Hakumen my main so transferring to Carl with is short coming is no problem for me. I actually like his mobility traits. right now I’m working on stand alone carl than I will work on doll. the hardest thing for me to handle is buffering doll commands and memorizing them. damn negative edge trait.
I’ve never been in this position before, but I see this wealth of information around me and I’m honestly not sure where best to start in order to get better.
I’m contemplating just playing with Carl for starters so I can get used to using his normals and I know that Nee-san won’t always be there since sometimes you’ll get caught in a corner. But then I think, should I start learning how to keep Nee-san activated during combos so I can maintain pressure strings and create unblockables.
I get the feeling I’m trying to do too much at once and need to dumb things down to the basics, but in all honesty I’m not sure what constitutes “basic” Carl play. So my question to you experienced Carl players is…what should I try to master first that would best propel my gameplay forward?
Learn how to allegretto cancel his j2c. What to do is hit j2c and then cancel into allegretto, which is j214c. What it does is cancel the bounce he has after his j2c. The allecan can lead into good combos and can setup his loop.
Learn his loops. Sandwich loops (Hold D, 2A, 5A, 5B, Release 6D, 5C, 6D hits, repeat), volleyball loop (Do whatever into 2C, then do 8D with Nee-san, repeat), and most importantly, his clap loop (Like the volleyball loop, but when 8D connects, airthrow, 8D, airthrow, repeat).
Learn his non Nee-san combos. They do bad damage, but they’re better than not doing any combo at all. My personal favorite singular combo is IAD j. C, 5B, 6B, 623C, 5B, j. B, j214C.
Learn to keep Nee-san with you most of the time. 95% of the time you do not have her with you, chances are, you’re screwed.
Other people can tell you other things, that’s all I have.
Thank you for that bit of info man, that gives me a place to start
Hey Carl players. I’ve decided to demote Bang to alt. status and to main Carl. Just thought I’d give this thread some attention; it’s about to fall off of the 1st page :wgrin:
I can do the clap loop and the throw loop (perform, but have a hard time setting it up), but I can’t do his sandwich ground loop at all.
I can get 5A >5B >5C >6D >5A >5B >5C, but I can’t get the next 6D. It feels like Deus hasn’t recovered from the first 6D i did, but I figured it must be me. Any help or suggestions?
Add 2A to the loop, before 5A. Gives enough time for Nee-san to recover.
Also, don’t release D at 5. That screws my sandwich loops up all the time.
you can also jump and do jC/j2C allecancel > 5B > 5C instead. But when I get people sandwiched I generally only hit them with 6D once and then go for the clap loop with 3C > 2B > 2C
Thanks, those really helped. One more think that’s puzzling me:
I’ve seen vids of 3C, 22D, jc, iad, 2C, 214C, 2C, 8D, 2C…
It seems like the most reliable way to setup clappy clappy…
The allecan hits the opponent directly overhead. Is is or isn’t it a crossup? I’m asking because whenever I try the 214C, it won’t register.
sorry if this has been answered before…
I learned his combos but I get my ass killed when I fight anyone. Its a bit frustrating. Any efficient way to close in on the enemy and gain the upper hand ?
My poke game is horrible.
That set-up is a cross-up, but the game handles it in a strange way. Your character will respond to inputs based on the direction he/she is facing. So, when Carl iad over someone from 1p side, then you need to do allecan as j.2C, j.214C as opposed to j.2C, j.236C.
Can anyone post the exact buttons you use when you do the clap loop? I’ve been practicing the universal clap loop from: http://dustloop.com/forums/showthread.php?t=5924, I was doing it on my friend, and apparently if they get out of the grab at the very last second, it’s escapable, because the clap doesn’t hit them (tested with a tao and a hakumen and I’m sure my timing is spot on). When I try to do the regular claptrap, where you airdash, here’s the problem:
After the 8d hits, I can do one of two things… Either I jump, and while falling, I press b+c first, then 8d really quickly… as in, within 1/10 of a second apart(which in this case, if the opponent escapes the grab at the instant I do the grab, nirvana doesnt do the 8d), or I press 9d to make me jump and do the clap, and then press b+c within 1/10 of a second apart, but when I do this one, it’s escapable because the clap doesnt hit. Any help would be nice… can’t register for Dustloop either because it won’t accept my hotmail, yahoo, mail.com, or gmail for some reason.
