BBCS/Carl Clover/Frame Data

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Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A SJR 160 80 82 ALL 0 HB 6 3 8 -3 11 10 -
  • Guard stiffness 7F on ground guard.
5B SJR 430 90 89 ALL 3 HB 9 2 16 -1 20 17 -
5C SJhR 620 100 92 ALL 4 BF 15 5 18 -4 31 19 -
  • Causes stagger on ground counter hit (36F)
2A SJR 130 70 82 L 0 F 6 1 10 -4 10 10 -
  • Guard stiffness 6F on ground guard.
2B SR 390 70 89 L 3 F 9 4 13 0 18 17 -
  • Reach extends sideways for 2F on 2nd half of active frames (11~12F)
2C SR 600 90 80 ALL 4 HB 14 3 24 -8 22 45 -
  • Causes float on hit
  • fatal counter starter
6A SJR 480 100 70 HL 3 HB 11 4 22 -9 22 26 -
  • 1-14F upper body invincibility
  • causes float on hit
6B SJhR 580 90 89 L 3 F 16 4 15 -2 25 17 -
  • Causes float, vaccuum effect on counter hit
  • Untechable after ground counter hit, followups possible 62F after counter hit
6C SR 550 90 90 H 3 HBF 29 3 14 0 37 17 -
  • 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) SR 1100 90 90 NONE 4 HBF 100 3 14 - 108 19 -
  • Staggers on ground hit (28F)
3C SJhR 590 100 85 L 4 F 15 10 20 -11 35 40 -
  • Low profile from 14-24F
  • knocks down on hit
  • ground hit is untechable, can be followed up possible after 39F
j.A cSJR 150 80 84 H 1 H 5 4 8 - 10 12 -
j.B SJR 510 100 89 H 3 H 11 3 24 - during action 17 -
  • Causes wall bounce on counter hit
  • fatal counter starter
j.C SJhR 660 90 89 H 3 H 13 6 24 - 27 17 -
  • Attack properties extend to downward direction for 3F (16-18F) on 2nd half of active frames
j.2C SR 700 85 92 ALL 4 H 9 til landing 19F after landing - til landing 28 -
  • 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 -, SR 0, 960 100 100, 70 80000 0, 4 ground throw 7 5 18 - during action -, 19 -
  • 2nd hit causes knockdown, untechable, followups possible on 64F (38F after action)
  • damage fixed at 100%
Back Throw -, SR 0, 840 100 100, 70 80000 0, 4 ground throw 7 5 18 - during action -, 100 -
  • 2nd hit causes ground bounce
  • damage fixed at 100%
Air Throw -, SR 0, 940 100 100, 70 90000 0, 4 air throw 7 3 18 - during action -, 80 -
  • 2nd hit causes ground bounce
  • damage fixed at 100%
  • vertical throw range 60000~160000
Counter Assault R 0 50 82 ALL 0 HB 16 3 24 -17 27 28 -
  • Invincible 1-20F
  • knocks back on hit

Drives

  • 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.
Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
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[
-
- 960 90 85 ALL 4 HB (16+)31 9 59 - - 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[
-
- 720 90 90 H 4 HBF (16+)57 6 60 - - 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[
-
- 200x4 90 95 L, ALLx3 3 F (16+)42 4x4 66 - - 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, 780 90 90 ALL 2, 4 BF, HB (16+)38 3(15)6 68 - - 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, 560 85, 90 85, 90 HL 4 H, HP (16+)33 32 71F 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 Campanella
22]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 Brio
623]D[
- 310, 800 90 95, 90 ALL 2, 4 HB (16+)19 3, 6 39 - - 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 Anima
63214]D[
- 0, 1500 90 100, 80 - 0, 4 ground throw (16+)32~123 4 60 - - -, 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 Fuoco
41236]D[
- 280x7 90 95 ALL 3 HB (16+)52 26 96 - - 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%
Volante
421]D[
- 560 90 89 ALL 3 HBP (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

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
A-Vivace
236A
- - - - - - - - - 31F total - 22 - -
  • 1-8F invincible
  • 1-18F passes through opponent
B-Vivace
236B
- - - - - - - - - 39F total - 30 - -
  • 1-18F invincible to head and body attribute attacks
  • 1-24F passes through opponent
Cantabile
623C
R 0, 100 100 84 ALL 1 F 14 15 38 -26 during 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
Alegretto
j.214C
R 300, 200, 400, 300, 200, 400 100 95 ALL 2 H 13 5, 4x5 29 -7 during move 28 -
  • 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

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Cantata
632146C
R 200x20 100 95 ALL 2 HBFP 1+20 5x19, 20 131 total +18 during move 48 -
  • launches on hit
  • damage fixed at 20% (40x20)
  • projectile attack
  • always stars up after super freeze
  • eats projectiles
  • hitstop 1F
Rhapsody of Memories
236236]D[
- 200x6, 300x2, 350x2, 500 70 95x10, 70 ALL 3, 3, 4, 3, 3, 4x5, 5 HB (16+)1+16 see notes 48 [total 69] - during action 20x8, 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)
Fermata
214214]D[
- 3000 60 90 HL 5 HBF (16+)1+32 6 90 [52F total] - during action 100 -
  • 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)

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Deus Ex Machina
64641236]D[
- lethal - - NONE 4 HBP 1+324 165 50F 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

Revolver Action

Ground Revolver Action Table
A B C Cancels
5A 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Jump, Throw, Special
2A 5A 5B, 2B, 6B 5C, 2C, 3C Jump, Throw, Special
6A - - - Jump, Special
5B 6A 6B, 2B 5C Jump, Special
2B 6A 6B 5C, 2C, 3C Special
6B 6A - 6C Jump, Special
5C - - 2C Jump, Special
2C - - 5C, 6C, 3C Special
6C - - - Special
3C - - - Jump, Special
Air Revolver Action Table
A B C Cancels
j.A j.A j.B j.C, j.2C Jump, Special
j.B j.A - j.C Jump, Special
j.C - j.B - Jump, Special
j.2C - - 2C Special
Red = On Hit only
Special = Specials and Supers
Super = Supers only
* can only be used three times in a row maximum


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