4Corners Report post Posted August 11, 2009 Is it just me, or is this match-up really fun to watch? I like playing it, too; but, my experience is limited. Some things to note: Do NOT set your robot up to take damage unless you're going to get something off it (pretty common sense, but seems to be a top priority most times I see this match-up). Never, ever get separated from your robot. This can mean a loop that goes into your death VERY easily. Plus, it's hard for Carl to safely avoid his own pressure strings, once set up. Umm... stick to quick pokes? Most of this match-up seems to just be solid Carl playing. Anyone wanna point out where I'm wrong/add stuff to this post? Share this post Link to post Share on other sites
E.Y.E.W.T.K.A.S Report post Posted August 13, 2009 Every time I go in the mirror match unless he is better then I am, I just combo him with Carl by himself, most won't see that coming, once you have him on the ropes then you start going for some summon setups. That's just me. Share this post Link to post Share on other sites
Zoogstin Report post Posted August 13, 2009 Instant block vivace will get you out of the sandwich loop. Share this post Link to post Share on other sites
Mikachiru Report post Posted September 25, 2009 Carl dittos are fun. But I don't really know what to do here... Do you take care of Ada first, or chase after Carl? Share this post Link to post Share on other sites
ZONG_one Report post Posted September 25, 2009 You do what all top Carl's do in a mirror. Carl---Nirvana-Nirvana---Carl. And you start mashing C and buffering 623]D[. But on a serious note, if he's rushing you, keep nirvana around to avoid the loop. If he's turtling, go after him, and worry about summoning when you need to. Also, tech the first throw of the loop, and summon quickly. (I've done this once or twice. I don't know if it's my opponent's clap error, or if this is a legitimate way to get out of this.) On relaunch, tech the 2nd and have nirvana eat the clap. Share this post Link to post Share on other sites
Mikachiru Report post Posted September 25, 2009 You do what all top Carl's do in a mirror. Carl---Nirvana-Nirvana---Carl. And you start mashing C and buffering 623]D[. I'm going to do this from now on. XD But on a serious note, if he's rushing you, keep nirvana around to avoid the loop. If he's turtling, go after him, and worry about summoning when you need to. Also, tech the first throw of the loop, and summon quickly. (I've done this once or twice. I don't know if it's my opponent's clap error, or if this is a legitimate way to get out of this.) On relaunch, tech the 2nd and have nirvana eat the clap. Most Carls I play don't use the loop...Then again, I still haven't played you. You would think this fight would be easy since you know all of your opponent's attacks and then...LOOPED!!! :8/: lol We need a Carl study group. There aren't that many Carls around to play and since he's the hardest character to use, noobs like me would benefit from this... Share this post Link to post Share on other sites
ZONG_one Report post Posted September 25, 2009 I'm going to do this from now on. XD Most Carls I play don't use the loop...Then again, I still haven't played you. You would think this fight would be easy since you know all of your opponent's attacks and then...LOOPED!!! :8/: lol We need a Carl study group. There aren't that many Carls around to play and since he's the hardest character to use, noobs like me would benefit from this... Well, whenever you're not grounded. I'm down to play. lol. I'll infinite you all day. Share this post Link to post Share on other sites
Kyle Report post Posted November 16, 2009 Ground loops is gotta be; J.2C, Alle~can, 2B, 5C, 6]D[... b/c J.2C, Alle~can, 5B, 5C, 6]D[... Whiffs. Share this post Link to post Share on other sites
Mascarpone Report post Posted November 19, 2009 3C 2B 2C ]8D[ the 2C almost always whiffs unless you did 3C in like.. kissing range c.c so I find i have trouble launching other Carls into air loops. (My alla~can'ing is very very spotty.) Share this post Link to post Share on other sites
