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CarlCarl Clover

Normals
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Input Cancel Damage P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
5ASJR1608082ALL0HB638-31110
Guard stiffness 7F on ground guard.
5BSJR4309089ALL3HB9216-12017
5CSJhR62010092ALL4BF15518-43119
Causes stagger on ground counter hit (36F)
2ASJR1307082L0F6110-41010
Guard stiffness 6F on ground guard.
2BSR3907089L3F941301817
Reach extends sideways for 2F on 2nd half of active frames (11~12F)
2CSR6009080ALL4HB14324-82245
Causes float on hit/ fatal counter starter
6ASJR48010070HL3HB11422-92226
1-14F upper body invincibility/ causes float on hit
6BSJhR5809089L3F16415-22517
Causes float, vaccuum effect on counter hit/ Untechable after ground counter hit, followups possible 62F after counter hit
6CSR5509090H3HBF2931403717
Staggers on ground hit (26F)/ can charge by holding button/ starts 5F after releasing button, CH state 13F after button releases/ becomes 6C (max charge) if button is held for 93F
6C (max charge)SR11009090NONE4HBF100314-10819
Staggers on ground hit (28F)
3CSJhR59010085L4F151020-113540
Low profile from 14-24F/ knocks down on hit/ ground hit is untechable, can be followed up possible after 39F
j.AcSJR1508084H1H548-1012
j.BSJR51010089H3H11324-during action17
Causes wall bounce on counter hit/ fatal counter starter
j.CSJhR6609089H3H13624-2717
Attack properties extend to downward direction for 3F (16-18F) on 2nd half of active frames
j.2CSR7008592ALL4H9til landing19F after landing-til landing28
Bounces back upward on hit or guard (total 26F, counter hit state until 11F)/ can use j.A, j.B, or j.C from 9-11F during the bounce
Forward Throw-, SR0, 960100100, 70800000, 4ground throw7518-during action-, 19
2nd hit causes knockdown, untechable, followups possible on 64F (38F after action)/ damage fixed at 100%
Back Throw-, SR0, 840100100, 70800000, 4ground throw7518-during action-, 100
2nd hit causes ground bounce/ damage fixed at 100%
Air Throw-, SR0, 940100100, 70900000, 4air throw7318-during action-, 80
2nd hit causes ground bounce/ damage fixed at 100%/ vertical throw range 60000~160000
Counter AssaultR05082ALL0HB16324-172728
Invincible 1-20F/ knocks back on hit



Drives
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Name Input Cancel Damage P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Nirvana (active)--------------
Nirvana Guage's total value is 10,000/ guage depletes 1 point per frame while Nirvana is active/ guage depletes 1 point per point of damage taken by Nirvana/ guage depletes 2 points when Nirvana begins to advance forward, retreat, or turn around/ Nirvana is throw-invincible and has super armor against projectile-attribute attacks while active/ Nirvana bends backward when struck (duration of state depends on the attack), does not deplete any guage during hitstop or bend-back state/ Nirvana activates (can be touched and damaged) from 1F onward when button is pressed, can launch any attack from 17F onward, and guage starts depleting (according to costs) on 18F
Nirvana (resting)--------------
Nirvana begins resting when Carl gets hit OR 1F after Carl guards an attack OR the buttons is released (Nirvana can no longer be touched or damaged), guage stops depleting 2F after button is released/ guage recovery begins 119F after entering resting state/ guage recovery is 24 points per frame/ if guage reaches 0 points, recovery is 14 points per frame
6]D[--9609085ALL4HB(16+)31959--19
Ground counter-hit causes stagger (57F)/ same move penalty 70%/ when Carl gets hit by OR guards an attack, move ends on next frame/ activation cost 660, continuation cost 120%
2]D[--7209090H4HBF(16+)57660--100
causes ground bounce on hit/ takes 1 guard primer on guard/ same move penalty 80%/ bonus modifier 115%/ when Carl gets hit by OR guards an attack, move ends on next frame/ activation cost 760, continuation cost 120%
3]D[--200x49095L, ALLx33F(16+)424x466--17
Causes opponent to bend backward on standing hit (20F)/ continues counter hit/ same move penalty 85%/ hitstop 2F/ when Carl gets hit by OR guards an attack, move ends on next frame/ activation cost 660, continuation cost 120%
4]D[--320, 7809090ALL2, 4BF, HB(16+)383(15)668--20, 60
Super armor from 1-55F/ 1st hit causes float on hit/ 2nd hit causes wall bounce on hit/ continues counter hit/ takes 1 guard primer on guard/ same move penalty 80%/ when Carl gets hit by OR guards an attack, move ends on next frame/ activation cost 560, continuation cost 110%
8]D[--720, 56085, 9085, 90HL4H, HP(16+)333271F total--100
Continues counter hit/ same move penalty 85%/ 2nd hit counts as a projectile/ 1st hit has hitstop 0F/ 1st and 2nd hit start simultaneously/ 1st hit has 4F active frames/ cannot be blocked even with air barrier/ when Carl gets hit by OR guards an attack, move ends on next frame (projectile portion doesn't disappear however)/ activation cost 720, continuation cost 120% when Carl gets hit by OR guards an attack, move ends on next frame/ activation cost 720, continuation cost 120%
La Campanella22]D[---------69F total---
Nirvana is invincible from 1-37F/ Nirvana warps behind Carl on 29F/ move does not end if Carl gets hit by or guards an attack/ activation cost 300, continuation cost 100%
Con Brio623]D[-310, 8009095, 90ALL2, 4HB(16+)193, 639--30
Super Armor against head-attribute attacks from 1-27F/ causes float on hit/ continues counter hit/ move does not end if Carl is hit by or guards an attack/ activation cost 620, continuation cost 110%
Con Anima63214]D[-0, 150090100, 80-0, 4ground throw(16+)32~123460---, 50
2nd hit causes ground bounce on hit/ move ends next frame when Carl gets hit by OR guards an attack/ activation cost 600, continuation cost 100%
Con Fuoco41236]D[-280x79095ALL3HB(16+)522696--17
continues counter hit/ takes 1 guard primer on block/ move ends next frame if Carl gets hit by OR guards an attack/ activation cost 730, continuation cost 100%
Volante421]D[-5609089ALL3HBP(16+)31-90F total--100
Projectile attack/ hitstop 0F/ move ends next frame if Carl gets hit by OR guards an attack (projectile does not disappear on guard)/ super armor against projectile attribute attacks during move/ activation cost 1000, continuation cost 120%