Can Carl’s 6A stuff Noel’s j.C? The reason I’m asking is because it seems like a really low-risk move, but I cant check it out right now…
I think it can- Carl’s 6A is deceptively decent as a defensive option- you’re not going to get damage out of it unless Nirvana’s directly behind them and you’re buffering 8D on execution just in case it hits, but I’ve seen it beat Hakumen j.C when done from a normal jump or high air dash. Generally, there’s better options for AA then 6A that actually get you some damage too, but in a pinch, it couldn’t hurt to tip your hat.
ermm, could someone post the exact commands to doing the clap loop? It would really help, since the only thing people tell me is “Clap Trap”, or “Raise the Roof”. Which isn’t helpful at all. It’d be awesome to know when exactly I need to press the buttons.
D is press Drive, (D) is release Drive.
Clap Loop: 2CD, 8(D), repeat
The Clap Loop itself is really easy- it’s just playing vollyball between Carl and Nirvana with Carl’s launcher and Nirvana’s clap. The most common lead-ins are
Opponent between Carl and Nirvana- 2B, 3C, 2B(Do it fast), 2CD, 8(D) OR 6BC, 2B, 2CD, 8(D) (Kara throw by pressing B slightly before C to get some actual reach)
Opponent is in front of Carl and Nirvana, Nirvana is close- D, 2B(D), 3C Nirvana hits 236A 2CD, 8(D) OR 4BCD, 8(D) (Hard, because without Kara throw, Carl’s grab range is terri-bad)
Opponent is somewhere where Nirvana can’t start the loop without being teleported in: D, 22B(D), 3C, IAD, 2C 236C 2CD 8(D)- Hard, but once you learn this Carl can loop from anywhere but on the corner on everyone but Rachel and Arakune, who have special variants of the above combo just for them.
The Clap Trap is a lot harder, basically instead of doing 2CD again, jump in and try for an air throw. Where and when you best need to varies by character (Tager is easiest, Taokaka’s probably hardest) and how high up they were when they were hit by Nirvana’s clap (lower is better). Then just repeat between jump BC and 8(D), although unlike Clap Loop it’s not JUST that easy.
i think the 3c 22d iad j.2c alle can is flashy but not worth it if you cant execute the iad off of the 3c. i rarely use that setup online so i usually go for 3c, 236a, 2b, 2c, claptrap. it’s easier to execute online when input delay is a factor.
Clap trap:
video: [media=youtube]kKhhM-57PU8[/media]
notation: http://dustloop.com/forums/showpost.php?p=395992&postcount=1
Credit to Kyle.
when i do the raise the roof loop, (2c,8d) x N, there are rare instances where the opponent will go over nee san and cause her to face the opposite direction. when the clap hits it sends them away from carl causing the positioning to be carl, nirvana, opponent instead of carl, oppt, nirvana. is there any way to continue the loop after? i believe i saw dio do 5b xx 236a/b 8d before where the 5b reached across nirvana and the 8d hit them during the hitstun of the 5b. this was very situational to an already rare occasion. i guess my question is has anyone else experienced this and do you have any other solution to correct it when it does happen?
Theres no guarantee that you’ll be able to continue the loop if Nirvana turns around. Every now and then can get nirvana to turn around:
Basically if she turns and the 8D sends them away from you. Hold D and for a split second have nirvana walk towards the direction your opponent is going and then go a for a late grab. With a little luck your opponent will still be in your throw range. If not, just go for a backwards throw loop. Its escapable at that point but hopefully your opponent won’t break it so you still get damage.
yea i realized that she turns around when i either do a late 8d or during grab loop when i go for an iad grab after the first grab+8d. the iad sometimes pushes them past nirvana. i usually drop the loop after or just proceed with pressure.
i suppose ill test out this scenario more and find out what we can do after.