BBCF/Carl Clover

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Carl Clover
BBCF Carl Portrait.png
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 Nirvana's moves will be lessened and many of her moves will gain new properties. Nirvana'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)
  • Has a sister complex



Normal Moves

5A
5A
BBCS Carl 5A.png
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 3 10 -1 B CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCS Carl 5A.png
Pawn.
BBCF Carl 5A Hitbox.png


  • A fairly standard jab. Hits crouchers.
  • Has a very long cancel window, making it good for staggers.
5B
5B
BBCS Carl 5B.png
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
520 Mid 9 2 16 -1 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCS Carl 5B.png
Bishop.
BBCF Carl 5B Hitbox.png


  • One of Carl's most important normals for combos and pressure.
  • Jump cancellable on block, which allows him to easily set-up airdash high-low mixups with the doll.
  • Has somewhat short reach, but its range has be increased by cancelling into it from a dash.
5C
5C
BBCS Carl 5C.png
Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
780 Mid 13 3 20 -6 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 19 22 33 11 +0 +2
BBCS Carl 5C.png
Knight. Carl's buttons are chess themed.
BBCF Carl 5C Hitbox.png


  • A long poke with a disjointed hitbox.
  • Also a staple move in combos and pressure.
2A
2A
BBCS Carl 2A.png
Template:AttackDataHeader-BBCF
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 Mid 7 3 10 -1 F CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCS Carl 2A.png
BBCF Carl 2A Hitbox.png


  • Like 5A, 2A also has a very long cancel window, making it good for staggers.
2B
2B
BBCS Carl 2B.png
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
480 Low 9 4 16 -3 F SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCS Carl 2B.png
BBCF Carl 2B Hitbox.png


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

2C
2C
BBCS Carl 2C.png
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
760 Mid 14 3 24 -8 B 8~16 H SJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 Launch 29 Launch 44 12 +0 +5
BBCS Carl 2C.png
BBCF Carl 2C Hitbox.png


  • Carl's other anti-air normal. Although its invincibility frames start later than 6A, its smaller vertical hurtbox during startup makes this a very useful anti-air (arguably even better than 6A) in some situations.
6A
6A
BBCS Carl 6A.png
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 Mid 11 4 24 -11 B 5~14 H SJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 26 Launch 40 11 +0 +2
BBCS Carl 6A.png
BBCF Carl 6A Hitbox.png


  • Your go to Anti air
  • The hitbox on Carl's 6A extends slightly behind his head which can sometimes catch your opponent if he tries to cross you up.
6B
6B
BBCS Carl 6B.png
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
650 Low 17 4 16 -3 F SR 95
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 Spin Fall 58 42 11 +0 +2
BBCS Carl 6B.png
BBCF Carl 6B Hitbox.png


  • Standing low, Carl steps forwards before attacking, giving it more range, but making it slightly more vulnerable to being jabbed out of.
  • 6B spins your opponent in place on counter hit which gives you a lot of time to combo into it .
6C
6C
BBCF Carl 6C.png
Template:AttackDataHeader-BBCF
6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 High 24 6 16 -5 B 7~22 FT SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 17 35 + GBounce 25 52 + GBounce 11 +0 +2
BBCF Carl 6C.png
Low crush
BBCF Carl 6C Hitbox.png
Fatal Counter
Forces crouching on hit
Airborne from frame 10, invuln ends on landing, hit occurs on frame 3 of landing
Startup/invuln duration can be altered by external forces


  • Carl's standing overhead, used with Nirvana's 3D attack to make for an unblockable setup.
  • Fatal on counter hit.
3C
3C
BBCS Carl 3C.png
Template:AttackDataHeader-BBCF
3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
720 Low 14 10 20 -13 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2
BBCS Carl 3C.png
BBCF Carl 3C Hitbox.png


  • 3C is usually used to combo into distortion
  • Slide kick move, Carl is moved forwards somewhat
  • Can low profile a number of moves, leads to good damage on counterhit.
j.A
j.A
BBCS Carl jA.png
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 6 4 9 H CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCS Carl jA.png
BBCF Carl jA Hitbox.PNG


  • Your go to air to air normal to win air superiority, but not used inside of combos.
  • Not the best jump-in move.
j.B
j.B
BBCS Carl jB.png
Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
550 High/Air 9 3 24 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 17 18 29 10 +0 +1
BBCS Carl jB.png
BBCF Carl jB Hitbox.png


  • Air to air move, mostly used as combo filler.
j.C
j.C
BBCS Carl jC.png
Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
820 High/Air 10 5 21 H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 30 22 44 11 +0 +2
BBCS Carl jC.png
BBCF Carl jC Hitbox-1.pngBBCF Carl jC Hitbox-2.png
Frames 10-11 • Frames 12-14
Bonus Proration 110%


