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{ | ==Overview== | ||
{{BBCF/CharacterLinks}} | |||
<div id="home-content" class="home-grid"> | |||
{{card|width=4 | |||
|header=Overview | |||
|content=Carl is a '''puppet character''' focusing on '''strong setplay and amazing mixup potential'''. Carl is focused more on quick and short-ranged strikes while Nirvana focuses more on slow, damaging strikes with large reach. Together, they are capable of amazing pressure, looping unblockables and strong okizeme. Carl must track Nirvana's position at all times, as he strongly relies on her for neutral and offense. Without Nirvana, Carl's weaknesses become much more apparent as he has low life and no true reversal outside of his Exceed Accel. | |||
Carl is a '''difficult character''' requiring tight execution and good awareness. Thankfully, this comes with a '''high skill ceiling'''. Carl rewards players with a strong offensive gameplan and solid neutral. | |||
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}} | }} | ||
{{BBCF/Infobox | |||
|fastestAttack= [[#5A|5A]] (6F) | |||
|reversal= [[#Arpeggio of Oblivion|632146D]] (9F, OD only super) | |||
|fatalStarter= [[#6C|6C]]<br/>[[#4D|4D]]<br/>[[#Con Anima|63214D]] | |||
|} | }} | ||
{{ | {{card|width=4 | ||
| | |header=Drive: Automaton | ||
| | |content= | ||
Carl's Drive revolves around controlling Nirvana, who moves and acts independently of Carl but is controlled at the same time. The main details are: | |||
*Hold the D button to activate Nirvana, release D while not holding any direction to deactivate. | |||
*While active, she can move forward by holding any forward/backward direction (including diagonals). Nirvana is solid to both Carl and his opponent while active | |||
*Nirvana will attack when '''releasing''' the D button while either holding a direction or after completing the inputs for one of her special moves. Nirvana will remain active afterwards if you are holding D as the move ends. | |||
*Note that the directional inputs required for moves is based on '''Carl's current facing''', not necessarily Nirvana's. For example: If Carl is facing right and Nirvana is facing left, pressing D, inputting 623 and releasing D will give you Con Brio, not Volante. | |||
*Similarly, '''opponents always face towards Carl''' and thus input moves and block attacks based on his location, not Nirvana's, even if Nirvana is attacking from behind them. | |||
*Nirvana has a health bar that gets consumed when she attacks or gets hit while active. While this health regenerates rapidly if she is left inactive for a short period; If Nirvana runs out of health, she will be disabled and regenerate more slowly, only becoming usable once she has fully recovered. | |||
*If Carl gets hit or blocks something, Nirvana is interrupted in most cases and reverts to her inactive state. | |||
*Nirvana cannot Rapid Cancel. | |||
|header2= Overdrive: Synchro High Speed | |||
|content2= | |||
Carl's overdrive grants Nirvana a power up: | |||
*Nirvana recovers faster from her moves and many of her moves gain new properties and hitstop | |||
*Nirvana's moves cost nothing to use. | |||
*Nirvana's walk speed is 50% faster. | |||
*Nirvana's meter recovery speed is also increased by a flat 5hp per frame at all times, and an additional 18hp per frame while disabled. (Meaning she will fully recharge from disabled in under 3 seconds) | |||
*Carl gains access to a new Distortion Drive and the other three are improved significantly. | |||
}} | }} | ||
</div> | </div> | ||
< | ==Normal Moves== | ||
===<big>{{clr|A|5A}}</big>=== | |||
{{BBCF Move Card | |||
|input=5A | |||
|description= | |||
A fairly standard jab. Hits crouchers. Has a very long cancel window, making it good for staggers. | |||
*Cannot whiff cancel | |||
* | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}} | |||
{{ | |||
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}} | }} | ||
===<big>{{clr|B|5B}}</big>=== | |||
{{BBCF Move Card | |||
|input=5B | |||
|description= | |||
One of Carl's most important normals for combos and pressure. It's not the longest poke compared to {{clr|C|5C}}, but it's less committal, and the hitbox is disjointed enough to win against other buttons in neutral. Microdashing gives {{clr|B|5B}} some extra range, too. | |||
Jump cancellable on block, which allows him to easily set-up airdash high-low mixups with Nirvana. | |||
*Pressing {{clr|B|5B}} again on contact will go into {{clr|B|6B}}. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|3C}} | |||
}} | }} | ||
===<big>{{clr|C|5C}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=5C | ||
| | |description= | ||
| | A long poke with a disjointed hitbox. A nice feature of {{clr|C|5C}} is that it doesn't extend Carl's hurtbox at all until ''after'' it goes active. | ||
A strong button in a vacuum, but in application doesn't see as much use as you'd think, as Carl has safer options in neutral hiding behind Nirvana, and in pressure he can threaten strong mixups without needing to commit beyond his {{clr|A|A}}/{{clr|B|B}} normals. It's still decent combo filler even if {{clr|B|5B}} → {{clr|C|5C}} won't convert on air hit, and solo Carl can go into either {{clr|C|6C}} or {{clr|B|6B}} for a workable mixup. | |||
| | [[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}} | ||
}} | }} | ||
===<big>{{clr|A|2A}}</big>=== | |||
{{BBCF Move Card | |||
|input=2A | |||
|description= | |||
Like {{clr|A|5A}} but crouching. It also has a very long cancel window, making it good for staggers. | |||
*Cannot whiff cancel | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}} | |||
}} | }} | ||
===<big>{{clr|B|2B}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=2B | ||
| | |description= | ||
| | A general purpose low poke. Sadly lacks much of its utility from previous games now Nirvana has no standing overhead, but still not without use. | ||
| | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}} | |||
}} | }} | ||
===<big>{{clr|C|2C}}</big>=== | |||
{{BBCF Move Card | |||
|input=2C | |||
|description= | |||
Carl's crouching anti-air normal. Although its invincibility frames start later than {{clr|A|6A}}, its smaller vertical hurtbox during startup makes this a very useful anti-air (arguably even better than {{clr|A|6A}}) in some situations. For example, beating air normals that could tag standing hitboxes such as {{Character Label|BBCF|Susano'o|label=Susanoo's}} {{MiniMoveCard|game=BBCF|chara=Susano'o|input=j.C|label={{clr|C|j.C}}}} | |||
In combos, {{clr|C|2C}} is one of Carl's launchers beside Cantabile. | |||
*Launches on hit | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None | |||
}} | }} | ||
===<big>{{clr|A|6A}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=6A | ||
| | |description= | ||
Carl's go to anti air with fast head invul. {{clr|A|6A}} shifts Carl's hurtbox backwards which can sometimes catch your opponent if they try to cross you up. | |||
*Launches on CH | |||
*Whiffs on a few crouchers, like Ragna. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None | |||
* | |||
}} | }} | ||
===<big>{{clr|B|6B}}</big>=== | |||
{{BBCF Move Card | |||
|input=6B | |||
|description= | |||
Standing low, Carl steps forwards before attacking, giving it more range. Being as slow as it is, you need to be careful using it as anything that cancels into it on block leaves a gap for the opponent to reversal out of. | |||
*{{clr|B|6B}} spins your opponent in place on counter hit which gives you a lot of time to combo into it. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|C|2C}} | |||
}} | }} | ||
===<big>{{clr|C|6C}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=6C | ||
| | |description= | ||
| | Carl's standing overhead. Fast, but only gatlings from {{clr|A|5A}}/{{clr|A|2A}} and {{clr|C|5C}}. It has decent reach, lengthy foot-invul to beat opponents mashing, and solid reward with its above average scaling — Carl being able to get near 5k with ODC. | ||
| | |||
Has no gatlings on block, but this is negligible with Nirvana backing his pressure, and with RC it leads to a fuzzy setup on taller characters. E.X {{clr|C|6C}} → RC → 669 → {{clr|A|j.A}}. | |||
And lastly, {{clr|C|6C}} ground-bounces on air hit, and this is used for adding supers at the end of kill combos, but doing {{clr|C|3C}} instead is easier for little damage loss. | |||
*Forces crouching. | |||
* | *Hard KD on air hit. | ||
* | *Fatal Counter. | ||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None | |||
}} | }} | ||
