BBCF/Carl Clover

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Overview

Overview

Carl is a puppet character focusing on strong setplay and amazing mixup potential. Carl's Drive is tied to his doll, Nirvana. Moving Nirvana and using her attacks drains her the Doll Gauge. With Nirvana, Carl is 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. He has low life and no true reversal. Additionally his grounded movement is rather committal without Nirvana. This means that Carl must play around Nirvana properly at all times.

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.


Lore: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.
Playstyle
BBCF Carl Clover Icon.png Carl Clover is a puppet character with high execution requirements and high rewards in the form of looping unblockables and great damage.
Pros Cons
  • Best Pressure in the Game: Ada gives Carl the ability to lock down his opponent in a way unseen in most fighting games. As long as he has gauge, you have to block.
  • Consistently Strong Mixups: While Ada is keeping his opponent locked down, Carl is free to go for any number of setups, including unblockables.
  • Good Damage: Carl's damage is consistently solid, which will make opponents afraid to sit still for long.
  • Rule Breaker: Ada has collision detection while active, making her a physical wall to jump over. Ada also lets Carl do things like combo off his counter assault.
  • Abysmal Defense: Carl has very low life and no reversal whatsoever. He also has very limited mobility, letting him get pinned down easily if he's not careful.
  • Extremely Resource Reliant: Very dependent on Nirvana, especially for neutral and offense. Gotta keep sister close and healthy.
  • High Execution: Has some of the highest execution requirements in the game to offset his incredible pressure and mixup game.
Drive: Automaton
Carl's Drive revolves around controlling Nirvana.
  • Hold the D button to activate Nirvana, release D to deactivate.
  • While active, she can move forward by holding any forward/backward direction (including diagonals).
  • Nirvana will attack by releasing the D button while either holding a direction or after completing the inputs for one of her special moves.
  • 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.

Nirvana has her own life bar. It goes down when Nirvana is active, uses an attack, or gets hit by the opponent. If Nirvana's life bar reaches zero, she will be disabled and slowly recover health, and is unusable until her health is full (plus a small recovery animation).

Other than her Distortion Drives and Astral Heat, Nirvana's moves act independently of Carl, meaning Carl is free to move while Nirvana is attacking. 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. Nirvana recovers faster from her moves and many of her moves gain new properties. Nirvana's walk speed is also faster and her meter recovery speed is also increased. Carl also has access to a new distortion drive during OD.

Normal Moves

5A

5B

5C

2A

2B

2C

6A

6B

6C

3C

j.A

j.B

j.C

j.2C


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 airborne. Doll activation / deactivation has startup and needs to be accounted for!

2D

3D

6D


4D

8D

La Campanella

22D


Con Brio

623D

Con Anima

63214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 2000
[0, 2500]
T(140) 19-119 4 60 [20] - HBFTD 1~(22~122) Guard HBFP

  • 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
  • Despite being a throw this can actually be blocked for some reason
  • Fatal Counter

Con Fuoco

41236D

Volante

421D

Universal Mechanics

Forward Throw

5/6B+C

Back Throw

4B+C

Air Throw

j.B+C

Counter Assault

6A+B while Blocking

Crush Trigger

5A+B (Chargeable)


Specials

Vivace

236A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
236A - - - - Total: 28 - - 1~16 P
236B - - - - Total: 39 - - 1~30 HB

  • 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

623C

Allegretto

j.214C

Distortion Drives

Laetabilis Cantata

632146C

Rhapsody of Memories

236236D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
236236D 200×6, 300×2, 350×2, 500 All 10+(40 Flash)+9 See Notes 48 - BD Nirvana: 1~End Guard HBFP
236236D OD 200×12, 300×4, 350×2, 500 - 10+9 See Notes 68 - BD 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.
  • 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
  • Carl has total animation 10+(40 Flash)+69 on the ground and 10+(40 Flash)+53 in the air;

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

214214D (air OK)

Arpeggio of Oblivion

During OD 632146D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1600, 3500 All 1+(89 Flash)+(8~16) 3 33 -39 BD -

  • 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 it does make for a very highly damaging combo ender.


Exceed Accel

Symphony of Lament

A+B+C+D during Overdrive


Astral Heat

Deus Ex Machina

64641236D


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


External References


Navigation

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