BBCF/Carl Clover/Combos

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< BBCF‎ | Carl Clover
Revision as of 04:01, 27 March 2021 by Shtkn (talk | contribs)


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Λ-No.11-
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = ν-No.13-
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


Combo List

For more combos, check the videos section.

5A > 5A > 5B > 5C > 6B > 623C

Damage: 1554
Notes:
  • A Day 1 combo

5B > 5C > 623C > 6D > IAD > Allecan > microdash > 6A > jc > j.B > djc > j.B > 214C

Damage: 2953
Notes:
  • Basic Nirvana extension. You may need to activate Nirvana earlier to bring her closer for 6D to connect.

B+C > 2B > 5B > 6A > sjc > 5B > jc > j.C

Damage: 2186
Notes:
  • Basic throw combo

j.B+C > Allecan > microdash > 6A > jc > j.B > djc > j.B > j.2C > j.214C

Damage: 2433
Notes:
  • Basic air throw combo

Combo Theory

Nirvana forces Carl to consider more things than most other characters when he needs to execute a combo. Carl needs to consider Nirvana's positioning and her health whenever he chooses a confirm. Sometimes this means cutting a combo short in order to preserve doll meter, or spending resources like Overdrive or meter in order to let Nirvana regenerate. Other times, this means that Carl needs to use 22D or activate Nirvana mid combo in order to drag her into a different position. He can also opt to use different Nirvana attacks in order to compensate for certain positioning. For example, if Nirvana is far behind Carl during a combo it's not uncommon to use Con Fuoco because Nirvana travels a long distance. While this may seem like a lot to consider, Carl's combos leave a lot of room for creativity. If that seems like a lot to deal with, you can still keep Carl's combos relatively formulaic. It's best to check the tutorial video in the links below to see this in action.

Allegretto Cancel AKA Allecan

An Allecan, or Allegretto cancel, is a cancel from j.2C > j.214C. There is no special timing to the cancel. Done properly, this uses Allegretto to stop Carl from bouncing after his j.2C so he can quickly land on the ground. By cancelling j.2C into j.214C while Carl is falling, the bounce from j.2C is canceled and Carl's fall speed is conserved. The trick to Allecan is making sure that you hit j.2C low enough so that Allegretto doesn't actually come out. This cancel is critical to learn for Carl's combo structure and gameplan. You can also optimize damage and doll regeneration with this.

Video Examples


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