Carl is a puppet character focusing on strong setplay and amazing mixup potential. Carl's Drive is tied to his doll, Nirvana. Letting her get hit and using her attacks drains her the Doll Gauge. With Nirvana, Carl is 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. He has low life and no true reversal. Additionally his grounded movement is rather committal without Nirvana. This means that Carl must play around Nirvana properly at all times.
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.
Carl's Drive revolves around controlling Nirvana.
- Hold the D button to activate Nirvana, release D to deactivate.
- While active, she can move forward by holding any forward/backward direction (including diagonals).
- Nirvana will attack by releasing the D button while either holding a direction or after completing the inputs for one of her special moves.
- 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.
Nirvana has her own life bar. It goes down when Nirvana uses an attack or gets hit by the opponent. If Nirvana's life bar reaches zero, she will be disabled and slowly recover health, and is unusable until her health is full (plus a small recovery animation).
- Nirvana starts with 5000 health and takes 100% base damage from opponents strike property attacks, 50% base damage from projectile attacks, and 25% base damage when she guard points an opponents attack with 4d, 623d, 63214d, her startup animation, and both of her Supers (214214d and 236236d). (If she eats a projectile with her startup armor, it will stack with the half damage from normal projectiles and she will only take around 12.5% damage) She also spends a portion of health when she uses any of her moves
- 6d costs 600 (12%) health to use
- all other normals and specials cost 900 (18%) health, except for...
- 22d (La Campanella) costs 100 (2%) health
- OD 632146d (Arpeggio of Oblivion) costs roughly 1500 (~33%) health to use, not counting the passive regeneration from overdrive
Nirvana has a 16-frame startup animation starting when you start to hold down the drive button, which must be taken into account when considering the startup of Carl's drive attacks when done from an inactive state.
- this animation is also fully armored from the frame it starts, meaning, for example, you can input 4d while she's inactive, and the move will still come out even if she gets hit by a low during that animation (but not during 4d startup)
Health | |
10,000 | |
Prejump | |
4F | |
Backdash | |
22F (1~7F Inv All, 2~17 airborne) | |
Forward Dash | |
23F | |
Unique Movement Options | |
Vivace | |
Fastest Attack | |
Reversals | |
Fatal Starters | |
Normal Moves
5A
- A fairly standard jab. Hits crouchers.
- Has a very long cancel window, making it good for staggers.
5B
- One of Carl's most important normals for combos and pressure.
- Jump cancellable on block, which allows him to easily set-up airdash high-low mixups with the doll.
- Has somewhat short reach, but its range has be increased by cancelling into it from a dash.
5C
- A long poke with a disjointed hitbox.
- Also a staple move in combos and pressure.
- 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
- Like 5A, 2A also has a very long cancel window, making it good for staggers.
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.
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.
6A
- Your go to Anti air
- The hitbox on Carl's 6A extends slightly behind his head which can sometimes catch your opponent if they try to cross you up.
- Whiffs on a few crouchers, like Ragna
6B
- Standing low, Carl steps forwards before attacking, giving it more range
- 6B spins your opponent in place on counter hit which gives you a lot of time to combo into it .
- 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
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)
- Fatal on counter hit.
- Forces crouching.
3C
- 3C is usually used to combo into distortion
- Slide kick move, Carl is moved forwards somewhat
- Can low profile a number of moves, leads to good damage on counterhit.
j.A
- Your go to air to air normal to win air superiority.
- Not the best jump-in move.
j.B
- Air to air move, mostly used as combo filler, or as the overhead in Carl's corner Unblockable setups.
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.
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 relativly good damage and ability to cancel into j.B and j.214C to get back onto the ground fast.
Drive Moves
Many of Nirvana's attacks have much less recovery and are more comboable when Carl activates his Overdrive, along with losing their usual cost. 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. All drive moves may also be performed when Carl is airborne. Doll activation / deactivation has startup and needs to be accounted for!
2D
- Multihit attack to keep your opponent pinned down blocking, or to deal decent damage during combos.
- Costs 900 (18%) of Nirvanas health to use
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 move that you can use to force mixups on your opponent.