  • Launches opponent downwards on air hit, ususally used for ending air combos, Ideally forcing your opponent to tech in front of Nirvana for wakeup pressure.
  • Can be varied with j.2C as your jump-in moves.
j.2C
j.2C
BBCS Carl j2C.png
Going in strong!
Template:AttackDataHeader-BBCF
j.2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 All 10 Until L 19L (26) H (S)R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 19 28 24 42 11 +0 +2
BBCS Carl j2C.png
BBCF Carl j2C Hitbox.png
On hit/block, Carl bounces forward and recovers in the air (26F)
On hit, cancels into normals available from frame 9 of bounce, special cancels available immediately


  • Main air to ground move for Carl
  • Near symmetrical hitbox makes it ideal for crossups.
  • On hit/block, Carl bounces and recovers in the air, animation 26.


Drive Moves

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. All drive moves may also be performed when Carl is ariborne.

6D
6D
BBCS Carl 6D.png
Template:AttackDataHeader-BBCF
6D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
940 All 29 8 60 [21] B 1~End Guard P 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Normal 3 16 21 40 + Slide 26 54 + Slide 0/+11 +11 +2
BBCS Carl 6D.png
Still my turn
BBCF Carl 6D Hitbox.png
Values in [] are during OD
Costs 600 (12%) of Nirvanas health to use
On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Maximum Slide duration 45F


  • Your go-to Nirvana move
  • Simple, effective, easily timed to fill in gaps in your block strings.
3D
3D
BBCS Carl 3D.png
Template:AttackDataHeader-BBCF
3D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
490×6 Low/Air, All×5 42 4×3,6 67 [25] F 1~End Guard P 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89×6 Normal 3 16 17 17 + Down 33 22 31 + Down 33 0/+1 +1 +2
BBCS Carl 3D.png
Backdash this to get hit airborne or get unblockabled again
Values in [] are during OD
Costs 900 (18%) of Nirvanas health to use
On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged


  • Nirvana's low attack, used in combination with Carl's standing overhead to make unblockable attacks. Note that only the first hit is a low.
4D
4D
BBCP Carl 46D.png
Con Tenerezza, "With tenderness".
Template:AttackDataHeader-BBCF
4D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1060 All 26 6 69 [25] B 1~End Guard BP 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Spin Fall 40 + Down 10 40 + Down 23 Crumple 58 + Down 23 0/+12 +12 +5
BBCP Carl 46D.png
Con Tenerezza, "With tenderness"
BBCF Carl 4D Hitbox.PNGBBCF Carl 4D Hitbox 2.png
Frames 26-28 • Frames 29-31
Values in [] are during OD
Costs 900 (18%) of Nirvanas health to use
Fatal Counter
On Guard Point, hitstop for Nirvana and Opponent unchanged
On CH Crumple Duration 33F, Crumple Fall 63F


  • Frametrap move, used to fish for counterhits.
  • Grants fatal on counter hit.
1D
2D Rhapsody of memories lite Template:AttackDataHeader-BBCF
2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
510×4 All 33 2(8)2(10)2(8)2 58 [28] B 1~End Guard P 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92×4 Normal 4 18 19 40 + GBounce 24 55 + GBounce 0/+1 +1 +5
BBCF Carl 2D.png
Values in [] are during OD
Costs 900 (18%) of Nirvanas health to use
On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged


  • Multihit attack to keep your opponent pinned down blocking, or to deal decent damage during combos.
  • Very expensive move.

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

8D
8D
BBCS Carl 8D.png
The clap
Template:AttackDataHeader-BBCF
Strike


8D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
760 Mid 33 3 36 [13] B 1~End Guard P 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 Launch 100 Launch 114 0 +0 +2
BBCS Carl 8D.png
Values in [] are during OD
Bonus Proration 110%
Costs 900 (18%) of Nirvanas health to use
On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Shockwave


8D Shockwave
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
620 Mid 37 28 P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 17 100 22 114 0/+12 +12 +14
BBCS Carl 8D.png
  • The infamous clap, no longer unblockable, but still needs barrier.
  • Excellent anti-crossup anti-air
  • Long untechable time, allowing for various combos.
La Campanella
La Campanella
22D
BBCS Carl 22D.png
"The bell"
Template:AttackDataHeader-BBCF
22D
La Campanella
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
69 [41] 1~36 [1~30] All
37~End [31~End] Guard P
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCS Carl 22D.png
"The bell"
Values in [] are during OD
Costs 100 (2%) of Nirvanas health to use


  • Teleports Nirvana to just behind Carl's location (Or directly below him if Carl is airborne)
  • Used to recover Nirvana when she is too far away and sometimes to reposition Nirvana during some combos.
Con Brio
Con Brio
623D
BBCS Carl 623D.png
"With vigor"
Template:AttackDataHeader-BBCF
623D
Con Brio
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1480 Mid 25 6 39 [15] B 1~End Guard HP 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 Launch 30 + WBounce 60 + WStick 12 Launch 45 + WBounce 60 + WStick 12 0/+18 +18 +23
BBCS Carl 623D.png
"With vigor"
BBCF Carl 623D Hitbox.png
Values in [] are during OD
Costs 900 (18%) of Nirvanas health to use
On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged


  • Anti air attack that covers a huge space, must be barrier blocked in the air.
  • Big up front damage, but rather expensive to use.
Con Anima
Con Anima
63214D
BBCS Carl 63214D.png
"With feeling"
Template:AttackDataHeader-BBCF
63214D
Con Anima
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 2000
[0, 2500]
All 19-119 4 60 [20] HBFT 1~(22~122) Guard HBFP 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100, 72 Normal 3 16 Launch 17 + Down 43 0/+3, 0/+12 +3
BBCS Carl 63214D.pngBBCF Carl 624Dexe.png
"With feeling" • They will certainly be feeling that!
Values in [] are during OD
Costs 900 (18%) of Nirvanas health to use
Fatal Counter
Nirvana automatically attacks after getting close to the opponent
On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged


  • Nirvana runs forward with her arms raised, if she catches your opponent, 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.
  • Cannot catch airborne opponents.
  • Combo throw, unlike previous versions, this move can be comboed into and cannot be throw rejected under any circumstances. However it does not gain 100% minimum damage
  • Fatal Counter
Con Fuoco
Con Fuoco
41236D
BBCS Carl 41236D.png
"With fire"
Template:AttackDataHeader-BBCF
41236D
Con Fuoco
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
630×5 All 52 4×6,2 96 [31] B 1~End Guard P 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89×5 [89] Normal 3 16 Launch 20×4, 25 + WBounce 40 [+ Down 23] Launch 34×4, 39 + WBounce 40 [+ Down 23] 0/+2×4, 0/+1 +2×4, +1 +4×4, ×3
BBCS Carl 41236D.png
"With fire"
Values in [] are during OD
Costs 900 (18%) of Nirvanas health to use
Max 5 hits
On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged


  • Expensive drill move that covers a lot of horizontal ground and deals a lot of damage, but is expensive to use
Volante
Volante
421D
BBCS Carl 421D.png
"Flying"
Template:AttackDataHeader-BBCF
421D
Volante
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1100 All 31 Until Hit Total: 90
[Total: 52]
P1 [P2] 1~End Guard P 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 Launch 100 Launch 114 0 +0 +2
BBCS Carl 421D.png
"Flying"
Values in [] are during OD
Costs 900 (18%) of Nirvanas health to use
On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged


  • Projectile attack, Nirvana launches a large orb that accelerates with time
  • Sometimes used point blank in some combos
  • Can be used with Nirvana offscreen for a surprise attack

Universal Mechanics

Forward Throw
Forward Throw
6 B+C
BBCS Carl FThrow.png
Template:AttackDataHeader-BBCF
  • Ground bounces
Back Throw
Back Throw
4 B+C
BBCS Carl BThrow.png
Template:AttackDataHeader-BBCF
  • Ground bounces, but on the other side from Carl, followups are very similar to forward throw
Air Throw
Air Throw
j.B+C
BBCS Carl AThrow.png
Template:AttackDataHeader-BBCF
  • Launches opponent downwards, useful for sending them down towards Nirvana for followups.
Counter Assault
Counter Assault
6A+B
BBCS Carl 6C.png
Template:AttackDataHeader-BBCF
  • Same animation as old 6c.
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Crush Trigger
Crush Trigger
A+B
BBCP Carl CT.png
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • Mostly used in corner combos and in carl's unblockable
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Specials

Vivace
Vivace
236A/B
BBCS Carl Vivace.png
"Quickly"
Template:AttackDataHeader-BBCF
A


236A
A Vivace
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
Total: 28 1~16 P
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCS Carl Vivace.png
"With Vividity"
B


