BBCF/Carl Clover/Frame Data

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System Data

Health:10,000
Prejump:4F
Backdash:20F (1~7F Inv All)
Forward Dash:23F
Unique Movements:Forward Dash, Vivace
Can cancel forward dash into ground normals 1-5F, 18-23F
Can cancel forward dash into air specials ??-??F


Normal Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCS Carl 5A.png 300 All 6 3 10 -1 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCS Carl 5B.png 520 Mid 9 2 16 -1 B - SJR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCS Carl 5C.png 780 Mid 13 3 20 -6 B - S(J)R 100 89 Long 3 16 17 19 22 33 11 +0 +2 Click!
2ABBCS Carl 2A.png 300 Mid 7 3 10 -1 F - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCS Carl 2B.png 480 Low 9 4 15 -2 F - SR 100 90 Long 3 16 17 17 22 31 11 +0 +2 Click!
2CBBCS Carl 2C.png 760 Mid 14 3 24 -8 B 8~16 H SJR 90 82 Long 4 18 Launch 29 Launch 44 12 +0 +5 Click!
6ABBCS Carl 6A.png 600 Mid 11 4 24 -11 B 5~14 H SJR 90 89 Long 3 16 17 26 Launch 40 11 +0 +2 Click!
6BBBCS Carl 6B.png 650 Low 17 4 16 -3 F - SR 95 89 Long 3 16 17 17 Spin Fall 58 42 11 +0 +2 Click!
6CBBCF Carl 6C.png 800 High 24 6 16 -5 B 7~22 FT SR 90 89 Normal 3 16 17 35 + GBounce 25 52 + GBounce 11 +0 +2 Click!
  • Fatal Counter
3CBBCS Carl 3C.png 720 Low 14 10 20 -13 F - SR 90 89 Long 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2 Click!
j.ABBCS Carl jA.png 300 High/Air 6 4 9 - H - CSJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCS Carl jB.png 550 High/Air 9 3 24 - H - SJR 80 85 Long 2 13 14 17 18 29 10 +0 +1 Click!
j.CBBCS Carl jC.png 820 High/Air 10 5 21 - H - SR 80 89 Long 3 16 17 30 22 44 11 +0 +2 Click!
j.2CBBCS Carl j2C.png 850 All 10 Until L 28L - H - (S)R 80 89 Long 3 16 19 28 24 42 11 +0 +2 Click!
  • On hit/block, Carl bounces and recovers in the air, animation 26

Drive Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5D200x200px - - 16 - - - - - - - - - - - - - - - - - - Click!
  • Values in [] are during OD
6DBBCS Carl 6D.png 940 All 29 8 60 [21] - BD 1~End Guard P - 80 79 Normal 3 16 21 40 + Slide 45 26 54 + Slide 45 0/+11 +11 +2 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
2DBBCS Carl 2D.png 510*4 All 33 2(8)2(10)2(8)2 58 [28] - BD 1~End Guard P - 80 92 Normal 4 18 19 40 + GBounce 24 55 + GBounce 0/+1 +1 +5 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
3DBBCS Carl 3D.png 490*6 Low/Air, All*5 42 4*3,6 67 [25] - FD 1~End Guard P - 80 89 Normal 3 16 17 17 + Down 33 22 31 + Down 33 0/+1 +1 +2 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
4DBBCP Carl 46D.png 1060 All 24 8 69 [25] - BD 1~End Guard BP - 80 82 Normal 4 18 Spin Fall 40 + Down 10 40 + Down 23 Crumple 33 58 + Down 23 0/+12 +12 +5 Click!
  • Values in [] are during OD
  • Fatal Counter
  • On Guard Point, hitstop for Nirvana and Opponent unchanged
8DBBCS Carl 8D.png 760 Mid 33 3 36 [13] - BD 1~End Guard P - 80 89 Normal 3 16 Launch 100 Launch 114 0 +0 +2 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
8D ShockwaveBBCS Carl 8D.png 620 Mid 37 28 - - P1 - - 80 89 Normal 3 16 17 100 22 114 0/+12 +12 +14 Click!
  • Values in [] are during OD
Con FuocoBBCS Carl 41236D.png
41236D
630*5 All 52 4*6,2 96 [31] - BD 1~End Guard P - 80 89 Normal 3 16 Launch 20*4, 25 + WBounce 40 [+ Down 23] Launch 34*4, 39 + WBounce 40 [+ Down 23] 0/+2*4, 0/+1 +2*4, +1 +4*4, *3 Click!
  • Values in [] are during OD
  • 5 Hits max
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Con BrioBBCS Carl 623D.png
623D
1480*2 Mid 25 3,6 39 [15] - BD 1~End Guard HP - 80 92 Normal 4 18 Launch 30 + WBounce 60 + WStick 12 Launch 45 + WBounce 60 + WStick 12 0/+18 +18 +23 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
VolanteBBCS Carl 421D.png
421D
1100 All 31 Until Hit Total: 90
[Total: 52]
- P1 1~End Guard P - 80 89 Normal 3 16 Launch 100 Launch 114 0 +0 +2 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Con AnimaBBCS Carl 63214D.png
63214D
0, 2000
[0, 2500]
T(140) 19-119 4 60 [20] - HBFTD 1~(22~122) Guard HBFP - 100 100, 72 Normal 3 16 Launch 17 + Down 43 - - - 0/+3, 0/+12 +3 Click!
  • Values in [] are during OD
  • Fatal Counter
  • Nirvana automatically attacks after getting close to the opponent
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
La CampanellaBBCS Carl 22D.png
22D
- - - - 69 [41] - - 1~36 [1~30] All
37~End [31~End] Guard P
- - - - - - - - - - - - - Click!
  • Values in [] are during OD

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCS Carl FThrow.png 0, 1500 T(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 19 + Down 46 - - - 0, 12 +0 Click!
  • 100% Minimum Damage
Back ThrowBBCS Carl BThrow.png 0, 1500 T(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 100 + GBounce - - - 0, 12 +0 Click!
  • 100% Minimum Damage
Air ThrowBBCS Carl AThrow.png 0, 1500 T(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0, 4 - - 80 + GBounce airCH= - - 0 +0 Click!
  • 100% Minimum Damage
Counter AssaultBBCS Carl 6C.png 0 All 13 3 32 -16 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Carl CT.png 1000 Guard Break 32/Barrier 20 1 25 0 B - R 100 60 Normal - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 100 100 Long - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!

Specials

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
A VivaceBBCS Carl Vivace.png
236A
- - - - Total: 28 - - 1~16 P - - - - - - - - - - - - - Click!
B VivaceBBCS Carl Vivace.png
236B
- - - - Total: 39 - - 1~30 HB - - - - - - - - - - - - - Click!
AllegrettoBBCS Carl Allegretto.png
j.214C
700*6 All 13 X{(4)X}*5 Total: 66+1L - H - R 80 89 Long 3 11 Launch 45 Launch 59 0 +0 +1 Click!
  • Hits appear in 4F intervals, each hit has 5 Active Frames
CantabileBBCS Carl Cantabile.png
623C
0, 1800 All 9 15 44 -26 D - R 100 92 Long 1 11 Launch 12, 48 - - 0 0/+30, 0 +30 Click!
  • On block goes into 37F recovery animation

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Laetabilis CantataBBCS Carl LaetabilisCantata.png
632146C
250*20
[300*22]
All 8+(50 Flash)+3 5*20 [5*22] Total: 131 [Total: 143] -46 [-75] P2* 8~8 All R 100 95 Normal 2 13*19 [*21], 23 Launch 48*19 [*21], 13 Launch 60*19 [*21], 25 0/+1 +1 +2 Click!
  • Values in [] are during OD
  • Frame Adv listed is when opponent blocks until they are pushed out normally midscreen.
  • If opponent blocks all hits, then Frame Adv is +18
  • Minimum Damage 10%: 500 [660]
Rhapsody of Memories (Carl)BBCS Carl RhapsodyOfMemories.png
236236D (air OK)
- - - - Total: 10+(40 Flash)+69 +235 [+283] - - - - - - - - - - - - - - - Click!
- - - - Total: 10+(40 Flash)+53 - - - - - - - - - - - - - - - - Click!
  • Frame Adv listed is when opponent blocks all hits.
  • First hole that appears on normal block after blocking 8 hits (Normal) 16 hits (OD). Frame adv in this case is +59 (Normal) /+99 (OD)
Rhapsody of Memories (Normal Nirvana)BBCS Carl RhapsodyOfMemories.png
236236D
200*6, 300*2, 350*2, 500 All 10+(40 Flash)+9 See Notes 48 - BD 1~End Guard HBFP - 3*2, 4, 3*2, 4*5, 5 - Normal - 20 17*2, 19, 17*2, 19*2, 30, 36, 45, Launch 20*8, 30*2, 60 + WBounce 22*2, 24, 22*2, 24*2, 35, 41, 50, Launch 34*2, 35, 34*2, 35*3, 45*2, 76 + WBounce 0/+4*10, 0/+20 +4*10, +20 +6*2, +9, +6*2, +9*5, +28 Click!
  • Active Frames are: 3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(23)5(26)5(38)6
  • Blockstun is 16*2, 18, 16*2, 18*5, 20. Each hit has 4F hitstop, except last hit, which has 20F hitstop
  • Minimum Damage 0%
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Rhapsody of Memories (OD Nirvana)BBCS Carl RhapsodyOfMemories.png
236236D
200*12, 300*4, 350*2, 500 - 10+9 See Notes 68 - BD 1~End Guard HBFP - 2*12, 3*4, 4*2, 5 - Normal - 20 14*12, 30*4, 36, 60, Launch 20*16, 30*2, 120 18*12, 35*4, 41, 65, Launch 32*12, 34*4, 45*2, 136 0/+2*18, 0/+20 +2*18, +20 +4*12, +4*4, +9*2, +28 Click!
  • Active Frames 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
  • Blockstun is 13*12, 16*4, 18*2, 20. Each hit has 2F hitstop, except last hit, which has 20F hitstop
  • Minimum Damage 0%
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Fermata (Carl)BBCS Carl Fermata.png
214214D (air OK)
- - - - 1+(103 Flash)+42 Normal: +14
OD: +24
- 1~1 All - - - - - - - - - - - - - Click!
- - - - 1+(103 Flash)+36 - - 1~1 All - - - - - - - - - - - - - Click!
Fermata (Nirvana)BBCS Carl Fermata.png
214214D
2500 [3000] Mid 1+(103 Flash)+16 6 124 - BD 1~End Guard P - 80 84 Normal 5 20 Launch 60 [80] Launch 76 [96] 0/+20 [0/+30] +20 [+30] +28 [+38] Click!
  • Vaules in [] are during OD
  • Minimum Damage 20%: 500 [600]
Arpeggio of Oblivion (Carl)BBCP Carl Arpeggio.png
632146D in Overdrive
- - - - Total: 1+(89 Flash)+112 -30 - - - - - - - - - - - - - - - Click!
  • Immediately begins recovery animation on block for 46F
Arpeggio of Oblivion (Nirvana)BBCP Carl Arpeggio.png
632146D in Overdrive
1600, 3500 All 1+(89 Flash)+(8~16) 3 33 - BD - (R) 80 92 Very Short 4 18 Crumple 200, Launch 200, 200 + Down 55 - - 0 0 +5 Click!
  • Minimum Damage 10%, 25%: 1035

Exceed Accel

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Symphony of LamentBBCF Carl ExceedAccel.png
ABCD during Overdrive
600*2, 400*2, 1000
{600, 240*15, 1000}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 - - 26 Launch 21 + WBounce 30 + WStick 30 +Down 24 - - 20 20, 0/+7*2 {*15}, 0/+13 +0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {520+44}

Astral Heat

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Deus Ex MachinaBBCP Carl Machina.png
64641236D
21850 All 1+(100 Flash)+17 ?? Total: 50 -30 P2 1~68 All - - - - 4 30 - - - - 0 - - Click!

Revolver Action Table

Ground Revolver Action Table
A B C Cancels
5A[2] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Throw, Jump, Special
5B[1] 6A 6B 5C, 3C Jump, Special
5C - 6B 2C, 6C, 3C Jump-, Special
2A 5A, 2A 5B, 2B, 6B 5C, 2C, 6C, 3C Throw, Jump[-], Special
2B[1] 6A 5B, 6B 5C, 2C, 3C Special
2C - - - Jump, Special
6A - - - Jump, Special
6B - - - Special
6C - - - Special
3C - - - Special
Air Revolver Action Table
A B C Cancels
j.A j.A j.B j.C, j.2C Throw, Jump, Special
j.B j.A - j.C, j.2C Jump, Special
j.C - - - Special
j.2C - - - 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

Navigation

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