|| Carl Clover || - Robotic Nee-san!

It’s called his allegretto cancel, or in short, the allecan.
What you do is perform j2C, and right after it hits, do 214C for his allegretto. What it does is drop him to the ground, do to some loophole with j214C.

I was doing it first day BTW. :rofl:

one thing that i found is very useful is IAD>2C~throw it’ll give you the lateral speed of the dash and the vertical speed of the 2c and is a nice alternative to his little boy dash (236 A or B).

also the best way i have found to lead into the clap trap or puppet sandwich is 2a 5a 5b 6d 5c repeat

to make it do the clap trap do 2a 5a 5b 6b puppet ankle grab thing with c 8d 5b
what this does is a small combo with carl the 5b will pup the person back up into the shockwave of nirvana’s clap letting you 2c 8d 2c 8d 2c 8d then start the throw loop

So is there a beginner’s style of play for Carl that doesn’t require you to have no hope for victory against other beginners/casual players? I do want to get good with Carl, but in the meanwhile I’m wondering if there’s some way this character is good without his infinite loop.

I know you can 6a into air grab cause I do it all the time. If nirvana is behind them you can start the clap trap.

A great setup I have found for the beginning of the round is to: hold D 41236 release D and press A or B depending on how close you are to your opponet. The 236 required for fuoco is used for vivace and puts you on the other side of your opponent while nirvana is hitting them with fuoco, so its a safe way to get the opponent between you since they have to block fuoco and if they don’t you can combo the a 6A during fuoco to launch them for a clap trap set up.

2a 5a 5b 6d 5c loop is pretty good, it’s not an infinite and does good damage. making them fear the throw loop is a good thing too and you can make them think you are going for a 2c and punish it or something. The throw loop is just carl’s best way to deal out damage considering his extremely low damage out put and throw damage doesn’t scale.

nope

Lets see, another setup I learned is 2A, 2B, 3C, 2B, 2C.
Another Q: what are Carl’s best pokes?

Much respect for Carl Mainers. I tip my hat to you all.

The top player on psn is a Carl player. :razz:

i main tager but im trying to learn carl. i simply find him more satisfying to play (and especially win) as.

now, on the dustloop guide they talk about doing this thing with nirvana where you press d before she finishes her move to finish early and avoid the startup frames when you activate her again. supposedly this is crucial to comboing with her and looping. i tried it but i dont really think im getting it right. any tips?

also, when i do 8D i make carl jump a majority of the time. i know this is not how its suppose to be so will someone please tell me how i can do it better. i can see the future, and it involves me missing meals because im in my room for hours on end in training mode with carl lol

Played my friend’s Hakumen like 30 times today… I won once… I was sooooo happy…

5C rapes everything with its massive range, i hardly ever lose a poke fight, im usually facing generic *** (ragna) gun bitch (noel) gothic loli slut (rachel) or pole rider (litchi) though, against other characters im not too sure how it does but i’d imagine similar results. and most of the time you’ll get a counter hit on it because people are dumb

Im confused about this as well as for Nirvana doesn’t hit in time on the 2nd loop to keep comboing… so instead i just slide 3C - 2b - 2C into the clap loop.

well for me when i do 8D…i usually set it up off 2C which---- which you 8D when your still in animation so you don’t jump.

Every time i do 2C i press D so its like 2CD then i immediately press up and release D afterward… he wont jump because he will just finish the horse kick animation.

Its how i do it anyways… maybe other people do it different. I just started playing carl a few days ago and its working out for me nicely

Sorry it wasnt clear in the guide. But to see what this is, go in training mode:

Press 6D - you will see Nirvana “wakeup” (you can see a emblem flash on her head) then do the punch, then she goes back into “sleep” mode where her arms are down and she cannot be hit.

This is normal the normal sequence of a Nirvana attack
Wakeup -> attack -> sleep

Press 6D, before 6D finishes, hold D - you will see Nirvana 'wakeup", punch, but instead of going back to sleep, she stays standing (and you can move her of course)

Press 6D, before 6D finishes, hold D, hold 6, when you see her move, release D - you will see Nirvana 'wakeup", punch, but instead of going back to sleep, she stays standing, then moves forward, then punches when you release D.

Basically this “wakeup” animation (the flash) is 16 frames and only happens if you let nirvana go into sleep where her arms are down. By holding D, you don’t let nirvana sleep and you skip this 16 “wakeup” frames on your next attack.

So if you time and do properly
6D hold D release 6D
the 2nd 6D comes out 16 frames faster than the first one because she never went back to sleep.

This is only way you can do the ground loop.

thanks falcon, i was wondering about that.

my arcade stick came in literally 5 minutes ago. Now that i can press D and ABC at the same time it’s time to pick up carl.

rolls up sleeve and prepares for training mode

this is going to be bumpy

Also,

Zerocfalcon, you created that ginormous carl guide on dustloop didn’t you?

Major props dude, we’ve had a master amongst us this whole time.

is there anyway to get out of the clap combo besides hoping they mess up or bursting? because one i get tripped thats my life bar it seems like

I just started playing BB for the first time yesterday and I decided I’d like to main Carl. I enjoy unique characters and Carl leads to some very unique gameplay.

That said, I am not sure how viable my only 2C, 8D setup is, but I figured I throw it out there never the less. Emphasis on Throw.

Often times, I cant get an opponent to get between me and Nirvana without dire conciquences for Carl. What often does happen though is Nirvana is behind me, roughly half-screen distance when one of my opponents try to pressure. I’ve been having difficulties punishing this unit recent when I started using this:

4B+C, 2D, 2C, 8D, 2C, 8D, 2C, 214214D

From the throw, your opponent bounces before hitting the ground, giving 2D enough time to connect just as they are about to land and throwing them back at Carl. While 2D is going, you get the opprotunity to reposition Carl to follow up with a 2C which goes into the standard 2C/8D loop. I havent had too much success in extending the combo beyond 2 Claps, but it’s all I can offer right now to the community. I think most are worried about Nirvana’s 41236D coming out to catch them from the way I play Carl.

I am sure this this full of holes and I am sure it’s probably one of the worst ways to get 2C/8D going (Next to naked 2C), but it’s worked for me a few times, and I figured I might share to get your thoughts.

Thanks :tup:

I usually check out dustloop more than here tho, but thought i’d take a visit to see if anyone has questions.

Hopefully my explanation made more sense than the one i put on dloop. Maybe i’ll go change that hah

Socketman: Only hakumen and rachel can get out consistently, ragna sometimes. Unless the loop is badly done, then it cannot be escaped. Which is why Carl jumped from 2nd worst in the game to pretty high up lol.

you can get out by not getting in, when they jump up to grab you, use burst, or if you know the loop is comming, burst. thanks to carl’s low life bar you may be able to save yourself there and then go to town