BBCF/Carl Clover: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{BBCF/CharacterLinks}}
!Carl Clover
<div id="home-content" class="home-grid">
|-
{{card|width=4
||
|header=Overview
[[File:BBCF_Carl_Portrait.png|350x500px|center]]
|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.
|-
 
||{{CharData-BBCF
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
|comboRate=60%
|jumpStartup=4
|backdashTime=20
|backdashInv=1-7
}}
}}
;Movement Options
{{BBCF/Infobox
:1 Double Jump/Airdash, Hop-type Dash, Command Dash
|fastestAttack= [[#5A|5A]] (6F)
;Play-style
|reversal= [[#Arpeggio of Oblivion|632146D]] (9F, OD only super)
:Tandem Attack
|fatalStarter= [[#6C|6C]]<br/>[[#4D|4D]]<br/>[[#Con Anima|63214D]]
|}
}}
{{CharNav |charMainPage=BBCF/Carl Clover
{{card|width=4
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_CA.html
|header=Drive: Automaton
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/66-carl-clover/
|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 style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
</div>


<!--USE THIS STYLING FOR SHORT NAVIGATION-->
==Normal Moves==
<div style="height:225px;width:1px;">
===<big>{{clr|A|5A}}</big>===
  &nbsp;
{{BBCF Move Card
</div>
|input=5A
|description=
A fairly standard jab. Hits crouchers. Has a very long cancel window, making it good for staggers.


==Overview==
*Cannot whiff cancel
Carl Clover, the son of Relius Clover, was a student at the Military Academy along with Jin, Noel, Tsubaki, and Makoto. His academic career would not come to fruition however as Carl would eventually drop out to become a travelling vigilante. Together with his sister, Ada, whose soul is trapped in the Nox Nyctores Nirvana, Carl goes out to search for his father in order to stop whatever plans he may hold.<br/>
<br/>
===Drive: Automaton===
Carl's Drive revolves around controlling Nirvana. Pressing and holding the D button will cause Nirvana to become active. Once active, she can move forward (by holding 3, 6, or 9) and backward (by holding 1, 4, or 7), attack by releasing the D button while either holding a direction or after completing the inputs for one of her special moves, deactivate by releasing the D button without any directional input, or get hit by an opponent.
Nirvana has her own life bar at the bottom of the screen, above Carl's heat gauge. It goes down when Nirvana is active, uses an attack, or gets hit by the opponent. Most of Nirvana's attacks have a continuation cost that make it so that if she uses another attack before being deactivated, it will cost even more life. If Nirvana's life bar reaches zero, she will be disabled and recover health slowly, but you won't be able to use her again until a short time after her life bar completely refills.
Other than her Distortion Drives and Astral Heat, Nirvana's moves act independently of Carl, meaning they don't put him in any kind of vulnerable state and can be used even if Carl is already doing something else. However, if Carl blocks or gets hit, most of Nirvana's moves will stop and she will deactivate, and she can't be activated until Carl recovers from the blockstun or hitstun.<br/>
<br/>
===Overdrive: Synchro High Speed===
Carl's overdrive grants Nirvana a power up. The recovery of Ada's moves will be lessened and many of her moves will gain new properties. Ada's walk speed is also faster and her meter recovery speed is also increased. Carl will also have access to a new distortion drive during OD.<br/>
<br/>
===Strengths/Weaknesses===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
* Strong and safe pressure
* One of the best mixup characters in the game
* Practical unblockable setups
* High damage with the right setups
| style="width: 50%;"|
* Low life and sub-par defensive options
* Limited mobility options
* Very dependent on Nirvana, especially for neutral and offense
* Has some of the highest execution requirements in the game (This may or may not be an actual weakness, depending on the player)
|-
|}
<br clear=all/>


==Normal Moves==
[[/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}}
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
|image=BBCS_Carl_5A.png
|caption=
|name=5A
|data=
{{AttackData-BBCF
|damage=300 |guard=all |attribute=B
|startup=6 |active=3 |recovery=10 |frameAdv=-1
|description=
*A fairly standard jab. Hits crouchers.
*Has a very long cancel window, making it good for staggers.
}}
}}
===<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}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|C|5C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Carl_5B.png
|input=5C
|caption=
|description=
|name=5B
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.
|data=
 