===<big>{{clr|C|3C}}</big>=== | |||
{{BBCF Move Card | |||
|input=3C | |||
|description= | |||
An advancing sweep that shrinks Carl's hurtbox significantly, to the point he can slide under standing normals and even most {{clr|A|2A}}s, although it's quite late into the startup for it to kick in. It has good range and reward on CH, but is on the slower end of sweeps. | |||
For combos, it usually sets up distotion drives. | |||
*Hard knockdown on CH | |||
*Low-profiles 13-23f | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None | |||
}} | }} | ||
=== | ===<big>{{clr|A|j.A}}</big>=== | ||
{{ | {{BBCF Move Card | ||
| | |input=j.A | ||
|description= | |||
Fast air jab that has some disjoint. Useful for winning air scrambles and jailing the opponent with its reverse beats. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|C|j.2C}} | |||
{{ | |||
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}} | |||
}} | }} | ||
=== | ===<big>{{clr|B|j.B}}</big>=== | ||
{{ | {{BBCF Move Card | ||
| | |input=j.B | ||
|description= | |||
Air to air move, mostly used as combo filler, or as the overhead in Carl's corner Unblockable setups. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|C|j.2C}} | |||
{{ | |||
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}} | |||
}} | }} | ||
===<big>{{clr|C|j.C}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=j.C | ||
| | |description= | ||
An important air normal: {{clr|C|j.C}} will knockdown airborne opponents to setup okizeme or juggle with Nirvana after in combos. | |||
It's preferable as an ender to {{clr|C|j.214C}} as Carl is left closer to the opponent. | |||
{{ | |||
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[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None | |||
}} | }} | ||
===<big>{{clr|C|j.2C}}</big>=== | |||
{{ | {{BBCF Move Card | ||
|input=j.2C | |||
|description= | |||
| | 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. | *On hit/block, Carl bounces and recovers in the air, animation 26. | ||
*Combo stable due to its relatively good damage and ability to cancel into {{clr|B|j.B}}, {{clr|C|j.C}} and {{clr|C|j.214C}} to get back onto the ground fast. | |||
*Not an overhead. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options (on hit)]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}} | |||
}} | }} | ||
==Drive Moves== | ==Drive Moves== | ||
*The following section is for Nirvana. | |||
**All move properties, frame data, etc... apply only to her; Carl is fully free to act. | |||
{{ | **This also applies to any of Nirvana's specials. | ||
| | **The only times where Carl and Nirvana have tied recovery are his Distortion Drives and Astral, explained further there. | ||
| | *All normals can be performed regardless if Carl is on the ground or in the air — They are inputted the same. | ||
| | ** E.X: {{clr|D|j.[D]}} → {{clr|B|j.B}} → {{clr|C|j.C}} → {{clr|D|j.2]D[}} will have Nirvana do {{clr|D|2D}} | ||
===<big>Inactive</big>=== | |||
{{InputBadge|{{clr|D|5]D[}}}} | |||
{{BBCF Move Card | |||
|input=5]D[ | |||
* | |description= | ||
* | Default State for Nirvana, will revert to this state if {{clr|D|D}} is released or Carl is hit or blocks. This is the primary way you'll regenerate her health; knowing when to give Nirvana a rest but also make good use of her is key to learning Carl. Be aware that if your opponent starts a combo on you, Nirvana will likely get back to full health by the time you recover, so you don't need to be too conservative with spending her health most of the time. While you might notice Nirvana has an animation when she deactivates, this is purely visual and can be interrupted at any time by activating her again. | ||
*While inactive, Nirvana has no collision and cannot be hit. | |||
*Nirvana starts with 5000 health and can lose it when hit or when using any of her moves (See each move for costs). | |||
*After 29F of being inactive, Nirvana will regenerate 10 health per frame. This occurs even if Carl is in hitstun or hitstop. | |||
*At the start of a round, Nirvana spawns 195,000 units behind Carl. (About 2/5ths of the distance to the other player). | |||
}} | }} | ||
===<big>Active</big>=== | |||
{{InputBadge|{{clr|D|5[D]}}}} | |||
{{BBCF Move Card | |||
|input=5[D] | |||
|description= | |||
Active state. Can be performed and held at any time Carl is not blocking, in any kind of hitstun or tech recovery. Nirvana can walk around by holding {{clr|D|D}} and inputting any sideways direction, walking slightly faster than Carl overall (And much faster when in Overdrive). Notably you can make her walk without forcing Carl to also move by holding 1 or 3 since Carl will simply crouch instead. If you are holding {{clr|D|D}} as Nirvana ends some other action that requires active state, she will remain in the active state and can immediately perform something else. | |||
Nirvana must fully start up before being able to commence any other action (Including walking). This takes 16F but cannot be interrupted by any hit in this time (And any damage is reduced to 25% of normal). Usually you'll use this state for as little as possible to transition directly into an attack, but sometimes it's useful just to activate Nirvana to create a physical barrier to opponents and projectiles since Nirvana's health is much more expendable than Carl's. If possible, try to use Nirvana's startup armour so she takes take less damage. | |||
During this state and all attacks, Nirvana is solid and may be hit and collide with both players, dealing unscaled damage to her health (Projectile damage is halved). Hits on Nirvana are treated like blocked attacks, even though Nirvana may still get interrupted and take damage; Opponents hitting Nirvana only have access to cancels possible on block, they cannot trigger any cinematic attacks or throws, they will never launch or knock down Nirvana etc... | |||
Additionally, both players gain heat for Nirvana being hit equal to whatever each player would gain if Carl had blocked the attack instead. | |||
*Nirvana has a walking speed of 8,000 forwards and 7,000 backwards, these values go to 12,000 and 10,500 in overdrive. | |||
*To perform Nirvana's moves, input the required directions and ''release'' {{clr|D|D}} | |||
}} | }} | ||
===<big>Disabled</big>=== | |||
{{ | {{InputBadge|Automatic when Nirvana's health reaches zero}} | ||
| | {{BBCF Move Card | ||
| | |input=disabled | ||
|description= | |||
Nirvana's dead state when she runs out of health where she cannot be used at all. | |||
This is something you '''always want to avoid''' since Carl really needs her to cover his shortcomings. When learning to play Carl, it's useful to get a feel for how many moves you can get away with Nirvana using while keeping a small reserve of health to protect her from getting hit and finished off. If Nirvana is disabled and you ''really'' need her back, activating Overdrive will rapidly restore her health, but you're unlikely to have much Overdrive time left to make any other use of it by the time she's operational again. | |||
*Like the inactive state, Nirvana cannot be interacted with by either player. | |||
* | *Can be caused by using any move Nirvana hasn't got enough health to pay for. In this instance, '''Nirvana will still perform the move as normal''' but will then become disabled immediately afterwards. In this case, the move in question will not be interrupted if Carl is put into hit/blockstun, even getting hit by Burst (Ada herself will still be interruptible normally however) | ||
* | *Regenerates at 7hp/frame until fully recovered, then performs a 65F revive animation before going back to the inactive state. The entire process takes about 13 seconds overall. | ||
*Regenerates an additional 18hp/frame during overdrive, reducing the recovery time down to just over 4 seconds, optimally. | |||
}} | }} | ||
===<big>{{clr|D|2D}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=2D | ||
| | |description= | ||
Nirvana performs 4 swipes in very quick succession while moving forward very slightly. You'll usually use this attack to keep your opponent pinned down blocking or as a meaty, but it does also deal decent damage during combos and has plenty of hitstun to link into moves from Carl himself. Just don't be too reliant on this for pressuring as its cost will start to add up quickly. | |||
}} | }} | ||
===<big>{{clr|D|6D}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=6D | ||
| | |description= | ||
