About: Carl Clover/Move List   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

His Overdrive is Synchro High Speed, which powers up Ada by making her gauge recover faster, giving her increased walkspeed, less recovery time on her moves and new properties on said moves. Carl as a nod to his Unlimited Form in the previous installment(s), also during his Overdrive gains access to his own version of his father's Vol Tedo attack, the Arpeggio of Oblivion, enabling Carl once more to have more powerful combo potential, due to having brand new combo finisher with nice damage. |-| CS/CSII/CSEX= Not much has changed with Carl, though a few improvements to some of his other moves have been made. However, the new addition of the Volante attack boosts Carl's neutral game even more, and allows him to zone his opponents and gives him a new edge in combo extensions with Ada/Nirvana.

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  • Carl Clover/Move List
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  • His Overdrive is Synchro High Speed, which powers up Ada by making her gauge recover faster, giving her increased walkspeed, less recovery time on her moves and new properties on said moves. Carl as a nod to his Unlimited Form in the previous installment(s), also during his Overdrive gains access to his own version of his father's Vol Tedo attack, the Arpeggio of Oblivion, enabling Carl once more to have more powerful combo potential, due to having brand new combo finisher with nice damage. |-| CS/CSII/CSEX= Not much has changed with Carl, though a few improvements to some of his other moves have been made. However, the new addition of the Volante attack boosts Carl's neutral game even more, and allows him to zone his opponents and gives him a new edge in combo extensions with Ada/Nirvana.
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Literal Translation
  • Handle
  • ENG: Gladdening Chant
  • ENG: Hold
  • God from the Machine
  • JPN: Chant of Loveliness
  • JPN: General Pause
  • Little Bit Joyful
  • Rhapsody of Reminiscence
  • Semi-Harp of Oblivion
  • Singable
  • The Bluebell
  • Vivacious
  • With Bright
  • With Fire
  • With Soul
  • With Tenderness
dbkwik:blazblue/pr...iPageUsesTemplate
English Name
  • Automaton
  • Deus Ex Machina
  • Volante
  • Con Brio
  • Con Anima
  • Vivace
  • La Campanella
  • Cantabile
  • Allegretto
  • Arpeggio of Oblivion
  • Con Fuoco
  • Con Tenerezza
  • Fermata
  • Laetabilis Cantata
  • Rhapsody of Memories
  • Synchronized High Speed
Description
  • 0(xsd:integer)
  • 1(xsd:integer)
  • 2(xsd:integer)
  • 5(xsd:integer)
  • 8(xsd:integer)
  • 11(xsd:integer)
  • 18(xsd:integer)
  • 236(xsd:integer)
  • Hakumen cannot counter this attack with his Drive, oddly enough, especially since it counts as a grab.
  • Nirvana teleports behind Carl. Quick and cannot be interrupted once startup is over.
  • In pressure strings with opponent in between Carl and Nirvana, using this will put Carl closer to his opponent so the pressure is harder to escape, but it does not hurt the guard gauge as much as 5C so the choice is yours.
  • On CH, it will pop the opponent up a bit in the air and towards you, untechable until they hit ground.
  • Carl's gear super. Does not have any invincibility, does not hit directly in front of Carl, so do not use on wakeup unless you're planning to trade hits with a far poke.
  • BlazBlue: Chronophantasma: No longer a command grab, and is now a regular attack that can be comboed into. Knocks the opponent down, can be followed up. Now a Fatal Counter.
  • Can be used to burst bait since it will result in opponent blocking if they burst.
  • BlazBlue: Chronophantasma: Now does one hit and has less hitstun.
  • In CP Ver. 2.0, Ada now moves more forward during this attack, covering a lot of distance. This attack also does more damage per hit.
  • Reaches very far but whiff punishable, so only throw it out when Nirvana is nearby to protect you.
  • Main air combo finisher as it plummets foes down on it and can set up for quick hard-to-tech Nirvana juggles or okizeme, depending on the height of the air combo.
  • Mix-up options described later. In Extend, its startup is slower, because Carl does a very brief pose before the super flash occurs.
  • Nirvana's command grab where she walks forward a very far distance and grabs your opponent. Slow startup and long recovery.
  • Do not try it as anti air, it has no invincibility. Has a Fatal Counter property as of BB: CS.
  • If this lands, they are in crumble stun for a while, long enough to follow up with 5B/2B.
  • Lots of active frames and useful for tech punishing. In CS:EX, causes ground bounce.
  • On whiff and you hit the ground with horrible recovery.
  • Quick enough to be used as a good wakeup option if Nirvana is nearby.
  • New move in BlazBlue: Chronophantasma. Nirvana's version of Ignis' Vol Tedo. Mainly used as a high-damage combo finisher and is often worth the heat spent.
  • Also whiffs if done too close to your opponent.
  • Breakable regardless of hit/block stun.
  • Carl's little robot punches in front of him.
  • Carl's robot punches forward.
  • Carl's robot punches low.
  • Carl's robot stabs forward low with a flagpole.
  • Carl's robot swipes in front with a flagpole.
  • Carl's robot's horse stomps down.
  • Crosses up and can reverse chain into j.A.
  • Decent reach and speed.
  • Do not use this without a plan.
  • Not so good as an attack via airdashing in because the hitbox is not too big under nor in front of him and this sometimes whiffs on certain crouching characters.
  • Easily punishable on whiff.
  • Has a small cross-up hitbox.
  • Has super armor.
  • In CS:EX, it is no longer jump cancelable.
  • Blasts away on hit allowing for follow up combos if opponent caught in between Carl and Nirvana.
  • Launches on ground hit.
  • Low profile, but unsafe on block or whiff.
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