3D
- Costs 900 (18%) of Nirvanas health to use
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.
6D
- Your go-to Nirvana move
- Simple, effective, easily timed to fill in gaps in your block strings.
- Causes a groundslide if opponent was hit in the air
- Costs 600 (12%) of Nirvanas health to use
4D
- Frametrap move, used to fish for counterhits.
- Grants fatal on counter hit.
- Pulls the opponent towards Ada.
- Great for catching mid pokes in neutral with her armor
- Costs 900 (18%) of Nirvanas health to use
8D
- The infamous clap, no longer unblockable, but still needs barrier.
- 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.
- Costs 900 (18%) of Nirvanas health to use
La Campanella
22D
- Teleports Nirvana to just behind Carl's location (Or directly below him if Carl is airborne)
- Used to recover Nirvana when she is too far away and sometimes to reposition Nirvana during some combos.
- Can be used while Nirvana is in hitstun to prevent easy kills on her.
- 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)
- Costs 900 (18%) of Nirvanas health to use
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.
- 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
- Fatal Counter
- Costs 900 (18%) of Nirvanas health to use
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.
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
- Costs 900 (18%) of Nirvanas health to use
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
- Costs 900 (18%) of Nirvanas health to use
Universal Mechanics
Forward Throw
5/6B+C
- Causes a hard knockdown, allowing Carl to even switch sides with 236A before picking the opponent up.
Back Throw
4B+C
- Ground bounces, requires different timing/followups compared to his forward throw.
Air Throw
j.B+C
- Launches opponent downwards, useful for sending them down towards Nirvana for followups.
Counter Assault
6A+B while Blocking
- Same animation as old 6c.
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)
- Mostly used to stall for Nirvana, in corner combos and in Carl's unblockable
Specials
Vivace
236A/B
- Dodge move used to switch sides with your opponent or get out of some situations where you might get separated from Ada .
- 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.
- The A version is Projectile invul from frame 1-16, while the B version has head and upper Body invul from frame 1-30
- 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
- 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 a Counterhit state throughout both moves.
Cantabile
623C
- 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
- On block goes into 37F recovery animation.
- 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
- 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.
- Hits appear in 4F intervals, each hit has 8 Active Frames.
- 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
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.
- Minimum damage: 25*20 OD: 30*22
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.
- Active Frames for the normal version are: 3 (12) 3 (12) 3 (9) 3 (12) 3 (12) 3 (12) 6 (9) 6 (20) 5 (26) 5 (38) 6
- Active Frames for the OD version 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
- Carl has total animation 10+(40 Flash)+69 on the ground and 10+(40 Flash)+53 in the air
- Minimum damage: 40*3, 60*2, 70*2, 100
- OD minimum damage: 40*12, 60*4, 70*2, 100
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.
Fermata
214214D (air OK)
- 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
- 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.
- Minimum damage: 500 OD: 600
Arpeggio of Oblivion
During OD 632146D
- Very similar to Relius' Vol Tedo Distortion Drive
- Only available during Overdrive
- Nirvana cannot be interrupted during the move
- First hit Minimum Damage 10%. Second hit Minimum Damage 25%.
- Carl Immediately begins recovery animation on block for 46F
- Minimum damage: 1035
- Costs roughly 1500 (~33%) of Nirvanas health to use, not counting the passive regeneration from OD
One of the few Overdrive-only distortion drives. Nothing particularly exciting, but it does make for a very highly damaging combo ender.
Exceed Accel
Symphony of Lament
A+B+C+D during Overdrive
- Behaves the same as every other Exceed Accel.
- 300/632 Minimum Damage
Carl's only reversal option. Can be his only way to get out of trouble when isolated from Nirvana.
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)
Colors
External References
- A video featuring Unblockables
- Another video guide on Carl Unblockables
- A collection of Twitter videos showing various tech
- A guide to beating Carl's defensive options(mostly outdated)
- NOTE: Wakeup Doll options are no longer possible as of CF2.
- A guide to disabling Nirvana
- A video guide on dealing with Nirvana's normals in neutral
- Japanese Name: カルル=クローバー
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Color Palettes on https://blazblue.wiki
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Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State