A punch that slides Nirvana forwards. This is Nirvana's most basic move, easy to hit with, helps keep Nirvana in range when attacking and, most importantly, the cheapest. This is your go-to Nirvana move whenever you have any doubts about what move to use. When Nirvana is on the opposite side of the opponent, this move becomes additionally useful at stopping Carl's opponent being pushed away during pressure and combos | |||
*Causes a groundslide if opponent was hit in the air. | |||
}} | }} | ||
===<big>{{clr|D|4D}}</big>=== | |||
{{ | {{BBCF Move Card | ||
|input=4D | |||
|description= | |||
Nirvana's fastest normal, and the only one with body armour. The threat of {{clr|D|4D}} is to scare opponents from hitting her, as unlike other moves, she won't be interrupted and the resulting Fatal counter will lead to a hefty punish. Although, it'll lose to crouch buttons, or be checked by jump cancellable normals. | |||
|input= | |||
| | |||
It has a strong vacuum effect, and hard KDs on air hit for easy sideswaps. Carl can also frametrap in pressure with {{clr|D|4D}}, though it's more expensive than using {{clr|D|6D}}. | |||
{{ | |||
| | |||
| | |||
}} | |||
*Pulls the opponent towards Nirvana. | |||
*Hard knockdown on air hit | |||
*Crumple stuns on CH | |||
*Fatal Counter | |||
* | |||
* | |||
}} | }} | ||
===<big>{{clr|D|8D}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=8D,8D Shockwave|versioned=input | ||
|description= | |||
| | Excellent anti-crossup anti-air. | ||
*Long untechable time, allowing for various combos. | |||
| | *Very low recovery, making it quite doll-meter efficient if you let her regenerate afterwards. | ||
* | |||
}} | }} | ||
=== | ===<big>{{clr|D|3D}}</big>=== | ||
{{ | {{BBCF Move Card | ||
| | |input=3D | ||
| | |description= | ||
Nirvana's low attack, used in combination with Carl's j.B overhead to make an unblockable safejump reset on a standing opponent. Note that only the first hit is a low. 4th hit forces crouching. | |||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Forward Throw</big>=== | |||
{{ | {{InputBadge|{{clr|B|B}}+{{clr|C|C}}}} | ||
| | {{BBCF Move Card | ||
| | |input=B+C | ||
|description= | |||
| | Causes a hard knockdown, allowing Carl to even switch sides with 236A before picking the opponent up. | ||
| | |||
}} | }} | ||
===<big>Back Throw</big>=== | |||
{{ | {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}} | ||
| | {{BBCF Move Card | ||
| | |input=4B+C | ||
| | |description= | ||
| | Ground bounces, requires different timing/followups compared to his forward throw. | ||
| | |||
}} | }} | ||
===<big>Air Throw</big>=== | |||
{{ | {{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}} | ||
| | {{BBCF Move Card | ||
|input=j.B+C | |input=j.B+C | ||
| | |description= | ||
Launches opponent downwards into a very high ground bounce, useful for sending them down towards Nirvana for followups. | |||
}} | }} | ||
===<big>Counter Assault</big>=== | |||
{{ | {{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}} | ||
| | {{BBCF Move Card | ||
|input=6A+B | |input=6A+B | ||
| | |description= | ||
The infamous dangerous defense. With Nirivana positioned behind an opponent, Carl can combo out of his CA using {{clr|D|6D}} to switch sides and immediately start pressure. | |||
}} | }} | ||
===<big>Crush Trigger</big>=== | |||
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}} | |||
{{BBCF Move Card | |||
|input=5A+B,5[A+B]|versioned=input | |||
|description= | |||
Mostly used to stall for Nirvana, in corner combos and in Carl's unblockable | |||
* Hard KD on air hit. | |||
}} | }} | ||
====== < | ==Special Moves== | ||
{{ | ===<big>Vivace</big>=== | ||
| | {{InputBadge|{{clr|A|236A}}/{{clr|B|B}}}} | ||
| | {{BBCF Move Card | ||
| | |input=236A,236B|versioned=input | ||
|description= | |||
A command dash with quite a lot of utility packed into it: Carl uses Vivace for repositions, ambigious crossups (when done with Nirvana attacking at the same time), and as a defensive tool with its invulnerability. Be sure to get a feel as to when Carl's facing changes so you don't accidentally use the wrong move with Nirvana when using this (Remember, Nirvana's command inputs are based on Carl's facing!). | |||
*CH state throughout both moves. | |||
---- | |||
'''{{clr|A|236A}}''' | |||
This version travels a short distance but recovers faster, making it ideal for pressure strings as Carl can cross through the opponent for mixups, or to approach while they're locked down by Nirvana. | |||
The invul can be used as a reversal against characters who use projectiles in their pressure such as {{CLabel|BBCF|Nine the Phantom|label=Nine's}} {{MiniMoveCard|game=BBCF|chara=Nine the Phantom|input=WFF|label=Kunzite}} or {{CLabel|BBCF|Nu-13|label=Nu's}} Drives, but this aspect of the move is quite MU specific. | |||
*Can pass through opponents from frame 1-18 | |||
---- | |||
'''{{clr|B|236B}}''' | |||
This version goes further and has longer invul, being intended as a getaway tool. | |||
Vivace loses to crouching moves, projectiles and throws, so using it often on wakeup isn't advised, but is a solid choice when mixed properly with other tech options. During mid-pressure, it can be used on reaction if the opponent does a jump in, enabling quick escapes that can be difficult to catch. | |||
*Can pass through opponents from frame 1-24 | |||
}} | }} | ||
===<big>Cantabile</big>=== | |||
{{InputBadge|{{clr|C|623C}}}} | |||
{{BBCF Move Card | |||
|input=623C | |||
|description= | |||
Carl sends the pawn out to grab the opponent. Not a throw, or a low, but can't hit airborne opponents. On hit, it pulls opponents towards Carl and launches them into the air, enabling easy followups with both Nirvana and Carl, as appropriate. Due to the first hit dealing 0 damage, the second hit will always experience combo scaling, doing 1080 damage if used at the start of the combo. | |||
Has an enormous amount of hitstop, allowing you to RC and leave the opponent stuck in place for nearly a full second. also delays the opponents burst until they get launched, letting you react to the burst flash and RC if they burst too early. Also forces standing on hit RC, allowing for some very niche Unblockable setups where you can't fit a CT. | |||
This move is in most ways considered a projectile, and will not hit standard projectile invuln/guard point. However, for whatever reason, it is able to hit the special xP invuln most notably found on {{Character Label|BBCF|Nu}}'s {{MMC|chara=Nu-13|input=236236D|label=Legacy Edge}}. It can be cut by Hakumen to create a {{MMC|chara=Hakumen|input=Fuumajin}}, while also being capable of clashing with strikes (which projectiles normally cannot do), but it will only interact this way if it would be in range to hit the opponent; attempting to cut it from further out or clash using a disjoint will have it behave as if it's not there. In the rare circumstances where it does clash, Carl does not experience the clash hitstop and cannot clash cancel. | |||
}} | }} | ||
===<big>Allegretto</big>=== | |||
{{InputBadge|{{clr|C|j.214C}}}} | |||
{{ | {{BBCF Move Card | ||
| | |input=j.214C | ||
| | |description= | ||
| | Keeps carls current air momentum (allowing for some funky movment with dash or {{clr|C|j.2C}}), then stops Carl's momentum in the air and makes him recoil slightly, common air combo filler. Ends the air combo midscreen unless Nirvana can get her own hit in afterwards. | ||
*Used often in corner combos for added regen time early on (xx>623c>Brio>dash j.214c>5a>5b), or as an ender to set up for Volante as an oki option while putting carl at a safer distance than the usual j.C | |||
* | |||
}} | }} | ||
===<big>La Campanella</big>=== | |||
{{InputBadge|{{clr|D|22D}} (Air OK)}} | |||
{{BBCF Move Card | |||
|input=22D | |||
|description= | |||
Teleports Nirvana to just behind Carl's location, A key repositioning move and something of a panic button used to recover Nirvana when she is too far away and sometimes to reposition Nirvana during some combos. Uniquely you can perform this move when Nirvana is in hitstun, giving you a way to get her out of trouble if she's being attacked. | |||
}} | }} | ||
===<big>Con Fuoco</big>=== | |||
{{ | {{InputBadge|{{clr|D|41236D}} (Air OK)}} | ||
| | {{BBCF Move Card | ||
| | |input=41236D | ||
| | |description= | ||
A multi-hit attack that covers a large stretch of horizontal ground and deals a lot of damage. Good neutral move and combo filler but leaves Nirvana in recovery for a long time and can be low profiled by a number of moves. Be sure to follow it or risk being separated | |||
In OD, applies p2 only once and is overall far faster to start and end, making for a staple move in OD routing | |||
*Launches the opponent | |||
*Wall-bounces midscreen and corner | |||
* | * Hard KDs during OD | ||
* | |||
}} | }} | ||
===<big>Con Anima</big>=== | |||
{{InputBadge|{{clr|D|63214D}} (Air OK)}} | |||
{{BBCF Move Card | |||
|input=63214D | |||
|description= | |||
Nirvana runs forward with her arms raised and attempts a grab when she gets close. If it hits they will get slammed to the ground for a hard knockdown with no bounce, meaning you need to use the throw animation time to get carl into position quickly. Nirvana slams the opponent on the opposite side to her so this (usually) makes positioning easier. | |||
This is Nirvana's option to deter hitting her, but use it carefully as opponents can both jumpcancel to block or outspace it and on whiff it's a green light for the opponent to close in. Also works well against Haku's trying to parry Nirvana. This move is fast, fully armored, and much more subtle animation makes it great at punishing opponents being a bit too eager to smack her | |||
Also synergizes very well with Ada's startup armor, being the only move she cant get "meaty-ed" out of | |||
*The running animation is not active, when Nirvana gets in range (usually standard throw range) or runs too far she will perform a grab animation with 8F startup. | |||
**The grab itself has a throw range of 140,000 units between bounding boxes. | |||
*Can catch airborne opponents. | |||
*Hitgrab, you can block it, 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 | |||
*Has all attributes, only moves with full invulnerability or full guard point will protect against it. | |||
*Fatal Counter | |||
}} | }} | ||
===<big>Con Brio</big>=== | |||
{{ | {{InputBadge|{{clr|D|623D}} (Air OK)}} | ||
| | {{BBCF Move Card | ||
| | |input=623D | ||
| | |description= | ||
Anti air attack that covers a huge space, must be barrier blocked in the air. | |||
*Wall-sticks in the corner. | |||
*Superior to 6D in corner for combos, due to its much higher damage and basically same effective cost (very low recovery). | |||
*For some reason doesn't stop if Carl gets hit. Makes for a very scary scramble option after you air tech with Nirvana close by because of this (just be careful of her 16F general startup) | |||
* | |||
* | |||
}} | }} | ||
===<big>Volante</big>=== | |||
{{InputBadge|{{clr|D|421D}} (Air OK)}} | |||
{{BBCF Move Card | |||
|input=421D | |||
|description= | |||
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. | |||
*Projectile does not go away if Carl blocks or Nirvana is hit, however Nirvana's animation itself will be interrupted if she hasn't finished summoning the projectile | |||
*Flies just above the opponent while they are knocked down (only after the initial bounce from hitting the ground; only exceptions are Rachel and Tager, who are just barely too tall on the ground), meaning if timed/spaced properly can very consistently catch all options similar to 2d while not hitting them OTG to Blue-beat. | |||
*On top of all that after a knockdown, forces characters with non-projectile property or non-armor reversals to RC it on block or risk getting hit by the orb | |||
}} | }} | ||
==Distortion Drives== | ==Distortion Drives== | ||
===<big>Laetabilis Cantata</big>=== | |||
{{ | {{InputBadge|{{clr|C|632146C}}}} | ||
| | {{BBCF Move Card | ||
| | |||
|input=632146C | |input=632146C | ||
| | |description= | ||
General purpose damage dealing distortion, but be wary that it has no meaningful invulnerability, so don't try to use this as a reversal. | |||
*Projectile does not disappear on hit, leading to favourable trades. | |||
*If done midscreen the opponent can be pushed out before the super finishes. If this happens, Carl is left horribly minus, but it is still relatively difficult to punish him due to the persistent projectile and him still being able to control Nirvana. | |||
*Technically invulnerable on frame 8 (the frame before superflash), but the invuln runs out during superflash meaning Carl is invulnerable for effectively less than 1 frame. The projectile comes out during superflash on the same frame as the invuln ending; being hit during superflash ends the freeze on the opponent, making the effective startup of the projectile hitbox 40 frames post-flash in this situation. | |||
* | |||
}} | }} | ||
===<big>Rhapsody of Memories</big>=== | |||
{{ | {{InputBadge|{{clr|D|236236D}} (Air OK)}} | ||
| | {{BBCF Move Card | ||
|input=236236D,236236D OD|versioned=input | |||
| | |description= | ||
| | Nirvana attacks in a long string of attacks. During this time, Nirvana cannot be interrupted by hitting her or hitting Carl. | ||
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. Keep in mind that if the opponent gets hit airborne, the combo will likely drop and won't deal a lot of damage. | |||
*Does not cost any of Nirvana's health to use. | |||
}} | }} | ||
===<big>Fermata</big>=== | |||
{{ | {{InputBadge|{{clr|D|214214D}} (Air OK)}} | ||
| | {{BBCF Move Card | ||
| | |input=214214D | ||
| | |description= | ||
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. | |||
*Does not cost Nirvana any health to use. | |||
}} | }} | ||
===<big>Arpeggio of Oblivion</big>=== | |||
{{ | {{InputBadge|{{clr|D|632146D}} during Overdrive}} | ||
| | {{BBCF Move Card | ||
|input=632146D | |input=632146D | ||
| | |description= | ||
Nirvana teleports behind Carl and punches forward. Carl is fully invulnerable until recovery, while Nirvana is fully invulnerable (not guard point, like she normally is) for the entire move after the superflash. | |||
One of the few Overdrive-only distortion drives. Nothing particularly exciting, but it does make for a very highly damaging combo ender and doesn't need you to worry about Nirvana's positioning due to the teleport at the start. | |||
*If an attack connects with Nirvana on frame 1 of this move, she will be frozen by the superflash as well, causing the move to behave strangely: The startup will be extended by the length of the superflash ''and'' remaining hitstop of the guarded attack, and cause Carl to instead be stuck in an extended animation (around ~110F) and remain invulnerable until he reaches the usual whiff/on-block frames. If Carl recovers before Nirvana's attack connects, he will remain actionable instead of entering the usual on-hit or on-block animations. | |||
*Cannot be buffered out of Overdrive activation, for some reason; can be buffered just fine on wakeup or out of blockstun. | |||
* | |||
}} | }} | ||
==Exceed Accel== | ==Exceed Accel== | ||
===<big>Symphony of Lament</big>=== | |||
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}} | |||
{{BBCF Move Card | |||
|input=A+B+C+D | |||
|description= | |||
| | Carl's only reversal option. Can be his only way to get out of trouble when isolated from Nirvana. | ||
{{ | *[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]] | ||
| | |||
| | |||
}} | }} | ||
==Astral Heat== | ==Astral Heat== | ||
===<big>Deus Ex Machina</big>=== | |||
{{InputBadge|{{clr|D|64641236D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}} | |||
{{BBCF Move Card | |||
|input=64641236D | |input=64641236D | ||
|description= | |||
Nirvana teleports in front of Carl and opens up a portal which contains the hitbox that starts the move. If it fails, Nirvana's gauge is depleted entirely. | |||
*If you are in OD as you use this however, she will regenerate before she actually dies, though still with nearly all of her bar depleted | |||
* | |||
}} | }} | ||
== | ==Colors== | ||
{{BBCFColors|Size=120|Character=Carl}} | |||
==Navigation== | |||
<center>{{Character Label|BBCF|Carl Clover|size=42px}}</center> | |||
< | {{BBCF/CharacterLinks}} | ||
{{ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
| | |||
| | {{BBCF/Navigation}} | ||
| | |||
}} | |||
{{ | |||
Latest revision as of 23:14, 12 April 2024
Overview
Carl is a puppet character focusing on strong setplay and amazing mixup potential. Carl is focused more on quick and short-ranged strikes while Nirvana focuses more on slow, damaging strikes with large reach. Together, they are capable of amazing pressure, looping unblockables and strong okizeme. Carl must track Nirvana's position at all times, as he strongly relies on her for neutral and offense. Without Nirvana, Carl's weaknesses become much more apparent as he has low life and no true reversal outside of his Exceed Accel.
Carl is a difficult character requiring tight execution and good awareness. Thankfully, this comes with a high skill ceiling. Carl rewards players with a strong offensive gameplan and solid neutral.Health |
10,000 |
Prejump |
4F |
Backdash |
22F (1~7F Inv All, 2~17 airborne) |
Forward Dash |
23F |
Unique Movement Options |
Vivace |
Fastest Attack |
5A (6F) |
Reversals |
632146D (9F, OD only super) |
Fatal Starters |
6C 4D 63214D |
Carl's Drive revolves around controlling Nirvana, who moves and acts independently of Carl but is controlled at the same time. The main details are:
- Hold the D button to activate Nirvana, release D while not holding any direction to deactivate.
- While active, she can move forward by holding any forward/backward direction (including diagonals). Nirvana is solid to both Carl and his opponent while active
- Nirvana will attack when releasing the D button while either holding a direction or after completing the inputs for one of her special moves. Nirvana will remain active afterwards if you are holding D as the move ends.
- Note that the directional inputs required for moves is based on Carl's current facing, not necessarily Nirvana's. For example: If Carl is facing right and Nirvana is facing left, pressing D, inputting 623 and releasing D will give you Con Brio, not Volante.
- Similarly, opponents always face towards Carl and thus input moves and block attacks based on his location, not Nirvana's, even if Nirvana is attacking from behind them.
- Nirvana has a health bar that gets consumed when she attacks or gets hit while active. While this health regenerates rapidly if she is left inactive for a short period; If Nirvana runs out of health, she will be disabled and regenerate more slowly, only becoming usable once she has fully recovered.
- If Carl gets hit or blocks something, Nirvana is interrupted in most cases and reverts to her inactive state.
- Nirvana cannot Rapid Cancel.Overdrive: Synchro High Speed
Carl's overdrive grants Nirvana a power up:
- Nirvana recovers faster from her moves and many of her moves gain new properties and hitstop
- Nirvana's moves cost nothing to use.
- Nirvana's walk speed is 50% faster.
- Nirvana's meter recovery speed is also increased by a flat 5hp per frame at all times, and an additional 18hp per frame while disabled. (Meaning she will fully recharge from disabled in under 3 seconds)
- Carl gains access to a new Distortion Drive and the other three are improved significantly.
Normal Moves
5A
A fairly standard jab. Hits crouchers. Has a very long cancel window, making it good for staggers.
- Cannot whiff cancel
Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C
5B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
520 | Mid | 9 | 2 | 16 | -1 | B |
One of Carl's most important normals for combos and pressure. It's not the longest poke compared to 5C, but it's less committal, and the hitbox is disjointed enough to win against other buttons in neutral. Microdashing gives 5B some extra range, too.
Jump cancellable on block, which allows him to easily set-up airdash high-low mixups with Nirvana.
- Pressing 5B again on contact will go into 6B.
Gatling options: 6A, 2B, 6B, 5C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
5C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
780 | Mid | 13 | 3 | 20 | -6 | B |
A long poke with a disjointed hitbox. A nice feature of 5C is that it doesn't extend Carl's hurtbox at all until after it goes active.
A strong button in a vacuum, but in application doesn't see as much use as you'd think, as Carl has safer options in neutral hiding behind Nirvana, and in pressure he can threaten strong mixups without needing to commit beyond his A/B normals. It's still decent combo filler even if 5B → 5C won't convert on air hit, and solo Carl can go into either 6C or 6B for a workable mixup.
Gatling options: 6B, 2C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
2A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
300 | Mid | 7 | 3 | 10 | -1 | F |
Like 5A but crouching. It also has a very long cancel window, making it good for staggers.
- Cannot whiff cancel
Gatling options: 5A, 2A, 5B, 2B, 6B, 5C, 2C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 80 | 1 |
2B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
480 | Low | 9 | 4 | 16 | -3 | F |
A general purpose low poke. Sadly lacks much of its utility from previous games now Nirvana has no standing overhead, but still not without use.
Gatling options: 6A, 5B, 6B, 5C, 2C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
2C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
760 | Mid | 14 | 3 | 24 | -8 | B | 8~16 H |
Carl's crouching 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. For example, beating air normals that could tag standing hitboxes such as Susanoo's j.CGuardHigh/AirStartup12Recovery23Advantage-
In combos, 2C is one of Carl's launchers beside Cantabile.
- Launches on hit
Gatling options: None
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 82 | 4 |
6A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
600 | Mid | 11 | 4 | 24 | -11 | B | 5~14 H |
Carl's go to anti air with fast head invul. 6A shifts Carl's hurtbox backwards which can sometimes catch your opponent if they try to cross you up.
- Launches on CH
- Whiffs on a few crouchers, like Ragna.
Gatling options: None
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 89 | 3 |
6B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
650 | Low | 17 | 4 | 16 | -3 | F |
Standing low, Carl steps forwards before attacking, giving it more range. Being as slow as it is, you need to be careful using it as anything that cancels into it on block leaves a gap for the opponent to reversal out of.
- 6B spins your opponent in place on counter hit which gives you a lot of time to combo into it.
Gatling options: 6A, 2C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 95 | 89 | 3 |
6C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
800 | High | 24 | 6 | 16 | -5 | B | 7~22 FT |
Carl's standing overhead. Fast, but only gatlings from 5A/2A and 5C. It has decent reach, lengthy foot-invul to beat opponents mashing, and solid reward with its above average scaling — Carl being able to get near 5k with ODC.
Has no gatlings on block, but this is negligible with Nirvana backing his pressure, and with RC it leads to a fuzzy setup on taller characters. E.X 6C → RC → 669 → j.A. And lastly, 6C ground-bounces on air hit, and this is used for adding supers at the end of kill combos, but doing 3C instead is easier for little damage loss.
- Forces crouching.
- Hard KD on air hit.
- Fatal Counter.
Gatling options: None
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 90 | 89 | 3 |
- Fatal Counter
- Forces crouching on hit
- Airborne from frame 10, invuln ends on landing, hit occurs on frame 3 of landing
- Startup/invuln duration can be altered by external forces
3C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
720 | Low | 14 | 10 | 20 | -13 | F |
An advancing sweep that shrinks Carl's hurtbox significantly, to the point he can slide under standing normals and even most 2As, although it's quite late into the startup for it to kick in. It has good range and reward on CH, but is on the slower end of sweeps.
For combos, it usually sets up distotion drives.
- Hard knockdown on CH
- Low-profiles 13-23f
Gatling options: None
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 |
j.A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
300 | High/Air | 6 | 4 | 9 | H |
Fast air jab that has some disjoint. Useful for winning air scrambles and jailing the opponent with its reverse beats.
Gatling options: j.A, j.B, j.C, j.2C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 80 | 1 |
j.B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
550 | High/Air | 9 | 3 | 24 | H |
Air to air move, mostly used as combo filler, or as the overhead in Carl's corner Unblockable setups.
Gatling options: j.A, j.C, j.2C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 85 | 2 |
j.C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
820 | High/Air | 10 | 5 | 21 | H |
An important air normal: j.C will knockdown airborne opponents to setup okizeme or juggle with Nirvana after in combos.
It's preferable as an ender to j.214C as Carl is left closer to the opponent.
Gatling options: None
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
- Bonus Proration 110%
j.2C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
850 | All | 10 | Until L | 19L (26) | 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.
- Combo stable due to its relatively good damage and ability to cancel into j.B, j.C and j.214C to get back onto the ground fast.
- Not an overhead.
Gatling options (on hit): j.A, j.B, j.C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
- On hit/block, Carl bounces forward and recovers in the air (26F)
- On hit, cancels into normals available from frame 9 of bounce, special cancels available immediately
Drive Moves
- The following section is for Nirvana.
- All move properties, frame data, etc... apply only to her; Carl is fully free to act.
- This also applies to any of Nirvana's specials.
- The only times where Carl and Nirvana have tied recovery are his Distortion Drives and Astral, explained further there.
- All normals can be performed regardless if Carl is on the ground or in the air — They are inputted the same.
- E.X: j.[D] → j.B → j.C → j.2]D[ will have Nirvana do 2D
Inactive
5]D[
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0 |
Default State for Nirvana, will revert to this state if D is released or Carl is hit or blocks. This is the primary way you'll regenerate her health; knowing when to give Nirvana a rest but also make good use of her is key to learning Carl. Be aware that if your opponent starts a combo on you, Nirvana will likely get back to full health by the time you recover, so you don't need to be too conservative with spending her health most of the time. While you might notice Nirvana has an animation when she deactivates, this is purely visual and can be interrupted at any time by activating her again.
- While inactive, Nirvana has no collision and cannot be hit.
- Nirvana starts with 5000 health and can lose it when hit or when using any of her moves (See each move for costs).
- After 29F of being inactive, Nirvana will regenerate 10 health per frame. This occurs even if Carl is in hitstun or hitstop.
- At the start of a round, Nirvana spawns 195,000 units behind Carl. (About 2/5ths of the distance to the other player).
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Animation for powering down can be interrupted at any time
Active
5[D]
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
16 | 1~16 Guard All |
Active state. Can be performed and held at any time Carl is not blocking, in any kind of hitstun or tech recovery. Nirvana can walk around by holding D and inputting any sideways direction, walking slightly faster than Carl overall (And much faster when in Overdrive). Notably you can make her walk without forcing Carl to also move by holding 1 or 3 since Carl will simply crouch instead. If you are holding D as Nirvana ends some other action that requires active state, she will remain in the active state and can immediately perform something else.
Nirvana must fully start up before being able to commence any other action (Including walking). This takes 16F but cannot be interrupted by any hit in this time (And any damage is reduced to 25% of normal). Usually you'll use this state for as little as possible to transition directly into an attack, but sometimes it's useful just to activate Nirvana to create a physical barrier to opponents and projectiles since Nirvana's health is much more expendable than Carl's. If possible, try to use Nirvana's startup armour so she takes take less damage.
During this state and all attacks, Nirvana is solid and may be hit and collide with both players, dealing unscaled damage to her health (Projectile damage is halved). Hits on Nirvana are treated like blocked attacks, even though Nirvana may still get interrupted and take damage; Opponents hitting Nirvana only have access to cancels possible on block, they cannot trigger any cinematic attacks or throws, they will never launch or knock down Nirvana etc... Additionally, both players gain heat for Nirvana being hit equal to whatever each player would gain if Carl had blocked the attack instead.
- Nirvana has a walking speed of 8,000 forwards and 7,000 backwards, these values go to 12,000 and 10,500 in overdrive.
- To perform Nirvana's moves, input the required directions and release D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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Disabled
Automatic when Nirvana's health reaches zero
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
715 [200] | 65 |
Nirvana's dead state when she runs out of health where she cannot be used at all.
This is something you always want to avoid since Carl really needs her to cover his shortcomings. When learning to play Carl, it's useful to get a feel for how many moves you can get away with Nirvana using while keeping a small reserve of health to protect her from getting hit and finished off. If Nirvana is disabled and you really need her back, activating Overdrive will rapidly restore her health, but you're unlikely to have much Overdrive time left to make any other use of it by the time she's operational again.
- Like the inactive state, Nirvana cannot be interacted with by either player.
- Can be caused by using any move Nirvana hasn't got enough health to pay for. In this instance, Nirvana will still perform the move as normal but will then become disabled immediately afterwards. In this case, the move in question will not be interrupted if Carl is put into hit/blockstun, even getting hit by Burst (Ada herself will still be interruptible normally however)
- Regenerates at 7hp/frame until fully recovered, then performs a 65F revive animation before going back to the inactive state. The entire process takes about 13 seconds overall.
- Regenerates an additional 18hp/frame during overdrive, reducing the recovery time down to just over 4 seconds, optimally.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Startup time is time to regenerate a full health bar, recovery is a fixed animation
2D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
510×4 | All | 33 | 2(8)2(10)2(8)2 | 58 [28] | B | 1~End Guard P |
Nirvana performs 4 swipes in very quick succession while moving forward very slightly. You'll usually use this attack to keep your opponent pinned down blocking or as a meaty, but it does also deal decent damage during combos and has plenty of hitstun to link into moves from Carl himself. Just don't be too reliant on this for pressuring as its cost will start to add up quickly.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 92×4 | 4 |
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
6D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
940 | All | 29 | 8 | 60 [21] | B | 1~End Guard P |
A punch that slides Nirvana forwards. This is Nirvana's most basic move, easy to hit with, helps keep Nirvana in range when attacking and, most importantly, the cheapest. This is your go-to Nirvana move whenever you have any doubts about what move to use. When Nirvana is on the opposite side of the opponent, this move becomes additionally useful at stopping Carl's opponent being pushed away during pressure and combos
- Causes a groundslide if opponent was hit in the air.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 79 | 3 |
- Values in [] are during OD
- Costs 600 (12%) of Nirvanas health to use
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
- Maximum Slide duration 45F
4D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
1060 | All | 26 | 6 | 69 [25] | B | 1~End Guard BP |
Nirvana's fastest normal, and the only one with body armour. The threat of 4D is to scare opponents from hitting her, as unlike other moves, she won't be interrupted and the resulting Fatal counter will lead to a hefty punish. Although, it'll lose to crouch buttons, or be checked by jump cancellable normals.
It has a strong vacuum effect, and hard KDs on air hit for easy sideswaps. Carl can also frametrap in pressure with 4D, though it's more expensive than using 6D.
- Pulls the opponent towards Nirvana.
- Hard knockdown on air hit
- Crumple stuns on CH
- Fatal Counter
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 82 | 4 |
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- Fatal Counter
- On Guard Point, hitstop for Nirvana and Opponent unchanged
- On CH Crumple Duration 33F, Crumple Fall 63F
8D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
8D | 760 | Mid | 33 | 3 | 36 [13] | B | 1~End Guard P | ||
8D Shockwave | 620 | Mid | 37 | 28 | P1 |
Excellent anti-crossup anti-air.
