BBCF/Carl Clover

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Overview

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.
Playstyle
Carl Clover is a puppet character with high execution requirements and high rewards in the form of looping unblockables and great damage.
Pros Cons
  • Amazing corner carry: Any hit, as long as Nirvana has enough meter left, can put the opponent into the corner, where Carl really shines.
  • Best Pressure in the Game: Nirvana gives Carl the ability to lock down his opponent in a way unseen in most fighting games. As long as he has gauge, you have to block.
  • Consistently Strong Mixups: While Nirvana is keeping his opponent locked down, Carl is free to go for any number of setups, including unblockables.
  • Good Damage: Carl's damage is consistently solid, which will make opponents afraid to sit still for long.
  • Rule Breaker: Nirvana has collision detection while active, making her a physical wall to jump over. Nirvana also lets Carl do things like combo off his counter assault.
  • No Reversal: Carl has no reversal outside of system mechanics.
  • Poor Defense: Carl is tied for the lowest Health in the game and his fastest attacks have pitiful range.

Drive: Automaton

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.

Overdrive: Synchro High Speed

Carl's overdrive grants Nirvana a power up:

  • 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 3 10 -1 B

A fairly standard jab. Hits crouchers. Has a very long cancel window, making it good for staggers.

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
520 Mid 9 2 16 -1 B

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.

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
780 Mid 13 3 20 -6 B

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.

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 Mid 7 3 10 -1 F

Like 5A, 2A also has a very long cancel window, making it good for staggers.

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
480 Low 9 4 15 -2 F

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.

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
760 Mid 14 3 24 -8 B 8~16 H

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.

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 Mid 11 4 24 -11 B 5~14 H

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.

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
650 Low 17 4 16 -3 F

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 .

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 24 6 16 -5 B 7~22 FT

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.

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
720 Low 14 10 20 -13 F

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

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 6 4 9 H

Your go to air to air normal to win air superiority. Not the best jump-in move.

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 High/Air 9 3 24 H

Air to air move, mostly used as combo filler, or as the overhead in Carl's corner Unblockable setups.

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
820 High/Air 10 5 21 H

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.

j.2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 All 10 Until L 28L H

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.

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[

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0

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).

Active

5[D]

Damage Guard Startup Active Recovery On-Block Attribute Invuln
16 1-16 GP All

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

Disabled

Automatic when Nirvana's health reaches zero

Damage Guard Startup Active Recovery On-Block Attribute Invuln
715 [200] 65

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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.
- - - - -
  • Startup time is time to regenerate a full health bar, recovery is a fixed animation

2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
510×4 All 33 2(8)2(10)2(8)2 58 [28] BD 1~End Guard P

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
490×6 Low/Air, All×5 42 4×3,6 67 [25] FD 1~End Guard P

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
940 All 29 8 60 [21] BD 1~End Guard P

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1060 All 24 8 69 [25] BD 1~End Guard BP

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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 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

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
8D 760 Mid 33 3 36 [13] BD 1~End Guard P
8D Shockwave 620 Mid 37 28 P1

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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.
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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
69 [41] 1~36 [1~30] All
37~End [31~End] Guard P

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.

Con Brio

623D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1480 Mid 25 6 39 [15] BD 1~End Guard HP

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100 All 31 Until Hit Total: 90
[Total: 52]
P1 1~End Guard P

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000
[0, 2500]
All 19-119 4 60 [20] HBFTD 1~(22~122) Guard HBFP
  • 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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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 100 100, 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
630×5 All 52 4×6,2 96 [31] BD 1~End Guard P

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 T(70) 7 3 23 T

Causes a hard knockdown, allowing Carl to even switch sides with 236A before picking the opponent up.

Back Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 T(70) 7 3 23 T

Ground bounces, requires different timing/followups compared to his forward throw.

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 T(120) 7 3 23+3L T

Launches opponent downwards, useful for sending them down towards Nirvana for followups.

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 3 32 -16 B 1~20 All

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.

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

Mostly used to stall for Nirvana, in corner combos and in Carl's unblockable

Special Moves

Vivace

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A Total: 28 1~16 P
236B Total: 39 1~30 HB

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.

Cantabile

623C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1800 All 9 15 44 -26 D
  • Looks like a low attack, but isn't.
  • On hit, launches opponent into the air and towards Carl, enabling easy followups with both Nirvana and Carl, as appropriate.
  • Big damage
  • 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 cant fit a CT

Allegretto

j.214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700, 100×5 All 13 P{(4)P}×5 Total: 66+1L H

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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 80 89 3 -
  • Each P in active frames represents a projectile spawned
  • Hits appear in 4F intervals, each hit has 5 Active Frames

Distortion Drives

Laetabilis Cantata

632146C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
250×20
[300×22]
All 8+(50 Flash)+3 5×20 [5×22] Total: 131 [Total: 143] -46 [-75] P2*

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236236D 200×6, 300×2, 350×2, 500 All 10+(40 Flash)+18 See Notes 48 BD Nirvana: 1~End Guard HBFP
236236D OD 200×12, 300×4, 350×2, 500 10+19 See Notes 68 BD Nirvana: 1~End Guard HBFP

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500 [3000] Mid 1+(103 Flash)+16 6 124 +14 [+24] BD Nirvana: 1~End Guard P

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1600, 3500 All 1+(89 Flash)+(8~16) 3 33 -39 BD 1~?? All

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.

  • Very similar to Relius' Vol Tedo Distortion Drive: Nirvana teleports behind Carl, charges up and rushes forward with a punch
  • Nirvana cannot be interrupted during the 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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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 4 -
  • Carl immediately begins recovery animation on block for 46F
  • 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600×2, 400×2, 1000
{600, 240×15, 1000}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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.
- 100 100 - -
  • 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
21850 All 1+(100 Flash)+17 ?? Total: 77 -30 P 1~68 All

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

Colors

BBCF Carl color 1.png
BBCF Carl color 2.png
BBCF Carl color 3.png
BBCF Carl color 4.png
BBCF Carl color 5.png
BBCF Carl color 6.png
Color 1
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Color 6
BBCF Carl color 7.png
BBCF Carl color 8.png
BBCF Carl color 9.png
BBCF Carl color 10.png
BBCF Carl color 11.png
BBCF Carl color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Carl color 13.png
BBCF Carl color 14.png
BBCF Carl color 15.png
BBCF Carl color 16.png
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BBCF Carl color 18.png
Color 13
Color 14
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Color 17
Color 18
BBCF Carl color 19.png
BBCF Carl color 20.png
BBCF Carl color 21.png
BBCF Carl color 22.png
BBCF Carl color 23.png
BBCF Carl color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

External References

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