BBCSE/Carl Clover/Frame Data

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System Data[edit]

Health: 9500

Combo Rate: 80%

Guard Primers: 4

Movement Options: Double Jump, 1 Airdash, Dash type: Step

Jump Startup: 4

Backdash Time: 20

Backdash Startup Invincibility: 7

Normals[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A SJR 300 124 80 82 all 0 HB 6 3 8 -3 11 12 Click!
  • 7F blockstun
5B SJR 430 178 90 89 HL 3 HB 9 2 16 -1 22 17 Click!
5C S(J)R 620 256 85 92 HL 4 B 15 5 18 -4 31 19 Click!
2A SJR 300 124 70 82 LA 0 F 6 1 10 -4 10 12 Click!
  • 6F blockstun
2B SR 390 161 70 89 L 2 F 9 4 16 -6 21 17 Click!
2C SR 600 248 90 80 HL 4 HB 14 3 24 -8 22 45 Click!
  • 8~16F head invincible
  • floats opponent on hit
  • fatal counter possible
6A SJR 480 198 70 89 HL 3 HB 11 4 22 -9 25 26 Click!
  • 5~14F Head attribute invincible
  • floats on hit
6B SR 580 240 90 89 L 3 F 13 4 16 -3 22 17 Click!
  • Floats and pulls opponent in on CH
  • cannot emergency tech on ground hit
6C SR 550 227 80 89* H 3 HBF 29 3 14 0 37 17 Click!
  • Staggers for 27F
  • can hold button down to charge, attack comes 5F after button release
  • can hold down button for at least 72F to change to 6C (Lv 2)
  • can hold down button for at least 96F to change to 6C (Lv 3)
  • 60% repeat proration
6C (Lv 2) SR 1000 414 85 92* H 4 HBF 77 3 14 +2 86 37 Click!
  • Staggers for 29F
  • 60% repeat proration
6C (Lv 3) SR 1100 455 90 92* unblockable 4 HBF 100 3 14 - 108 60 Click!
  • Staggers for 29F
  • Ground bounce on aerial hit
  • 60% repeat proration
3C S(J)R 590 244 100 85 L 4 F 15 10 20 -11 35 40 Click!
  • Downs on hit
  • cannot emergency tech on CH
j.A CSJR 300 124 80 84 HA 1 H 5 4 8 - 10 14 Click!
j.B SJR 510 211 90 89 HA 3 H 9 3 24 - during move 17 Click!
j.C SJR 660 273 90 89 HA 3 H 11 5 24 - 24 40 Click!
  • Grounds opponent on hit
j.2C SR 700 289 85 92 all 4 H 9 till landing 19F after landing - till landing 28 Click!
  • Floats Carl on hit or guard (total 26F, CH state until 12F); no landing recovery
  • 10F~ can cancel self-float into j.A, j.B, or j.C
  • Only possible to use Revolver Action once per string
Forward Throw -, SR 0, 1200 0, 496 90, 100 100, 55 100 0, 4 ground throw 7 5 18 - during move 12, 19 Click!
  • 2nd attack downs on hit
  • cannot emergency tech
  • 100% minimum damage
Back Throw -, SR 0, 1200 0, 496 90, 100 100, 55 100 0, 4 ground throw 7 5 18 - during move 12, 100 Click!
  • 2nd attack ground bounces on hit
  • 100% minimum damage
Air Throw -, SR 0, 1300 0, 538 100 100, 55 120 0, 4 air throw 7 3 18 - during move 12, 80 Click!
  • 2nd attack ground bounces on hit
  • 100% minimum damage
  • hitbox height for throw is -60~280
Counter Assault R 0 0 50 92 all 4 HB 16 3 32 -16 29 28 Click!
  • 1~20F fully invincible
  • blows opponent back on hit
  • 180F Heat Gauge Cooldown

Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Nirvana (active)
  • Nirvana gauge total value is 10000
  • gauge depletes 1 point per frame when Nirvana is active
  • gauge depletes 2 points per frame when Nirvana moves forward, backward, or turns around
  • when Nirvana gets hit, gauge depletes by the base damage of the attack
  • Nirvana is throw invulnerable and has super armor against projectiles (or projectile-based attacks)
  • Nirvana enters hitstun when struck (Nirvana's hitstun = attack's hitstun on ground), gauge does not deplete during hitstop or hitstun
  • Nirvana activates 1F from pressing button (becomes hittable and touchable), 17F~ Nirvana can attack, 18F~ gauge starts depleting
Nirvana (resting)
  • Initiates when Carl gets hit OR 1F after Carl guards OR drive button is released (Nirvana no longer becomes hittable and touchable); gauge freezes 2F after one of these happen
  • gauge starts recovering 119F after deactivation
  • gauge recovers 16 points per frame
  • if gauge reaches 0, the recovery rate is 10 points per frame
6]D[ - 860 356 90 89* all 4 HB (16+)31 9 60 - - 17 Click!
  • wall bounces in corner on hit, wallbounces anywhere on CH (air) hit, adds 50F of untechable time on wallbounce
  • Staggers for 38F on CH ground hit
  • 70% repeat proration
  • attack stops on next frame if Carl guards or gets hit
  • 600 usage cost, 150% continuation multiplier
2]D[ - 1220 505 90 92* HA 4 HBF (16+)57 6 60 - - 100 Click!
  • Ground bounces on hit
  • breaks 1 guard primer
  • 70% repeat proration
  • attack stops on next frame if Carl guards or gets hit
  • 720 usage cost, 160% continuation multiplier
3]D[ - 200x4 82x4 90 89(once)* LA 3 F (16+)42 4x4 67 - - 17 Click!
  • 20F hitstun
  • counter carries
  • 85% repeat proration
  • 2F hitstop
  • attack stops on next frame if Carl guards or gets hit
  • 720 usage cost, 160% continuation multiplier
4]D[ - 320, 880 132, 364 90 86* all, HL 2, 4 BF, HB (16+)38 3(15)6 69 - - 20, 60 Click!
  • 1~55F super armor against all attacks
  • 1st attack floats opponent on hit
  • 2nd attack wallbounces on hit
  • counter carries
  • 70% repeat proration
  • attack stops on next frame if Carl guards or gets hit
  • 600 usage cost, 160% continuation multiplier
8]D[ - 920, 560 380, 231 90 80* HL 4 H, HP (16+)33 32* total 72F - - 100 Click!
  • Counter carries
  • 2nd attack breaks 1 guard primer
  • 1st attack has 115% bonus proration
  • 70% repeat proration
  • 2nd attack is projectile
  • projectile disappears if Carl gets hit after attack starts up (does not disappear on guard)
  • 1st attack has 0F hitstop, 2nd attack 20F hitstop
  • 2nd attack does chip damage
  • 1st attack has 4 active frames
  • attack stops on next frame if Carl guards or gets hit (before attack starts up)
  • 600 usage cost, 160% continuation multiplier
La Campanella
22]D[
- - - - - - - - - - total 70F - - - Click!
  • 1~36F Nirvana is fully invincible
  • warps to Carl's position on 29F
  • 500 usage cost, 100% continuation multiplier
  • Nirvana stops attack and deactivats on the next frame if Carl guards or gets hit
Con Brio
623]D[
- 310, 1000 128, 414 90 95, 90* HL 2, 4 HB (16+)18 3, 6 40 - - 30 Click!
  • 1~27F super armor against head-attribute attacks
  • floats on hit
  • breaks 1 guard primer
  • 2nd attack has 40% repeat proration
  • 600 usage cost, 150% continuation multiplier
  • 2nd attack wallbounces in corner on hit, adds 60F of untechable time on wallbounce
  • Nirvana stops attack and deactivats on the next frame if Carl guards or gets hit
Con Anima
63214]D[
- 0, 1800 0, 745 90, 100 100, 70 130 0, 4 ground throw (16+)28~119 4 60 - - 12, 100 Click!
  • 2nd attack ground bounces opponent on hit
  • Nirvana stops attack and deactivats on the next frame if Carl guards or gets hit
  • 600 usage cost, 100% continuation multiplier
Con Fuoco
41236]D[
- 280x7 115x7 90 89* all 3 HB (16+)52 26 97 - - 17 Click!
  • Counter carries
  • breaks 1 guard primer
  • 4F hitstop
  • 40% repeat proration
  • Nirvana stops attack and deactivats on the next frame if Carl guards or gets hit
  • 720 usage cost, 150% continuation multiplier
Volante
421]D[
- 850 356 90 89* all 3 HBP (16+)30 - total 91F - - 100 Click!
  • 60% repeat proration
  • projectile Lv 1
  • Nirvana stops attack and deactivats on the next frame if Carl guards or gets hit
  • projectile disappears if Carl guards or gets hit after attack starts up (does not disappear on guard)
  • 720 usage cost, 150% continuation multiplier

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 multiplier" 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 1000 and continuation multiplier of 120% without de-activating Nirvana will cost 1000 -> 1200 -> 1440 -> etc.

Specials[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Vivace (A)
236A
- - - - - - - - - - total 30F - 22 - Click!
  • 1~16 Head and Projectile invincible
  • 1~18F passes through opponent
Vivace (B)
236B
- - - - - - - - - - total 39F - 30 - Click!
  • 1~16 Head, Body, and Projectile attribute invincible
  • 1~24F passes through opponent
Cantabile
623C
R 0, 100 0, 41 100 92(once) all 1 F 14 15 38 -26 during move 14, 48 Click!
  • 2nd attack floats and pulls opponent in on hit
  • 2nd attack does not startup if 1st attack is blocked
  • counter carries
  • 100% minimum damage
Allegretto
j.214C
R (300, 200, 400)x2 (124, 82, 165)x2 100 95 all 2 H 13 26* 29 - during move 33 Click!
  • Blows back on hit
  • 2F landing recovery
  • 11F~ can hit behind Carl (until 10F before landing)
  • can use during air dash
  • Active frames are 5, 5, 4*4; Once one attack goes through active frames, next attack starts up

Distorition Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Laetabilis Cantata
632146C
R 200x20 0 100 95 all 2 HBFP 8+3 5x19, 20 total 121F +18 during move 48 Click!
  • invincible during superflash
  • blows back opponent on hit
  • counter carries
  • 20% minimum damage
  • projectile Lv 2
  • guaranteed to come out after superflash
  • 180F Heat Gauge Cooldown
  • 1F hitstop
Rhapsody of Memories
236236]D[
- 200x6, 300x2, 350x2, 500 0 70 95x10, 70 all 3x2, 4, 3x2, 4x5, 5 HB (16+)10+7 refer to notes* 49 - - 20x8, 30x2, 60 Click!
  • Super armor against all attacks during move
  • guaranteed to come out upon command input
  • breaks 1 guard primer
  • 20% minimum damage
  • counter carries
  • 180F Heat Gauge Cooldown
  • attacks 1~6 have 10F guardstun
  • 11th attack wall bounces on hit
  • 11th attack has 20F hitstop
  • 8th attack has 30F hitstun, 9th attack 36F hitstun, 10th attack 45F hitstun
  • active frames: 3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(23)5(26)5(38)6
  • Carl is fully invincible 1F~superflash; upon inputting move, initiates 69F of recovery, CH state throughout
Fermata
214214]D[
- 3000 0 60 90 HL 5 HBF (16+)1+32 6 91 - - 120 Click!
  • Floats opponent on hit
  • breaks 2 guard primers
  • 30% minimum damage
  • 180F Heat Gauge Cooldown
  • cannot be air barrier blocked
  • 52F of recovery on Carl, CH state throughout
  • guaranteed to come out upon command input (if Nirvana is ht, attack will not come out)

Astral[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Deus Ex Machina
64641236]D[
- death 0 - - unblockable 4 HBP 1+324 165 total 50F - - - Click!
  • 1~1F after superflash fully invincible
  • projectile Lv 2
  • 180F Heat Gauge Cooldown
  • depletes whole gauge in superflash, cannot use Nirvana for remainder of current round

Revolver Action Table[edit]

THIS IS CS2 DATA. REPLACE WITH EXTEND DATA

Ground Revolver Action Table
A B C Cancels
5A 2A two times, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Special, Jump
5B 6A 2B, 6B 5C Special, Jump
5C - - 2C, 3C Special, Jump
2A 5A two times 5B, 2B, 6B 5C, 2C, 3C Special, Jump
2B 6A 5B, 6B 5C, 2C, 3C Special
2C - - - Special
6A - - - Special, Jump
6B 6A - 6C Special, Jump
6C - - - Special
3C - - - Special, Jump
Air Revolver Action Table
A B C Cancels
j.A j.A j.B j.C, j.2C Special, Jump
j.B j.A - j.C, j.2C Special, Jump
j.C - - - Special, Jump
j.2C j.A* j.B* j.C* Special
* Only available after Carl bounces.
Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only
BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc