Some things to think about with resets:
- If you ever block 5B, and you sense a slight delay, get ready to be crossed up.
Carl's 5B is jump cancellable on block, so IAD > Allecan/ Teleport resets are coming.
-Dacid is right about blocking low, then high for slide/2]D[ reset. It is incredibly hard to time a true unblockable, so you'll usually have time to block the low and the high. Don't give up hope in that situation, because you think something is 100% unblockable. It usually won't be.
-Try to never get hit with either of these long pokes:
.CH 6]D[ - the hit stun is like a year. Enough for almost any free combo/set up I want.
.CH 5C - enough for Teleport > IAD > punch loop set ups.
- 3C (slide) is not necessarily the end of a string. Carl can cancel it into Cantible (623C) mini launcher for a free air combo. A lot of people try to counter/just stop blocking after 3C for some reason, but it's not smart to do so. If you don't have an escape plan or a guaranteed counter for 3C, then just continue to block for an extra second to make sure.
- With Allegretto > Clap loop in the corner, watch very carefully where you're going when you tech. Either tech high and get the hell out of there, or tech very low/not at all until you hit the ground. Basically, if you get hit with a stray clap after you tech, you're going to eat another 2/3k.
If I think of more stuff to watch out for, I'll post them.
The main thing is be patient. Carl has a lot to gain when his opponent starts getting frustrated.
EDIT- And Carl can do damage on his own now. So kill-the-doll shenanigans, aren't always a good strat. Not that a lot of Bang players really try that kind of stuff.
Unlike *CoughtagerCough* players. :P