{{AttackData-BBCF
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.  
|damage=520 |guard=HL |attribute=B
 
  |startup=9 |active=2 |recovery=16 |frameAdv=-1
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}
|description=
*One of Carl's most important normals for combos and pressure.
*Jump cancellable on block, which allows him to easily set-up airdash high-low mixups with the doll.
*Has somewhat short reach, but its range has be increased by cancelling into it from a dash.
}}
}}
===<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}}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|B|2B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Carl_5C.png
|input=2B
|caption=
|description=
|name=5C
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.
|data=
 
{{AttackData-BBCF
[[/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}}
|damage=780 |guard=HL |attribute=B
|startup=13 |active=3 |recovery=20 |frameAdv=-6
|description=
*A long poke with a disjointed hitbox.
*Also a staple move in combos and pressure.
}}
}}
===<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
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|A|6A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Carl_2A.png
|input=6A
|caption=
|description=
|name=2A
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.
|data=
 
{{AttackData-BBCF
*Launches on CH
|damage=300 |guard=HL |attribute=F
*Whiffs on a few crouchers, like Ragna.
|startup=7 |active=3 |recovery=10 |frameAdv=-1
 
|description=
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
*Like 5A, 2A also has a very long cancel window, making it good for staggers.
}}
}}
===<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}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|C|6C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Carl_2B.png
|input=6C
|caption=
|description=
|name=2B
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.
|data=
 
{{AttackData-BBCF
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}}.
|damage=480 |guard=L |attribute=F
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.
|startup=9 |active=4 |recovery=15 |frameAdv=-2
 
|description=
*Forces crouching.
*List what the move is used for
*Hard KD on air hit.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Fatal Counter.
Follow the [[Help:Writing_Character_Pages]] guidelines
[[/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
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|A|j.A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Carl_2C.png
|input=j.A
|caption=
|description=
|name=2C
Fast air jab that has some disjoint. Useful for winning air scrambles and jailing the opponent with its reverse beats.
|data=
{{AttackData-BBCF
|damage=760 |guard=HL |attribute=B
|startup=14 |active=3 |recovery=24 |frameAdv=-8
|description=
*Carl's other anti-air normal. Although its invincibility frames start later than 6A, its smaller vertical hurtbox during startup makes this a very useful anti-air (arguably even better than 6A) in some situations.
}}
}}


====== <font style="visibility:hidden" size="0">6A</font> ======
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|C|j.2C}}
{{MoveData
|image=BBCS_Carl_6A.png
|caption=
|name=6A
|data=
{{AttackData-BBCF
|damage=600 |guard=HL |attribute=B
|startup=11 |active=4 |recovery=24 |frameAdv=-11
|description=
*Your go to Anti air
*The hitbox on Carl's 6A extends slightly behind his head which can sometimes catch your opponent if he tries to cross you up.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">6B</font> ======
===<big>{{clr|B|j.B}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Carl_6B.png
|input=j.B
|caption=
|description=
|name=6B
Air to air move, mostly used as combo filler, or as the overhead in Carl's corner Unblockable setups.
|data=
{{AttackData-BBCF
|version=6B
|damage=650 |guard=L |attribute=F
|startup=17 |active=4 |recovery=16 |frameAdv=-3
|description=
*List what the move is used for
*6B spins your opponent in place on counter hit which gives you a lot of time to combo into it .
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}


====== <font style="visibility:hidden" size="0">6C</font> ======
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|C|j.2C}}
{{MoveData
|name=6C
|image=BBCF_Carl_6C.png
|caption=
|data=
{{AttackData-BBCF
|damage=800 |guard=H |attribute=B
|startup=24 |active=6 |recovery=16 |frameAdv=-5
|description=
*List what the move is used for
*Fatal on counter hit.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">3C</font> ======
===<big>{{clr|C|j.C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Carl_3C.png
|input=j.C
|caption=
|description=
|name=3C
An important air normal: {{clr|C|j.C}} will knockdown airborne opponents to setup okizeme or juggle with Nirvana after in combos.  
|data=
{{AttackData-BBCF
|damage=720 |guard=L |attribute=F
|startup=14 |active=10 |recovery=20 |frameAdv=-13
|description=
*3C is usually used to combo into distortion
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
It's preferable as an ender to {{clr|C|j.214C}} as Carl is left closer to the opponent.
{{MoveData
|image=BBCS_Carl_jA.png
|caption=
|name=j.A
|data=
{{AttackData-BBCF
|damage=300 |guard=HA |attribute=H
|startup=6 |active=4 |recovery=9 |frameAdv=
|description=
*Your go to air to air normal .
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
{{MoveData
|image=BBCS_Carl_jB.png
|caption=
|name=j.B
|data=
{{AttackData-BBCF
|damage=550 |guard=HA |attribute=H
|startup=9 |active=3 |recovery=24 |frameAdv=
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|C|j.2C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Carl_jC.png
|input=j.2C
|caption=
|description=
|name=j.C
Main air to ground move for Carl.
|data=
{{AttackData-BBCF
|damage=820 |guard=HA |attribute=H
|startup=10 |active=5 |recovery=21 |frameAdv=
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}


====== <font style="visibility:hidden" size="0">j.2C</font> ======
*Near symmetrical hitbox makes it ideal for crossups.
{{MoveData
|image=BBCS_Carl_j2C.png
|caption=Going in strong!
|name=j.2C
|data=
{{AttackData-BBCF
|damage=850 |guard=all |attribute=H
|startup=10 |active=till L |recovery=28L |frameAdv=
|description=
*List what the move is used for
*On hit/block, Carl bounces and recovers in the air, animation 26.
*On hit/block, Carl bounces and recovers in the air, animation 26.
Follow the [[Help:Writing_Character_Pages]] guidelines
*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}}
}}
}}
}}
<br clear=all/>


==Drive Moves==
==Drive Moves==
Many of Nirvana's attacks have much less recovery and are more comboable when Carl activates his Overdrive. The major changes will be defined in brief detail in the move description. For the frame data of a specific OD-enhanced move, please refer to Carl's frame data.
*The following section is for Nirvana.
====== <font style="visibility:hidden" size="0">6D</font> ======
**All move properties, frame data, etc... apply only to her; Carl is fully free to act.
{{MoveData
**This also applies to any of Nirvana's specials.
|image=BBCS_Carl_6D.png
**The only times where Carl and Nirvana have tied recovery are his Distortion Drives and Astral, explained further there.
|caption=
*All normals can be performed regardless if Carl is on the ground or in the air — They are inputted the same.
|name=6D
** 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}}
|data=
 
{{AttackData-BBCF
===<big>Inactive</big>===
|damage=940 |guard=all |attribute=B
{{InputBadge|{{clr|D|5]D[}}}}
|startup=(16+)29 |active=8 |recovery=60(OD 21) |frameAdv=
{{BBCF Move Card
|description=
|input=5]D[
*List what the move is used for
|description=
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
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.
Follow the [[Help:Writing_Character_Pages]] guidelines
*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}}
}}
}}


====== <font style="visibility:hidden" size="0">3D</font> ======
===<big>Disabled</big>===
{{MoveData
{{InputBadge|Automatic when Nirvana's health reaches zero}}
|image=BBCS_Carl_3D.png
{{BBCF Move Card
|caption=
|input=disabled
|name=3D
|description=
|data=
Nirvana's dead state when she runs out of health where she cannot be used at all.
{{AttackData-BBCF
 
|damage=490*6 |guard=LA, all*3 |attribute=F
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.
|startup=(16+)42 |active=4*3,5 |recovery=67(OD 25) |frameAdv=
 
|description=
*Like the inactive state, Nirvana cannot be interacted with by either player.
*List what the move is used for
*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)
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*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.
Follow the [[Help:Writing_Character_Pages]] guidelines
*Regenerates an additional 18hp/frame during overdrive, reducing the recovery time down to just over 4 seconds, optimally.
}}
}}
}}


====== <font style="visibility:hidden" size="0">4D</font> ======
===<big>{{clr|D|2D}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Carl_46D.png
|input=2D
|caption=
|description=
|name=4D
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.
|data=
{{AttackData-BBCF
|damage=1060 |guard=All |attribute=
|startup=(16+)24 |active=8 |recovery=69(OD 25) |frameAdv=  
|description=
*List what the move is used for
*Grants fatal on counter hit.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">1D</font> ======
===<big>{{clr|D|6D}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCF_Carl_1D.png
|input=6D
|caption=
|description=
|name=2D
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
|data=
{{AttackData-BBCF
|damage=510*4 |guard=
|attribute=
|startup=(16+)31 |active=4(8)4(6)4(8)4 |recovery=52(OD 22) |frameAdv=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}


====== <font style="visibility:hidden" size="0">8D</font> ======
*Causes a groundslide if opponent was hit in the air.
{{MoveData
|image=BBCS_Carl_8D.png
|caption=The clap
|name=8D
|data=
{{AttackData-BBCF
|damage=760, 620 |guard=HL |attribute=B, HFBP*
|startup=(16+)33 |active=3 (1) 28 |recovery=36T(OD 13) |frameAdv=
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">La Campanella</font> ======
===<big>{{clr|D|4D}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Carl_22D.png
|input=4D
|caption="The bell"
|description=
|name=La Campanella
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=22D
|data=
{{AttackData-BBCF
|damage= |guard= |attribute=
|startup= |active= |recovery=69T(OD 41) |frameAdv=
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}


====== <font style="visibility:hidden" size="0">Con Brio</font> ======
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}}.
{{MoveData
|image=BBCS_Carl_623D.png
|caption="With vigor"
|name=Con Brio
|input=623D
|data=
{{AttackData-BBCF
|damage=1480*2 |guard=HL |attribute=B
|startup=(16+)25 |active=3,5 |recovery=40(OD 16) |frameAdv=
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}


====== <font style="visibility:hidden" size="0">Con Anima</font> ======
*Pulls the opponent towards Nirvana.
{{MoveData
*Hard knockdown on air hit
|image=BBCS_Carl_63214D.png
*Crumple stuns on CH
|caption="With feeling"
*Fatal Counter
|name=Con Anima
|input=63214D
|data=
{{AttackData-BBCF
|damage=0, 0, 2000 (OD 0, 0, 2500) |guard=all |attribute=BT
|startup=(16+)19~119 |active=3 |recovery=68(OD 28) |frameAdv=
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">Con Fuoco</font> ======
===<big>{{clr|D|8D}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Carl_41236D.png
|input=8D,8D Shockwave|versioned=input
|caption="With fire"
|description=
|name=Con Fuoco
Excellent anti-crossup anti-air.
|input=41236D
*Long untechable time, allowing for various combos.
|data=
*Very low recovery, making it quite doll-meter efficient if you let her regenerate afterwards.
{{AttackData-BBCF
|damage=630*13 |guard=all |attribute=BT
|startup=(16+)52 |active=2*12,1 |recovery=97(OD 32) |frameAdv=
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">Volante</font> ======
===<big>{{clr|D|3D}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Carl_421D.png
|input=3D
|caption="Flying"
|description=
|name=Volante
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.
|input=421D
|data=
{{AttackData-BBCF
|damage=1100 |guard=all |attribute=HBFP*
|startup=(16+)31 |active=Until Offscreen |recovery=90T(OD 52) |frameAdv=  
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


==Universal Mechanics==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
===<big>Forward Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|B}}+{{clr|C|C}}}}
|image=BBCS_Carl_FThrow.png
{{BBCF Move Card
|caption=
|input=B+C
|name=Forward Throw
|description=
|input=6 B+C
Causes a hard knockdown, allowing Carl to even switch sides with 236A before picking the opponent up.
|data=
{{AttackData-BBCF
|damage=0, 1500 |guard=T(90) |attribute=T
|startup=7 |active=3 |recovery=23 |frameAdv=
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">Back Throw</font> ======
===<big>Back Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
|image=BBCS_Carl_BThrow.png
{{BBCF Move Card
|caption=
|input=4B+C
|name=Back Throw
|description=
|input=4 B+C
Ground bounces, requires different timing/followups compared to his forward throw.
|data=
{{AttackData-BBCF
|damage=0, 1500 |guard=T (90) |attribute=T
|startup=7 |active=3 |recovery=23 |frameAdv=  
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">Air Throw</font> ======
===<big>Air Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
|image=BBCS_Carl_AThrow.png
{{BBCF Move Card
|caption=
|input=j.B+C
|input=j.B+C
|name=Air Throw
|description=
|data=
Launches opponent downwards into a very high ground bounce, useful for sending them down towards Nirvana for followups.
{{AttackData-BBCF
|damage=0, 1500 |guard=T(120) |attribute=T
|startup=7 |active=3 |recovery=23+3L |frameAdv=
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
===<big>Counter Assault</big>===
{{MoveData
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
|image=BBCS_Carl_6C.png
{{BBCF Move Card
|caption=
|input=6A+B
|input=6A+B
|name=Counter Assault
|description=
|data=
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.
{{AttackData-BBCF
|damage=0 |guard=all |attribute=B
|startup=13 |active=3 |recovery=32 |frameAdv=-16
|description=
*Same animation as old 6c.
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
===<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.
}}
}}


====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
==Special Moves==
{{MoveData
===<big>Vivace</big>===
|image=BBCP_Carl_CT.png
{{InputBadge|{{clr|A|236A}}/{{clr|B|B}}}}
|caption=
{{BBCF Move Card
|input=A+B
|input=236A,236B|versioned=input
|name=Crush Trigger
|description=
|data=
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!).
{{AttackData-BBCF
 
|version=Uncharged
*CH state throughout both moves.
|damage=1000 |guard=B |attribute=B
 
|startup=20 |active=1 |recovery=25 |frameAdv=±0 }}
----
{{AttackData-BBCF
 
|header=no
'''{{clr|A|236A}}'''
|version=Charged
 
|damage=1000 |guard=B |attribute=B
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.
|startup=30~61 |active=1 |recovery=25 |frameAdv=±0
 
|description=
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.
*Mostly used in corner combos and in carl's unblockable
 
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Can pass through opponents from frame 1-18
Follow the [[Help:Writing_Character_Pages]] guidelines
 
----
 
'''{{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.
}}
}}
<br clear=all/>


==Specials==
===<big>Allegretto</big>===
====== ======
{{InputBadge|{{clr|C|j.214C}}}}
{{MoveData
{{BBCF Move Card
|name=Vivace
|input=j.214C
|input= 236A/B
|description=
|image=BBCS_Carl_Vivace.png
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.
|caption="Quickly"
*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
|data=
{{AttackData-BBCF
|version= A Version |damage= |guard= |attribute=1-16 P
|startup= |active= |recovery=28T |frameAdv=
|description=
}}
{{AttackData-BBCF
|header=no
|version= B Version |damage= |guard= |attribute=1-30 HB
|startup= |active= |recovery=39T |frameAdv=
|description=
*The A version Can pass through opponents from frame 1-18 while the B version Can pass through opponents from frame 1-24
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
===<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.
}}
}}


====== <font style="visibility:hidden" size="0">Cantabile</font> ======
===<big>Con Fuoco</big>===
{{MoveData
{{InputBadge|{{clr|D|41236D}} (Air OK)}}
|image=BBCS_Carl_Cantabile.png
{{BBCF Move Card
|caption="A songlike tone"
|input=41236D
|input=623C
|description=
|name=Cantabile
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
|data=
 
{{AttackData-BBCF
In OD, applies p2 only once and is overall far faster to start and end, making for a staple move in OD routing
|damage=0, 1800 |guard=all |attribute=FTP*(0)
 
|startup=11 |active=15 |recovery=44T |frameAdv=-26
*Launches the opponent
|description=
*Wall-bounces midscreen and corner
*List what the move is used for
* Hard KDs during OD
*On block goes into 37F recovery animation.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
===<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
}}
}}


====== <font style="visibility:hidden" size="0">Allegretto</font> ======
===<big>Con Brio</big>===
{{MoveData
{{InputBadge|{{clr|D|623D}} (Air OK)}}
|image=BBCS_Carl_Allegretto.png
{{BBCF Move Card
|caption="Light and moderately brisk"
|input=623D
|input=j.214C
|description=
|name=Allegretto
Anti air attack that covers a huge space, must be barrier blocked in the air.
|data=
 
