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Kyle

[CT] Carl Clover Combos: Clap Trap Inside

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Population Of China

http://www.youtube.com/watch?v=27OwE9dok6M

CHARACTER SPECIFIC COMBOS:

I-Grouped by Weight/Combo

II-All combos start with 2A. More damaging openers could kill every opponent.

:NU::BANG: 100% Heat Gain

2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 2C, 8D, Walk forward, 8 Jump,

JB+C, 8]D[,

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[, AirDash

[8]JB+C, 8]D[

Death

:TG::LI: 100% Heat Gain

2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 2C, 8D, Walk forward, 8 SuperJump,

JB+C, 8]D[,

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

Death

*When against Litchi: Superjump above her body.

:RG:100% Heat Gain

2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 2C, 8D, Walk forward, 8 Jump,

Late JB+C, 8]D[,

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[

[7]JB+C, 8]D[ Airdash

[8]JB+C, 8]D[

[8]JB+C, 8]D[

Death

:RG: Cross up Inferno Divider input

2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 2C, 8D, Walk forward, Superjump, JB+C

http://www.youtube.com/watch?v=SAy8bN0r5eA

:TA::JI::NO: 9189 Damage, 70% heat Gain, 50% Heat cost.

2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 2C, 8D, Walk forward,

Late JB+C, 8]D[, AirDash, JB+C, 8]D[

6A, 8]D[, Late Jump Cancel, JB+C, 8]D[

6A, 8]D[, Late Jump Cancel, JB+C, 8]D[

Walk Nirvana Toward, 2C, 8]D[,

JB+C, 8]D[, Airdash, JB+C, 8]D[, RC

JB+C, 8]D[, Airdash, JB+C, 8]D[

:TA::JI::NO: 9101 Damage, 70% heat Gain, 50% Heat cost.

Alternate version shown at 3:28. If you missed the first 6A rep, this is how you can still pick up!

2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 2C, 8D, Walk forward,

Late JB+C, 8]D[, AirDash, JB+C, 8]D[

6A, JB+C, 8]D[, AirDash, JB+C, 8]D[

5B, 8]D[, "A"Vivice, 2C, 8]D[,

JB+C, 8]D[, Airdash, JB+C, 8]D[, RC

JB+C, 8]D[, Airdash, JB+C, 8]D[

:AR::CA: 8603 Damage, 66% heat Gain, 50% Heat cost.

2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, JB, J.C, 8]D[, 2C, 8]D[

Late JB+C, 8]D[, AirDash, JB+C, 8]D[

6A, 8]D[, Late Jump Cancel, JB+C, 8]D[

Walk Nirvana Toward, 2C, 8]D[,

JB+C, 8]D[, Airdash, JB+C, 8]D[, RC

JB+C, 8]D[, Airdash, JB+C, 8]D[

*When against Carl: delay J.2C from the initial Airdash.

:RA: 9104 Damage, 70% heat Gain, 50% Heat cost.

2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 2C, 8D, Walk forward,

Late JB+C, 8]D[, AirDash, JB+C, 8]D[

6A, 8]D[, Late Jump Cancel, JB+C, 8]D[

6A, 8]D[, Late Jump Cancel, JB+C, 8]D[

DO NOT Walk Nirvana Toward, 2C, 8]D[,

JB+C, 8]D[, JB+C, 8]D[, RC

JB+C, 8]D[, JB+C, 8]D[

*Toughest combo in the entire video. Input is the most strict when against Rachel. Only attempt when she does not have wind.

:RA::HA: 4949 Damage, 50% Heat cost.

J2.C, Alle~can, 5B, 5C, 6]D[, J2.C, Alle~can, 5B, 5C, 6]D[, JC, 2B, 3C, 214214D,

:HA::TG: 2997 Damage, 25% Heat gain.

J.2C, Alle~can, 2B, 3C, IAD, J.2C, Alle~can, 5C, JB, J.2C, Allegreto

:HA::RA: Tech Traps

Forward tech- 5C, TigerKnee Allegretto, 8]D[

Neutral tech- 5C, 632146C, 8]D[, 8]D[,

Back tech- 5C, SuperJump, Airdash, Late Allegreto, 8]D[

No tech- 5C, 632146C, 8]D[, 8]D[,

:TG: Standing, 5702 Damage, 100% Heat cost.

5C, J.B, 6]D[, Airdash, J.B, J.C, 5B, 6B, Walk Nirvana toward, J.B, J.C, 8]D[, 2B, 3C, 632146C,Walk Nirvana toward, 8]D[, 8]D[, 2C, 214214D

:TG: Standing, 4812 Damage, 100% Heat cost.

5B, 6B, J.2C, J.B, J.C, 5B, 6B, J.2C, J.B, J.C, 2B, 3C, 632146C, 632146C, Superjump, J.A

:TG: Can always be crossed up in the corner. Poor guys.

:HA: 2538 Damage,

Allegreto, 5B, J.B, J.2C, Allegreto

Dio combo. No tension

CH 5C, 623C, 8D, "A"Vivace, 2C, "A"Vivace, 2C, 8]D[, ...

*Do not buffer nirvana during the first vivace. You must go past her.

UNIVERSAL THROW LOOPS:

:NU::LI::AR::TG::RG::TA::BANG::CA::JI::NO:100% Heat Gain

...9B+C, 9]D[, Airdash, JB+C, EARLY 8]D[, Walk Nirvana back

9B+C, 9]D[, Airdash, JB+C, EARLY 8]D[, Walk Nirvana back

9B+C, 9]D[, Airdash, JB+C, EARLY 8]D[, Walk Nirvana back

9B+C, 9]D[, Airdash, JB+C, EARLY 8]D[, Walk Nirvana back

9B+C, 9]D[, Airdash, JB+C, EARLY 8]D[, Walk Nirvana back

9B+C, 9]D[, Airdash, JB+C, 8]D[,

Death

*Escape with late throw break at every other throw. =P

:NU::LI::TG::RG::TA::BANG::JI::NO:100% Heat Gain100% Heat Gain

...2C, 8]D[, 2C, Early 8]D[

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

Death

:AR::CA:100% Heat Gain

2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, JB, 8]D[, 2C, 8]D[

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

JB+C, 8]D[ whiffs,

Death

:NU::LI::AR::TG::RG::TA::BANG::CA::JI::NO: 9037 Damage, 100% Heat cost.

...2C, 8]D[ Walk forward,

Late JB+C, 8]D[, AirDash, JB+C, 8]D[

6A, JB+C, 8]D[, Airdash, JB+C, 8]D[, RC

JB+C, 8]D[, Airdash, JB+C, 8]D[, RC

JB+C, 8]D[, Airdash, JB+C, 8]D[

:NU::LI::AR::TG::RG::TA::BANG::CA::JI::NO: 8927 Damage, 50% Heat cost. 68% Heat Gain. Corner only!

2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 6A,

JB+C, 8]D[, AirDash, JB+C, 8]D[

5B, 8]D[,

JB+C, 8]D[, AirDash, JB+C, 8]D[

5B, 8]D[,

JB+C, 8]D[, Airdash, JB+C, 8]D[, RC

JB+C, 8]D[, Airdash, JB+C, 8]D[

UN-BLOCKS:

Corner only

632146C, RC, 66, 6[C], 2B, 3C, IAD, J.2C, Alle~can, J.2C, Alle~can, J.B, Allegreto

Corner only

632146C, RC, 66, 6[C], 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 6A

JB+C, 8]D[, AirDash, JB+C, 8]D[

5B, 8]D[,

JB+C, 8]D[, AirDash, JB+C, 8]D[

5B, 8]D[,

JB+C, 8]D[, Airdash, JB+C, 8]D[,

Midscreen. Carl, Opponent, Nirvana: 168% Heat gain, 150% heat cost

...632146C, 41236]D[, RC, 66, 6[C], 2B, 3C, 2B, 2C, 8]D[, {Insert Character specific Throw loop}

Midscreen. Carl, Opponent, Nirvana, No heat cost,

...5B, 6B, 3]D[, J.2C, Alle~can, 2B, 3C, 2B, 2C, 8]D[, {Insert Character specific Throw loop}

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A mindset while doing combo's with Carl.

