BBCSE/Carl Clover

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Carl Clover


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

5A Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300
124
80
82
6
3
8
-3
Click!

Quick, short-range jab. Generally connects on crouching opponents. Unlike most characters' jabs, doesn't cancel into itself.



5B

5B Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
430
178
90
89
9
2
19
-4
Click!

The flag thrusts straight forward. Mid-range poke. Good in pressure because it can be jump canceled on hit or block.


5C

5C Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620
256
85
92
15
5
18
-4
Click!

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

2A Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300
124
70
82
6
1
10
-4
Click!

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

2B Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
390
161
70
86
9
4
16
-6
Click!

The flag is thrust forward at the ground. Low poke. Mostly just used in mixups or to extend a blockstring.




2C

2C Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
248
90
80
14
3
24
-8
Click!

Carl's only move capable of Fatal Countering. Head attribute invulnerability from frames 8-16.



6A

6A Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480
198
70
89
11
4
22
-9
Click!

Carl's staple anti-air. Head attribute invulnerability from frames 5-14.



6B

6B Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
580
240
90
89
13
4
16
-3
Click!

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

5C Description
6C
(normal)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
550
227
80
89
29
3
14
0
Click!
(partial charge)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000
414
85
92
77
3
14
+2
Click!
(max charge)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1100
455
90
92
100
3
14
-
Click!

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

3C Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
590
244
100
85
15
10
20
-11
Click!

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

j.A Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300
124
80
84
5
4
8
-
Click!

Carl's fastest move. Its decent horizontal range and speed make it a pretty good air-to-air option.



j.B

j.B Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
510
211
90
89
9
3
24
-
Click!

The flag is swung horizontally in front of Carl. Also an air-to-air option; larger hitbox than j.A, but slower.




j.C

j.C Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
660
273
90
89
11
5
24
-
Click!

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

j.2C Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
289
85
92
9
until landing
19F after landing
-
Click!

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

Counter Assault Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0
0
50
92
16
3
32
-16
Click!

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

6D Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
860
356
90
89
(16+)31
9
60
-
Click!

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

2D Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1220
505
90
92
(16+)57
6
60
-
Click!

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

3D Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
200x4
82x4
90
89(once)
(16+)42
4x4
67
-
Click!

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

4D Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
320, 880
132, 364
90
86
(16+)38
3(15)5
69
-
Click!

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

8D Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
920, 560
380, 231
90
80
(16+)33
32
72F total
-
Click!

Nirvana claps above her head, creating a circular shockwave that gradually gets larger until going away.



La Campanella (22D)

La Campanella Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
-
-
70F total
-
Click!

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)

Con Brio Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
310, 1000
128, 414
90
95, 90
(16+)18
3, 6
40
-
Click!



Con Anima (63214D)

Con Anima Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1800
0, 745
90, 100
100, 70
(16+)28~119
4
60
-
Click!



Con Fuoco (41236D)

Con Fuoco Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
280*7
115*7
90
89
(16+)52
26
97
-
Click!



Volante (421D)

Volante Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
860
356
90
89
(16+)30
-
91F total
-
Click!




Throws

Forward Throw

Forward Throw Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Click!



Back Throw

Back Throw Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Click!



Air Throw

Air Throw Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Click!




Special Moves

Vivace

File:Carl236A.png
Vivace Description
Vivace
A Version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Click!
B Version
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Click!



Cantabile (623C)

File:Carl623C.png
Cantabile Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Click!



Allegretto (j.214C)

File:CarlJ214C.png
Allegretto Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Click!




Distortion Drives

Laetabilis Cantata (632146C)

File:Carl632146C.png
Laetabilis Cantata Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Click!



Rhapsody of Memories (236236D)

File:Carl236236D.png
Rhapsody of Memories Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Click!



Fermata (214214D)

File:Carl214214D.png
Fermata Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Click!




Astral Heat

Deus Ex Machina (64641236D)

File:CarlAstral.png
Deus Ex Machina Description
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Click!


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


BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc