BBCF/Carl Clover

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Carl Clover
BBCF Carl Portrait.png

Health: 10,000

Combo Rate: 60%

Jump Startup: 4

Backdash Time 20 / Invul: 1-7

Movement Options
1 Double Jump/Airdash, Hop-type Dash, Command Dash
Play-style
Tandem Attack
  

Overview[edit]

Carl Clover, the son of Relius Clover, was a student at the Military Academy along with Jin, Noel, Tsubaki, and Makoto. His academic career would not come to fruition however as Carl would eventually drop out to become a travelling vigilante. Together with his sister, Ada, whose soul is trapped in the Nox Nyctores Nirvana, Carl goes out to search for his father in order to stop whatever plans he may hold.

Drive: Automaton[edit]

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.

Overdrive: Synchro High Speed[edit]

Carl's overdrive grants Nirvana a power up. The recovery of Ada's moves will be lessened and many of her moves will gain new properties. Ada's walk speed is also faster and her meter recovery speed is also increased. Carl will also have access to a new distortion drive during OD.

Pros/Strengths[edit]

  • Strong and safe pressure
  • One of the best mixup characters in the game
  • Practical unblockable setups
  • High damage with the right setups


Cons/Weaknesses[edit]

  • Low life and sub-par defensive options
  • Limited mobility options
  • Very dependent on Nirvana, especially for neutral and offense
  • Has some of the highest execution requirements in the game (This may or may not be an actual weakness, depending on the player)


Normal Moves[edit]

5A[edit]
5A
BBCS Carl 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSO(J)R all 6 3 10 -1 B
  • A fairly standard jab. Hits crouchers. Has a very long cancel window, making it good for staggers.


5B[edit]
5B
BBCS Carl 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
520 SO(J)R HL 9 2 16 -1 B
  • 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[edit]
5C
BBCS Carl 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
780 SOJR HL 13 3 20 -6 B
  • A long poke with a disjointed hitbox.
  • Also a staple move in combos and pressure.


2A[edit]
2A
BBCS Carl 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSO(J)R HL 7 3 10 -1 F
  • Like 5A, 2A also has a very long cancel window, making it good for staggers.


2B[edit]
2B
BBCS Carl 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
480 SOR L 9 4 15 -2 F
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2C[edit]
2C
BBCS Carl 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
760 SOR HL 14 3 24 -8 B
  • 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[edit]
6A
BBCS Carl 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
600 SOJR HL 11 4 24 -11 B
  • Your go to Anti air
  • The hitbox on Carl's 6A extends slightly behind his head which can sometimes catch your opponent if he tries to cross you up.

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6B[edit]
6B
BBCS Carl 6B.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
6B 650 SOR L 17 4 16 -3 F
  • List what the move is used for
  • 6B spins your opponent in place on counter hit which gives you a lot of time to combo into it .

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6C[edit]
6C
BBCF Carl 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
800 SOR H 24 6 16 -5 B
  • List what the move is used for
  • Fatal on counter hit.

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3C[edit]
3C
BBCS Carl 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
720 SOR L 14 10 20 -13 F
  • 3C is usually used to combo into distortion
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.A[edit]
j.A
BBCS Carl jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSOJR HA 5 4 9 - H
  • Your go to air to air normal .
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.B[edit]
j.B
BBCS Carl jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
550 SOJR HA 9 3 24 - H
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.C[edit]
j.C
BBCS Carl jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
820 SOR HA 10 5 21 - H
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.2C[edit]
j.2C
BBCS Carl j2C.png
Going in strong!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
850 SOR all 10 till L 28L - H
  • List what the move is used for
  • On hit/block, Carl bounces and recovers in the air, animation 26.

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Drive Moves[edit]

Many of Nirvana's attacks have much less recovery and are more comboable when Carl activates his Overdrive. 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.

6D[edit]
6D
BBCS Carl 6D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1040 - all (16+)29 8 60(OD 22) - B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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3D[edit]
3D
BBCS Carl 3D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
490*6 - LA, all*3 (16+)42 4*3*5 67(OD 25) - F
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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4D[edit]
4D
BBCP Carl 46D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1060 - All (16+)24 8 69(OD 25) - -
  • List what the move is used for
  • Grants fatal on counter hit.