Spacing! If you are trying you do J.C repetitions and you are too close this will cross and reset. Yes, a reset is nice when you PLAN for it. In this scenario you should be doing J.2C, Alle~can. Another perspective if you are wanting to do J.2C and they are too far away, use J.C instead.

If you are having trouble getting opponents into throw loop because of all the height/timing variations on Carls air throw. You can combo into 6]D[, 3C, J.2C, Alle~can, JB+C. this a standard height for EVERY character. Just something else for people to consider when playing matches and not training mode.

JB+C, 22]D[~[D], 2C (LATE), 236A, Walk Nirvana, 2C (Early), Raise The Roof!

Fatty= Haku, Bang, V, Tager

(sandwich) 3C, 2B, 2C, 8]D[ [D] (Bang is airborne).

2[8] (high-jump), at peak, [8] ]D[ ~ BC [D] (loop start).

[8] ]D[ ~ BC [D] again just as the throw finishes (i.e. cancel throw into throw).

Well for one thing I find it hard to do on rachel...shes floaty in an akward way... and you probably don't want to do it on rachel because she can break out of it everytime... just 2c 8d loop to max against her.

Also, jump airthrow+8D into an immediate airthrow+8d doesn't work on every character, and i doubt rachel is one of them because it usually only works on people with bigger hitboxes. If you want to practice the clap loop, try 6A -> airthrow 8d -> airdash -> airthrow 8D. That one is better to get the timing down. Directly jumping into airthrow 8d usually doesn't work too well.

And sometimes you move nirvana too close while you're doing the airthrow. Don't hold 7, hold 8. Also your claps are inconsistent, sometimes too early sometimes too late.

If you want to practice throw loop, i suggest you practice it off the standard combo.

2c 8d airthrow 8d airdash airthrow 8D land relaunch etc etc.

You'll actually be using this in matches and the timing is a completely different thing.

Definitely practice on another character though. Keep at it :)

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How do you keep from getting grabbed after being corner knockdowned? If I tech in place, I get grabbed. If I tech away/towards, I get grabbed. If I don't, I either get comboed or grabbed. I know I can just throwbreak, but the person I play will just start hitting me if'n I start waking up and grabbing immediately.

Not that I should be replying to this cuz I suck so much ass with Carl right now but when you tech throw (you in the corner) your opponent will be pushed away so you should have plenty of time to IAD out of there.

And thanks for the help guys. I've actually practiced on many different characters with similar results. I'll keep what you guys said in mind for the next time I try though. I can only take so much failure for one day...it does get aggravating :vbang:sometimes but what keeps me going is the prospect of going to CTF (local arcade) and raping people with the hardest character in the game to learn. :yaaay:

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np. glad to help. Definitely practice the full combo instead of just the airthrow+8D parts. Its much more useful and a complete different story in execution.

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I've gotten a lot better at Carl's throw loop. But mostly becasue in training mode I always will combo into it in practical ways. That way when I'm actually in a match I'll be able to do it more consistently. For instance: 2A-2B-3C-22D- IAD-j2C allecan-2C- throw loop or if opponent is in between Carl and Nirvana A-B-C-6D-3C-j2C allecan- land- airthrow into throw loop. The throw loop is hard but very rewarding. I've managed to get 8 throws in a combo a couple of times. The damage was amazing. Keep in mind that in order to do these properly, once you start the clap trap there will be multiple spots where you gotta make sure you don't let nirvana deactivate. As soon as you make her do 8D press and hold down D again so she can immediately do it again when needed. Most importantly ALWAYS MAKE SURE NIRVANA IS DOING HER 8D BEFORE YOU PRESS THROW!!

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the most practical way to do the clap trap that i have found is 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 any one else find something practical or easy? i mean with this set up they may be expecting the puppet sandwich or the 10 hit air combo or even something else

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If you've already got your opponent sandwiched in between you and nirvana, the easiest way is just

2a 2b 3c 2b 2c 8d loop

Make sure you activate Nirvana and hold 1 after the 3C, it makes nirvana push your opponent towards you (even when they're on the ground) so 2b 2c can hit easier.