- Long untechable time, allowing for various combos.
- Very low recovery, making it quite doll-meter efficient if you let her regenerate afterwards.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8D | Normal | 80 | 89 | 3 | |||||||||||||||||||||||||||||||||||
8D Shockwave | Normal | 80 | 89 | 3 |
8D:
- Values in [] are during OD
- Bonus Proration 110%
- Costs 900 (18%) of Nirvanas health to use
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
3D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
490×6 | Low/Air, All×5 | 42 | 4×3,6 | 67 [25] | F | 1~End Guard P |
Nirvana's low attack, used in combination with Carl's j.B overhead to make an unblockable safejump reset on a standing opponent. Note that only the first hit is a low. 4th hit forces crouching.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 89×6 | 3 |
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Universal Mechanics
Forward Throw
B+C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 1500 | T(70) | 7 | 3 | 23 | T |
Causes a hard knockdown, allowing Carl to even switch sides with 236A before picking the opponent up.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- 100% Minimum Damage (1500)
Back Throw
4B+C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 1500 | T(70) | 7 | 3 | 23 | T |
Ground bounces, requires different timing/followups compared to his forward throw.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- 100% Minimum Damage (1500)
Air Throw
j.B+C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 1500 | T(120) | 7 | 3 | 23+3L | T |
Launches opponent downwards into a very high ground bounce, useful for sending them down towards Nirvana for followups.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- 100% Minimum Damage (1500)
Counter Assault
6A+B while Blocking
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0 | All | 13 | 3 | 32 | -16 | B | 1~20 All |
The infamous dangerous defense. With Nirivana positioned behind an opponent, Carl can combo out of his CA using 6D to switch sides and immediately start pressure.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 50 | 92 | 4 |
Crush Trigger
5A+B (Chargeable)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5A+B | 1000 | Guard Break 32/Barrier | 20 | 1 | 25 | 0 | B | ||
5[A+B] | 1000 | Guard Break 60/Barrier | 30~61 | 1 | 25 | 0 | B |
Mostly used to stall for Nirvana, in corner combos and in Carl's unblockable
- Hard KD on air hit.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A+B | Normal | 100 | 60 | ||||||||||||||||||||||||||||||||||||
5[A+B] | Long | 100 | 100 |
5A+B:
- Crumple Duration 50F, Crumple Fall 83F
5[A+B]:
- Crumple Duration 50F, Crumple Fall 83F
Special Moves
Vivace
236A/B
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
236A | Total: 28 | 1~16 P | |||||||
236B | Total: 39 | 1~30 HB |
A command dash with quite a lot of utility packed into it: Carl uses Vivace for repositions, ambigious crossups (when done with Nirvana attacking at the same time), and as a defensive tool with its invulnerability. Be sure to get a feel as to when Carl's facing changes so you don't accidentally use the wrong move with Nirvana when using this (Remember, Nirvana's command inputs are based on Carl's facing!).
- CH state throughout both moves.
236A
This version travels a short distance but recovers faster, making it ideal for pressure strings as Carl can cross through the opponent for mixups, or to approach while they're locked down by Nirvana.
The invul can be used as a reversal against characters who use projectiles in their pressure such as Nine's KunziteGuardHigh/Air, AllStartup21RecoveryTotal: 40Advantage+6 or Nu's Drives, but this aspect of the move is quite MU specific.
- Can pass through opponents from frame 1-18
236B
This version goes further and has longer invul, being intended as a getaway tool.
Vivace loses to crouching moves, projectiles and throws, so using it often on wakeup isn't advised, but is a solid choice when mixed properly with other tech options. During mid-pressure, it can be used on reaction if the opponent does a jump in, enabling quick escapes that can be difficult to catch.
- Can pass through opponents from frame 1-24
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236A | |||||||||||||||||||||||||||||||||||||||
236B |
Cantabile
623C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 1800 | All | 11 | 13 | 37 | -26 | See notes |
Carl sends the pawn out to grab the opponent. Not a throw, or a low, but can't hit airborne opponents. On hit, it pulls opponents towards Carl and launches them into the air, enabling easy followups with both Nirvana and Carl, as appropriate. Due to the first hit dealing 0 damage, the second hit will always experience combo scaling, doing 1080 damage if used at the start of the combo.
Has an enormous amount of hitstop, allowing you to RC and leave the opponent stuck in place for nearly a full second. also delays the opponents burst until they get launched, letting you react to the burst flash and RC if they burst too early. Also forces standing on hit RC, allowing for some very niche Unblockable setups where you can't fit a CT.
This move is in most ways considered a projectile, and will not hit standard projectile invuln/guard point. However, for whatever reason, it is able to hit the special xP invuln most notably found on Nu's Legacy EdgeGuardAllStartup16+(41 Flash)+9RecoveryTotal: 57Advantage+79 [+131]. It can be cut by Hakumen to create a FuumajinGuardallStartup1RecoveryAdvantage-, while also being capable of clashing with strikes (which projectiles normally cannot do), but it will only interact this way if it would be in range to hit the opponent; attempting to cut it from further out or clash using a disjoint will have it behave as if it's not there. In the rare circumstances where it does clash, Carl does not experience the clash hitstop and cannot clash cancel.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 92×2 | 1 |
- Enters recovery animation immediately on block
- Cannot hit airborne opponents
- CH state until last 15 frames of recovery
Allegretto
j.214C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
700, 100×5 | All | 13 | 4×6 | 30+1L | H |
Keeps carls current air momentum (allowing for some funky movment with dash or j.2C), then stops Carl's momentum in the air and makes him recoil slightly, common air combo filler. Ends the air combo midscreen unless Nirvana can get her own hit in afterwards.
- Used often in corner combos for added regen time early on (xx>623c>Brio>dash j.214c>5a>5b), or as an ender to set up for Volante as an oki option while putting carl at a safer distance than the usual j.C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 92 | 3 |
- First hit that connects deals 700 damage, remaining hits deal 100
- All hits deal full chip damage (5%: 35) on block
La Campanella
22D (Air OK)
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
69 [41] | 1~36 [1~30] All 37~End [31~End] Guard P |
Teleports Nirvana to just behind Carl's location, A key repositioning move and something of a panic button used to recover Nirvana when she is too far away and sometimes to reposition Nirvana during some combos. Uniquely you can perform this move when Nirvana is in hitstun, giving you a way to get her out of trouble if she's being attacked.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Values in [] are during OD
- Costs 100 (2%) of Nirvanas health to use
Con Fuoco
41236D (Air OK)
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
630×5 | All | 52 | 4×6,2 | 96 [31] | B | 1~End Guard P |
A multi-hit attack that covers a large stretch of horizontal ground and deals a lot of damage. Good neutral move and combo filler but leaves Nirvana in recovery for a long time and can be low profiled by a number of moves. Be sure to follow it or risk being separated
In OD, applies p2 only once and is overall far faster to start and end, making for a staple move in OD routing
- Launches the opponent
- Wall-bounces midscreen and corner
- Hard KDs during OD
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 89×5 [89] | 3 |
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- Max 5 hits
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Con Anima
63214D (Air OK)
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 2000 [0, 2500] |
All | 19-119 | 4 | 60 [20] | HBFT | 1~(22~122) Guard HBFP |
Nirvana runs forward with her arms raised and attempts a grab when she gets close. If it hits they will get slammed to the ground for a hard knockdown with no bounce, meaning you need to use the throw animation time to get carl into position quickly. Nirvana slams the opponent on the opposite side to her so this (usually) makes positioning easier.
This is Nirvana's option to deter hitting her, but use it carefully as opponents can both jumpcancel to block or outspace it and on whiff it's a green light for the opponent to close in. Also works well against Haku's trying to parry Nirvana. This move is fast, fully armored, and much more subtle animation makes it great at punishing opponents being a bit too eager to smack her
Also synergizes very well with Ada's startup armor, being the only move she cant get "meaty-ed" out of
- The running animation is not active, when Nirvana gets in range (usually standard throw range) or runs too far she will perform a grab animation with 8F startup.
- The grab itself has a throw range of 140,000 units between bounding boxes.
- Can catch airborne opponents.
- Hitgrab, you can block it, 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
- Has all attributes, only moves with full invulnerability or full guard point will protect against it.
- Fatal Counter
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 100, 72 | 3 |
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- Fatal Counter
- Nirvana automatically attacks after getting close to the opponent
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Con Brio
623D (Air OK)
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
1480 | Mid | 25 | 6 | 39 [15] | B | 1~End Guard HP |
Anti air attack that covers a huge space, must be barrier blocked in the air.
- Wall-sticks in the corner.
- Superior to 6D in corner for combos, due to its much higher damage and basically same effective cost (very low recovery).
- For some reason doesn't stop if Carl gets hit. Makes for a very scary scramble option after you air tech with Nirvana close by because of this (just be careful of her 16F general startup)
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 92 | 4 |
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Volante
421D (Air OK)
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
1100 | All | 31 | Until Hit | Total: 90 [Total: 52] |
P1 [P2] | 1~End Guard P |
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.
- Projectile does not go away if Carl blocks or Nirvana is hit, however Nirvana's animation itself will be interrupted if she hasn't finished summoning the projectile
- Flies just above the opponent while they are knocked down (only after the initial bounce from hitting the ground; only exceptions are Rachel and Tager, who are just barely too tall on the ground), meaning if timed/spaced properly can very consistently catch all options similar to 2d while not hitting them OTG to Blue-beat.
- On top of all that after a knockdown, forces characters with non-projectile property or non-armor reversals to RC it on block or risk getting hit by the orb
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 89 | 3 |
- Values in [] are during OD
- Costs 900 (18%) of Nirvanas health to use
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Distortion Drives
Laetabilis Cantata
632146C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
250×20 [300×22] |
All | 8+(50 Flash)+3 | 5×20 [5×22] | Total: 131 [Total: 143] | +18 | P2* |
General purpose damage dealing distortion, but be wary that it has no meaningful invulnerability, so don't try to use this as a reversal.
- Projectile does not disappear on hit, leading to favourable trades.
- If done midscreen the opponent can be pushed out before the super finishes. If this happens, Carl is left horribly minus, but it is still relatively difficult to punish him due to the persistent projectile and him still being able to control Nirvana.
- Technically invulnerable on frame 8 (the frame before superflash), but the invuln runs out during superflash meaning Carl is invulnerable for effectively less than 1 frame. The projectile comes out during superflash on the same frame as the invuln ending; being hit during superflash ends the freeze on the opponent, making the effective startup of the projectile hitbox 40 frames post-flash in this situation.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 95×20 [92×22] | 2 |
- Values in [] are during OD
- Frame Adv listed is when opponent blocks until they are pushed out normally midscreen
- If opponent blocks all hits, then Frame Adv is +18
- Minimum Damage 10%: 500 [660]
Rhapsody of Memories
236236D (Air OK)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
236236D | 200×6, 300×2, 350×2, 500 | All | 10+(40 Flash)+18 | See Notes | 48 | B | Nirvana: 1~End Guard HBFP | ||
236236D OD | 200×12, 300×4, 350×2, 500 | 10+19 | See Notes | 68 | B | Nirvana: 1~End Guard HBFP |
Nirvana attacks in a long string of attacks. During this time, Nirvana cannot be interrupted by hitting her or hitting Carl.
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. Keep in mind that if the opponent gets hit airborne, the combo will likely drop and won't deal a lot of damage.
- Does not cost any of Nirvana's health to use.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236D | Normal | 80 | 94 | 3×2, 4, 3×2, 4×5, 5 | |||||||||||||||||||||||||||||||||||
236236D OD | Normal | 80 | 94 | 2×12, 3×4, 4×2, 5 |
236236D:
- Frame Adv listed is when opponent blocks all hits
- First hole that appears on normal block after blocking 8 hits. Frame adv in this case is +59
- Active Frames are: 3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(23)5(26)5(38)6
- Minimum Damage 20%: 40×3, 60×2, 70×2, 100
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
- Carl has total animation 10+(40 Flash)+69 on the ground and 10+(40 Flash)+53 in the air
- When done in the air, the move becomes active 9f after the superflash rather than the grounded 18
236236D OD:
- Frame Adv listed is when opponent blocks all hits
- First hole that appears on normal block after blocking 16 hits. Frame adv in this case is +99
- Active Frames 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
- Minimum Damage 20%: 40×12, 60×4, 70×2, 100
- On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
- Carl has total animation 10+(40 Flash)+69 on the ground and 10+(50 Flash)+53 in the air
- If performed in the air, the move becomes active 9f after the flash rather than the grounded 18
Fermata
214214D (Air OK)
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
2500 [3000] | Mid | 1+(103 Flash)+16 | 6 | 124 | +14 [+24] | B | Nirvana: 1~End Guard P |
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.
- Does not cost Nirvana any health to use.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 84 | 5 |
- Vaules in [] are during OD
- Minimum Damage 20%: 500 [600]
- Carl has total animation 1+(103 Flash)+42 on the ground and 1+(103 Flash)+36 in the air. Both ground and air versions have Invul 1~1 All
Arpeggio of Oblivion
632146D during Overdrive
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
1600, 3500 | All | 1+(89 Flash)+(8~16) | 3 | 46 | -30 | B | Carl: 1~(13~21) All Nirvana: 1~1 Guard All, 2~End All |
Nirvana teleports behind Carl and punches forward. Carl is fully invulnerable until recovery, while Nirvana is fully invulnerable (not guard point, like she normally is) for the entire move after the superflash.
One of the few Overdrive-only distortion drives. Nothing particularly exciting, but it does make for a very highly damaging combo ender and doesn't need you to worry about Nirvana's positioning due to the teleport at the start.
- If an attack connects with Nirvana on frame 1 of this move, she will be frozen by the superflash as well, causing the move to behave strangely: The startup will be extended by the length of the superflash and remaining hitstop of the guarded attack, and cause Carl to instead be stuck in an extended animation (around ~110F) and remain invulnerable until he reaches the usual whiff/on-block frames. If Carl recovers before Nirvana's attack connects, he will remain actionable instead of entering the usual on-hit or on-block animations.
- Cannot be buffered out of Overdrive activation, for some reason; can be buffered just fine on wakeup or out of blockstun.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 80 | 92×2 | 4 |
- Carl immediately enters extended recovery (48F) on block
- Minimum Damage 10%, 25%: 1035
- Costs roughly 1500 of Nirvanas health to use, not counting the passive regeneration from OD
- Crumple Duration 200, Crumple Fall 233F
Exceed Accel
Symphony of Lament
A+B+C+D during Overdrive
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
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600×2, 400×2, 1000 {600, 240×15, 1000} |
All | 20 [10] | 3 | 34 | -10 | B | 1~22 All [1~12 All] |
Carl's only reversal option. Can be his only way to get out of trouble when isolated from Nirvana.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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125 | 80 |
- Values in [] are when canceled into or immediately after activating Overdrive
- Values in {} are during Active Flow
- Minimum Damage 10%: 300 {520+44}
Astral Heat
Deus Ex Machina
64641236D when Astral Conditions are met
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
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21850 | All | 1+(100 Flash)+17 | ?? | Total: 77 | -30 | P | 1~68 All |
Nirvana teleports in front of Carl and opens up a portal which contains the hitbox that starts the move. If it fails, Nirvana's gauge is depleted entirely.
- If you are in OD as you use this however, she will regenerate before she actually dies, though still with nearly all of her bar depleted
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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4 |
Colors