Psykotik Report post Posted April 21, 2015 (edited) Thanks to Kurushii for the header and layout Information:Due to the flexible nature of Carl's combos, this post is not a definitive list of combos and only contains sample combos. The second post will contain possible combo routes. Please keep in mind that this thread is a work in progress. General Notations UsedGuide Specific Notations Used jJumpsjSuper Jump adAir Dash iadInstant Air Dash JCJump CancelCHCounter Hit FCFatal Counter RCRapid Cancel ODCOverdrive Cancel ] [Hold Input[ ]Release Input (N)Attack must deal N amount of hits [???] xNRepeat ??? N amount of timesAllecanj.214C immediately after j.2C hits/is blocked by opponent. This is different from [j.C, j.214C], where j.214C is actually performedEndersCarl can end his combos in a few ways depending on how much heat he has and the kind of oki he wants.- 3C: Sets up oki- 3C, Fermata: Non-OD super damage. Adds 900 minimum damage. 50 meter required.- 3C, OD, 3C, 632146D: OD super ender. Add 1500 minimum damage. 50 meter and OD required. You can go straight into 3C, 632146D if you're already in OD.- 8D into nothing: Sets up emergency tech. Unlike 3C, this gives you more time to set up oki and as such, more complete setups such as safe jumps are possible from this.- Astral (64641236D): You can generally can combo into astral anytime you can combo into fermata.The positioning required for a given combo will be indicated by an arrangement of letters:C- CarlN- NirvanaO- OpponentW- Wall/CornerThe ordering of the letters will indicate Nirvana's position in relation to Carl and his opponent.Examples:C-N-O: Carl-Nirvana-Opponent. This indicates that the combo's starting position is when Nirvana is between Carl and the opponent. N-C-O: Nirvana-Carl-Opponent. The starting position is Nirvana being behind Carl. C-O-N: Carl-Opponent-Nirvana. The opponent is between Carl and Nirvana Recommended combos:These combos are recommended due to their damage, resource efficiency and/or overall difficulty. These are by no means the only combos you're limited to but rather serve as solid go-to-combos for whatever situation that may arise. Note that anything off a jump-in j.A can generally lead to a 2A combo while jump-in j.B/C can go into a 5B starter combo.Midscreen C-O-N2/5A, 5B, 6B, 623C, 6D/46D/421D, 5C, sj.B, j.2C, j.C, 8D, ender 5/2B, (2/5B), 6B, 623C, 6D/421D, 5C, j.B, j.C, 46D, 5C, sj.B, JC, j.B, j.2C, j.C, 8D, ender5/2B, (2/5B), 5C, jump forward, 46D, airdash j.B j.C, 5B, 6B, 623C, 421D, 6A, j.C5/2B, (2/5B), 6B, 623C, 421D, CT, 5C, 46D, 5C, sj.B, JC, j.B, j.2C, j.C, 8D, ender 6C, 5A, 5B, 6B, 623C, 6D, 5C, sj.B, JC, j.B, j.2C, j.C, 8D, ender B+C, 5C, sj.B, JC, j.B, j.2C, j.C, (8D) 6D, 5C, sj.B, JC, j.B, j.2C, j.C, 8D, ender2D, 5C, sj.B, JC, j.B, j.2C, j.C, 8D, enderMidscreen N-C-O 5B, 6B, 623C, 6D, IAD j.2C, 6A, sj.B, JC, j.B, j.2C, j.C5B, 6B, 623C, 421D, dash under, 5B, sj.B, j.2C, j.B, JC, j.B. j.C, 8D, ender Midscreen C-N-O Corner 2A, 5B, 6B, 623C, 623D, 5C, sj.B, JC, j.B, j.2C, j.214C, 8D, ender5B, 6B, 623C, 623D, 5C, sj.B, j.2C, j.214C, 421D, 5C, sj.B, j.2C, j.C, 8D, ender5C, 623C, 623D, CT, 5C, 46D, 5C, sj.B, j.2C, j.C, 421D, land, j.2C, j.214C, 8D, ender (This combo is fairly difficult) Solo Midscreen To be updated Solo Corner To be updated Mid-screen:C-O-NTo be updated N-C-O To be updated C-N-O To be updated Solo - (2A/5A), 5B, 2B, 6B, 623C- (2A/5A), 5B, 2B, 6B, 623C, RC, 5C, sj.B, j.2C, j.B, JC, j.B, j.2C, j.C/j.214C *Requires 50 heat*- 3C CH, 236A, j.2C~allecan, j.2C~allecan, sj.B, j.2C, j.B, dj.B, j.C- B+C, j.2C, allecan, 5C, j.B, j.2C, j.B, JC, j.B, j.C- B+C, j.2C, j.B, j.C, land, 5A, 5B, j.B, j.C- j.B+C, 22D, 5C, 421D, j.2C allecan, 5C, sj.B, JC, j.B, j.2C, j.C Corner:C-O-N-WTo be updated N-C-O-W To be updated Solo (2A/5A), 5B, 6B, 2C, 5C, sj.B, JC, j.B, j.2C, j.C/j.214C2B, 5B, 6B, 2C, 2B, 6A, j.214C, AD j.B, allecan, 6A, j.C5B, 6B, 2C, 2B, 2A, jump forward, delay, j.B, j.C, land 5A, 6A, jump forward, delay j.B, j.C, 5A, 5B, 6A, j.214C B+C, j.2C, j.B, j.C, land 5A, 5B, 6A, sj.214C Edited August 16, 2015 by Psykotik Share this post Link to post Share on other sites
Psykotik Report post Posted April 23, 2015 (edited) Alright, so since it turns out that 3D has really short hitstun, 6C and CT won't combo after it. You can still loop the UB via other routes but the damage per rep (around 2.5k) is a bit too low atm to be worth the meter. character specific (will specify later): j.B+3D, 2AA, 5B, 2B, 6B, 46D, 6C, 2A, 5B (release 8D), 2B, 5C, jump forward, 8D hits, j.B, j.2C, j.AAB + 3D, etc (works on taller characters) j.B+3D, 2AA, 5B, 2B, 6B, 46D, 6C, 2A, 5B, 2B, (release 8D), 6B, 6A, neutral jump, 8D hits, j.B, j.2C, j.AAB + 3D, etc (works on smaller characters and Ragna) I tried to substitute 2AA with j.2C but it's really inconsistent. 3D hitstun way too short lol. Edited April 30, 2015 by Psykotik Share this post Link to post Share on other sites
Pen_Ninja Report post Posted April 23, 2015 "j.B+3C, 2AA, 5B, 2B, 6B, 46D, 6D..." Is that supposed to be 6C? Share this post Link to post Share on other sites
Pen_Ninja Report post Posted April 23, 2015 woo! I'll see what I can cook up later today when I get home and download the 10gb worth of game... OK, I'll probably only get to play tomorrow T__T But by the sounds of it, based on the issues you're describing, there's not much else we could do here. Share this post Link to post Share on other sites
Narcastic Report post Posted April 23, 2015 Gonna wait for moar updates since now I'm back active from my phone lol. Share this post Link to post Share on other sites
sinder Report post Posted April 23, 2015 Wow, i'm having trouble connecting certain j.b>j.c's I am not liking tightness this go around. Gonna be a hassle trying to find optimized combos now. I'll also update with some stuff I find Share this post Link to post Share on other sites
Narcastic Report post Posted April 23, 2015 Aint connecting air combo are tight in general now? Share this post Link to post Share on other sites
sinder Report post Posted April 23, 2015 Aint connecting air combo are tight in general now? Yes. I haven't really followed this game much for a while and I forgot about a majority of the changes that have happened Will try to post things I find as well. Apparently Carl can get to 5k without Nirvana (according to challenge 20) even if the combo seems to be impractical (which it is, based on the routes I' going to squeeze damage) I'm curious as to what the combos will look like Share this post Link to post Share on other sites
Psykotik Report post Posted April 23, 2015 (edited) I haven't beaten challenge 20 yet but I tried doing fully charged 6C, CT, j.2C allecan x 8, gear super. The most I've gotten out of that is 4.8k, still gotta figure out how to optimize it. Edited April 24, 2015 by Psykotik Share this post Link to post Share on other sites
JG Report post Posted April 24, 2015 If you have the metter.... why not going for this:https://www.youtube.com/watch?v=1zz5VebG_-c Maybe Carl is balanced now = ( Share this post Link to post Share on other sites
Zoular Report post Posted April 24, 2015 Carl still looks like a scumbag Share this post Link to post Share on other sites
JG Report post Posted April 24, 2015 Carl have UB loop again without the need of meter... Is hard, but is very probably that will work with all character. Share this post Link to post Share on other sites
JG Report post Posted April 25, 2015 Fellow Carl Players!!!!! This is my gift for you!!! https://www.youtube.com/watch?v=0M7KYbVOepQ Lets make Carl SSS class character again!!!!!! Share this post Link to post Share on other sites
Reki Report post Posted April 26, 2015 thank you the jg Share this post Link to post Share on other sites
sinder Report post Posted April 26, 2015 Fellow Carl Players!!!!! This is my gift for you!!! https://www.youtube.com/watch?v=0M7KYbVOepQ Lets make Carl SSS class character again!!!!!! Damn, even though that looks impossible for the average Carl player to do, you actually found a UB loop this go-round Unbelievable and impressive at the same time :') Share this post Link to post Share on other sites
Reki Report post Posted April 27, 2015 I realized lately that many jp carls are opting to not end combos with 8D > 3C and are just using the j.C ender. Was this a result of something getting nerfed? Do you guys recommend I should continue using 8D 3C? or is doll meter preservation dependent on matchup? Share this post Link to post Share on other sites
JG Report post Posted April 27, 2015 I realized lately that many jp carls are opting to not end combos with 8D > 3C and are just using the j.C ender. Was this a result of something getting nerfed? Do you guys recommend I should continue using 8D 3C? or is doll meter preservation dependent on matchup? From my understanding, Japanese player never tend to end with 8]D[>3C. Is true that you deal a little bit more dmg, but you also waste more nirvana metter and you get no oki. The reason why you should always try to end the combos with j.C or allegreto is for the knockdown. You will land first and you can go for any mixup after you land with Nirvana. Share this post Link to post Share on other sites
