BBCPE/Carl Clover

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Carl Clover
BBCP Carl Portrait.png

Health: 9,500

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-7

Movement Options
1 Double Jump/Airdash, Hop-type Dash, Command Dash
Play-style
Tandem Attack
Full Frame Data
BBCPE/Carl Clover/Frame Data
  

Overview

Carl Clover, the son of Relius Clover, was a student at the Military Academy along with Jin, Noel, Tsubaki, and Makoto. His academic career would not come to fruition however as Carl would eventually drop out to become a travelling vigilante. Together with his sister, Ada, whose soul is trapped in the Nox Nyctores Nirvana, Carl goes out to search for his father in order to stop whatever plans he may hold.

Drive: Automaton

Carl's Drive revolves around controlling Nirvana. Pressing and holding the D button will cause Nirvana to become active. Once active, she can move forward (by holding 3, 6, or 9) and backward (by holding 1, 4, or 7), attack by releasing the D button while either holding a direction or after completing the inputs for one of her special moves, deactivate by releasing the D button without any directional input, or get hit by an opponent. Nirvana has her own life bar at the bottom of the screen, above Carl's heat gauge. It goes down when Nirvana is active, uses an attack, or gets hit by the opponent. Most of Nirvana's attacks have a continuation cost that make it so that if she uses another attack before being deactivated, it will cost even more life. If Nirvana's life bar reaches zero, she will be disabled and recover health slowly, but you won't be able to use her again until a short time after her life bar completely refills. Other than her Distortion Drives and Astral Heat, Nirvana's moves act independently of Carl, meaning they don't put him in any kind of vulnerable state and can be used even if Carl is already doing something else. However, if Carl blocks or gets hit, most of Nirvana's moves will stop and she will deactivate, and she can't be activated until Carl recovers from the blockstun or hitstun.

Overdrive: Synchro High Speed

Carl's overdrive grants Nirvana a power up. The recovery of Ada's moves will be lessened and many of her moves will gain new properties. Ada's walk speed is also faster and her meter recovery speed is also increased. Carl will also have access to a new distortion drive during OD.

Pros/Strengths

  • Strong and safe pressure
  • One of the best mixup characters in the game
  • Practical unblockable setups
  • High damage with the right setups
  • Unorthodox neutral game


Cons/Weaknesses

  • Low life
  • sub-par defensive options
  • Below average normals
  • Limited mobility options
  • Extremely dependent on Nirvana, especially for neutral and offense
  • Has some of the highest execution requirements in any fighting game (This may or may not be an actual weakness, depending on the player)


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSO(J)R all 6 3 8 -1 B -

  • List what the move is used for
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5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
430 SO(J)R HL 9 2 19 -4 B -

  • List what the move is used for
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5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SOJR HL 15 5 18 -4 B -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSO(J)R LA 7 1 10 -1 F -

  • List what the move is used for
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2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 SOR L 9 4 16 -6 F -

  • List what the move is used for
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2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOR HL 14 3 24 -8 B 8-16H

  • List what the move is used for
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6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOJR HL 11 4 27 -14 B 5-14H

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6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
6B 580 SOR L 13 4 16 -3 F -

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6C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Uncharged 550 SOR H 29 3 14 0 B -
Partial Charge 1000 SOR H 62 3 14 +2 B -
Max charge 1100 SOR UNB 88 3 14 - B -

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3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
590 SOR L 15 10 20 -11 F -

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j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 5 4 8 - H -

  • List what the move is used for
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j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
510 SOJR HA 9 3 24 - H -

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j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SOR HA 11 5 21 - H -

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j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
640 SOR all 9 till L 19L - H -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Drive Moves

Many of Nirvana's attacks have much less recovery and are more comboable when Carl activates his Overdrive. The major changes will be defined in brief detail in the move description. For the frame data of a specific OD-enhanced move, please refer to Carl's frame data.

6D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
860 - all (16+)32 9 59 - B -

  • List what the move is used for
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2D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
920 - HA (16+)57 6 60 - B -

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3D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*4 - LA, all*3 (16+)42 4*4 66 - F -

  • List what the move is used for
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4D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
320, 880 - all, HL (16+)38 3(15)6 68 - F, B 1-55Ar(All)

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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8D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620, 550 - HL (16+)33 4, 28 71T - B, HFBP* -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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La Campanella

22D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 69T - - -

  • List what the move is used for
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Con Brio

623D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1520 - HL (16+)25 6 39 - B 1-30Ar(H)

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Con Anima

63214D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 0, 2000 - all (16+)28~119 4 60 - BT -

  • List what the move is used for
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Con Fuoco

41236D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
280*7 - all (16+)52 26 96 - BT -

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Volante

421D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1060 - all (16+)31 - 90T - HBFP* -

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Con Tenerezza

46D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
780, 920 - all (16+)31 3*2 68 - B -

  • List what the move is used for
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Universal Mechanics

Forward Throw

6 B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T(90) 7 5 18 - T -

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Back Throw

4 B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 SO(J)R T (90) 7 5 18 - T -

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Air Throw

j.B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T(120) 7 5 18+3L - T -

  • List what the move is used for
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Counter Assault

6A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 13 3 32 -16 B 1-20inv

  • Same animation as 6c.
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger

A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~60 1 31 -8 - -

  • List what the move is used for
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Specials

Vivace

236A/B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A Version - - - - - 28T - - 1-16P
B Version - - - - - 39T - - 1-30HBP

  • List what the move is used for
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Cantabile

623C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1200 R all 14 15 66T -25 FTP*(0) -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Allegretto

j.214C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
150*6 R all 13 25 28+1L - H -

  • List what the move is used for
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Distortion Drives

Laetabilis Cantata

632146C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200*20 - all 8+3 115 131T +18 HBFP*(2) -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Rhapsody of Memories

236236D, air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 200*6, 300*2, 350*2, 500 - all 10+9 see frame data 49 +275 B 1~ Ar(all)
Overdrive 200*12, 300*4, 350*2, 500 - all 10+9 see frame data 68 +260 B 1~ Ar(all)

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Fermata

214214D, air OK

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
3000 - HL 1+23 6 68 +14 B -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Arpeggio of Oblivion (OD Only)

632146D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800, 4500 -, R all 1+(8~16) 3 33 -30 B 1~All (Nirvana only)

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Deus Ex Machina

64641236D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - all 1+17 10 78T - HBFP* 1-68 All

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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External References


Navigation

BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc