go for an air throw or just let them fall and go for okizeme.
The easiest way to set it up is off a throw. You do forward throw+22D (basically do 22D right after you hit throw) and then cancel the throw into 236A. Next dash towards, then do 2B, 2C (8D). The Nirvana clap (8D) should hit only one time, and they get sent back towards Carl unable to tech out, so you 2C/8D a couple more times.
So, basically the combo looks like:
Throw (22D), 236A, dash, 2B, [2C (8D)] x 3
If you do a reverse throw, you can still do it a little differently:
Back throw (22D), 236A (move Nirvana slightly towards you while doing this), [2C (8D)] x 3
If you screw up the Nirvana teleport after the throw, or throw them while Nirvana is doing a move or recovering, you can do this Carl-only combo:
Throw (22D), 236A, dash, 2B, 2C, 236A, Vertical high jump B, double jump B, C.
Reverse throw (22D), 236A, 2C, 236A, 5C, jump B, double jump B, C.
I believe you can also start this with an air throw by doing 22D immediately afterwards, then going straight into 2C when you land.
Notes-
- If 8D ever hits twice, you timed it wrong. They can tech out of the air if it hits twice.
- After the 3rd repetition, you can relaunch with 2C but they'll be able to air tech almost immediately afterwards. Better to let them fall and go for okizeme.
- You have do to 2C a little earlier than you would think while doing the loop, startup on this move is a little slow. Once you get the timing, you'll get it every time though.
Another simple loop somebody posted is:
[5B, 5C (6D), j.C] x 3, 2B, 2C (knocks down, they get knocked up but can't tech).
Will post as more stuff comes to fruition.