Overview
Carl Clover, the son of Relius Clover, was a student at the Military Academy along with Jin, Noel, Tsubaki, and Makoto. However, he dropped out, and is now a vigilante who travels with the Nox Nyctores Nirvana, believing that Nirvana is his sister Ada.
Health: 9500
Guard Primers: 4
Play-style: Versatile
Movement Options: 1 Double Jump/Airdash, Hop-type Dash, Command Dash
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.
Move List
- See also: Carl Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- A: can block while in the air without using barrier
- All: can be blocked however
- All attacks can be blocked with aerial barrier unless stated otherwise.
Normal Moves
5A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Quick, short-range jab. Generally connects on crouching opponents. Unlike most characters' jabs, doesn't cancel into itself.
5B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
The flag thrusts straight forward. Mid-range poke. Good in pressure because it can be jump canceled on hit or block.
5C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Long-range poke. Pretty good for footsies and protecting Nirvana from getting hit, but also dangerous because it extends Carl's own hurtbox pretty far. On counter hit, 623C connects after it at any range, and an instant air dash j.2C usually does as well. Can be used to catch tech rolls if used in conjunction with one of Nirvana's moves, particularly Con Fuoco.
2A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Carl's fastest low. Doesn't cancel into itself, similar to 5A. Can be used to catch tech rolls, but it's usually not the best option for that.
2B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
The flag is thrust forward at the ground. Low poke. Mostly just used in mixups or to extend a blockstring.
2C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Carl's only move capable of Fatal Countering. Head attribute invulnerability from frames 8-16.
6A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Carl's staple anti-air. Head attribute invulnerability from frames 5-14.
6B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Carl steps forward and the flag sweeps across the ground. Low attack. Floats and slightly pulls opponent in on counter hit, and also not emergency techable on ground counter hit.
6C
6C | ||||||||||||||||||
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(normal) | ||||||||||||||||||
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(partial charge) | ||||||||||||||||||
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(max charge) | ||||||||||||||||||
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Slow overhead. Partially charged version floor bounces on air hit. Fully charged version is completely unblockable and also floor bounces on air hit, but with much more untechable time.
3C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Carl's sweep. Carl slides forward during the active frames. Not emergency techable on ground counter hit. Carl can go under some moves during the active frames that he normally wouldn't crouch under, but using the move with that purpose is extremely risky and generally not worth the risk.
j.A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Carl's fastest move. Its decent horizontal range and speed make it a pretty good air-to-air option.
j.B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
The flag is swung horizontally in front of Carl. Also an air-to-air option; larger hitbox than j.A, but slower.
j.C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
The lance swings in a downward arc in front of and below Carl. Good for air-to-ground jump-ins. Knocks down on air hit.
j.2C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Carl dives straight down with the lance below him. Because of how it abruptly changes momentum, it can be used to bait anti-airs.
Floats Carl on hit or guard (total 26F, CH state until 12F); no landing recovery. 10F~ can cancel self-float into j.A, j.B, or j.C. Can only be used once per jump.
Counter Assault
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Uses Carl's 6C animation. Fully invulnerable frames 1-20. 180F Heat Gauge cooldown. If Nirvana is behind the opponent after Carl uses a Counter Assault, you can continue a combo out of it, such as with Volante or 3D.
Drive Moves
6D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Nirvana punches horizontally in front of her while moving slightly forward.
Great move for extending pressure when the opponent is caught in between Carl and Nirvana.
Staggers on ground CH for 38F, wallbounces on air CH, corner bounces on air hit.
Stops if Carl blocks or gets hit.
2D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Nirvana pulls her arm up above her head and swings downward. Hits overhead.
Primarily used for unblockable setups while Carl does a low, and is also an important combo tool because of its high damage and good proration.
Can also be used for fuzzy guard setups; this is performed by having Carl do a j.A or j.B after 2D is blocked. The reason to go for this instead of an unblockable is because it is much harder for the opponent to use a reversal to get out of the fuzzy guard setup compared to the unblockable setup.
3D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Nirvana spins around, hitting close to the ground both in front of and behind her. Hits low.
Primarily used in unblockable setups while Carl does a jumping attack. There are even setups where the jumping attack is done so low to the ground that Carl recovers in time to block almost all reversals.
Knocks down on air hit, cannot be emergency teched.
4D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Nirvana first swings low to the ground, and then swings horizontally higher above the ground. Nirvana has super armor until the recovery of the move, so it is often used to try to hit the opponent when they try to poke Nirvana.
The first hit launches slightly upward, and the second hit wallbounces.
8D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Nirvana claps above her head, creating a circular shockwave that gradually gets larger until going away.
La Campanella (22D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Nirvana teleports to Carl's location, very slightly behind Carl. Nirvana has no hitbox while the move is in progress.
Using this move while hitting the opponent with Cantabile causes Nirvana to appear directly in front of Carl, due to Carl stepping back during the last part of Cantabile. This is useful for setting up combos.
Con Brio (623D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Con Anima (63214D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Con Fuoco (41236D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Volante (421D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Throws
Forward Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Back Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Air Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Special Moves
Vivace
Vivace | ||||||||||||||||||
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A Version | ||||||||||||||||||
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B Version | ||||||||||||||||||
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Cantabile (623C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Allegretto (j.214C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Distortion Drives
Laetabilis Cantata (632146C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Rhapsody of Memories (236236D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Fermata (214214D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
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Astral Heat
Deus Ex Machina (64641236D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Strategy
Offense
Defense
Combos
Midscreen
Corner
Revolver Action Table
- Red = On Hit only
- Green = Available on whiff
- Blue = Only once per string
- Special = Specials and Supers
- Super = Supers only