Kyle Report post Posted November 19, 2009 B+C, Walk Forward, 2B, 2C, 8]D[... b/c B+C, 2B, 2C, 8]D[... whiffs Mascarpone, you can use Nirvana to push the body towards you, this helps. Share this post Link to post Share on other sites
feri Report post Posted November 19, 2009 2a 5b Vertical Jump j.b 8d works. *note clap is input when you JC 5b simultaneously. Edit: referring to the 3c link 2b 2c whiffing problem. Share this post Link to post Share on other sites
Mascarpone Report post Posted November 19, 2009 B+C, Walk Forward, 2B, 2C, 8]D[... b/c B+C, 2B, 2C, 8]D[... whiffs Mascarpone, you can use Nirvana to push the body towards you, this helps. I just hate to be Dependant on a grab. They are often broken by decent players on reaction and by just about everyone else after I've used them 2 or 3 times in sandwich preasure/combos.. and allowing for a reset (particularly online) has gotten me spanked on several occasions. 2a 5b Vertical Jump j.b 8d works. *note clap is input when you JC 5b simultaneously. Edit: referring to the 3c link 2b 2c whiffing problem. I'll try to put that into practice. I drop that pick up allot tho. (Too cheap to buy a stick and controllers are MEH!) Share this post Link to post Share on other sites
Kyle Report post Posted November 25, 2009 -2B, 3C will not combo at the "typical" max range against couching Carl. -Throw loop, input should be: 8]D[~JB+C, ... -While re-launching off of a corner air throw break, the "typical" : Land, 66, 5B... whiffs. Land, 66, [6], 5B....( Step forward again). - 6]D[ misses when the other Carl is guard broken. Share this post Link to post Share on other sites
Kyle Report post Posted July 20, 2010 When jumping out of nirvana pressure, use a backwards jump w/J.B or J.C. The new bigger hitboxes will usually hit nirvana on the way. Share this post Link to post Share on other sites
Zoogstin Report post Posted July 21, 2010 ooo nice idea. Share this post Link to post Share on other sites
Akiro Report post Posted August 16, 2010 5b 6B cantabile on Nirvana sometimes breaks her and makes her jump into the air, chance of making her unusable for the whole match too. Share this post Link to post Share on other sites
ZONG_one Report post Posted August 16, 2010 5b 6B cantabile on Nirvana sometimes breaks her and makes her jump into the air, chance of making her unusable for the whole match too. o.O ...wut? explain. Share this post Link to post Share on other sites
Akiro Report post Posted August 17, 2010 Go to trainning and make CPU Carl keep Nirvana Active. Walk over to her and use 5B 6B and then hit her with Cantabile. (don't hit CPU Carl) She'll float in the air with her feet at about Carl's head height. And in some cases she'll "slide" across the stage like shes being affected from Rachel's Wind Drive. Making her completely useless. Funny glitch that can completely shut down another Carl in Carl Mirrors . Share this post Link to post Share on other sites
Zoogstin Report post Posted August 17, 2010 O____O Oh noooo Share this post Link to post Share on other sites
ZONG_one Report post Posted August 17, 2010 I can't wait to fight another Carl and do this. (Which will be NEVER. D: ) Did this happen on console? Share this post Link to post Share on other sites
Akiro Report post Posted August 18, 2010 Mhm, I did it consecutively on the 360 console version, should work on the ps3 version too, not sure though. Share this post Link to post Share on other sites
FoxyAreku Report post Posted August 18, 2010 I like playing Rock 'em Sock 'em robots in this matchup. Share this post Link to post Share on other sites
Kyle Report post Posted August 19, 2010 Carl vs Ada: Standing: J.B, J.C, J.B (toward or backwards) Carl vs Carl: Standing: 5B, 5C, 6]D[, J.2C, J.B, J.C... Crouching: 5B, 6B, J.2C, Alle~can... Share this post Link to post Share on other sites
Kyle Report post Posted August 24, 2010 J.A is gdlk in this fight. Never did try the Cantible against Nirvana tho. Share this post Link to post Share on other sites