4Corners
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If Carl is using 41236D and doesn't have meter to use gear super/RC, you guys can get out of it. Nirvana has crazy amounts of cooldown on that move. Just block one string of pressure and you're home free. Also, if you expect Carl to do j2c shenanigans, I REALLY RECOMMEND BACKDASHING! Fought a Tager in tournament that landed a few combos offa that exact situation. But it's Tager v Carl, so of course I won. Yeah, I dunno. This match-up is so fucking stupid. I still think Carl works Bang worse than he does Tager, though. Don't tech the grab. If you hurt Nirvana at ALL then the chances of you surviving a loop skyrocket. Plainly put, you have more health than she does. Course, there are ways for Carls to get around this, but if you tech the throw before Nirvana dies, then you're only letting Carl turn Nirvana off and on again to reset health scaling (each consecutive move takes more health than the previous one), get 4k damage for practically no Nirvana meter, and you go right back into the loop, this time for real. If Carl has super meter, he can actually do 7k damage off the reset alone. So yeah, Tager players really need to stop teching it. Really really really bad.
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Wtf? He's my match for the GFAQs tournament. I dun remember him at all. buuuuuuuuut I have XBL, so I guess we can play sometime.
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Astaroth dced before we fought. I was glad you kept coming back. You could try chipping me with spark volt, and just waiting out 90 more seconds. lololol Is fun, we can play more whenever you want, and I can give you pointers. Don't tech the throw loop though, seriously! Maybe in an online tournament, where lag can ruin the reset, buuuut not IRL. Lotsa fun, though. Update, though! There's one way to beat a Carl with ease! Online only: Have a bad connection. Hit with that giant punch repeatedly as Carl messes up repeatedly. It works, I've seen it!
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Isn't online pretty much ONLY for learning? You try stupid shit out and see how it works. I need a good Noel, so bad. =(
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Yeah, I know. I read the post right before we played. It was really weird timing.
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Just saw you on ranked, lololol. IB> Backdash or sledge are how you can try to escape, but you have to be really careful. Also, block low more, and don't tech the airgrab.
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You're doing the summon too late. You can't roll too early.
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Kyle, you ever heard of a player named RizzyRaj?
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Charge character = characters like Guile, Chun, Remy, etc, where you're normally holding a specific direction during combos/pressure.
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Yeah. I completely overlooked it for a VERY long time. Keep practicing, and don't feel bad about losing. Happens a lot with Carl, at least at the beginning.
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... Kyle, we're gonna have to have some words. Nah, good Tagers are SCARY. That's why I dun approach. Their defense is really really solid, and if you eff up your rushdown, GGs. Once he gets going, he gets going. The point is to keep him from starting, but the way you do it is by zoning into sandwich, then winning. :D! I have yet to play a really really really really good Tager, though, so we'll see what I have to say if/when that happens.
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Getting XBL today, I think. I'll hit you up!
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Dayumnz. There are a lot of Litchis. Will update for sure by week's end. School has been retarded, and these things stress me a bit. Still, yayaya! Litchi players are cool.
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tyty leave a bit here soz xCammy can see it for sure, though? I dun like seeing Carls lose to Tagers.
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Prolly. Maybe we can make him hit her, at least? My vote goes to either 8d, 4d, or 3d.
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Yaaaaaaay. I'm prolly gonna be there. Went for smash last year, took some people's money, and then I went into the "real" game room and saw how hype FR really is. I hate Georgia, but dayumnz, FR is tight. EDIT: Alright, here's the list of "good" people that I play/am going to play online for each character. If you guys know better players that would be willing to play me, lemme know soz I can add them. I need to hit that thar hyperbolic time chamber. Ragna - FlyingVe Litchi - Lord Qua Rachel - Banzatou Nu - Kune - Tao - XDest Jin - Noel - Haku - qwerty Bang - TimoteeIsMe Carl - Zoogs/Kyle Tager - AxisTheBeast
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lmfao Can Nirvana bop Haku outta the super counter?
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How about we meet tonight? I'll bring the champagne. :D! Kyle, you need to go to FR. You too, Zoogs. I wanna meet you guize. =)
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waitwhat? Where?
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Carl's a charge character. Once you realize that, you're good to go.
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You just needed to play gayer. Even with the dropped loops/combos, you could have won that easy, methinks. At the beginning of the match, get behind Nirvana, and stay there. If he starts charging for Spark Volt, use the first time to walk Nirvana closer. Most Tagers will backdash, so space her so that if they do, you'll ~barely~ be able to connect with 6d if he tries it again. Almost every Tager will, and that's when you land a fat CH 6d combo. 6d, fly in with karacan, and get him sandwiched and blocking if he's too far. Sandwiching is better than 2k damage, any day. If he doesn't, then move Carl forward so that they'll be between you and Nirvana if they jump. If they try and land on the other side of Carl, you can either SJ and grab (I almost never bother with this, too many chances for them to guess right), backdash (:D), or just run to the other side of Nirvana and reset the whole situation. If he gets Spark Volt, neutral jump while turning Nirvana on to see if he's dumb enough to shoot the robot. If he is, you just won the fight, hands-down. If he isn't, who cares? Don't approach him. Just wait. You can do fueco to get a little chip if you want to force him to approach. EVENTUALLY, all Tagers get antsy when the timer is running low and come in, normally via SJ>whatever move it is that changes their momentum, followed up by a people's elbow. Invite them in, and, if you don't force them into block stun, jump back while fding to absorb that spark volt without taking damage. Use magnetism against him to get the block going, and win. Watch out for desperation supers, particularly during your pressure. If he ever breaks Nirvana (for whatever retarded reason), just back off, sj a lot, and stall with stk allegretto. If he has spark volt, just block it and go about your regular business. j.2c allecan, and then run away. Try and make it so that right when Nirvana comes back, he's sandwiched. Most Tagers will fall into this trap, too. There's a lot more you can do, but that's enough to beat 99% of Tager players, I think. I drop combos all day when I'm nervous and can still win just by playing the match-up, rather than my opponent. That's the fun in huge advantage fights. Don't play them, play their character, and you'll win. Note: I don't take responsibility if this gets you stomped by MikeZ. I haven't played the man yet. =( I'll put this in the Carl v Tager thread later. Like we need it. EDIT: A big reason why I suggest waiting for him to approach over approaching is because it's really easy to make a small mistake while rushing down with Carl vs Tager, and good Tager players will ALWAYS make you eat half-life for that. Why take the chance when you can just sit back and win?
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[CT] Carl Clover Tactical Discussion/Questions/Help
4Corners replied to Alternate275's topic in Archive
You're dropping it b/c you're messing up the timing. It could have been that you started to early on the very 1st one, and it messed up the rest of them, buuuuuut yeah. That's how I found out about whiffing from the SJ loop vs Tager without him really being able to do a single thing about it. Just analyze the hell out of your playing, and you'll figure out the timing soon enough. EDIT: Oh, and for people that want to practice useless things, the input for the ground kara-throw is actually 6b~c 5c~b won't do anything. 6b moves you forward, and that's how you extend the range. Seriously, though, Carl's karathrow is garbage. -
^Same. I always though sword was garbage in this match-up.
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Bomm, the easiest way to land the combo is by one of 3 ways: 1) Sandwich them Refuse to come to them when you have the life lead, and get about 1/3rd screen distance between you and Nirvana. Situation should look like Carl--Nirvana-----Opponent Don't worry about negative penalty. Take it and let them come in after you, and force them to block/learn when to ib>backdash>poke or ib vivace. 41236d is a pretty good move for new Carl players to use to force block. After that, mix them up until they mess up, and go into the loop. 2) Karacan IAD Learn the weak spots in their zoning/whatever, and drop in with the iad. It's retarded fast, and you can get the BnB sooooo easily off of this that it's not even funny. I didn't realize how stupid it was until I played another Carl. On the plus side, if they try jumping while you're doing it, you prolly just snagged them (think of it like a horizontal SRK with no invul). Go into the airgrab summon combo and shake their hand. 3) 5b/jc shenanigans One of my new favourite things to do with Carl is to do mix-ups off of any JCable move. I actually owe Phae for this one, because I used to go for Carl's crap damage solo combos every time before I played him. Pretty much, either have them get hit with 5b>6b, summon, and jc into an ambiguous xup j.2c (you can vary it in so many ways. jc with 8 against most characters, and it becomes a lot easier to land), oooooooor if they block, you can do 5b jc>whatever, or rc any normal (I like doing it to 2b/3c, for the quick high/low) into it. If you don't mess up and they didn't guess right but blocked well, you still get a sandwich, which almost always ends in loop. Better still, if you expect a jump/backdash, you can do the karacan instead and either try to land 2a really quickly>bnb, or snatch them outta the air. Just don't do what Phae/I do. Phae ALWAYS goes for the jc, so there's very little guesswork vs his rushdown. Just backdash and you're free. I do IAD karacan so much that I should be punched in the mouf for playing like a retard. =( Wtf?
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[CT] Carl Clover Tactical Discussion/Questions/Help
4Corners replied to Alternate275's topic in Archive
It's useless. Don't bother with it, seriously.