BBCF/Carl Clover/Frame Data

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 Carl Clover


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames 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.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Carl Clover 10,000 4F 22F (1~7F Inv All, 2~17 airborne) 23F Vivace
  • Can cancel forward dash into attacks and jump 1~5F
  • Can cancel forward dash into j.214C 7~17F (while airborne)
  • Can cancel forward dash into attacks 18~23F (on landing)

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 10 -1 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 520 Mid 9 2 16 -1 B 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 780 Mid 13 3 20 -6 B 100 89 Long S(J)R 3 16 17 19 22 33 11 +0 +2
2A 300 Mid 7 3 10 -1 F 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
2B 480 Low 9 4 16 -3 F 100 89 Long SR 3 16 17 17 22 31 11 +0 +2
2C 760 Mid 14 3 24 -8 B 8~16 H 90 82 Long SJR 4 18 Launch 29 Launch 44 12 +0 +5
6A 600 Mid 11 4 24 -11 B 5~14 H 90 89 Long SJR 3 16 17 26 Launch 40 11 +0 +2
6B 650 Low 17 4 16 -3 F 95 89 Long SR 3 16 17 17 Spin Fall 58 42 11 +0 +2
6C 800 High 24 6 16 -5 B 7~22 FT 90 89 Normal SR 3 16 17 35 + GBounce 25 52 + GBounce 11 +0 +2
3C 720 Low 14 10 20 -13 F 90 89 Long SR 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2
j.A 300 High/Air 6 4 9 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 550 High/Air 9 3 24 H 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.C 820 High/Air 10 5 21 H 80 89 Long SR 3 16 17 30 22 44 11 +0 +2
j.2C 850 All 10 Until L 19L (26) H 80 89 Long (S)R 3 16 19 28 24 42 11 +0 +2

Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5]D[ Inactive State 0
5[D] Active State 16 1~16 Guard All
Disabled 715 [200] 65
2D 510×4 All 33 2(8)2(10)2(8)2 58 [28] BD 1~End Guard P 80 92×4 Normal 4 18 19 40 + GBounce 24 55 + GBounce 0/+1 +1 +5
3D 490×6 Low/Air, All×5 42 4×3,6 67 [25] FD 1~End Guard P 80 89×6 Normal 3 16 17 17 + Down 33 22 31 + Down 33 0/+1 +1 +2
6D 940 All 29 8 60 [21] BD 1~End Guard P 80 79 Normal 3 16 21 40 + Slide 26 54 + Slide 0/+11 +11 +2
4D 1060 All 26 6 69 [25] BD 1~End Guard BP 80 82 Normal 4 18 Spin Fall 40 + Down 10 40 + Down 23 Crumple 58 + Down 23 0/+12 +12 +5
8D 760 Mid 33 3 36 [13] BD 1~End Guard P 80 89 Normal 3 16 Launch 100 Launch 114 0 +0 +2
8D Shockwave 620 Mid 37 28 P1 80 89 Normal 3 16 17 100 22 114 0/+12 +12 +14
22D La Campanella 69 [41] 1~36 [1~30] All
37~End [31~End] Guard P
623D Con Brio 1480 Mid 25 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
421D Volante 1100 All 31 Until Hit Total: 90
[Total: 52]
P1 [P2] 1~End Guard P 80 89 Normal 3 16 Launch 100 Launch 114 0 +0 +2
63214D Con Anima 0, 2000
[0, 2500]
All 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
41236D Con Fuoco 630×5 All 52 4×6,2 96 [31] BD 1~End Guard P 80 89×5 [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

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 T(70) 7 3 23 T 100 50 Normal SR 0, 4 Launch 19 + Down 46 0, 12 +0
4B+C Back Throw 0, 1500 T(70) 7 3 23 T 100 50 Normal SR 0, 4 Launch 100 + GBounce 0, 12 +0
j.B+C Air Throw 0, 1500 T(120) 7 3 23+3L T 100 50 Normal SR 0, 4 80 + GBounce 0 +0
6A+B Counter Assault 0 All 13 3 32 -16 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 100 60 Normal R 24 Crumple 60 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 100 100 Long R 24 Crumple 60 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 11 +0 +2

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Vivace Total: 28 1~16 P
236B B Vivace Total: 39 1~30 HB
623C Cantabile 0, 1800 All 11 13 37 -26 PD? 100 92×2 Long R 1 11 Launch 12, 48 0 0/+30, 0 +30
j.214C Allegretto 700, 100×5 All 13 4×6 30+1L H 80 92 Long R 3 11 Launch 45 Launch 59 0 +0 +1