Raiza57 Report post Posted April 27, 2015 Hate to say it but, http://www.dustloop.com/forums/index.php/topic/8980-cp2-carl-loketest-discussion/page-3 post number #64. "I figured carl stuff>anima>crossup j2c-allecan>carl stuff>46D>iad>UB reset would work." Called it. Share this post Link to post Share on other sites
Zephyrion22 Report post Posted April 28, 2015 My take on Carl's #20 mission (solutions were probably already found but I guess posting one might be useful) ! 6C max charge > CT>{jump forward > j2C Allecan x 5}>j2C> j214C> delayed airdash>jB>j2C Allecan> 2C>5C> 632146C So much j2C, so hard on the hands xD Share this post Link to post Share on other sites
sinder Report post Posted April 28, 2015 ^Ahaaa I was almost right I thought it was allecan *10 like psyk with 2C>5C>cantata Excellent job dude Share this post Link to post Share on other sites
Reki Report post Posted April 29, 2015 G-guys, anyone got any combo route suggestions after doing the standard bbcp unblockable? (2A2B5B5C 46D airdash.A(n) j.2C j.AAB + 3D). I was planning to do the usual 5BB > cantabile > volante > CT > 5C j.BC > tenezza > 5H j.B j.2C j.B dj.B j.C > clap (though the part after tenezza needs a bit of changing because easier to tech now). I only started using carl in BBCP on the ps3 and I only knew a few posts ago that there's an anima route that probably goes something like 5BB > anime > 623B CT. What usually comes after that? Damage-wise is this better than the one I usually do? Also, I'm feeling the reduced comboability of anima. Is it classified now as a light starter? Share this post Link to post Share on other sites
JG Report post Posted April 30, 2015 G-guys, anyone got any combo route suggestions after doing the standard bbcp unblockable? (2A2B5B5C 46D airdash.A(n) j.2C j.AAB + 3D). I was planning to do the usual 5BB > cantabile > volante > CT > 5C j.BC > tenezza > 5H j.B j.2C j.B dj.B j.C > clap (though the part after tenezza needs a bit of changing because easier to tech now). I only started using carl in BBCP on the ps3 and I only knew a few posts ago that there's an anima route that probably goes something like 5BB > anime > 623B CT. What usually comes after that? Damage-wise is this better than the one I usually do? Also, I'm feeling the reduced comboability of anima. Is it classified now as a light starter? I was messing around with this route: j.B+ 3]D[ UB>|> 5B> 6B> 623C> 623]D[. sj.B> j.B - j.C> 421]D[> |> 5C> j.B-j.C >|> 421]D[> j2.C~Allecancel >j.B-j.C> |> 46]D[ > 66 6A> sj.B> j.B - j.C> 8]D[. The last part is very tight, but if you do it quickly you can connect sj.B> j.B-j.C. Sadly, this combo deal around 3.3K.... terrible if you consider the execution that requires. On 1.1, this would easily surpass 5K. If you add Fermata after the 8]D[, you will deal around of 4.4k. Ending it with OD oblivion isn't worth it, even with the OD overdrive will not pass the 5K. If you want to deal damage after an UB, i recommend you using the j.B + 4]D[ UB. A good one that deal more than 4k is this: j.B + 4]D[ UB> CT> 5C> 421]D[> j2.C~Allecancel> 5C> 623]D[ sj.B> j.B - j.C> 8]D[. If you end it with Fermata, i think that you would deal 5K+. Share this post Link to post Share on other sites
Raiza57 Report post Posted April 30, 2015 Fellow Carl Players!!!!! This is my gift for you!!! https://www.youtube.com/watch?v=0M7KYbVOepQ Lets make Carl SSS class character again!!!!!! Two very important things that should be noted. One, this reset has a very heavy flaw that, if exploited, makes this loop un-loopable. The combo timer for 3D is significantly shorter than jb/jc. Therefore if the opponent simply stand blocks this will force the game to read the 3D as a starter. Which, as explained before hand, makes this loop non-viable. The second, which is unrelated to JG's UB, is that when performing the UB reset, using jc in place of JB now gives higher damage due to the better P1 value. I recommend learning the jc-4D reset, it nets a higher damage value just as JG pointed out above. It seems the only reliable UB loop we have present would be the version involving RC cantabile. 6C fully charged now works like a CT >_> it can be barriered..... #RIP6C edit- The hitstun decay also applies to Psykotik's UB loop. Share this post Link to post Share on other sites
JG Report post Posted April 30, 2015 Damn... it seem you are right. RIP Carl.Also, with that in mind the j.B+3]D[ UB suck now. Share this post Link to post Share on other sites