So you can do this off any ground loop.

But the thing with this is, after the 3C, if its already 7 hits (making 2b the 8th, and 2c the 9th) then its a black beat combo. But i think even if people tried to tech, they go straight into the 8D.

Its pretty much the most practical because even tho the proration is higher with 2b 2c compared to j2c allecan airthrow, its a lot easier. And since, proration doesn't matter since throws aren't prorated. Not to mention the word proration is meaningless in a combo known as 100% combo :yaaay:

as an addition to the 623C above...

If situation is Nirvana-Carl-Opponent and Nirvana is REALLY close you can do

~623C 2D hit 236A (now it is Nirvana-Opponent-Carl) into 2c-8d- airthrow loop.

But really, the most practical one is with the 3C iad summon alle~can one. Because that one you can start off any situation as long as you land 3C.

thanks for the info, sounds a lot easier than the junk i was trying. one other concern and i dont think there is a way around it but it's bursting out of the throw loop. i would get my friend into a 2c 8d trap then go up for the throw after an 8d. when i would get close enough to grab he would just burst and the loop was over. he plays as rachel if that matters at all

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Gear super after 8D. If he bursts, he falls into it and takes MAJOR damage, in the perfect position for him to fly back into another 8D -> loop. If he doesn't he falls into it into the perfect position to fly back into another 8D -> loop. It works >=D But normally, be prepared to get bursted out of the loop. Nothing much you can really do about it. Usually people burst after a throwbreak->8d hits->see you dash->burst though.

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But really, the most practical one is with the 3C iad summon alle~can one. Because that one you can start off any situation as long as you land 3C.

What's the best setup to hit confirm this? Am I suppose to be able hitconfirm off of 2A if I don't have the doll around? :V

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off 2a and off 2b is both fine if you can summon on time. Links to 3C 2a/5a->2b->3c 5c->3c (look luck with this one)

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so I never expected playing Carl to be this hard but it sure is. I finally learned to do 2b, 3c, 22d IAD, 2c 214c, land 2c, 8d around 75% of the time. After that once I learned you don't have to hold a direction when you do a throw, the throw loop off of that 8d became really easy. My main problem though is starting my combos having d held so that way when you do 22[d] nirvana summons to the correct side. Are there any tricks to doing this? I think the only thing I read was starting your combos hitting the button you want to attack with plus drive, and then holding drive... so the combo above would just be 2b+d, 3c, 22[d] ? Any other tips? Also, off of airthrow without nirvana near, what is it that you're suppose to do? 22d, land, 236a, 2c -> raise the roof?

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Although I do mess up sometimes. For that specific combo (2b, 3c, 22d IAD, 2c 214c, land 2c, 8d), I actually don't hold the D. I just do 22d really early. Like right after I hit 3C.

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Although I do mess up sometimes. For that specific combo (2b, 3c, 22d IAD, 2c 214c, land 2c, 8d), I actually don't hold the D. I just do 22d really early. Like right after I hit 3C.

ditto.

Except recently i've been screwing up my j2c 214c a lot and only getting 214C :vbang:

Why is everybody on XBL? :(

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Although I do mess up sometimes. For that specific combo (2b, 3c, 22d IAD, 2c 214c, land 2c, 8d), I actually don't hold the D. I just do 22d really early. Like right after I hit 3C.

I tried that a few times and it didn't work for me. Oh well, I'll keep trying. Thanks!

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...Also, off of airthrow without nirvana near, what is it that you're suppose to do? 22d, land, 236a, 2c -> raise the roof?

JB+C, 22]D[~[D], 2C (LATE), 236A, Walk Nirvana, 2C (Early), Raise The Roof!

