BBCF/Carl Clover: Difference between revisions

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  |groundHit=19
  |groundHit=19
  |groundCH=S38
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|invul=
|hitbox=
|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">2D</font> ======
{{MoveData
|image=BBCS_Carl_2D.png
|caption=
|name=2D
|data=
{{AttackData-BBCPE
|cancel=
|damage=920
|starter=N
|p1=90
|p2=82
|smp=2
|guard=HA
|level=4
|attribute=B
|startup=(16+)57
|active=6
|recovery=60
|frameAdv=
|blockstun=18
|airHit=B100
|airCH=B164
|groundHit=B100
|groundCH=B164
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====== <font style="visibility:hidden" size="0">4D</font> ======
====== <font style="visibility:hidden" size="0">4D</font> ======
{{MoveData
{{MoveData
|image=BBCS_Carl_4D.png
|image=BBCP_Carl_46D.png
|caption=
|caption=
|name=4D
|name=4D
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  {{AttackData-BBCPE
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  |cancel=
  |cancel=
  |damage=320, 880
  |damage=
  |starter=N
  |starter=
  |p1=90
  |p1=
  |p2=85, 92
  |p2=
  |smp=2
  |smp=
  |guard=all, HL
  |guard=
  |level=2, 4
  |level=
  |attribute=F, B
  |attribute=
  |startup=(16+)38
  |startup=
  |active=3(15)6
  |active=
  |recovery=68
  |recovery=
  |frameAdv=
  |frameAdv=
  |blockstun=13, 18
  |blockstun=
  |airHit=20, 60
  |airHit=
  |airCH=36, 100
  |airCH=
  |groundHit=F20, Sp
  |groundHit=
  |groundCH=F36, Sp
  |groundCH=
  |invul=1-55Ar(All)
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====== <font style="visibility:hidden" size="0">1D</font> ======
====== <font style="visibility:hidden" size="0">1D</font> ======
{{MoveData
{{MoveData
|image=BBCF_Carl_1D.png
|image=BBCF_Carl_1D.png
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|name=1D
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====== <font style="visibility:hidden" size="0">Con Tenerezza</font> ======
{{MoveData
|image=BBCP_Carl_46D.png
|caption="Tenderness"
|input=46D
|name=Con Tenerezza
|data=
{{AttackData-BBCPE
|cancel=
|damage=780, 920
|starter=N
|p1=85
|p2=92*2
|smp=2
|guard=all
|level=4
|attribute=B
|startup=(16+)31
|active=3*2
|recovery=68
|frameAdv=
|blockstun=18
|airHit=GD19, B34
|airCH=GD34, B58
|groundHit=19, 30
|groundCH=24, 38
|invul=
|hitbox=
|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> ======
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======

Revision as of 14:56, 28 September 2016

Carl Clover
BBCF Carl Portrait.png
Health: 10,000

Combo Rate: 70%
Prejump:
Backdash Time 20 / Invul: 1-7


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

Overview

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

Drive: Automaton

Carl's Drive revolves around controlling Nirvana. Pressing and holding the D button will cause Nirvana to become active. Once active, she can move forward (by holding 3, 6, or 9) and backward (by holding 1, 4, or 7), attack by releasing the D button while either holding a direction or after completing the inputs for one of her special moves, deactivate by releasing the D button without any directional input, or get hit by an opponent. Nirvana has her own life bar at the bottom of the screen, above Carl's heat gauge. It goes down when Nirvana is active, uses an attack, or gets hit by the opponent. Most of Nirvana's attacks have a continuation cost that make it so that if she uses another attack before being deactivated, it will cost even more life. If Nirvana's life bar reaches zero, she will be disabled and recover health slowly, but you won't be able to use her again until a short time after her life bar completely refills. Other than her Distortion Drives and Astral Heat, Nirvana's moves act independently of Carl, meaning they don't put him in any kind of vulnerable state and can be used even if Carl is already doing something else. However, if Carl blocks or gets hit, most of Nirvana's moves will stop and she will deactivate, and she can't be activated until Carl recovers from the blockstun or hitstun.

Overdrive: Synchro High Speed

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

Pros/Strengths

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


Cons/Weaknesses

  • 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)


Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCS Carl 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSO(J)R all 6 3 8 -1 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5B
5B
BBCS Carl 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
430 SO(J)R HL 9 2 19 -4 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5C
5C
BBCS Carl 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SOJR HL 15 5 18 -4 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2A
2A
BBCS Carl 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSO(J)R LA 7 1 10 -1 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2B
2B
BBCS Carl 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 SOR L 9 4 16 -6 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2C
2C
BBCS Carl 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOR HL 14 3 24 -8 B 8-16H
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6A
6A
BBCS Carl 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOJR HL 11 4 27 -14 B 5-14H
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6B
6B
BBCS Carl 6B.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
6B 580 SOR L 13 4 16 -3 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6C
6C
BBCF Carl 6C.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Uncharged 550 SOR H 29 3 14 0 B -
Partial Charge 1000 SOR H 62 3 14 +2 B -
Max charge 1100 SOR UNB 88 3 14 - B -
  • List what the move is used for
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3C
3C
BBCS Carl 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
590 SOR L 15 10 20 -11 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.A
j.A
BBCS Carl jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 5 4 8 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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

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j.C
j.C
BBCS Carl jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SOR HA 11 5 21 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.2C
j.2C
BBCS Carl j2C.png
Going in strong!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
640 SOR all 9 till L 19L - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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.

6D
6D
BBCS Carl 6D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
860 - all (16+)32 9 59 - B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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3D
3D
BBCS Carl 3D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*4 - LA, all*3 (16+)42 4*4 66 - F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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4D
4D
BBCP Carl 46D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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1D
2D
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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8D
8D
BBCS Carl 8D.png
The clap
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620, 550 - HL (16+)33 4, 28 71T - B, HFBP* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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

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Con Brio
Con Brio
623D
BBCS Carl 623D.png
"With vigor"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1520 - HL (16+)25 6 39 - B 1-30Ar(H)
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Con Anima
Con Anima
63214D
BBCS Carl 63214D.png
"With feeling"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 0, 2000 - all (16+)28~119 4 60 - BT -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Con Fuoco
Con Fuoco
41236D
BBCS Carl 41236D.png
"With fire"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
280*7 - all (16+)52 26 96 - BT -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Volante
Volante
421D
BBCS Carl 421D.png
"Flying"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1060 - all (16+)31 - 90T - HBFP* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics

Forward Throw
Forward Throw
6 B+C
BBCS Carl FThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T(90) 7 5 18 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Back Throw
Back Throw
4 B+C
BBCS Carl BThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 SO(J)R T (90) 7 5 18 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw
Air Throw
j.B+C
BBCS Carl AThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T(120) 7 5 18+3L - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault
Counter Assault
6A+B
BBCS Carl 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 13 3 32 -16 B 1-20inv
  • Same animation as 6c.
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Crush Trigger
Crush Trigger
A+B
BBCP Carl CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~60 1 31 -8 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Specials

Vivace
236A/B
BBCS Carl Vivace.png
"Quickly"
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A Version - - - - - 28T - - 1-16P
B Version - - - - - 39T - - 1-30HBP
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Cantabile
Cantabile
623C
BBCS Carl Cantabile.png
"A songlike tone"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1200 R all 14 15 66T -25 FTP*(0) -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Allegretto
Allegretto
j.214C
BBCS Carl Allegretto.png
"Light and moderately brisk"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
150*6 R all 13 25 28+1L - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Laetabilis Cantata
Laetabilis Cantata
632146C
BBCS Carl LaetabilisCantata.png
"Song of joy"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200*20 - all 8+3 115 131T +18 HBFP*(2) -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Rhapsody of Memories
Rhapsody of Memories
236236D, air OK
BBCS Carl RhapsodyOfMemories.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 200*6, 300*2, 350*2, 500 - all 10+9 see frame data 49 +275 B 1~ Ar(all)
Overdrive 200*12, 300*4, 350*2, 500 - all 10+9 see frame data 68 +260 B 1~ Ar(all)
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Fermata
Fermata
214214D, air OK
BBCS Carl Fermata.png
"And the finale"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
3000 - HL 1+23 6 68 +14 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Arpeggio of Oblivion (OD Only)
Arpeggio of Oblivion (OD Only)
632146D
BBCP Carl Arpeggio.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800, 4500 -, R all 1+(8~16) 3 33 -30 B 1~All (Nirvana only)
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Exceed Accel

???
ABCD during Overdrive
BBCF Carl ExceedAccel.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2070 - All - - - - - -
Active Flow 4122 - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Deus Ex Machina
64641236D
BBCP Carl Machina.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - all 1+17 10 78T - HBFP* 1-68 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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External References