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Psykotik

[CP] Carl Clover Combo Thread

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I figure it's easier to do it on an arcade stick instead of a game pad.

 

Definitely doable on a controller -- try mapping D to R1 and let the magic work.

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So I'm still a greenhorn in playing Carl Clover,  I was wondering what your guys's preferred method was in summoning Nirvana during a combo and having her do a move at the end of a combo.  

 

So far, I've come up with 5B+]D[>2>2B[D]>6B>623C>46D, then in theory I should be able to CT >IAD>J2C crosseup allecan>5C>etc.  to put me at N-O-C

 

I try 5B+]D[>2>2B+[D]>6B>623C>321D>dash under> 5C>etc. but it seems to work only against larger opponents.

 

This is also the same for AD jump ins, such as:

 

j.5B+]D[>2>j.2C+[D]>5B>5C>etc.

or 

j.5B+]D[>2>j.2C+[D]>J2C crosseup allecan>etc.

 

Anyone kind enough to reveal their trade secrets??

 

There's a number of different answers to what you're asking.  If you're just starting out with Carl, I'd recommend ending your midscreen BnBs with 8D, 3C, and then super.  If you don't have the meter or don't want to use 50 meter, the 3C gives you some time to input a Nirvana move on oki and you can create a sort of vortex situation where they keep landing in C-O-N.  In the corner, you might make more use of brio since it does more damage, but 8D is also a good combo ender there as well.

 

For summoning Nirvana during a blockstring, something like 5B, 2B, 6B + simultaneous 6D, roll into C-O-N is pretty staple.  Alternately you can do 46D or Anima while rolling to create an ambiguous mixup.

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Is there anything you can do off CH 5A or CH 5B midscreen that you can't do without the counterhit?  I'm finding it doesn't give much a chance to extend the standard combos.

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CH 5A can immediately go into 5C and CH 5B lets you link a 5/2A after it but otherwise doesn't give you any extended combos.

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CH 5B > crossup j.2C Allecan works on crouching opponents. I'm 95% sure the link doesn't work when they're standing.

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Another charged 6C route in corner:

 

3D(+j.B if applicable)>5C>j.B>j.2C(Input 421D Here instead of usual spot using j.421CD)>j.B>dj.B>j.C>623D>6[C]>5C>j.B>j.2C>j.B>dj.B>j.C>8D>3C/j.C>oki

 

 

Gives slightly more damage than the 4D(2) route.

Gives about the same if you replace the 623D with 6D

 

 

If you want to be flashy:

 

3D>5C>j.B>j.421CD>j.B>7dj.B>j.C>(421D)>66B>41236D>6[C]>5C>j.B>dj.B>j.C>8D

 

a lot less damage but its a fun combo.

 

 

I heard you like taunts in combos:

 

3D+j.B unblock>5C>j.B>j.421DC>j.B>7j.B>j.C>falling j.4D>taunt>6B>6A>j.B>dj.B>j.C>8D>j.C/3C>oki

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Couldn't get this working in 1.1...

J.C whiffs on pretty much everyone but Tager and when I try it on Tager, he lands too early...

I guess j.c hitbox got taller?

I manage to do j2.C, j.B, j.C.. But when i land i just cant connect 5A. Maybe in 2.0, j.C float a little more.

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5K off of j.B overhead in sandwich, OD at full health:

 

j.B>5B>5C>6D+OD(Same time)>66C(max)>CT>5C>421D>j.2C~214C>6A>j.C>46D>5C>j.B>dj.B>j.C>8D>3C>214214D

 

Uses an OD glitch where if you OD at the same time as your opponent getting hit while crouching, they get about 5 seconds of hitstun.

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I just tried that and it is very impractical. Plus you would be better of using crush trigger + vigilante for 6-7k anyway if you did manage to activate the glitch

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At low health:

 

3D+j.B>CT>OD>5C>j.B>j.2C>j.B(input 8D here).dj.B>j.C(input 421D here)>8D>421D>2D>4D>623D>632146D

(~5.4K, 2 taunts can fit in to the doll solo combo)

 

 

at half health just do

3D+j.B>CT>OD>5C>j.B>j.2C>j.B(input 8D)>dj.B>j.C(input 421D)>8D>421D>2D>623D>632146D

(5.1K, 1 taunt can fit in)

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