BBCF/Carl Clover: Difference between revisions

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  |startup= |active= |recovery=69T(OD 41) |frameAdv=  
  |startup= |active= |recovery=69T(OD 41) |frameAdv=  
  |description=
  |description=
*List what the move is used for
*Teleports Nirvana to just behind Carl's location (Or directly below him if Carl is airborne)
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Used to recover Nirvana when she is too far away and sometimes to reposition Nirvana during some combos.
Follow the [[Help:Writing_Character_Pages]] guidelines
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  |startup=(16+)25 |active=3,5 |recovery=40(OD 16) |frameAdv=  
  |startup=(16+)25 |active=3,5 |recovery=40(OD 16) |frameAdv=  
  |description=
  |description=
*List what the move is used for
*Anti air attack that covers a huge space, must be barrier blocked in the air.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Big up front damage, but rather expensive to use.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
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  |startup=(16+)19~119 |active=3 |recovery=68(OD 28) |frameAdv=  
  |startup=(16+)19~119 |active=3 |recovery=68(OD 28) |frameAdv=  
  |description=
  |description=
*List what the move is used for
*Nirvana runs forward with her arms raised, if she catches your opponent, they will get slammed to the ground for a hard knockdown.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Cannot catch airborne opponents.
Follow the [[Help:Writing_Character_Pages]] guidelines
*Combo throw, unlike previous versions, this move can be comboed into and cannot be throw rejected under any circumstances. However it does not gain 100% minimum damage
*Fatal Counter
 
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  |startup=(16+)52 |active=2*12,1 |recovery=97(OD 32) |frameAdv=  
  |startup=(16+)52 |active=2*12,1 |recovery=97(OD 32) |frameAdv=  
  |description=
  |description=
*List what the move is used for
*Expensive drill move that covers a lot of horizontal ground and deals a lot of damage, but is expensive to use
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
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  |startup=(16+)31 |active=Until Offscreen |recovery=90T(OD 52) |frameAdv=  
  |startup=(16+)31 |active=Until Offscreen |recovery=90T(OD 52) |frameAdv=  
  |description=
  |description=
*List what the move is used for
*Projectile attack, Nirvana launches a large orb that accelerates with time
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Sometimes used point blank in some combos
Follow the [[Help:Writing_Character_Pages]] guidelines
*Can be used with Nirvana offscreen for a surprise attack
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Revision as of 11:40, 23 November 2017

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

Combo Rate: 60%
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.

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

Nirvana has her own life bar at the bottom of the screen, above Carl's heat gauge. It goes down when Nirvana is active, uses an attack, or gets hit by the opponent. Most of Nirvana's attacks have a continuation cost that make it so that if she uses another attack before being deactivated, it will cost even more life. If Nirvana's life bar reaches zero, she will be disabled and recover health slowly, but you won't be able to use her again until a short time after her life bar completely refills. Other than her Distortion Drives and Astral Heat, Nirvana's moves act independently of Carl, meaning they don't put him in any kind of vulnerable state and can be used even if Carl is already doing something else. However, if Carl blocks or gets hit, most of Nirvana's moves will stop and she will deactivate, and she can't be activated until Carl recovers from the blockstun or hitstun.

Overdrive: Synchro High Speed

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

Strengths/Weaknesses

Strengths Weaknesses
  • Strong and safe pressure
  • One of the best mixup characters in the game
  • Practical unblockable setups
  • High damage with the right setups
  • Low life and sub-par defensive options
  • Limited mobility options
  • Very dependent on Nirvana, especially for neutral and offense
  • Has some of the highest execution requirements in the game (This may or may not be an actual weakness, depending on the player)


Normal Moves

5A
5A
BBCS Carl 5A.png
300 all 6 3 10 - B -
5B
5B
BBCS Carl 5B.png
520 HL 9 2 16 - B -
5C
5C
BBCS Carl 5C.png
780 HL 13 3 20 - B -
2A
2A
BBCS Carl 2A.png
300 HL 7 3 10 - F -
2B
2B
BBCS Carl 2B.png
480 L 9 4 15 - F -
2C
2C
BBCS Carl 2C.png
760 HL 14 3 24 - B -
6A
6A
BBCS Carl 6A.png
600 HL 11 4 24 - B -
6B
6B
BBCS Carl 6B.png
650 L 17 4 16 - F -
6C
6C
BBCF Carl 6C.png
800 H 24 6 16 - B -
3C
3C
BBCS Carl 3C.png
720 L 14 10 20 - F -
j.A
j.A
BBCS Carl jA.png
300 HA 6 4 9 - H -
j.B
j.B
BBCS Carl jB.png
550 HA 9 3 24 - H -
j.C
j.C
BBCS Carl jC.png
820 HA 10 5 21 - H -
j.2C
j.2C
BBCS Carl j2C.png
Going in strong!
850 all 10 till L 28L - H -


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
940 all (16+)29 8 60(OD 21) - B -
3D
3D
BBCS Carl 3D.png
490*6 LA, all*3 (16+)42 4*3,5 67(OD 25) - F -
4D
4D
BBCP Carl 46D.png
1060 All (16+)24 8 69(OD 25) - -
1D
2D Rhapsody of memories lite
510*4 (16+)31 4(8)4(6)4(8)4 52(OD 22) - -
8D
8D
BBCS Carl 8D.png
The clap
760, 620 HL (16+)33 3 (1) 28 36T(OD 13) - B, HFBP* -
La Campanella
La Campanella
22D
BBCS Carl 22D.png
"The bell"
69T(OD 41) - -
Con Brio
Con Brio
623D
BBCS Carl 623D.png
"With vigor"
1480*2 HL (16+)25 3,5 40(OD 16) - B -
Con Anima
Con Anima
63214D
BBCS Carl 63214D.png
"With feeling"
0, 0, 2000 (OD 0, 0, 2500) all (16+)19~119 3 68(OD 28) - BT -
Con Fuoco
Con Fuoco
41236D
BBCS Carl 41236D.png
"With fire"
630*5 all (16+)52 2*12,1 97(OD 32) - BT -
Volante
Volante
421D
BBCS Carl 421D.png
"Flying"
1100 all (16+)31 Until Offscreen 90T(OD 52) - HBFP* -

Universal Mechanics

Forward Throw
Forward Throw
6 B+C
BBCS Carl FThrow.png
0, 1500 T(90) 7 3 23 - T -
Back Throw
Back Throw
4 B+C
BBCS Carl BThrow.png
0, 1500 T (90) 7 3 23 - T -
Air Throw
Air Throw
j.B+C
BBCS Carl AThrow.png
0, 1500 T(120) 7 3 23+3L - T -
Counter Assault
Counter Assault
6A+B
BBCS Carl 6C.png
0 all 13 3 32 - B -
Crush Trigger
Crush Trigger
A+B
BBCP Carl CT.png
1000 B 20 1 25 - B - 1000 B 30~61 1 25 - B -


Specials

Vivace
236A/B
BBCS Carl Vivace.png
"Quickly"
28T - 1-16 P - 39T - 1-30 HB -
Cantabile
Cantabile
623C
BBCS Carl Cantabile.png
"A songlike tone"
0, 1800 all 11 15 44T - FTP*(0) -
Allegretto
Allegretto
j.214C
BBCS Carl Allegretto.png
"Light and moderately brisk"
700*6 all 13 28 26+1L - H -

Distortion Drives

Laetabilis Cantata
Laetabilis Cantata
632146C
BBCS Carl LaetabilisCantata.png
"Song of joy"
250*20 all 8+3 115 - HBFP*(2) - 300*20 all 8+3 115 - HBFP*(2) -
Rhapsody of Memories
Rhapsody of Memories
236236D, air OK
BBCS Carl RhapsodyOfMemories.png
200*6, 300*2, 350*2, 500 all 10+9 see notes 48 - B - 200*12, 300*4, 350*2, 500 all 10+9 see notes 68 - B -
Fermata
Fermata
214214D, air OK
BBCS Carl Fermata.png
"And the finale"
2500 HL 1+16 6 124 - B - 3000 HL 1+16 6 124 - B -
Arpeggio of Oblivion (OD Only)
Arpeggio of Oblivion (OD Only)
632146D
BBCP Carl Arpeggio.png
1600 , 3500 all 1+(8~16) 3 33 - B -


Exceed Accel

Symphony of Lament
ABCD during Overdrive
BBCF Carl ExceedAccel.png
600*2, 400*2 All see notes 3 34 - - 600, 240*15, 1000 see notes 3 34 - -


Astral Heat

Deus Ex Machina
64641236D
BBCP Carl Machina.png
DESTROY all 1+17 10 78T - HBFP* -


External References