236B
B Vivace
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
Total: 39 1~30 HB
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCS Carl Vivace.png
"With Vividity"
  • Dodge move used to switch sides with your opponent or get out of some situations where you might get separated from Ada .
  • The A version Can pass through opponents from frame 1-18 while the B version Can pass through opponents from frame 1-24 but be careful since you still can be throw out of both versions.
  • The A version is Projectile invul from frame 1-16, while the B version has head and upper Body invul from frame 1-30
  • When used when Nirvana is attacking, can be used to cross up your opponent by forcing them to swap the direction they're blocking in
  • Generous Head and Body invulnerability on the B version, while it isn't projectile invulnerable like the A version, it can still low profile a lot of projectile attacks.
  • Carl is in a Counterhit state throughout both moves.
Cantabile
Cantabile
623C
BBCS Carl Cantabile.png
"A songlike tone"
Template:AttackDataHeader-BBCF
623C
Cantabile
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 1800 All 11 13 37 -26 See notes R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92×2 Long 1 11 Launch 12, 48 0 0/+30, 0 +30
BBCS Carl Cantabile.png
"A songlike tone"
BBCF Carl 623C Hitbox 1.pngBBCF Carl 623C Hitbox 2.png
First Active • Last Active
Enters recovery animation immediately on block
Cannot hit airborne opponents
CH state until last 15 frames of recovery


  • Looks like a low attack, but isn't.
  • on hit, launches opponent into the air and towards Carl, enabling easy followups with both Nirvana and Carl, as appropriate.
  • On block goes into 37F recovery animation.
Allegretto
Allegretto
j.214C
BBCS Carl Allegretto.png
"Light and moderately brisk"
Template:AttackDataHeader-BBCF
j.214C
Allegretto
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700, 100×5 All 13 4×6 30+1L H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 3 11 Launch 45 Launch 59 0 +0 +1
BBCS Carl Allegretto.png
"Fast and lively."
First hit that connects deals 700 damage, remaining hits deal 100
All hits deal full chip damage (5%: 35) on block


  • Stops Carl's momentum in the air and makes him recoil slightly, common air combo filler. Ends the air combo unless Nirvana can get her own hit in afterwards.
  • Hits appear in 4F intervals, each hit has 8 Active Frames.

Distortion Drives

Laetabilis Cantata
Laetabilis Cantata
632146C
BBCS Carl LaetabilisCantata.png
"Song of joy"
Template:AttackDataHeader-BBCF
632146C
Laetabilis Cantata
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
250×20
[300×22]
All 8+(50 Flash)+3 5×20 [5×22] Total: 131 [Total: 143] -46 [-75] P2* R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
95×20 [92×22] Normal 2 13×19 [×21], 23 Launch 48×19 [×21], 13 Launch 60×19 [×21], 25 0/+1 +1 +2
BBCS Carl LaetabilisCantata.png
"Song of joy"
Values in [] are during OD
Frame Adv listed is when opponent blocks until they are pushed out normally midscreen
If opponent blocks all hits, then Frame Adv is +18
Minimum Damage 10%: 500 [660]


  • General purpose damage dealing distortion, but be wary that it can be hit out of after the superflash.
  • Projectile does not disappear on hit, leading to favourable trades.
Rhapsody of Memories
Rhapsody of Memories
236236D, air OK
BBCS Carl RhapsodyOfMemories.png
Template:AttackDataHeader-BBCF
Carl
Nirvana
Nirvana OD
  • Nirvana attacks in a long string of attacks. During this time, Nirvana cannot be interrupted by hitting her or hitting Carl.
  • Active Frames for the normal version are: 3 (12) 3 (12) 3 (9) 3 (12) 3 (12) 3 (12) 6 (9) 6 (20) 5 (26) 5 (38) 6.
  • Active Frames for the OD version are: 2(8)2(8)2(6)2(8)2(8)2(6)2(8)2(8)2(6)2(8)2(8)2(8)4(6)4(6)4(6)4(21)5(24)5(54)6

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

Fermata
Fermata
214214D, air OK
BBCS Carl Fermata.png
"And the finale"
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Carl
Nirvana
Nirvana OD
  • Nirvana does one big slow uppercut, launches opponent very high
  • Very easy to block on reaction, so best left for a big damage combo ender.
Arpeggio of Oblivion
Arpeggio of Oblivion (OD Only)
632146D
BBCP Carl Arpeggio.png
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Carl
Carl
  • Very similar to Relius' Vol Tedo Distortion Drive
  • Only available during Overdrive
  • Nirvana cannot be interrupted during the move
  • First hit Minimum Damage 10%. Second hit Minimum Damage 25%.
  • Carl Immediately begins recovery animation on block for 46F

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


Exceed Accel

Symphony of Lament
ABCD during Overdrive
BBCF Carl ExceedAccel.png
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  • Carl's only reversal option, can be his only way to get out of trouble when isolated from Nirvana.
  • Behaves like all Exceed Accels
  • 10% minimum damage
  • EA start up Slow: 20
    Fast 10.


Astral Heat

Deus Ex Machina
64641236D
BBCP Carl Machina.png
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  • Nirvana opens up to reveal a time bomb that very rapidly counts down.
  • Explosion is huge, filling the entire screen.
  • Cannot be stopped once started, can kill even if Carl's opponent is comboing Carl.

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


External References