{{AttackData-BBCF
*Wall-sticks in the corner.
|damage=700*6 |guard=all |attribute=H
*Superior to 6D in corner for combos, due to its much higher damage and basically same effective cost (very low recovery).
|startup=13 |active=28 |recovery=26+1L |frameAdv=
*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)
|description=
*List what the move is used for
*Hits appear in 4F intervals, each hit has 8 Active Frames.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
===<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==
====== <font style="visibility:hidden" size="0">Laetabilis Cantata</font> ======
===<big>Laetabilis Cantata</big>===
{{MoveData
{{InputBadge|{{clr|C|632146C}}}}
|image=BBCS_Carl_LaetabilisCantata.png
{{BBCF Move Card
|caption="Song of joy"
|name=Laetabilis Cantata
|input=632146C
|input=632146C
|data=
|description=
{{AttackData-BBCF
General purpose damage dealing distortion, but be wary that it has no meaningful invulnerability, so don't try to use this as a reversal.
|version=Normal |damage=250*20 |guard=all |attribute=HBFP*(2)
*Projectile does not disappear on hit, leading to favourable trades.
|startup=8+3 |active=115 |recovery= |frameAdv=-46 }}
*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.
{{AttackData-BBCF
|header=no
|version=OD |damage=300*20 |guard=all |attribute=HBFP*(2)
|startup=8+3 |active=115 |recovery= |frameAdv=-46
|description=
*List what the move is used for
*Frame Adv listed is when opponent blocks until they are pushed out normally. If opponent blocks all hits, then Frame Adv is +18.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">Rhapsody of Memories</font> ======
===<big>Rhapsody of Memories</big>===
{{MoveData
{{InputBadge|{{clr|D|236236D}} (Air OK)}}
|image=BBCS_Carl_RhapsodyOfMemories.png
{{BBCF Move Card
|caption=
|input=236236D,236236D OD|versioned=input
|name=Rhapsody of Memories
|description=
|input=236236D, air OK
Nirvana attacks in a long string of attacks. During this time, Nirvana cannot be interrupted by hitting her or hitting Carl.
|data=
 
{{AttackData-BBCF
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.
|version=Normal
*Does not cost any of Nirvana's health to use.
|damage=200*6, 300*2, 350*2, 500 |cancel=- |guard=all |level=3*2, 4, 3*2, 4*5, 5 |attribute=B
|startup=10+9 |active=see notes |recovery=48 |frameAdv=+235
}}
{{AttackData-BBCF
|header=no
|version=Overdrive
|damage=200*12, 300*4, 350*2, 500 |guard=all |level=2*12, 3*4, 4*2, 5 |attribute=B
|startup=10+9 |active=see notes |recovery=68 |frameAdv=+283
|description=
*List what the move is used for
*Active Frames for the normal version are: 3 (12) 3 (12) 3 (9) 3 (12) 3 (12) 3 (12) 6 (9) 6 (20) 5 (26) 5 (38) 6.
*Active Frames for the OD version are: 2(8)2(8)2(6)2(8)2(8)2(6)2(8)2(8)2(6)2(8)2(8)2(8)4(6)4(6)4(6)4(21)5(24)5(54)6
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">Fermata</font> ======
===<big>Fermata</big>===
{{MoveData
{{InputBadge|{{clr|D|214214D}} (Air OK)}}
|image=BBCS_Carl_Fermata.png
{{BBCF Move Card
|caption="And the finale"
|input=214214D
|input=214214D, air OK
|description=  
|name=Fermata
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.
|data=
*Does not cost Nirvana any health to use.
{{AttackData-BBCF
|version=Normal
|damage=2500 |guard=HL |attribute=B
|startup=1+16 |active=6 |recovery=124 |frameAdv=+14}}
{{AttackData-BBCF
|header=no
|version=Overdrive
|damage=3000 |guard=HL |attribute=B
|startup=1+16 |active=6 |recovery=124 |frameAdv=+24
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}


====== <font style="visibility:hidden" size="0">Arpeggio of Oblivion (OD Only)</font> ======
===<big>Arpeggio of Oblivion</big>===
{{MoveData
{{InputBadge|{{clr|D|632146D}} during Overdrive}}
|image=BBCP_Carl_Arpeggio.png
{{BBCF Move Card
|caption=
|input=632146D
|input=632146D
|name=Arpeggio of Oblivion (OD Only)
|description=  
|data=
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.
{{AttackData-BBCF
 
|damage=1600 , 3500 |guard=all |attribute=B
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.
|startup=1+(8~16) |active=3 |recovery=33 |frameAdv=-30
 
|description=
*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.
*List what the move is used for
*Cannot be buffered out of Overdrive activation, for some reason; can be buffered just fine on wakeup or out of blockstun.
*First hit Minimum Damage 10%. Second hit Minimum Damage 25%.
*Carl Immediately begins recovery animation on block for 46F
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
<br clear=all/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
===<big>Symphony of Lament</big>===
|image=BBCF_Carl_ExceedAccel.png
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
|input=ABCD during Overdrive
{{BBCF Move Card
|caption=
|input=A+B+C+D
|name=Symphony of Lament
|description=  
|data=
Carl's only reversal option. Can be his only way to get out of trouble when isolated from Nirvana.
{{AttackData-BBCF
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
|version=Normal
|damage= 600*2, 400*2 |guard=All|attribute=
|startup=see notes |active=3 |recovery=34 |frameAdv=-10
}}
}}
{{AttackData-BBCF
|header=no
|version=Active Flow
|damage=600, 240*15, 1000 |guard= |attribute=
|startup=see notes |active=3 |recovery=34 |frameAdv=-10
|description=
*List what the move is used for
*EA start up Slow: 20<br/>Fast 10.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
<br clear=all/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Deus Ex Machina</big>===
|image=BBCP_Carl_Machina.png
{{InputBadge|{{clr|D|64641236D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
|caption=
{{BBCF Move Card
|name=Deus Ex Machina
|input=64641236D
|input=64641236D
|data=
|description=  
{{AttackData-BBCF
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.
|damage=DESTROY |guard=all |attribute=HBFP*
*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
|startup=1+17 |active=10 |recovery=78T |frameAdv=-30
|description=
*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
<br clear=all/>


==External References==
==Colors==
* Japanese Name: カルル=クローバー
{{BBCFColors|Size=120|Character=Carl}}
* [http://www40.atwiki.jp/blazblue/pages/1899.html/ Japanese Wiki]
 
* [http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1366231593/ Japanese BBS]
==Navigation==
* [http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=ca&pref=0 Arcade Profile Dan Rankings]
<center>{{Character Label|BBCF|Carl Clover|size=42px}}</center>
<br clear=all/>
{{BBCF/CharacterLinks}}
{{CharLinks
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
|charMainPage=BBCF/Carl Clover
 
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_CA.html
{{BBCF/Navigation}}
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/66-carl-clover/
}}
{{Navbar-BBCF}}
[[Category:BlazBlue]]
[[Category:BlazBlue Characters]]

Latest revision as of 20:46, 27 March 2024

Overview

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.
BBCF Carl Clover Nameplate.png
BBCF Carl Portrait.png
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
Drive: Automaton

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

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 All 6 3 10 -1 B

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

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 5B5C 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

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

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

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.CBBCF Susanoo jC.pngGuardHigh/AirStartup12Recovery23Advantage-

In combos, 2C is one of Carl's launchers beside Cantabile.

  • Launches on hit

Gatling options: None

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

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

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

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

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

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

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

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

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.Bj.Cj.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).

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

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.

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.

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.

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

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.

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.

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

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

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

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

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

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 KunziteBBCF Nine Kunzite.pngGuardHigh/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

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 EdgeBBCP Nu LegacyEdge.pngGuardAllStartup16+(41 Flash)+9RecoveryTotal: 57Advantage+79 [+131]. It can be cut by Hakumen to create a FuumajinBBCP Hakumen Fuumajin.pngGuardallStartup1RecoveryAdvantage-, 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.

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

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.

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

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

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)

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

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] -46 [-75] 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.
  • 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.

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
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default 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.

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.

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
600×2, 400×2, 1000
{600, 240×15, 1000}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

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
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

Colors

BBCF Carl color 1.png
BBCF Carl color 2.png
BBCF Carl color 3.png
BBCF Carl color 4.png
BBCF Carl color 5.png
BBCF Carl color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Carl color 7.png
BBCF Carl color 8.png
BBCF Carl color 9.png
BBCF Carl color 10.png
BBCF Carl color 11.png
BBCF Carl color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Carl color 13.png
BBCF Carl color 14.png
BBCF Carl color 15.png
BBCF Carl color 16.png
BBCF Carl color 17.png
BBCF Carl color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Carl color 19.png
BBCF Carl color 20.png
BBCF Carl color 21.png
BBCF Carl color 22.png
BBCF Carl color 23.png
BBCF Carl color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

Navigation

 Carl Clover


To edit frame data, edit values in BBCF/Carl Clover/Data.


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