BBCF/Carl Clover/Frame Data

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< BBCF‎ | Carl Clover
Revision as of 14:56, 7 September 2020 by Shtkn (talk | contribs)
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System Data

Health
Combo Rate
Prejump
Backdash
Forward Dash
Can cancel forward dash into ground normals 1-5F, 18-23F
Can cancel forward dash into air specials ??-??F


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
5A
5B
5C
2A
2B
2C
6A
6B
6C
  • Fatal Counter
3C
j.A
j.B
j.C
j.2C
  • On hit/block, Carl bounces and recovers in the air, animation 26

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
5D
  • Values in [] are during OD
6D
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
2D
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
3D
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
4D
  • Values in [] are during OD
  • Fatal Counter
  • On Guard Point, hitstop for Nirvana and Opponent unchanged
8D
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
8D Shockwave
  • Values in [] are during OD
Con Fuoco
41236D
  • Values in [] are during OD
  • 5 Hits max
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Con Brio
623D
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Volante
421D
  • Values in [] are during OD
  • On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged
Con Anima
63214D
  • 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 Campanella
22D
  • Values in [] are during OD

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
Forward Throw
  • 100% Minimum Damage
Back Throw
  • 100% Minimum Damage
Air Throw
  • 100% Minimum Damage
Counter Assault
CrushTrigger

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
A Vivace
236A
B Vivace
236B
Allegretto
j.214C
  • Hits appear in 4F intervals, each hit has 5 Active Frames
Cantible
623C
  • 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
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
Laetabilis Cantata
632146C
  • 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)
236236D (air OK)
  • 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)
236236D
  • 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)
236236D
  • 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)
214214D (air OK)
Fermata (Nirvana)
214214D
  • Vaules in [] are during OD
  • Minimum Damage 20%: 500 [600]
Arpeggio of Oblivion (Carl)
632146D in Overdrive
  • Immediately begins recovery animation on block for 46F
Arpeggio of Oblivion (Nirvana)
632146D in Overdrive
  • Minimum Damage 10%, 25%: 1035

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
Symphony of Lament
ABCD during Overdrive
  • 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

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
Deus Ex Machina
64641236D

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

To edit frame data, edit values in BBCF/Carl Clover/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.