CarlCarl Clover



Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Advantage Counter Hit Untechable Notes

Normals

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
5ASJR160668082all0HB638-31112
  • 7F guardstun
5BSJR4301789089HL3HB9216-12017
5CS(J)R6202568592HL4B15518-43119
  • Staggers for 37F on CH ground hit
2ASJR130537082LA0F6110-41012
  • 6F guardstun
2BSR3901617089L3F941301817
2CSR6002489080HL4HB14324-82245
  • 8~16F head invul
  • floats on hit
  • fatal possible
6ASJR48019810070HL3HB11422-92226
  • 1~4F upper body invul
  • 5F~end of animation head invul
  • floats on hit
6BS(J)R5802409089L3F16415-22517
  • Floats and pulls opponent in on CH
  • cannot emergency tech on CH
6CSR5502279090HL3HBP2931403717
  • Staggers for 27F on ground hit
  • can hold button down to charge, attack comes 5F after button release
  • can hold down button for 93F to change to charged version
6C (max charge)SR11004559090unblockable4HBP100314-10819
  • Staggers for 29F on ground hit
3CS(J)R59024410085L4F151020-113540
  • Downs on hit
  • cannot emergency tech on CH
j.ACSJR150628084HA1H548-1014
j.BSJR5102119089HA3H9324-during move17
j.CSJR6602739089HA3H11524-2440
  • Grounds opponent on hit
  • attack hitbox in front of carl on last 2 active frames
j.2CSR7002898592all4H9till landing19F after landing-till landing28
  • 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
Forward Throw-, R0, 6000, 24890, 100100, 551300, 4ground throw7518-during move12, 19
  • 2nd attack downs on hit
  • cannot emergency tech
  • 100% minimum damage
Back Throw-, R0, 6000, 24890, 100100, 551300, 4ground throw7518-during move12, 100
  • 2nd attack ground bounces on hit
  • 100% minimum damage
Air Throw-, SR0, 13000, 538100100, 551200, 4air throw7318-during move12, 80
  • 2nd attack ground bounces on hit
  • 100% minimum damage
  • 0F hitstop
  • hitbox height for throw is 60~280
Counter AssaultR005092all4HB16332-162928
  • 1~20F fully invul
  • blows back on hit
  • 180F Heat Gauge Cooldown



Drives

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Nirvana (active)
  • Nirvana gauge total value is 10000
  • gauge depletes 1 point per frame when Nirvana is active
  • gauge depletes 2 points per frame when Nirvana moves forward, backward, or turns around
  • when Nirvana gets hit, gauge depletes by the amount of damage of the attack
  • Nirvana is throw invul and has super armor on projectiles (or projectile-based attacks)
  • Nirvana enters hitstun when struck (Nirvana's hitstun = attack's hitstun on ground), gauge does not deplete during hitstop or hitstun
  • Nirvana activates 1F from pressing button (becomes hittable and touchable), 17F~ Nirvana can attack, 18F~ gauge starts depleting
Nirvana (resting)
  • Initiates when Carl gets hit OR 1F after Carl guards OR drive button is released (Nirvana no longer becomes hittable and touchable); gauge freezes 2F after one of these happen
  • gauge starts recovering 119F after initiating resting
  • gauge recovers 24 points per frame
  • if gauge reaches 0, the recovery rate is 10 points per frame
6]D[-7603149080*all4HB(16+)31960--19
  • Staggers for 58F on CH ground hit
  • wall bounces in corner on CH (air) hit, adds 50F of untechable time
  • 70% repeat proration
  • attack stops on next frame if Carl guards or gets hit
  • 1000 usage cost, 120% continuation cost
2]D[-12205059080*HA4HBF(16+)57661--100
  • Ground bounces on hit
  • breaks 1 guard primer
  • 70% repeat proration
  • attack stops on next frame if Carl guards or gets hit
  • 1200 usage cost, 120% continuation cost
3]D[-200x482x49095*HA3F(16+)424x467--17
  • Forces stand on air hit
  • 20F hitstun on ground
  • counter carries
  • 85% repeat proration
  • 2F hitstop
  • attack stops on next frame if Carl guards or gets hit
  • 1000 usage cost, 110% continuation cost
4]D[-320, 800132, 3649090*all, HL2, 4BF, HB(16+)383(15)669--20, 60
  • 1~55F super armor against all attacks
  • 1st attack floats on hit
  • 2nd attack wall bounces on hit
  • counter carries
  • breaks 1 guard primer
  • 70% repeat proration
  • attack stops on next frame if Carl guards or gets hit
  • 1000 usage cost, 110% continuation cost
8]D[-920, 560380, 2319080*HL4H, HP(16+)3332total 72F--100
  • Counter carries
  • each attack breaks 1 guard primer
  • 1st attack has 115% bonus proration
  • 70% repeat proration
  • 2nd attack is projectile
  • projectile disappears if Carl gets hit after attack starts up (does not disappear on guard)
  • 1st attack has 0F hitstop, 2nd attack 20F hitstop
  • 2nd attack does chip damage
  • 1st attack has 4 active frames
  • attack stops on next frame if Carl guards or gets hit (before attack starts up)
  • 1000 usage cost, 120% continuation cost
La Campanella
22]D[
----------total 70F---
  • 1~36F Nirvana is fully invul
  • warps to Carl's position on 29F
  • attack continues even if Carl guards or gets hit
  • 500 usage cost, 100% continuation cost
Con Brio
623]D[
-310, 1000128, 4149095, 90*HL2, 4HB(16+)193, 640--30
  • 1~27F super armor against head-attribute attacks
  • floats on hit
  • 2nd attack wall bounces in corner on hit, adds 60F of untechable time
  • breaks 1 guard primer
  • 2nd attack has 40% repeat proration
  • attack continues even if Carl guards or gets hit
  • 1000 usage cost, 110% continuation cost
Con Anima
63214]D[
-0, 18000, 74590, 100100, 701300, 4ground throw(16+)28~119461--12, 100
  • 2nd attack ground bounces on hit
  • attack stops on next frame if Carl guards or gets hit
  • 1200 usage cost, 100% continuation cost
Con Fuoco
41236]D[
-280x7115x79095all3HB(16+)522697--17
  • Counter carries
  • breaks 1 guard primer
  • 4F hitstop
  • attack stops on next frame if Carl guards or gets hit
  • 1200 usage cost, 100% continuation cost
Volante
421]D[
-5602319089*all3HBP(16+)31-total 91F--100
  • attack stops on next frame if Carl guards or gets hit (before attack starts up)
  • 60% repeat proration
  • projectile
  • 0F hitstop
  • projectile disappears if Carl guards or gets hit after attack starts up (does not disappear on guard)
  • 1200 usage cost, 130% continuation cost
A move's "Activation Cost" is depleted from the guage when it's used. The Activation Cost is depleted 5F after the move starts. "Continuation Cost" is a percent value that augments the cost of all attacks used during the same activation of Nirvana beyond the first. For example, repeatedly using a move with activation cost 1000 and continuation cost of 120% without de-activating Nirvana will cost 1000 -> 1200 -> 1440 -> etc.



Specials

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Vivace (A)
236A
----------total 30F-22-
  • 1~16 head invul
  • 1~18F passes through opponent
Vivace (B)
236B
----------total 39F-30-
  • 1~30 head and body invul
  • 1~24F passes through opponent
Cantabile
623C
R0, 1000, 4110092(once)all1F141538-26during move14, 48
  • 2nd attack floats and pulls opponent in on hit
  • counter carries
  • 100% minimum damage
  • 0F hitstop on guard, 30F hitstop on hit
  • 1st attack cannot hit opponent in the air
Allegretto
j.214C
R300, 200, 400, 300, 200, 400124, 82, 165, 124, 82, 16510095all2H135,5,4x429-during move28
  • Blows back on hit
  • 0F hitstop
  • 2F landing recovery
  • 11F~ can hit behind Carl (until 10F before landing)
  • can use in air dash
  • can cancel into another attack on very last active frame



Supers and Astral

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Laetabilis Cantata
632146C
R200x20(46x20)10095all2HBFP8+35x19, 20total 121F+18during move48
  • Invul during superflash
  • blows back on hit
  • counter carries
  • 20% minimum damage
  • projectile (Lv 2)
  • guaranteed to come out after superflash
  • 1F hitstop
Rhapsody of Memories
236236]D[
-200x6, 300x2, 350x2, 500(46x6, 69x2, 80x2, 115)7095x10, 70all3x2, 4, 3x2, 4x5, 5HB(16+)1+16refer to notes*49--20x8, 30x2, 60
  • Super armor against all attacks during move
  • guaranteed to come out upon command input
  • breaks 1 guard primer
  • 20% minimum damage
  • attacks 1~6 have 10F guardstun
  • 8th attack has 30F hitstun on ground, 9th attack 36F hitstun on ground, 10th attack 45F hitstun on ground
  • 11th attack wall bounces on hit
  • counter carries
  • 11th attack has 20F hitstop
  • 180F Heat Gauge Cooldown
  • active frames: 3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(23)5(26)5(38)6
  • Carl is fully invul 1F~superflash; upon inputting move, initiates 69F of recovery, CH state throughout
Fermata
214214]D[
-3000(690)6090HL5HBF(16+)1+32691--120
  • guaranteed to come out upon command input (attack stops if Nirvana gets hit)
  • Floats on hit
  • breaks 2 guard primers
  • 30% minimum damage
  • 180F Heat Gauge Cooldown
  • cannot be air barrier blocked
  • 52F of recovery on Carl, CH state throughout
Deus Ex Machina
64641236]D[
-death0--unblockable4HBP1+324165total 50F---
  • 1~1F after superflash fully invul
  • projectile (Lv 2)
  • 180F Heat Gauge Cooldown
  • depletes whole gauge in superflash, cannot use Nirvana for remainder of current roun



Ground Revolver Action Table

5A5B5C2A2B2C6A6B6C3CThrowSpecial & SuperJump
5A-YesYes2x Per
String
YesYesYesYesYesYes-YesYes
5B-6BYes-1x Per
String
-YesYes---YesYes
5C-----Yes---Yes-YesOn Hit
2A2x Per
String
YesYes-YesYes-Yes-Yes-YesYes
2B-1x Per
String
Yes--YesYesYes-Yes-Yes-
2C-----------Yes-
6A-----------YesYes
6B------Yes-Yes--YesOn Hit
6C-----------Yes-
3C-----------On HitYes

Air Revolver Action Table

j.Aj.Bj.Cj.2CThrowSpecial & SuperJump
j.AYes+YesYesYes-YesYes
j.BYes-YesYes-YesYes
j.C-----YesYes
j.2CYes*Yes*Yes*--Yes-
  • + Available even on whiff
  • * only available after Carl bounces