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About the 2b, 3c, 22d IAD, 2c 214c, land 2c, 8d ... I'm still learning to do this, but I think I can offer some advice on the 22d... At first, I tried doing it straight after 3c, but half the time Nirvana would end up on the wrong side. I noticed in Japanese videos the summon would actually happen at the beginning of 2b, so what I figured they were doing was using the 2 in 2b as the second 2 in 22d. So when I do 2a, 2b, 3c ... I do 2a (return to neutral) 2b+d, 3c+d (hold d on the second one) etc. Done correctly, this will get Nirvana in the correct position every time. If it's not from 2a, then I suppose you could do 22b+d for the same effect. I can't quite do it consistently yet as it is pretty tough, but I think this is probably the most economical way to get it consistently that I can figure. EDIT: Actually I'd like to correct myself! This may be summoning too early! I'm not positive either way, as I'm still trying to get it down 100% (getting closer!). What you may want to do is 2a, 2b, (return to neutral) 2d, 2c+d (hold d) etc. If someone who can actually pull this off well wants to say which of these is better (if they are at all!) I'd greatly appreciate it!

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I execute 22D really fast after 2B. It works every time for me. I never use negative edge in a combo unless I need to use the doll more then once, or if I need to position it somewhere. Maybe that's bad. IDK...lol.

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Well, if you're pressing down twice after the 2B, then you're pressing down one more time than necessary! Just saving you some wear and tear lol!

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Well, if you're pressing down twice after the 2B, then you're pressing down one more time than necessary! Just saving you some wear and tear lol!

The 2 in 2B is being held, not pressed. Thus you're forced to go to neutral and input the teleport as 22D.

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A few more general notes: A mindset while doing combo's with Carl. Spacing! If you are trying you do J.C repetitions and you are too close this will cross and reset. Yes, a reset is nice when you PLAN for it. In this scenario you should be doing J.2C, Alle~can. Another perspective if you are wanting to do J.2C and they are too far away, use J.C instead. If you are having trouble getting opponents into throw loop because of all the height/timing variations on Carls air throw. You can combo into 6]D[, 3C, J.2C, Alle~can, JB+C. this a standard height for EVERY character. Just something else for people to consider when playing matches and not training mode. <3 this game. Finally getting into more and more. I'll be good enough to go on-line with everyone in a week or two. =D Match-up Sub-forums, GO!

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I'm having some srsly trouble with 2a, 2b, 22d, 3c jc. IAD j2c alle-can, [2c>8d]*3 Well, I'm notsosmuch trying for the 2c8d loop, so much as the throw set-up. Either way, I can't seem to figure out good timing for when to IAD and do alle-can. Am I supposed to be moving really fast, or what? I'm practicing on Carl since I figured his timing would be tightest.

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You want to IAD as soon as possible. As for the allecan, you want to do it as soon as you cross the character. I can't tell you much. Its all about timing. Just takes hours of practice. That's what worked for me. There are some characters that this combo doesn't work on well. This doesn't work at all for Arakune (the 2C always wiffs). As for Hakumen, its almost impossible to hit him with it as well. You have to hit him with the allecan as close to the point where you cross him up as possible. Otherwise the 2C will miss as well. As an alternative after the allecan you can do jb 214C into the 8D instead.

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Alrighty. Do I do the alle-can as 214 or 236? I'm not sure if the inputs change after the cross-up. What is an alternative combo vs Kune and Haku? Also, if you space it right, can't you [airthrow>8d>land]*n on a huge chunk of the cast? I've been doing it with decent success rates in training mode on everyone except for liek... Bang. Well, I've only practiced it on a few so far, anyway. But yeah, what's the loop on Bang, or where should I position him?

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Alrighty. Do I do the alle-can as 214 or 236? I'm not sure if the inputs change after the cross-up.

You do the Allegretto in relation to the direction that Carl faces. In almost all cases, this means "not changing over", 214C wrt (with respect to) where you started. Changing directions mid-flight is an infrequent enough case to not consider and only note when it does happen.

But yeah, what's the loop on Bang, or where should I position him?

(sandwich) 3C, 2B, 2C, 8]D[ [D] (Bang is airborne).

2[8] (high-jump), at peak, [8] ]D[ ~ BC [D] (loop start).

[8] ]D[ ~ BC [D] again just as the throw finishes (i.e. cancel throw into throw).

Wish I knew a link to a video with this.

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