BBCF/Relius Clover/Frame Data

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 Relius 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
Relius Clover 11,000 4F 22F (1~7F Inv All, 3~12 airborne)

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 9 ±0 +9 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 8 5 14 -2 +0 B 100 89 Long SR 3 16 17 17 22 31 11 +0 +2
5C 500×2 Mid 12 3,3 18 -2 -9 B 100 92×2 Long S(J)R 4 18 19 19 24 34 12 +0 +5
2A 300 All 7 3 9 0 +8 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 11 5 15 -6 -4 F 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 800 Mid 12 7 25 -15 -17 B 7~14 H 90 89 Long SJR 3 16 17 26 Crumple 54 11 +0 +2
6A 800 High 26 3 21 -7 -23 B 80 89 Normal SR 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2
6B 690 Mid 10 3 22 -8 -8 B 90 79 Long SJR 3 16 Launch 22 Launch 36 11 +0 +2
6C 1110 Mid 20 8 28 -17 -29 B 90 82 Long SR 4 18 Launch 30 Launch 48 12 +0 +5
3C 700 Low 9 3 19 -5 -4 F 90 79 Long SR 3 16 Launch 38 Launch 52 + Down 23 11 +0 +2
j.A 160×N All 7 [3,3,3]×N
(3,3,3,3,3,1)
9 H 80 92×N Normal SJR 1 11 12 12 16 23 6 +0 +0
j.B 600 High/Air 10 5 16 H 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.C 800 High/Air 12 6 20 H 80 89 Long SR 3 16 17 19 22 33 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
5D 22 +4
2D Summon 22 +4
j.D Summon 25
j.D Unsummon 24
Active 10F 10F
Disabled 776 [234]
6D 560 All 17 3 16 [8] +13 BD 1~End Guard P 100 85 Normal 2 13 14 14 18 26 0/+10 +10 +11
2D 620, 780 All 25 3(12)3 33 [13] +32 BD 1~End Guard HBFP 100 80×2 Normal 1 11 16 20 20 31 6, 7 +6, +7 +6, +7
4D 850 Mid 16 9 30 [11] +30 BD 1~End Guard P 80 82 Normal 4 18 Launch 30 + WBounce 50 Launch 45 + WBounce 50 0/+12 +12 +17
j.2D 900 All 18 3 16 [5] +12 HD 1~End Guard P 80 92 Long 4 18 19 19 24 34 0/+12 +12 +17
j.6D 900 All 16 4 16 [5] +10 HD 1~End Guard P 80 92 Long 4 18 19 19 24 34 0/+12 +12 +17
j.8D 900 All 15 3 20 [6] +9 HD 1~End Guard P 80 92 Long 4 18 19 19 24 34 0/+12 +12 +17

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 Throw(70) 7 3 23 -6 T 100 50 Normal SR 0, 4 Launch 60 0, 12 +0
4B+C Back Throw 0, 1500 Throw(70) 7 3 23 -6 T 100 50 Normal SR 0, 4 Launch 60 0, 12 +0
j.B+C Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 4 80 + GBounce + Down 23 0, 12 +0
6A+B Counter Assault 0 All 13 6 30 -17 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 -19 B 80 60 Normal R 24 Crumple 60 Crumple 74 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~-60 B 80 100 Long R 24 Crumple 60 Crumple 74 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 Led Ley Total 35 -9 1~31 HBFP
4~12 Burst
41236B Gaad Leis 680×2 Mid 21 3(6)2 21 -4 -26 B 100 82 Long R 4 18 25 35, 35 + GBounce 33 53, 53 + GBounce 12 +0 +5
236C Id Lauger 1000 All 16 6 36 -23 -31 B 100 92 Long R 4 18 Launch 45 Launch 60 12 +0 +5
j.236C Air Id Lauger 1000 All 14 3 Until L+15 H 100 92 Long R 4 18 Launch 42 Launch 57 12 +0 +5
236C~214A Id Haas 1000 All 37 9 18 [6] HD 1~End Guard P 100 82 Long 4 18 Launch 36 + Slide
[60 + Slide]
Launch 51 + Slide
[75 + Slide]
0/+8 +8 +13
236C~214B Id Naiads 300×N All 37 Until L, 3
[Until L, 1]
33 [11] HD 1~End Guard P 100 92 Long 4 18 19 + Down 23 25 24 + Down 23 40 0/+1 +1 +6
236C~214C Id Zain 1000 39 3 32 [21] HD 100 72 Long 4 18 Launch 30 [60] Launch 45 [75] 0/+12 +12 +17
214A Withdrawn Val Lanto 1050 All 19 18 26 [8] +7 -13 BD 1~End Guard P 90 89 Normal 3 16 Launch 40 + Slide [70 + Slide] Launch 54 + Slide [84 + Slide] 11 +0 +2
214A Deployed Val Lanto (Ignis Deployed) 1050 All 16 18 26 [8] +4 -13 BD 1~End Guard P 90 89 Normal 3 16 Launch 40 + Slide [70 + Slide] Launch 54 + Slide [84 + Slide] 11 +0 +2
214B Withdrawn Val Lyra 1200 All 33 3 54 [19] +18 -10 BD 1~End Guard P 90 92 Normal 4 18 Crumple [Launch] 40 [80] Crumple [Launch] 58 [95] 0/+3 +3 +8
214B Deployed Val Lyra (Ignis Deployed) 1200 All 35 3 54 [19] +20 -10 BD 1~End Guard P 90 92 Normal 4 18 Crumple [Launch] 40 [80] Crumple [Launch] 58 [95] 0/+3 +3 +8
214C Withdrawn Val Tus 660×3 All 32~53 3(6)3(15)3 30 [19] +59 -10 BD 1~End Guard P 100 94×3 Long 5 20 21 30×2, 30 [+WBounce 30 + WStick 30] 27 46×2, 46 [+ WBounce 30 + WStick 30] 0/+13 +13 +21
214C Deployed Val Tus (Ignis Deployed) 660×3 All 22~43 3(6)3(15)3 30 [19] +59 -10 BD 1~End Guard P 100 94×3 Long 5 20 21 30×2, 30 [+WBounce 30 + WStick 30] 27 46×2, 46 [+ WBounce 30 + WStick 30] 0/+13 +13 +21
j.214B Withdrawn j.214B 280×N All 30 Until L, 3
[Until L, 1]
33 [11] HD 1~End Guard P 80 92 Long 4 18 19×N, Launch + Down 23 50×N, 50 24×N, Launch + Down 23 65×N, 65 0/+2 +2 +8
j.214B Deployed j.214B (Ignis Deployed) 280×N All 20 Until L, 3
[Until L, 1]
33 [11] HD 1~End Guard P 80 92 Long 4 18 19×N, Launch + Down 23 50×N, 50 24×N, Launch + Down 23 65×N, 65 0/+2 +2 +8
22A A Geara Lugia 840 All 42 12 Total 58 +5 -32 P1 100 89 Long R 3 16 Launch 30 Launch 44 0/+5 +5 +7
22B B Geara Lugia 840 All 34 12 Total 58 -3 -32 P1 100 89 Long R 3 16 Launch 30 Launch 44 0/+5 +5 +7
22C C Geara Lugia 840 All 26 12 Total 58 -11 -32 P1 100 89 Long R 3 16 Launch 30 Launch 44 0/+5 +5 +7
236D Withdrawn Geara Kaas 0, 700×6
[0, 420×11]
Unblockable 42 2 42 [24] -19 TD 1~End Guard P 80 100, 60 Normal 0, 3 16 Crumple 0 +0, +6×6 [×11]
236D Deployed Geara Kaas (Ignis Deployed) 0, 700×6
[0, 420×11]
Unblockable 32 2 42 [24] -19 TD 1~End Guard P 80 100, 60 Normal 0, 3 16 Crumple 0, 0/+6×6 [×11]
214D Withdrawn Geara Nose 920 High/Air 31 9 30 [11] +30 -10 HD 1~End Guard P 90 82 Normal 4 18 19 30 + GBounce [50 + GBounce] 24 45 + GBounce [45 + GBounce 0/+12 +12 +17
214D Deployed Geara Nose (Ignis Deployed) 920 High/Air 68 9 30 [11] +30 -10 HD 1~End Guard P 90 82 Normal 4 18 19 30 + GBounce [50 + GBounce] 24 45 + GBounce [45 + GBounce 0/+12 +12 +17

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
2363214C Req Vinum 400, 200×6 [400, 200×12] All 7+(76 Flash)+4 9 Total 62 -23 -36 P2 1~10 All 80 72 Normal R 4 18 19 40 24 55 0/+10 +30 +30
632146D Vol Tedo 1000, 3200 [1000, 4300] All 7+(88 Flash)+4 3 Total 38 -9 -12 BD 80 84 Normal (R) 4 18 Crumple, Launch Stand, 200 + Down 38 Crumple, Launch Stand, 215 + Down 38 0 +0 +5
236236D Duo Bios 300×10, 1000 All 10+(57 Flash)+16 See notes 48 +2 BD Ignis: 1~End Guard All 80 82 Normal 4 20 30×8, 32, 44, Launch 20×8, 32, 44, 60 35×8, 37, 49, Launch 35×8, 47, 59, 75 0/+4×10, 0/+20 +4×10, +20 +5
236236D OD Duo Bios (OD) 300×3, 150×16, 300×2, 1000 All 10+(57 Flash)+16 See notes 48 +170 +2 BD 1~End Guard All 80 82 Normal 4 20 30×19, 32, 44, Launch 20×19, 32, 44, 120 35×19, 37, 49, Launch 35×19, 47, 59, 135 0/+2×3, 0/+1×18, 0/+20 +2×3, +1×18, +20 +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 Zera Varius 600, 300×5, 0, 960
{600, 300×5, 0, 2300}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]
125 80 Long 26 Launch 100 20 20, 8×5, 0, 30 +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
214214D Puppeteer's Altar 0×3, 36000 All 6+(87 Flash)+14 4 87 -81 -84 BD 1~?? All Long 0 9 0

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCS Relius 5A.pngGuardAllStartup6Recovery9Advantage±0[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special/Super
5BBBCS Relius 5B.pngGuardMidStartup8Recovery14Advantage-2[1] 6A 2B, 6B 5C, 2C, 6C, 3C Yes Special/Super
5CBBCS Relius 5C.pngGuardMidStartup12Recovery18Advantage-2 - 6B 2C, 6C, 3C Yes Jump[-], Special/Super
2ABBCS Relius 2A.pngGuardAllStartup7Recovery9Advantage0[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 3C Yes Throw, Special/Super
2BBBCS Relius 2B.pngGuardLowStartup11Recovery15Advantage-6[1] 6A 5B, 6B 5C, 2C, 6C, 3C Yes Special/Super
2CBBCS Relius 2C.pngGuardMidStartup12Recovery25Advantage-15 - - 6C, 3C Yes Jump, Special/Super
6ABBCS Relius 6A.pngGuardHighStartup26Recovery21Advantage-7 - - - - Special/Super
6BBBCS Relius 6B.pngGuardMidStartup10Recovery22Advantage-8 - - - - Jump, Special/Super
6CBBCS Relius 6C.pngGuardMidStartup20Recovery28Advantage-17 - - - - Special/Super
3CBBCS Relius 3C.pngGuardLowStartup9Recovery19Advantage-5 - - - Yes Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCS Relius jA.pngGuardAllStartup7Recovery9Advantage- - j.B j.C Yes Throw, Jump, Special
j.BBBCS Relius jB.pngGuardHigh/AirStartup10Recovery16Advantage- - - j.C Yes Jump, Special
j.CBBCS Relius jC.pngGuardHigh/AirStartup12Recovery20Advantage- - - - Yes Special
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

External References

Navigation

 Relius Clover


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