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146C Laetabilis Cantata 250×20
[300×22]
All 8+(50 Flash)+3 5×20 [5×22] Total: 131 [Total: 143] -46 [-75] P2* 100 95×20 [92×22] Normal R 2 13×19 [×21], 23 Launch 48×19 [×21], 13 Launch 60×19 [×21], 25 0/+1 +1 +2
236236D Rhapsody of Memories (Normal) 200×6, 300×2, 350×2, 500 All 10+(40 Flash)+18 See Notes 48 BD Nirvana: 1~End Guard HBFP 80 94 Normal 3×2, 4, 3×2, 4×5, 5 16×2, 18, 16×2, 18×5, 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
236236D OD Rhapsody of Memories (OD) 200×12, 300×4, 350×2, 500 10+19 See Notes 68 BD Nirvana: 1~End Guard HBFP 80 94 Normal 2×12, 3×4, 4×2, 5 13×12, 16×4, 18×2, 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
214214D Fermata 2500 [3000] Mid 1+(103 Flash)+16 6 124 +14 [+24] BD Nirvana: 1~End Guard P 80 84 Normal 5 20 Launch 60 [80] Launch 76 [96] 0/+20 [0/+30] +20 [+30] +28 [+38]
632146D Arpeggio of Oblivion 1600, 3500 All 1+(89 Flash)+(8~16) 3 46 -30 BD Carl: 1~(13~21) All
Nirvana: 1~1 Guard All, 2~End All
80 92×2 Very Short (R) 4 18 Crumple, Launch 200, 200 + Down 55 0 0 +5

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D 600×2, 400×2, 1000
{600, 240×15, 1000}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125 80 26 Launch 21 + WBounce 30 + WStick 30 +Down 24 20 20, 0/+7×2 {×15}, 0/+13 +0

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
64641236D Deus Ex Machina 21850 All 1+(100 Flash)+17 ?? Total: 77 -30 P 1~68 All 4 30 0

Revolver Action Table

Ground Revolver Action Table
A B C Cancels
5ABBCS Carl 5A.pngGuardAllStartup6Recovery10Advantage-1[2] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Throw, Jump, Special/Super
5BBBCS Carl 5B.pngGuardMidStartup9Recovery16Advantage-1[1] 6A 2B, 6B 5C, 3C Jump, Special/Super
5CBBCS Carl 5C.pngGuardMidStartup13Recovery20Advantage-6 - 6B 2C, 6C, 3C Jump[-], Special/Super
2ABBCS Carl 2A.pngGuardMidStartup7Recovery10Advantage-1[2] 5A, 2A 5B, 2B, 6B 5C, 2C, 6C, 3C Throw, Jump[-], Special/Super
2BBBCS Carl 2B.pngGuardLowStartup9Recovery16Advantage-3[1] 6A 5B, 6B 5C, 2C, 3C Special/Super
2CBBCS Carl 2C.pngGuardMidStartup14Recovery24Advantage-8 - - - Jump, Special/Super
6ABBCS Carl 6A.pngGuardMidStartup11Recovery24Advantage-11 - - - Jump, Special/Super
6BBBCS Carl 6B.pngGuardLowStartup17Recovery16Advantage-3 6A - 2C Special/Super
6CBBCF Carl 6C.pngGuardHighStartup24Recovery16Advantage-5 - - - Special/Super
3CBBCS Carl 3C.pngGuardLowStartup14Recovery20Advantage-13 - - - Special/Super
Air Revolver Action Table
A B C Cancels
j.ABBCS Carl jA.pngGuardHigh/AirStartup6Recovery9Advantage- j.A j.B j.C, j.2C Throw, Jump, Special/Super
j.BBBCS Carl jB.pngGuardHigh/AirStartup9Recovery24Advantage- j.A - j.C, j.2C Jump, Special/Super
j.CBBCS Carl jC.pngGuardHigh/AirStartup10Recovery21Advantage- - - - Special/Super
j.2CBBCS Carl j2C.pngGuardAllStartup10Recovery19L (26)Advantage-[1] j.A[-][*] j.B[-][*] j.C[-][*] Special/Super[-]
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[*] = X is a delayed cancel, not immediately on hit like normal

External References

Navigation

 Carl Clover


To edit frame data, edit values in BBCF/Carl Clover/Data.
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Mechanics
Application & Advanced Information
Archived Information