BBCF/Relius Clover/Frame Data

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< BBCF‎ | Relius Clover
Revision as of 01:24, 2 January 2018 by Johhny (talk | contribs)

System Data

Health: 11,000
Combo Rate: 60%
Prejump:
Backdash Time 22 / Invul: 1-7
Movement Options

Double Jump, Air Dash, Dash type: Run


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 9 - - B -
600 Mid 8 5 14 - - B -
500*2 Mid 12 3,3 18 - - B -
300 All 7 3 9 - - F -
550 Low 11 5 15 - - F -
800 Mid 12 7 25 - - B -
800 High 26 3 21 - - B -
690 Mid 10 3 22 - - B -
1110 Mid 20 8 28 - - B -
700 Low 9 3 19 - - F -
160*3 All 7 3,3,3 9 - - H -
600 High/Air 10 5 16 - - H -
800 High/Air 12 6 20 - - H -

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
22 - - -
25 - - -
24 - - -
560 All 17 3 Normal: 16
OD: 11
- - BD* -
620, 780 All 25 3 (12) 3 Normal: 33
OD: 15
- - BD* -
850 Mid 16 9 Normal: 30
OD: 13
- - BD* -
900 All 15 3 Normal: 16
OD: 9
- - HD* -
900 All 18 3 Normal: 16
OD: 8
- - HD* -
900 All 16 4 Normal: 16
OD: 8
- - HD* -

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1500 Throw(70) 7 3 23 - - T -
1500 Throw(70) 7 3 23 - - T -
1500 Throw(120) 7 3 23+3L - - T -
0 All 13 6 30 - - B -
1000 Barrier 20 1 25 - - B -
1000 Barrier 30~61 1 25 - - B -

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
35 - - -
680 Mid 21 3 (6) 2 21 - - B -
840 All 42 12 Total 58 - - P1* -
840 34 12 Total 58 - - P1* -
840 All 26 12 Total 58 - - P1* -
1000 All 16 6 36 - - B -
1000 All 14 3 Until L+15 - - H -
660*3 All 32~53 3 (6) 3 (15) 3 Normal: 30
OD: 21
- - BD* -
660*3 All 22~43 3 (6) 3 (15) 3 Normal: 30
OD: 21
- - BD* -
Normal: 0, 700*6
OD: 0, 420*11
Unblockable 42 2 Normal: 42
OD: 24
- - TD* -
Normal: 0, 700, 420*5
OD: 0, 700, 420*10
Unblockable 32 2 Normal: 42
OD: 24
- - TD* -
920 High/Air 31 9 Normal: 30
OD: 13
- - HD* -
920 High/Air 68 9 Normal: 30
OD: 13
- - HD* -
1050 All 19 18 Normal: 26
OD: 8
- - BD* -
1050 All 16 18 Normal: 26
OD: 8
- - BD* -
1200 All 35 3 Normal: 54
OD: 21
- - BD* -
280*N All 30 Normal: Until L, 3
OD: Until L, 1
Normal: 33
OD: 11
- - HD* -
1000 37 9 Normal: 18
OD: 11
- - HD* -
300*N 37 Normal: Until L, 3
OD: Until L, 1
Normal: 33
OD: 11
- - HD* -
1000 39 3 Normal: 32
OD: 23
- - HD* -

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Minimum Damage 20%
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Normal: 400, 200*6
OD: 400, 200*12
All 7+4 9 Total 62 - - P2* -
Total 10+60 - - -
300*10, 1000 All 10+16 See notes 48 - - BD* -
300*3, 150*16, 300*2, 300, 300, 1000 All 10+16 See notes 48 - - BD* -
Normal: 1000, 3200
OD: 1000, 4300
All 7+4 3 Total 38 - - BD* -

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Normal: 600, 300*5, 0, 960
AF: 600, 300*5, 0, 2300
All Fast: 10
Slow: 20
3 34 - - B -

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0*3, 36000 All 6+14 4 87 - - BD* -

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C Yes Special
5C - - 2C, 6C, 3C Yes Jump[-], Special
2A[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 3C Yes Throw, Special
2B[1] 6A 5B, 6B 5C, 2C, 6C, 3C Yes Special
2C - - 6C, 3C Yes Jump, Special
6A - - - - Special
6B - - - - Jump, Special
6C - - - - Special
3C - - - Yes Special
Air Revolver Action Table
A B C D Cancels
j.A[3] j.A[+] j.B j.C Yes Throw, Jump, Special
j.B - - j.C Yes Jump, Special
j.C - - - Yes Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only