Specials
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Name Input Cancel Damage P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
A-Vivace236A---------31F total-22-
1-8F invincible/ 1-18F passes through opponent/
B-Vivace236B---------39F total-30-
1-18F invincible to head and body attribute attacks/ 1-24F passes through opponent
Cantabile623CR0, 10010084ALL1F141538-26during move-, 40
2nd hit causes float, vaccuum effect/ multiplier correction of 1/ damage fixed at 100%/ 1st hit has hitstop 30F, 2nd hit has hitstop 0F/ can only hit grounded opponents
Alegrettoj.214CR300, 200, 400, 300, 200, 40010095ALL2H135, 4x529-7during move28
knocks back on hit/ hitstop 0F/ 2F post-landing recovery/ can also be used during dash/ static difference during dash is affected by whether it was done on 6F or 7F (startup 18F or 19F)/ static difference is -6 if done on 8F or 9F during dash/ will not start up before landing if done on 10F or afterward during dash



Supers and Astral
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Name Input Cancel Damage P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Cantata632146CR200x2010095ALL2HBFP1+205x19, 20131 total+18during move48
launches on hit/ damage fixed at 20% (40x20)/ projectile attack/ always stars up after super freeze/ eats projectiles/ hitstop 1F
Rhapsody of Memories236236]D[-200x6, 300x2, 350x2, 5007095x10, 70ALL3, 3, 4, 3, 3, 4x5, 5HB(16+)1+16see notes48 [total 69]-during action20x8, 30x2, 60
Super armor during entire move/ standing hit causes opponent to bend backward on 8th hit for 30F, on 9th hit for 36F, on 10th hit for 45F/ 11th hit causes wall bounce on hit/ continues counter hit/ takes 1 guard primer on guard/ hits 1-8 have guard stiffness 10F on ground guard/ damage fixed at 20% (40x6, 60x2, 70x2, 100)/ 11th hit has hitstop of 20F/ always starts after command is completed/ active frames are 3 (12) 3 (12) 3 (9) 3 (12) 3 (12) 3 (12) 6 (9) 6 (23) 5 (26) 5 (38) 6/ activation cost 0, continuation cost 100%/ Carl's total recovery data is unknown (mook lists it as blank)
Fermata214214]D[-30006090HL5HBF(16+)1+32690 [52F total]-during action100
Causes float on hit/ takes 2 guard primers on guard/ damage fixed at 30% (900)/ cannot be blocked with air barrier/ always starts after command is completed/ activation cost 0, continuation cost 100%/ Carl's total recovery data is unknown (mook lists it as blank)
Deus Ex Machina64641236]D[-lethal--NONE4HBP1+32416550F total-during action-
Invincible from 1F until 1F after super freeze/ guage depletes completely after super freeze, Nirvana becomes unusable for the rest of the round



Nirvana Gauge Costs
A move's "Activation Cost" is depleted from the guage when it's used. The Activation Cost is depleted 5F after the move starts.
"Continuation Cost" is a percent value that augments the cost of all attacks used during the same activation of Nirvana beyond the first.
For example, repeatedly using a move with activation cost 200 and continuation cost of 120% without de-activating Nirvana will cost 200 -> 240 -> 288 -> etc.
Move Activation Cost Continuation Cost
6D660120%
2D760120%
3D660120%
4D560110%
8D720120%
La Campanella300100%
Con Brio620110%
Con Anima600100%
Con Fuoco730100%
Volante1000120%
Rhapsody of Memories0100%
Fermata0100%
Deus Ex MachinaALL-



Revolver Action Table
ABCJumpThrowSpecial & Super
5A2A, 6A5B, 2B, 6B5C, 2C, 6C, 3Cyesyesyes
2A5A5B, 2B, 6B5C, 2C, 3Cyesyesyes
6A---yes-yes
5B6A6B, 2B5Cyes-yes
2B6A6B5C, 2C, 3C--yes
6B6A-6Con hit-yes
5C--2Con hit-yes
2C--5C, 6C, 3C--yes
6C-----yes
3C---on hit-yes
j.Aj.Aj.Bj.C, j.2Cyes-yes
j.Bj.A-j.Cyes-yes
j.C-j.B-on hit-yes
j.2C--2C--yes