Overview
Carl is a puppet character focusing on strong setplay and amazing mixup potential. Carl is focused more on quick and short-ranged strikes while Nirvana focuses more on slow, damaging strikes with large reach. Together, they are capable of amazing pressure, looping unblockables and strong okizeme. Carl must track Nirvana's position at all times, as he strongly relies on her for neutral and offense. Without Nirvana, Carl's weaknesses become much more apparent as he has low life and no true reversal outside of his Exceed Accel.
Carl is a difficult character requiring tight execution and good awareness. Thankfully, this comes with a high skill ceiling. Carl rewards players with a strong offensive gameplan and solid neutral.

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Health |
10,000 |
Prejump |
4F |
Backdash |
22F (1~7F Inv All) |
Forward Dash |
23F |
Unique Movement Options |
Vivace |
Fastest Attack |
5A (6F) |
Reversals |
632146D (9F, OD only super) |
Fatal Starters |
6C 4D 63214D |
Carl's Drive revolves around controlling Nirvana, who moves and acts independently of Carl but is controlled at the same time. The main details are:
- Hold the D button to activate Nirvana, release D while not holding any direction to deactivate.
- While active, she can move forward by holding any forward/backward direction (including diagonals). Nirvana is solid to both Carl and his opponent while active
- Nirvana will attack when releasing the D button while either holding a direction or after completing the inputs for one of her special moves. Nirvana will remain active afterwards if you are holding D as the move ends.
- Note that the directional inputs required for moves is based on Carl's current facing, not necessarily Nirvana's. For example: If Carl is facing right and Nirvana is facing left, pressing D, inputting 623 and releasing D will give you Con Brio, not Volante.
- Similarly, opponents always face towards Carl and thus input moves and block attacks based on his location, not Nirvana's, even if Nirvana is attacking from behind them.
- Nirvana has a health bar that gets consumed when she attacks or gets hit while active. While this health regenerates rapidly if she is left inactive for a short period; If Nirvana runs out of health, she will be disabled and regenerate more slowly, only becoming usable once she has fully recovered.
- If Carl gets hit or blocks something, Nirvana is interrupted in most cases and reverts to her inactive state.
- Nirvana cannot Rapid Cancel.
- Nirvana recovers faster from her moves and many of her moves gain new properties and hitstop
- Nirvana's moves cost nothing to use.
- Nirvana's walk speed is 50% faster.
- Nirvana's meter recovery speed is also increased by a flat 5Hp/F at all times, and an additional 18Hp/f while disabled. (Meaning she will fully recharge from disabled in under 3 seconds)
- Carl gains access to a new Distortion Drive and the other three are improved significantly.
Normal Moves
5A
A fairly standard jab. Hits crouchers. Has a very long cancel window, making it good for staggers.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 80 | 1 |
5B
One of Carl's most important normals for combos and pressure. Has somewhat short reach, but its range has be increased by cancelling into it from a dash.
Jump cancellable on block, which allows him to easily set-up airdash high-low mixups with the doll.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 89 | 3 |
5C
A long poke with a disjointed hitbox. Doesn't hit as high as it looks.
Okay button overall, 5B 5C won't convert on launched opponents. Not too great on block apart from it being able to gatling into 6C and 6B for a predictable, but still working Mixup. Avoid using 5C in blockstrings too much, since no jumpcancel means that IB DP will ruin your day rather easily.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 89 | 3 |
2A
Like 5A, 2A also has a very long cancel window, making it good for staggers.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 80 | 1 |
2B
A general purpose low poke. Sadly lacks much of its utility from previous games now Nirvana has no standing overhead, but still not without use.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 89 | 3 |
2C
Carl's other anti-air normal. Although its invincibility frames start later than 6A, its smaller vertical hurtbox during startup makes this a very useful anti-air (arguably even better than 6A) in some situations.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 82 | 4 |
6A
Carl's go to anti air with fast head invul. 6A shifts Carl's hurtbox backwards which can sometimes catch your opponent if they try to cross you up.
- Whiffs on a few crouchers, like Ragna.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 |
6B
Standing low, Carl steps forwards before attacking, giving it more range. Being as slow as it is, you need to be careful using it as anything that cancels into it on block leaves a gap for the opponent to reversal out of.
- 6B spins your opponent in place on counter hit which gives you a lot of time to combo into it .
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 95 | 89 | 3 |
6C
Carl's standing overhead. Slow, but can lead to a fuzzy setup on taller characters with 6c>RC>dash rising j.a if they block this
- Can set up an unblockable with Nirvanas 3D, but leaves a large gap in between that the opponent can often mash out of. (you can alleviate this by ending a combo in 623c>RC so you can hit them as soon as they can recover from Cantabiles hitstop)
- Forces crouching.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 90 | 89 | 3 |
- Fatal Counter
- Forces crouching on hit
- Airborne from frame 10, invuln ends on landing, hit occurs on frame 3 of landing
- Startup/invuln duration can be altered by external forces
3C
A sliding low that advances Carl forward and shrinks his hurtbox signicantly, being able to lowcrush many standing normals. It has good range and reward on CH, but is on the slower end of sweeps.
For combos, it usually sets up distorion drives.
- Low-profiles 13-23f
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 |
j.A
Your go to air to air normal to win air superiority. Not the best jump-in move.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 80 | 1 |
j.B
Air to air move, mostly used as combo filler, or as the overhead in Carl's corner Unblockable setups.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 85 | 2 |
j.C
Launches opponent downwards on air hit, usually used for ending air combos, ideally forcing your opponent to tech in front of Nirvana for wakeup pressure.
- Can be varied with j.2C as your jump-in moves.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
- Bonus Proration 110%
j.2C
Main air to ground move for Carl.
- Near symmetrical hitbox makes it ideal for crossups.
- On hit/block, Carl bounces and recovers in the air, animation 26.
- Combo stable due to its relatively good damage and ability to cancel into j.B, j.C and j.214C to get back onto the ground fast.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
- On hit/block, Carl bounces forward and recovers in the air (26F)
- On hit, cancels into normals available from frame 9 of bounce, special cancels available immediately
Drive Moves
The following section applies to Nirvana only, all move properties, frame data etc applies to Nirvana and not Carl unless otherwise stated.
Inactive
5]D[
Default State for Nirvana, will revert to this state if D is released or Carl is hit or blocks. This is the primary way you'll regenerate her health; knowing when to give Nirvana a rest but also make good use of her is key to learning Carl. Be aware that if your opponent starts a combo on you, Nirvana will likely get back to full health by the time you recover, so you don't need to be too conservative with spending her health most of the time. While you might notice Nirvana has an animation when she deactivates, this is purely visual and can be interrupted at any time by activating her again.
- While inactive, Nirvana has no collision and cannot be hit.
- Nirvana starts with 5000 health and can lose it when hit or when using any of her moves (See each move for costs).
- After 29F of being inactive, Nirvana will regenerate 10 health per frame. This occurs even if Carl is in hitstun or hitstop.
- At the start of a round, Nirvana spawns 195,000 units behind Carl. (About 2/5ths of the distance to the other player).
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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- Animation for powering down can be interrupted at any time
Active
5[D]
Active state. Can be performed and held at any time Carl is not blocking, in any kind of hitstun or tech recovery. Nirvana can walk around by holding D and inputting any sideways direction, walking slightly faster than Carl overall (And much faster when in Overdrive). Notably you can make her walk without forcing Carl to also move by holding 1 or 3 since Carl will simply crouch instead.
Nirvana must fully start up before being able to commence any other action (Including walking). This takes 16F but cannot be interrupted by any hit in this time (And any damage is reduced to 25% of normal). If you are holding D as Nirvana ends an action, she will remain in the active state and can immediately perform something else. Usually you'll use this state for as little as possible to transition directly into an attack, but sometimes it's useful just to activate Nirvana to create a physical barrier to opponents and projectiles since Nirvana's health is much more expendable than Carl's. If possible, try to use Nirvana's startup armour so she takes take less damage.
During this state and all attacks, Nirvana is solid and may be hit and collide with both players, dealing unscaled damage to her health (Projectile damage is halved). Hits on Nirvana are treated like blocked attacks, even though Nirvana may still get interrupted and take damage; Opponents hitting Nirvana only have access to cancels possible on block, they cannot trigger any cinematic attacks or throws, they will never launch or knock down Nirvana etc... Additionally, both players gain heat for Nirvana being hit equal to whatever each player would gain if Carl had blocked the attack instead.
- Nirvana has a walking speed of 8,000 forwards and 7,000 backwards, these values go to 12,000 and 10,500 in overdrive.
- Nirvana must fully start up before being able to commence any other action. This takes 16F.
- To perform Nirvana's moves, input the required directions and release D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Disabled
Automatic when Nirvana's health reaches zero
Nirvana's dead state when she runs out of health where she cannot be used at all.
This is something you always want to avoid since Carl really needs her to cover his shortcomings. When learning to play Carl, it's useful to get a feel for how many moves you can get away with Nirvana using while keeping a small reserve of health to protect her from getting hit and finished off. If Nirvana is disabled and you really need her back, activating Overdrive will rapidly restore her health, but you're unlikely to have much Overdrive time left to make any other use of it by the time she's operational again.
- Like the inactive state, Nirvana cannot be interacted with by either player.
- Can be caused by using any move Nirvana hasn't got enough health to pay for. In this instance, Nirvana will still perform the move and be disabled immediately afterwards.
- Regenerates at 7hp/frame until fully recovered, then performs a 65F revive animation before going back to the inactive state. The entire process takes about 13 seconds overall.
- Regenerates an additional 18hp/frame during overdrive, reducing the recovery time down to just over 4 seconds, optimally.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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- Startup time is time to regenerate a full health bar, recovery is a fixed animation
2D
Multihit attack to keep your opponent pinned down blocking, or to deal decent damage during combos.
Nirvana's new move replacing her old overhead punch, meaning Carl has much less access to unblockable setups now, but instead gains a very powerful combo and lockdown move that you can use to force mixups on your opponent.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 92×4 | 4 |
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
3D
Nirvana's low attack, used in combination with Carl's j.B overhead to make an unblockable safejump reset on a standing opponent. Note that only the first hit is a low. 4th hit forces crouching.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 89×6 | 3 |
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
6D
A punch that slides Nirvana forwards. Your go-to Nirvana move that serves as simple and effective blockstring gap filler.
- Causes a groundslide if opponent was hit in the air.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 79 | 3 |
- Values in [] are during OD
- Costs 600 (12%) of Nirvanas health to use
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
4D
Frametrap move. Used to fish for counterhits or catch pokes with her armor.
- Pulls the opponent towards Nirvana.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 82 | 4 |
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- Fatal Counter
- On Guard Point, hitstop for Nirvana and Opponent unchanged
8D
Excellent anti-crossup anti-air.
- Long untechable time, allowing for various combos.
- Very low recovery, making it quite doll-meter efficient if you let her regenerate afterwards.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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8D | Normal | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
8D Shockwave | Normal | 80 | 89 | 3 |
8D:
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
La Campanella
22D
Teleports Nirvana to just behind Carl's location, A key repositioning move and something of a panic button used to recover Nirvana when she is too far away and sometimes to reposition Nirvana during some combos. Uniquely you can perform this move when Nirvana is in hitstun, giving you a way to get her out of trouble if she's being attacked.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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- Values in [] are during OD
- Costs 100 (2%) of Nirvanas health to use
Con Brio
623D
Anti air attack that covers a huge space, must be barrier blocked in the air.
- Superior to 6D in corner for combos, due to its much higher damage and basically same effective cost (very low recovery).
- For some reason doesn't stop if Carl gets hit. Makes for a very scary scramble option after you air tech with Nirvana close by because of this (just be careful of her 16F general startup)
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 92 | 4 |
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Volante
421D
Projectile attack, Nirvana launches a large orb that accelerates with time.
- Sometimes used point blank in some combos.
- Can be used with Nirvana offscreen for a surprise attack.
- Can be used as a corner Okizeme setup to catch an opponent's wakeup DP, so that even if they RC, they still have to block the projectile, as the projectile does not go away if Carl blocks.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 89 | 3 |
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Con Anima
63214D
- Nirvana runs forward with her arms raised, if she catches your opponent, they will get slammed to the ground for a hard knockdown with no bounce, meaning you need to use the throw animation time to get carl into position quickly.
- The running animation is not active, when Nirvana gets in range (usually standard throw range) or runs too far, she will perform a grab animation with 8F startup.
- The grab itself has a throw range of 140,000 units between bounding boxes.
- Can catch airborne opponents.
- Hitgrab, you can block it, unlike previous versions, this move can be comboed into and cannot be throw rejected under any circumstances. However it does not gain 100% minimum damage
- Has all attributes, only moves with full invulnerability or guard point will protect against it.
This is Nirvana's option to deter hitting her, but use it carefully as opponents can both jumpcancel to block or outspace it and on whiff it's a green light for the opponent to close in. Also works well against Haku's trying to parry Nirvana.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 100, 72 | 3 |
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- Fatal Counter
- Nirvana automatically attacks after getting close to the opponent
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Con Fuoco
41236D
Multi-hit attack that covers a lot of horizontal ground and deals a lot of damage, but can be low profiled by a number of moves
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 89×5 | 3 |
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- Max 5 hits
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Universal Mechanics
Forward Throw
B+C
Causes a hard knockdown, allowing Carl to even switch sides with 236A before picking the opponent up.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 50 | 0, 4 |
- 100% Minimum Damage (1500)
Back Throw
4B+C
Ground bounces, requires different timing/followups compared to his forward throw.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 50 | 0, 4 |
- 100% Minimum Damage (1500)
Air Throw
j.B+C
Launches opponent downwards, useful for sending them down towards Nirvana for followups.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 50 | 0, 4 |
- 100% Minimum Damage (1500)
Counter Assault
6A+B while Blocking
The infamous dangerous defense. With Nirivana positioned behind an opponent, Carl can combo out of his CA using 6D to switch sides and immediately start pressure.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Very Short | 50 | 92 | 4 |
Crush Trigger
5A+B (Chargeable)
Mostly used to stall for Nirvana, in corner combos and in Carl's unblockable
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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5A+B | Normal | 100 | 60 | |||||||||||||||||||||||||||||||||||||
5[A+B] | Long | 100 | 100 |
Special Moves
Vivace
236A/B
Dodge move used to switch sides with your opponent or get out of some situations where you might get separated from Nirvana.
- When used when Nirvana is attacking, can be used to cross up your opponent by forcing them to swap the direction they're blocking in
- The A version Can pass through opponents from frame 1-18 while the B version Can pass through opponents from frame 1-24 but be careful since you still can be throw out of both versions.
- Generous Head and Body invulnerability on the B version, while it isn't projectile invulnerable like the A version, it can still low profile a lot of projectile attacks.
- Carl is in Counterhit state throughout both versions.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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236A | ||||||||||||||||||||||||||||||||||||||||
236B |
Cantabile
623C
Carl sends the pawn out to grab the opponent. Not a throw, or a low, but can't hit airborne opponents. On hit, it pulls opponents towards Carl and launches them into the air, enabling easy followups with both Nirvana and Carl, as appropriate.
Has an enormous amount of hitstop, allowing you to RC and leave the opponent stuck in place for nearly a full second. also delays the opponents burst until they get launched, letting you react to the burst flash and RC if they burst too early. Also forces standing on hit RC, allowing for some very niche Unblockable setups where you can't fit a CT.
This move is in most ways considered a projectile, and will not hit standard projectile invuln/guard point. However, for whatever reason, it is able to hit the special xP invuln most notably found on Nu's Legacy Edge
Guard:
AllStartup:
16+(41 Flash)+9Recovery:
Total: 57Advantage:
+79 [+131]. It can be cut by Hakumen to create a FuumajinGuard:
allStartup:
1Recovery:
Advantage:
, while also being capable of clashing with strikes (which projectiles normally cannot do), but it will only interact this way if it would be in range to hit the opponent; attempting to cut it from further out or clash using a disjoint will have it behave as if it's not there. In the rare circumstances where it does clash, Carl does not experience the clash hitstop and cannot clash cancel.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 92×2 | 1 |
- Enters recovery animation immediately on block
- Cannot hit airborne opponents
- CH state until last 15 frames of recovery
Allegretto
j.214C
Keeps carls current air momentum (allowing for some funky movment with dash or j.2C), then stops Carl's momentum in the air and makes him recoil slightly, common air combo filler. Ends the air combo midscreen unless Nirvana can get her own hit in afterwards.
- Used often in corner combos for added regen time early on (xx>623c>Brio>dash j.214c>5a>5b), or as an ender to set up for Volante as an oki option while putting carl at a safer distance than the usual j.C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 92 | 3 |
- First hit that connects deals 700 damage, remaining hits deal 100
- All hits deal full chip damage (5%: 35) on block
Distortion Drives
Laetabilis Cantata
632146C
General purpose damage dealing distortion, but be wary that it can be hit out of after the superflash.
- Projectile does not disappear on hit, leading to favourable trades.
- Technically invulnerable on frame 8 (the frame before superflash), but the invuln runs out during superflash meaning Carl is invulnerable for effectively less than 1 frame. The projectile comes out during superflash on the same frame as the invuln ending; being hit during superflash ends the freeze on the opponent, making the effective startup of the projectile hitbox 40 frames post-flash in this situation.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 95×20 [92×22] | 2 |
- Values in [] are during OD
- Frame Adv listed is when opponent blocks until they are pushed out normally midscreen
- If opponent blocks all hits, then Frame Adv is +18
- Minimum Damage 10%: 500 [660]
Rhapsody of Memories
236236D (Air OK)
Nirvana attacks in a long string of attacks. During this time, Nirvana cannot be interrupted by hitting her or hitting Carl.
Not the most damaging Distortion Drive, but it doesn't need to be. Often used on block to basically force Carl's opponent to stay still and block while Carl can freely try a number of mixup options to try and open them up. Be wary that you aren't completely impervious to damage while in this state since a number of moves can both hit Carl and launch the player to safety if timed correctly. Keep in mind that if the opponent gets hit airborne, the combo will likely drop and won't deal a lot of damage.
- Does not cost any of Nirvana's health to use.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236D | Normal | 80 | 94 | 3×2, 4, 3×2, 4×5, 5 | ||||||||||||||||||||||||||||||||||||
236236D OD | Normal | 80 | 94 | 2×12, 3×4, 4×2, 5 |
236236D:
- Frame Adv listed is when opponent blocks all hits
- First hole that appears on normal block after blocking 8 hits. Frame adv in this case is +59
- Active Frames are: 3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(23)5(26)5(38)6
- Minimum Damage 20%: 40×3, 60×2, 70×2, 100
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
- Carl has total animation 10+(40 Flash)+69 on the ground and 10+(40 Flash)+53 in the air
- When done in the air, the move becomes active 9f after the superflash rather than the grounded 18
236236D OD:
- Frame Adv listed is when opponent blocks all hits
- First hole that appears on normal block after blocking 16 hits. Frame adv in this case is +99
- Active Frames are: 2(8)2(8)2(6)2(8)2(8)2(6)2(8)2(8)2(6)2(8)2(8)2(8)4(6)4(6)4(6)4(21)5(24)5(54)6
- Minimum Damage 20%: 40×12, 60×4, 70×2, 100
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
- Carl has total animation 10+(40 Flash)+69 on the ground and 10+(50 Flash)+53 in the air
- If performed in the air, the move becomes active 9f after the flash rather than the grounded 18
Fermata
214214D (Air OK)
Nirvana does one big slow uppercut, launches opponent very high. Very easy to block on reaction, so best left for a big damage combo ender.
- Does not cost Nirvana any health to use.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 84 | 5 |
- Vaules in [] are during OD
- Minimum Damage 20%: 500 [600]
- Carl has total animation 1+(103 Flash)+42 on the ground and 1+(103 Flash)+36 in the air. Both ground and air versions have Invul 1~1 All
Arpeggio of Oblivion
632146D during Overdrive
Nirvana teleports behind Carl and punches forward. Carl is fully invulnerable until recovery, while Nirvana is fully invulnerable (not guard point, like she normally is) for the entire move after the superflash.
One of the few Overdrive-only distortion drives. Nothing particularly exciting, but it does make for a very highly damaging combo ender and doesn't need you to worry about Nirvana's positioning due to the teleport at the start.
- If an attack connects with Nirvana on frame 1 of this move, she will be frozen by the superflash as well, causing the move to behave strangely: The startup will be extended by the length of the superflash and remaining hitstop of the guarded attack, and cause Carl to instead be stuck in an extended animation (around ~110F) and remain invulnerable until he reaches the usual whiff/on-block frames. If Carl recovers before Nirvana's attack connects, he will remain actionable instead of entering the usual on-hit or on-block animations.
- Cannot be buffered out of Overdrive activation, for some reason; can be buffered just fine on wakeup or out of blockstun.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 80 | 92×2 | 4 |
- Carl immediately enters extended recovery (48F) on block
- Minimum Damage 10%, 25%: 1035
- Costs roughly 1500 of Nirvanas health to use, not counting the passive regeneration from OD
Exceed Accel
Symphony of Lament
A+B+C+D during Overdrive
Carl's only reversal option. Can be his only way to get out of trouble when isolated from Nirvana.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
125 | 80 |
- Values in [] are when canceled into or immediately after activating Overdrive
- Values in {} are during Active Flow
- Minimum Damage 10%: 300 {520+44}
Astral Heat
Deus Ex Machina
64641236D
Nirvana teleports in front of Carl and opens up a portal which contains the hitbox that starts the move. If it fails, Nirvana's gauge is depleted entirely.
- If you are in OD as you use this however, she will regenerate before she actually dies, though still with nearly all of her bar depleted
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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4 |
Colors