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1D[edit]
2D
BBCF Carl 1D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
510*4 - - (16+)31 4(8)4(6)4(8)4 52(OD 22) - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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8D[edit]
8D
BBCS Carl 8D.png
The clap
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
760, 620 - HL (16+)33 4, 28 36T(OD 13) - B, HFBP*
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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La Campanella[edit]
La Campanella
22D
BBCS Carl 22D.png
"The bell"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - - 69T(OD 41) - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Con Brio[edit]
Con Brio
623D
BBCS Carl 623D.png
"With vigor"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1480*2 - HL (16+)25 3*5 40(OD 16) - B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Con Anima[edit]
Con Anima
63214D
BBCS Carl 63214D.png
"With feeling"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0, 0, 2000 - all (16+)19~119 3 68(OD 28) - BT
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Con Fuoco[edit]
Con Fuoco
41236D
BBCS Carl 41236D.png
"With fire"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
630*13 - all (16+)52 2*12,1 97(OD 32) - BT
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Volante[edit]
Volante
421D
BBCS Carl 421D.png
"Flying"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1100 - all (16+)31 - 90T(OD 52) - HBFP*
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
6 B+C
BBCS Carl FThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0, 1500 -, SOR T(90) 7 3 23 - T
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Back Throw[edit]
Back Throw
4 B+C
BBCS Carl BThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0, 1500 SO(J)R T (90) 7 3 23 - T
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw[edit]
Air Throw
j.B+C
BBCS Carl AThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0, 1500 -, SOR T(120) 7 3 23+3L - T
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault[edit]
Counter Assault
6A+B
BBCS Carl 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0 R all 13 3 32 -16 B
  • Same animation as 6c.
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger[edit]
Crush Trigger
A+B
BBCP Carl CT.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1000 R B 20 1 25 ±0 B
Charged 1000 R B 30~61 1 25 ±0 B
  • Mostly used in corner combos and in carl's unblockable
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Specials[edit]

[edit]
Vivace
236A/B
BBCS Carl Vivace.png
"Quickly"
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
A Version - - - - - 28T - 1-16 P
B Version - - - - - 39T - 1-30 HB
  • The A version Can pass through opponents from frame 1-18 while the B version Can pass through opponents from frame 1-24
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Cantabile[edit]
Cantabile
623C
BBCS Carl Cantabile.png
"A songlike tone"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0, 1800 R all 11 15 44T -26 FTP*(0)
  • List what the move is used for
  • On block goes into 37F recovery animation.

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Allegretto[edit]
Allegretto
j.214C
BBCS Carl Allegretto.png
"Light and moderately brisk"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
700*6 R all 13 28 26+1L - H
  • List what the move is used for
  • Hits appear in 4F intervals, each hit has 8 Active Frames.

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Distortion Drives[edit]

Laetabilis Cantata[edit]
Laetabilis Cantata
632146C
BBCS Carl LaetabilisCantata.png
"Song of joy"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
250*20 - all 8+3 115 46T -46 HBFP*(2)
  • List what the move is used for
  • Frame Adv listed is when opponent blocks until they are pushed out normally. If opponent blocks all hits, then Frame Adv is +18.

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Rhapsody of Memories[edit]
Rhapsody of Memories
236236D, air OK
BBCS Carl RhapsodyOfMemories.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 200*6, 300*2, 350*2, 500 - all 10+9 see notes 48 +275 B
Overdrive 200*12, 300*4, 350*2, 500 - all 10+9 see notes 68 +260 B
  • List what the move is used for
  • 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

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Fermata[edit]
Fermata
214214D, air OK
BBCS Carl Fermata.png
"And the finale"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
2500 - HL 1+16 6 124 +14 B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Arpeggio of Oblivion (OD Only)[edit]
Arpeggio of Oblivion (OD Only)
632146D
BBCP Carl Arpeggio.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1600 , 3500 -, R all 1+(8~16) 3 33 -30 B
  • List what the move is used for
  • First hit Minimum Damage 10%. Second hit Minimum Damage 25%.
  • Carl Immediately begins recovery animation on block for 46F

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Exceed Accel[edit]

Symphony of Lament
ABCD during Overdrive
BBCF Carl ExceedAccel.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 600*2, 400*2 N All see notes 4 19 0 -
Active Flow 600, 240*15, 1000 - - see notes 4 19 0 -
  • List what the move is used for
  • EA start up Slow: 20
    Fast 10.

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Astral Heat[edit]

Deus Ex Machina
64641236D
BBCP Carl Machina.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
DESTROY - all 1+17 10 78T - HBFP*
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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External References[edit]


Overview Button.pngCombos Button.pngStrategy Button.png

VideoDatabase Button.pngForum Button.png FrameData Button.png


BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc