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.

  • Note that the directional inputs required for moves is based on Carl's curren facing, not necessarily Nirvana's. For example If Carl is facing right and Nirvana is facing right, pressing D, inputting 623 and releasing D will give you Con Brio, not Volante.

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.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Strong and safe pressure
  • One of the best mixup characters in the game
  • Practical unblockable setups
  • High damage with the right setups
  • 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 Guard Startup Active Recovery Frame Adv Attribute
300 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 Guard Startup Active Recovery Frame Adv Attribute
520 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 Guard Startup Active Recovery Frame Adv Attribute
780 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 Guard Startup Active Recovery Frame Adv Attribute
300 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 Guard Startup Active Recovery Frame Adv Attribute
480 L 9 4 15 -2 F

A general purpose low poke. Sadly lacks much of its untility from previous games now Nirvana has no standing overhead, but still not without use.


2C[edit]
2C
BBCS Carl 2C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
760 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 Guard Startup Active Recovery Frame Adv Attribute
600 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.


6B[edit]
6B
BBCS Carl 6B.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
6B 650 L 17 4 16 -3 F
  • Standing low, Carl steps forwards before attacking, giving it more range, but making it slightly more vulnerable to being jabbed out of.
  • 6B spins your opponent in place on counter hit which gives you a lot of time to combo into it .


6C[edit]
6C
BBCF Carl 6C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
800 H 24 6 16 -5 B
  • Carl's standing overhead, used with Nirvana's 3D attack to make for an unblockable setup.
  • Fatal on counter hit.


3C[edit]
3C
BBCS Carl 3C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
720 L 14 10 20 -13 F
  • 3C is usually used to combo into distortion
  • Slide kick move, Carl is moved forwards somewhat
  • Can low profile a number of moves, leads to good damage on counterhit.


j.A[edit]
j.A
BBCS Carl jA.png
Damage Guard Startup Active Recovery Frame Adv Attribute
300 HA 6 4 9 - H
  • Your go to air to air normal to win air superiority, but not used inside of combos.
  • Not the best jump-in move.


j.B[edit]
j.B
BBCS Carl jB.png
Damage Guard Startup Active Recovery Frame Adv Attribute
550 HA 9 3 24 - H
  • Air to air move, mostly used as combo filler.


j.C[edit]
j.C
BBCS Carl jC.png
Damage Guard Startup Active Recovery Frame Adv Attribute
820 HA 10 5 21 - H
  • Launches opponent downwards on air hit, ususally used for ending air combos, Ideally forcing your opponent to tech in front of Nirvana for wakeup pressure.
  • Can be varied with j.2C as your jump-in moves.


j.2C[edit]
j.2C
BBCS Carl j2C.png
Going in strong!
Damage Guard Startup Active Recovery Frame Adv Attribute
850 all 10 till L 28L - H
  • Main air to ground move for Carl
  • Near symmetrical hitbox makes it ideal for crossups.
  • On hit/block, Carl bounces and recovers in the air, animation 26.


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 Guard Startup Active Recovery Frame Adv Attribute
940 all (16+)29 8 60(OD 21) - B
  • Your go-to Nirvana move
  • Simple, effective, easily timed to fill in gaps in your block strings.


3D[edit]
3D
BBCS Carl 3D.png
Damage Guard Startup Active Recovery Frame Adv Attribute
490*6 LA, all*3 (16+)42 4*3,5 67(OD 25) - F
  • Nirvana's low attack, used in combination with Carl's standing overhead to make unblockable attacks. Note that only the first hit is a low.


4D[edit]
4D
BBCP Carl 46D.png
Damage Guard Startup Active Recovery Frame Adv Attribute
1060 All (16+)24 8 69(OD 25) - -
  • Frametrap move, used to fish for counterhits.
  • Grants fatal on counter hit.


1D[edit]
2D
BBCF Carl 1D.png
Rhapsody of memories lite
Damage Guard Startup Active Recovery Frame Adv Attribute
510*4 - (16+)31 4(8)4(6)4(8)4 52(OD 22) - -
  • Multihit attack to keep your opponent pinned down blocking, or to deal decent damage during combos.
  • Very expensive move.

Nirvana's new move replacing her old overhead punch, meaning Carl has much less access to unblockable setups now, but instead gains a very powerful combo move that you can use to force mixups on your opponent.


8D[edit]
8D
BBCS Carl 8D.png
The clap
Damage Guard Startup Active Recovery Frame Adv Attribute
760, 620 HL (16+)33 3 (1) 28 36T(OD 13) - B, HFBP*
  • The infamous clap, no longer unblockable, but still needs barrier.
  • Excellent anti-crossup anti-air
  • Long untechable time, allowing for various combos.


La Campanella[edit]
La Campanella
22D
BBCS Carl 22D.png
"The bell"
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - 69T(OD 41) - -
  • Teleports Nirvana to just behind Carl's location (Or directly below him if Carl is airborne)
  • Used to recover Nirvana when she is too far away and sometimes to reposition Nirvana during some combos.


Con Brio[edit]
Con Brio
623D
BBCS Carl 623D.png
"With vigor"
Damage Guard Startup Active Recovery Frame Adv Attribute
1480*2 HL (16+)25 3,5 40(OD 16) - B
  • Anti air attack that covers a huge space, must be barrier blocked in the air.
  • Big up front damage, but rather expensive to use.


Con Anima[edit]
Con Anima
63214D
BBCS Carl 63214D.png
"With feeling"
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 0, 2000 (OD 0, 0, 2500) all (16+)19~119 3 68(OD 28) - BT
  • Nirvana runs forward with her arms raised, if she catches your opponent, they will get slammed to the ground for a hard knockdown.
  • Cannot catch airborne opponents.
  • Combo throw, unlike previous versions, this move can be comboed into and cannot be throw rejected under any circumstances. However it does not gain 100% minimum damage
  • Fatal Counter


Con Fuoco[edit]
Con Fuoco
41236D
BBCS Carl 41236D.png
"With fire"
Damage Guard Startup Active Recovery Frame Adv Attribute
630*5 all (16+)52 2*12,1 97(OD 32) - BT
  • Expensive drill move that covers a lot of horizontal ground and deals a lot of damage, but is expensive to use


Volante[edit]
Volante
421D
BBCS Carl 421D.png
"Flying"
Damage Guard Startup Active Recovery Frame Adv Attribute
1100 all (16+)31 Until Offscreen 90T(OD 52) - HBFP*
  • Projectile attack, Nirvana launches a large orb that accelerates with time
  • Sometimes used point blank in some combos
  • Can be used with Nirvana offscreen for a surprise attack


Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
6 B+C
BBCS Carl FThrow.png
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 T(90) 7 3 23 - T
  • Ground bounces


Back Throw[edit]
Back Throw
4 B+C
BBCS Carl BThrow.png
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 T (90) 7 3 23 - T
  • Ground bounces, but on the other side from Carl, followups are very similar to forward throw


Air Throw[edit]
Air Throw
j.B+C
BBCS Carl AThrow.png
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 T(120) 7 3 23+3L - T
  • Launches opponent downwards, useful for sending them down towards Nirvana for followups.


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

Follow the Help:Writing_Character_Pages guidelines


Crush Trigger[edit]
Crush Trigger
A+B
BBCP Carl CT.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1000 B 20 1 25 ±0 B
Charged 1000 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.

Follow the Help:Writing_Character_Pages guidelines


Specials[edit]

[edit]
Vivace
236A/B
BBCS Carl Vivace.png
"Quickly"
Version Damage 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
  • Dodge move used to switch sides with your opponent,
  • When used when Nirvana is attacking, can be used to cross up your opponent by forcing them to swap the direction they're blocking in
  • Generous invulnerability on the B version, while it isn't projectile invulnerable like the A version, it can still low profile a lot of projectile attacks.


Cantabile[edit]
Cantabile
623C
BBCS Carl Cantabile.png
"A songlike tone"
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1800 all 11 15 44T -26 FTP*(0)
  • Looks like a low attack, but isn't.
  • on hit, launches opponent into the air and towards Carl, enabling easy followups with both Nirvana and Carl, as appropriate.
  • On block goes into 37F recovery animation.


Allegretto[edit]
Allegretto
j.214C
BBCS Carl Allegretto.png
"Light and moderately brisk"
Damage Guard Startup Active Recovery Frame Adv Attribute
700*6 all 13 28 26+1L - H
  • Stops Carl's momentum in the air and makes him recoil slightly, common air combo filler. Ends the air combo unless Nirvana can get her own hit in afterwards.
  • Hits appear in 4F intervals, each hit has 8 Active Frames.


Distortion Drives[edit]

Laetabilis Cantata[edit]
Laetabilis Cantata
632146C
BBCS Carl LaetabilisCantata.png
"Song of joy"
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 250*20 all 8+3 115 - -46 HBFP*(2)
OD 300*20 all 8+3 115 - -46 HBFP*(2)
  • General purpose damage dealing distortion, but be wary that it can be hit out of after the superflash.
  • Projectile does not disappear on hit, leading to favourable trades.


Rhapsody of Memories[edit]
Rhapsody of Memories
236236D, air OK
BBCS Carl RhapsodyOfMemories.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 200*6, 300*2, 350*2, 500 all 10+9 see notes 48 +235 B
Overdrive 200*12, 300*4, 350*2, 500 all 10+9 see notes 68 +283 B
  • Nirvana attacks in a long string of attacks. During this time, Nirvana cannot be interrupted by hitting her or hitting Carl.
  • 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

Not the most damaging Distortion Drive, but it doesn't need to be. Often used on block to basically force Carl's opponent to stay still and block while Carl can freely try a number of mixup options to try and open them up. Be wary that you aren't completely impervious to damage while in this state since a number of moves can both hit Carl and launch the player to safety if timed correctly.


Fermata[edit]
Fermata
214214D, air OK
BBCS Carl Fermata.png
"And the finale"
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 2500 HL 1+16 6 124 +14 B
Overdrive 3000 HL 1+16 6 124 +24 B
  • Nirvana does one big slow uppercut, launches opponent very high
  • Very easy to block on reaction, so best left for a big damage combo ender.


Arpeggio of Oblivion (OD Only)[edit]
Arpeggio of Oblivion (OD Only)
632146D
BBCP Carl Arpeggio.png
Damage Guard Startup Active Recovery Frame Adv Attribute
1600 , 3500 all 1+(8~16) 3 33 -30 B
  • Very similar to Relius' Vol Tedo Distortion Drive
  • Only available during Overdrive
  • Nirvana cannot be interrupted during the move
  • First hit Minimum Damage 10%. Second hit Minimum Damage 25%.
  • Carl Immediately begins recovery animation on block for 46F

One of the few Overdrive-only distortion drives, nothing particularly exciting, but does make for a very highly damaging combo ender.


Exceed Accel[edit]

Symphony of Lament
ABCD during Overdrive
BBCF Carl ExceedAccel.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 600*2, 400*2 All see notes 3 34 -10 -
Active Flow 600, 240*15, 1000 - see notes 3 34 -10 -
  • Carl's only reversal option, can be his only way to get out of trouble when isolated from Nirvana.
  • Behaves like all Exceed Accels
  • 10% minimum damage
  • EA start up Slow: 20
    Fast 10.


Astral Heat[edit]

Deus Ex Machina
64641236D
BBCP Carl Machina.png
Damage Guard Startup Active Recovery Frame Adv Attribute
DESTROY all 1+17 10 78T -30 HBFP*
  • Nirvana opens up to reveal a time bomb that very rapidly counts down.
  • Explosion is huge, filling the entire screen.
  • Cannot be stopped once started, can kill even if Carl's opponent is comboing Carl.

A rare sight to see, and not the most spectacular looking of Astral Heats, but still makes a short panic moment for your opponent as they basically have to play defensively until the explosion occurs, and getting hit by anything will likely mean they're in hitstun for the explosion, killing them instantly.


External References[edit]


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

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