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

You see how my av is pulsing? Well, it’s actually recording your thoughts while you look at it.

Yeah… that, or I edited my post when I saw his question.

btw, yesterday, I had a life lead with Carl (rare) and 6A traded with the opponent ftw. That shouldn’t happen, ever. I shouldn’t have to hope that my anti-air trades. Just saying

All Carl really needs is the ability to do something by himself. He can’t protect himself because he has the shortest life gauge and is tied for the second-worst Guard Libra. He can’t go on the attack because it isn’t worth the risk when Carl’s best non-meter no-Nirvana combos do maybe 10%. He can’t run because Carl has terrible footspeed, an awful dash, and a really vulnerable command roll. He has 6B and 5C, but alone those aren’t going to deter an opponent for very long. His throw range is atrocious, and even Kara’d it’s shorter then the likes of Tager, Ragna, and Taokaka.

The only reason Carl’s a good character is because with Nirvana, he can kill you in just a couple gos, and when he’s with Nirvana he’s suddenly one of the meanest pressure characters in the game. If you’re not doing the Clap Trap for some unfounded sense of honor, then Carl is not the character for you- there is a reason Carl was on the bottom all by himself before the Trap was found. Hopefully the balance patch will throw Carl a bone, but as a Carl player I’m more afraid of it then hoping for it, because I don’t think they’d give Carl enough to make a dent in his disadvantages while taking away the trap, which will probably go if they touch on Carl at all.

Sigh, my 360 just got the rrod 3 days ago. I won’t be playing BB, watching stuff on netflicks, etc for weeks. I’m so pissed.

You have a legitimate concern, then atleast make her regain the amount of meter it took to activate the move you activated when you were hit. In the current state you activate her, block a poke, she does nothing and loses meter for the move you activated. She already loses meter from getting hit a lot, and against certain characters, arakune/tao for example, using nirvana to eliminate all that crap arakune puts on the screen or trying to catch tao while she flies around with either 623D or 8D is crucial, and her losing meter from you simply blocking is a complete waste and can cost you the match.

Yes, carls 6A comes out a bit too fast, and sometimes you get hit, and this could mean death especially against hakumen.

Trust me you will. I got BB last week and I’ve only played with Carl. I want to try and come close to playing as good with him as I can get before moving on to another character, preferebly rachel or bang. I know level doesn’t mean much, but one time I accidentally picked rachel against a lvl 40 ragna, and I only use carl, lol, so you can imagin the expression on my face. I didn’t know how to do anything. To my suprise I actually almost won the match. Lost in the 3rd with the ragna having about 1/4 of his life left. Then I thought to myself, “hmmm, rachel is actually DAMN GOOD. I can imagin how easily I’d beat people had I used mained someone else”.

The problem with carl is that he is one of those “Had I just used another character I would have perfected this guy” type of character. Carl players have to overcome so many disadvantages just to win. He dosen’t have a spammy drive, infact without his drive he is worthless, whereas other characters can still beat you without their drive, and then you have to worry so much about the position of you-your opponent-and nirvana, and multitask. Also, many people won’t pick carl up cause when they start using him they’ll lose to everyone, even the most simplest tactics will be hard for them to overcome with carl, whereas had they switched to any character they would have easily beaten the scrub, and then add that to the fact that they wouldn’t know what they are doing or how to effectively use nirvana in sync with their attacks. They’ll try and use carl the same way they use the other characters, only to realize that that playstyle leads to death within 30 seconds, and that patience is key.

If you want to use carl, in the beginning, you have to not care about losing A TON OF MATCHES and not losing to the most simplest of tactics. You have to get through the frustration from having to overcome carls weaknesses. I know how you feel, I thought about dropping carl for a second after I had 10 wins 150 loses. It wasn’t so much that I lost, but rather because I lost so easily and my loses were very sad and depressing. In the end carl was just to much fun and I had to continue. The thing with carl is that when you get good, you really get good. It becomes really easy to beat people, that two hit confirms at the start of 2 separate combos can literally be the end of the round/match. First one, they burst, second - clap loop. You’ll most likely run into a carl who doesn’t know what he is doing, or one that is really good. Being decent with carl, unlike the rest of the cast, will get you no where, you’re almost forced to be really good to get anywhere with carl.

Yeah Carl is really almost completely useless, his alone combos are poor, can’t really go offensive alone unless you’re sure you will kill your opponent, and can’t even defend himself without big sister coming in to stop his opponent from continiuing their onslaught.

Taking carl and nirvana as a complete character and they both = 100%, IMO, carl is 20% and nirvana is 80%. Carl alone is death 95% of the time. Carl gets negative penalty so easily cause we are always running away/jumping back to input nirvana moves, running back to hiding behind big sister, and when she is broken we run away till she is fixed unless we are certain we can finish of our opponent then we go in for the kill. (Some guy I played was saying to me on his mic “Stop running away like a little bitch”, lol, he was ragna and nirvana was broken. If only he knew). Nirvana is your offense, deals the most damage, and your defense, when she is close people are hesitant to rush you down. And then you add the amount of cons he has. Even nirvana has her own cons, slow startup/moves are stopped easily/etc.

As you said, carl and nirvana together can be beastly, but the problem I have is that nirvana can be broken very easily, and the game can turn around in an instant. Not only does he have so many cons, he is the only character that ABSOLUTELY NEEDS HIS DRIVE, and he is the only character that has a drive that can be temporarily disabled, along for rachel but rachel’s drive is not as crucial to her game as carl and hers fills up faster, and unlike rachel he is completely useless without his drive. It’s like he only has 1 pro, his drive, but even his drive has cons that really put a dent in his game. At the end of the day, I still like him the way he is. The satisfaction I get from playing him, having to overcome all his weaknesses and win is very satifying, yes I could win like 90% of my matches with someone else, but in the end I don’t care about winning. I just wanna have fun

I remember a guy, on gamefaqs or youtube, saying that he wants to main carl and he’s not going to use the clap loop to win because he doesn’t feel like it is right. I lol’ed. Limiting yourself from using it when you have to opportunity is not using carl effectively. As you said, there’s a reason why he was low tier before his loop was found. When you start playing people from decent to high level play, you’ll see why the clap loop is a must have tool in any carls arsenal. All carls must learn the loop, its like you don’t even have a choice.

Is there a patch coming soon?? When? Have they talked/hinted about what it might have yet?

I have another question?

Do you guys agree that carl should be invincible for the first like 2 seconds of his clockwork special, 632146C? The thing is most hakumens/ragnas are jum-> airdash -> slash happy ( 8->66->C ) when playing carl. They like to jump, airdash over nirvana and hit you, thing is you can get them in clockwork, but the problem is that because of their range, they can hit you in the first second, and if you don’t have enough life he’ll win. All I’m asking for is just a 2 second invincibility at the beginning of clockwork. Do you guys agree?

all i have to say is if they’re going to boost carl in anyway it better be a bye-bye to his loops.

Why so? I’m assuming you mean his clap loop, or do you mean his loop in general, clap and ground loops? Just wondering, do you use carl?

The only way his clap loop will go is if he gets a serious buff, and I mean serious buff.

I’ve died many times doing the gear super and someone sneaking a single move in and then eating the whole gear(which didn’t matter since I died.) I also wished Carls qcb+a/b would have more invincibility. Pretty much throughout the whole thing, except it shouldn’t be invincible to throws.

His B version isn’t invinicible to throws. Trust me, you want throw invincibilty on that move.

I just don’t do the wakeup super if I know I’m gonna die in one hit. Its that simple. You gotta resist the urge. Honestly I think all 3 of Carl’s supers are some of the best in the game for the simple fact that they don’t stop if he gets hit. Granted Carl can get knocked out of his gear super if you hit him soon enough as well as Nirvana’s super if you hit her soon enough as well. But past those windows, your opponent is eating a super.

This from the guy who complains about Hadokens in SF games and cries nerf in the threads of any character that you don’t play with.

Go away. You aren’t wanted here.

Ok, figured it’s time to throw this out there.

So when do you all think Arc System is going to pull a reverse Bridget and reveal Carl is female?

(and no this isn’t a jab at Carl. He’s my main.)

Plz no :[

Carl vs Noel

So, the other day, I decided I wanted to work on my Noel matchup, and then I decided “Hey, I could also share my findings with other Carl players, and possibly save them time.” Because, well, Noel can be tricky; she’s fast (both atk-wise and movement-wise), she has quite a few moves with invincibility (primarily, but not limited to, her drives), and she has some air-unblockables. Also, if this does happen to be useful to anyone, let me know and I can do some for Carls other matchups.

It may be just me (I hope not), but I can’t count the number of times I’ve tried to poke her out of or dodge one of her moves, only to eat her attack anyway because it has ____ invincibility or is a homing attack. I’m only going to post about the moves that don’t have blatantly obvious attributes. So, hopefully this will help every Carl player to be more informed when going up against her.

First off, Noel can cancel any of her normals into a throw, except her dirves, 2C, or 3C, so be prepared to throw break during her block strings. Also, most of Noel’s drives and drive followups are fast enough to punish vivace even after you pass through her, because they auto correct her direction.

Her backdash can be compared to Jam’s from Guilty Gear or Cammy’s from SF4; fast, spammable and hard to punish. It’s a pain trying to pin her down because of this.

Noel’s Normals
6A- has head invincibility and is air-unblockable, but only has 3 active frames and if you can somehow make her whiff, she has a 26F recovery

6C- also air-unblockable; a good Noel will make you guard a 5A while you’re in the air, then cancel it into her 6C while you’re still in the air, so watch out for this

3C- has no invincibility, but still travels under all of Carl’s moves except his 2B and 3C; if you’re going to try to poke her out of it, make sure it’s before she actually shoots the gun at you

5D/6D- Both have head invincibility; if you’re going to try and poke her out of the startup, your best bets are 2B and 3C (not sure about 5C yet)

2D- Only has lower body invincibility, but still travels over all of Carl’s moves except his 6A. Problem is, Carl’s 6A won’t connect from her max range, and has to be done on a very strict reaction timing, so basically Carl’s 6A is high risk/low reward. It’s also possible to use Vivace on reaction, but if you don’t use it fast enough, her next drive followup could punish your recovery. She can only combo afterwards if she hits you while you’re crouching, so try to avoid this as much as possible.

4D- This move is rarely seen, but has Mid and Head invincibility, so the only way you’re poking her out of this one is with 2B or 3C.

Bloom Trigger/ Drive followup 236D: NEVER, EVER NORMAL GUARD THIS MOVE It does insane guard libra damage to Carl, so if you’re ever forced to defend, barrier guard and instant barrier guard have just become your two new best friends.

Spring Raid/ Drive followup 28D: 1-11F are completely invincible; you might see this after you guard Noel’s j.D, because it protects her from having her j.D punished. However, if you also guard this, she still has huge recovery, so sometimes after you guard a drive, you might want to wait and see if she’ll throw out a spring raid.

Assault Through/ Drive followup 214D: Sometimes a Noel player will use this move at a distance which is very difficult to tell whether or not it’ll crossup. If you see her start this from near max-range, Vivace out to eliminate a wrong guess at which way to guard.

d spam noel scrubs are the worst with carl. if you dont have a thorough understanding of what moves have what properties prepare to get your pokes stuffed. also blocking her drive strings normally will guard crush you in no time.

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Have you guys seen this? Kyle from dustloop put together a vid of characters specific clap loops and bnbs.

If he was on SRK and I was a premium member… I’d give him pos rep lol…

I am almost crying in rage. I have been trying to beat hakumen for the last hour in story mode with carl. It only takes maybe 5 hits and im dead.

hi all, i never found a Carl on line, can i add to my friend list someone of u to get use to fight with some carls? Thanks in any case :slight_smile:

^^^^

Sure, I’m always up for a match… if you play on PSN and live in the tri-state area or New England, that is. :nono:

That guy plays in my area and is a fucking beast. if you get hit anywhere on the screen with a 2a he will find a way to loop you.

Okay, so I recently started incoporating kara canceled IADs into my gameplan, and I have to say… OMG I get away with so much bs now, it’s hilarious! :annoy:

…particularly against Nu, it gets me over 5Ds, under 6Ds, baits 2Cs, I use it to crossup her up during 5C and I can land & attack just before it tracks, IT’S FREAKIN AWESOME.

…and against Jin, mixing it up with regular IADs to bait DPs, 5Ds, etc. FREAKIN. AWESOME.

Question: What exactly is a Kara canceled IAD?
Please, elaborate

IAD > j.2C (Carl’s air overhead) > B+C

all in rapid succession

It removes his dash recovery and lands him sooner than normal. I’ll try to find a vid of it and will edit this post later.

btw FREAKIN AWESOME :annoy: