BBCPE/Carl Clover/Frame Data

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System Data

Health: 9,500

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-7

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


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul Hitbox
5A
300 CSO(J)R 100 75 S - all 0 B 6 3 8 -1 9 10 14 12 23 -- Click!
  • Can cancel into itself once
  • Can be used twice per chain
5B
430 SO(J)R 100 89 N - HL 3 B 9 2 19 -4 16 17 22 17 31 -- Click!
5C
620 SOJR 100 92 N - HL 4 B 15 5 18 -4 18 19 24 19 34 - Click!
2A
300 CSO(J)R 85 75 S - LA 0 F 7 1 10 -1 9 10 14 12 23 -- Click!
  • Can cancel into itself once
  • Can be used twice per chain
2B
400 SOR 90 85 N - L 2 F 9 4 16 -6 13 17 22 17 31 -- Click!
2C
600 SOR 90 82 N 2 HL 4 B 14 3 24 -8 18 Wb35 Wb60 Wb35 Wb60 8-16H Click!
  • Fatal Counter
6A
480 SOJR 80 89 N - HL 3 B 11 4 27 -14 16 17 F45 26 45 5-14H Click!
6B
580 SOR 95 89 N - L 3 F 13 4 16 -3 16 17 Sp 17 42 - Click!
6C
550 SOR 85 89 N 2A H 3 B 29 3 14 0 16 S27 S54 G17 G31 - Click!
  • Fatal counter
  • Can be held; attack comes out 5F after releasing button
  • Becomes Lv2 after 57F
  • Becomes Lv3 after 81F
6C
Lv 2
1000 SOR 85 92 N 2A H 4 B 62 3 14 +2 18 B37 B63 B37 B63 - Click!
  • Fatal counter
  • 110% bonus proration
  • Ground bounces on air and ground hit
6C
Lv 3
1100 SOR 85 92 S 2A UNB 4 B 88 3 14 - 20 B60 B100 B60 B100 - Click!
  • Fatal counter
  • 110% bonus proration
  • Unblockable
  • Ground bounces on air and normal hit
3C
590 SOR 90 92 N - L 4 F 15 10 20 -11 18 F40 D68 40 68 - Click!
j.A
300 CSOJR 90 77 S - HA 1 H 5 4 8 - 11 12 16 14 26 -- Click!
j.B
510 SOJR 90 89 N - HA 3 H 9 3 24 - 16 17 22 17 31 -- Click!
j.C
660 SOR 90 89 N - HA 3 H 11 5 21 - 16 17 22 G40 G68 - Click!
j.2C
640 SOR 85 92 N - all 4 H 9 till L 19L - 10 19 24 28 48 - Click!
  • Follows into self-float on hit or block
  • During self-float, Carl can follow up with any air move after 9F
  • Can only be performed once per jump (resets after second jump or airdash
Counter Assault
0 R 50 92 VS - all 4 B 13 3 32 -16 18 F19 F34 19 34 1-20inv Click!
  • 180F Heat Gauge Cooldown
Crush Trigger
1000 R 80 100 N 3 B 3 B 30-60 1 31 -8 22 S60 S120 BD60 BD100 - Click!
  • Chargeable
  • 180F Heat Gauge Cooldown
  • Ignores character combo rate

Drive Moves

Nirvana
  • Total 10000 gauge points
  • Consumes 1 point per frame during idle activation
  • Consumes 1 point for every damage point taken
  • Consumes 2 points per frame during movement
  • Possesses projectile super armor and throw invincibility during activation
  • Undergoes hitstun (based on standing hit) if a non-projectile, non-throw based attack lands, passive gauge consumption disabled during hitstop and hitstun
  • activates 1 frame from pressing button (Nirvana's hitboxes become active), 17F~ Nirvana can attack, 18F~ passive gauge consumption activates
  • Strike super armor during startup activation
  • Cannot break animations while in super armor (gauge still consumed)
  • 0F hitstop occurs if Nirvana is hit by projectiles while in super armor, 7F for everything else
  • Nirvana deactivates if 1. Carl gets hit; 2. 1F after Carl blocks an attack; 3. 1F after button is released (Nirvana's hitboxes disappear), consumes gauge 2F after button is released
  • recovers gauge 110F after deactivating Nirvana, 40F in OD
  • 16 points per frame recovery rate, 21 points in OD
  • Nirvana shuts down once gauge reaches 0, and will not be usable till gauge reaches max
  • during shutdown, 10 points per frame recovery rate, 25 points in OD
Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul Hitbox
6D
860 - 90 72 N 2 all 3 B (16+)32 9 59 - 16 19 S38 SD40 WB68 -- Click!
  • Uses 1000 gauge points. Has 10% continuation cost
  • Causes sliding on air normal hit and ground CH
  • Wall bounces on air CH
6D (OD)
860 - 90 72 N 2 all 3 B (16+)32 9 20 - 16 S19 S38 WB40 WB68 -- Click!
  • Uses 1000 gauge points. Has 10% continuation cost
  • Wall bounces on air hit
  • Causes sliding on ground hit
2D
920 - 90 82 N 2 HA 4 B (16+)57 6 60 - 18 B100 B164 B100 B164 -- Click!
  • Uses 1000 gauge points. Has 10% continuation cost
2D (OD)
920 - 90 82 N 2 HA 4 B (16+)57 6 30 - 18 B100 B164 B100 B164 -- Click!
  • Uses 1000 gauge points. Has 10% continuation cost
3D
300×4 - 90 89(once) N 2 LA, all*3 3 F (16+)42 4×4 66 - 16 GD17 GD31 17 34 -- Click!
  • Uses 1000 gauge points. Has 10% continuation cost
  • Ground bounces
3D (OD)
300×4 - 90 89(once) N 2 LA, all*3 3 F (16+)42 4×4 24 - 16 GD17×2, BD60×2 GD31×2, BD100×2 17×2, 60×2 31×2, 100×2 -- Click!
  • Uses 1000 gauge points. Has 10% continuation cost
  • Ground bounces
4D
320, 880 - 90 85, 92 N 2 all, HL 2, 4 F, B (16+)38 3(15)6 68 - 13, 18 F20, Sp F36, Sp 20, 60 36, 100 1-55Ar(All) Click!
  • Uses 700 gauge points. Has 10% continuation cost
4D (OD)
320, 880 - 90 85, 92 N 2 all, HL 2, 4 F, B (16+)38 3(15)6 23 - 13, 18 F20, F60 F36, F100 20, 60 36, 100 1-55Ar(All) Click!
  • Uses 700 gauge points. Has 10% continuation cost
8D
620, 550 - 90 89×2 N -, 2 HL 2, 4 B, HFBP* (16+)33 4, 28 71T - 16 17 22 100 164 - Click!
  • Uses 700 gauge points. Has 10% continuation cost
8D (OD)
620, 550 - 90 89×2 N -, 2 HL 2, 4 B, HFBP* (16+)33 4, 28 48 - 16 17 22 100 164 - Click!
  • Uses 700 gauge points. Has 10% continuation cost
La Campanella
22D
- - - - - - - - - - - 69T - - - - - - - Click!
  • Uses 500 gauge points. Has no continuation cost
La Campanella (OD)
22D
- - - - - - - - - - - 42 - - - - - - - Click!
  • Uses 500 gauge points. Has no continuation cost
Con Brio
623D
1520 - 80 92 N 2 HL 4 B (16+)25 6 39 - 18 Wb30 Wb52 Wb30 Wb52 1-30Ar(H) Click!
  • Uses 850 gauge points. Has 10% continuation cost
  • Wall bounds
Con Brio (OD)
623D
1520 - 80 92 N 2 HL 4 B (16+)25 6 15 - 18 Wb30 Wb52 Wb30 Wb52 1-30Ar(H) Click!
  • Uses 850 gauge points. Has 10% continuation cost
  • Wall bounds
Con Anima
63214D
0, 0, 2000 - 90, 100 100×2, 80 N 2 all 0, 0, 4 BT (16+)28~119 4 60 - 16 14, 12, GD19 14, -*3 - - - Click!
  • Uses 850 gauge points. Has 10% continuation cost
  • Fatal counter
Con Anima (OD)
63214D
0, 0, 2500 - 90, 100 100×2, 80 N 2 all 0, 0, 4 BT (16+)28~119 4 60 - 16 14, 12, GD19 14, -*3 - - - Click!
  • Uses 850 gauge points. Has 10% continuation cost
  • Fatal counter
Con Fuoco
41236D
280×7 - 100 89(once) S 2 all 3 BT (16+)52 26 96 - 16×7 17 31 17 31 - Click!
  • Uses 850 gauge points. Has 10% continuation cost
Con Fuoco (OD)
41236D
280×7 - 100 89(once) S 2 all 3 BT (16+)52 26 31 - 16×7 17×6, Wb25 31×6, Wb44 17×6, Wb25 31×6, Wb44 - Click!
  • Uses 850 gauge points. Has 10% continuation cost
  • Wall bound effect only happens if all 7 hits land
Volante
421D
1060 - 90 89 N 2 all 3 HBFP* (16+)31 - 90T - 16 100 164 100 164 - Click!
  • Uses 850 gauge points. Has 10% continuation cost
Volante (OD)
421D
1060 - 90 89 N 2 all 3 HBFP*(2) (16+)31 - 52 - 16 100 164 100 164 - Click!
  • Uses 850 gauge points. Has 10% continuation cost
Con Tenerezza
46D
780, 920 - 85 92×2 N 2 all 4 B (16+)31 3×2 68 - 18 19, 30 24, 38 GD19, B34 GD34, B58 - Click!
  • Uses 1000 gauge points. Has 10% continuation cost
  • Ground bounces
Con Tenerezza (OD)
46D
780, 920 - 85 92×2 N 2 all 4 B (16+)31 3×2 24 - 18 19, 30 24, Sp GD19, B34 GD34, B58 - Click!
  • Uses 1000 gauge points. Has 10% continuation cost
  • Ground bounces

Throws

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul Hitbox
Forward Throw
0, 1400 --, SOR 100 100, 60 S - T(90) 0, 4 T 7 5 18 - - -, GD19 - - - -- Click!
  • 100% minimum damage (1400)
Back Throw
0, 1400 SO(J)R 100 100, 60 S - T (90) 0, 4 T 7 5 18 - - -, B100 - - - -- Click!
  • 100 minimum damage (1400)
Air Throw
0, 1400 -, SOR 100 100, 60 S - T(120) 0, 4 T 7 5 18+3L - - - - -, B80 - - Click!
  • 100% minimum damage (1400)

Specials

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul Hitbox
A Vivace
236A
- - - - - - - - - - - 28T - - - - - - 1-16P Click!
B Vivace
236B
- - - - - - - - - - - 39T - - - - - - 1-30HBP Click!
Cantabile
623C
0, 1200 R 100 92×2 N -, 2 all 1 FTP*(0) 14 15 66T -25 11 12, F48 16, F80 - - - Click!
Allegretto
j.214C
150×6 R 100 92(once) N 2 all 2 H 13 25 28+1L - 11 Wb30 Wb52 Wb30 Wb52 -- Click!
  • Wall bounces

Distortion Drives

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul Hitbox
Laetabilis Cantata
632146C
200×20 - 100 95 N - all 2 HBFP*(2) 8+3 115 131T +18 13×19,23 48×19,13 80×09,20 48×19,10 80×09,20 - Click!
  • 10% minimum damage (400)
  • 180F Heat Gauge Cooldown
Rhapsody of Memories
236236D
200×6, 300×2, 350×2, 500 - 100 95×10, 70 N - all 3×2, 4, 3×2, 4×5, 5 B 10+9 see notes 49 +275 10×7, 18×3, 20 17×2, 19, 17×2, 19×2, 30, 36, 45, Wb*60 22×2, 24, 22×2, 24×2, 38, 45, 56, Wb*100 20×8, 30×2, Wb*60 36×8, 52×2, Wb*100 1~ Ar(all) Click!
  • 20% minimum damage (600)
  • 180F Heat Gauge Cooldown
  • Uses 1000 gauge points, no continuation cost, cost not halved in OD
  • Carl's recovery in 69F on ground, 63F in air
  • Frame advantage for air version is +261
  • Carl is fully invincible only on frame 19
  • Active frames are :3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(23)5(26)5(38)6
Rhapsody of Memories (OD)
236236D
200×12, 300×4, 350×2, 500 - 100 95×18, 70 N - all 2×12, 3×4, 4×2, 5 B 10+9 see notes 68 +260 4×16, 15×3 14×12, 30×4, 36, 60, F120 18×12, 38×4, 45, 74, F196 20×16, 30×2, 120 36×16, 52×2, 196 1~ Ar(all) Click!
  • 20% minimum damage (960)
  • 180F Heat Gauge Cooldown
  • Uses 1000 gauge points, no continuation cost, cost not halved in OD
  • Carl's recovery in 69F on ground, 63F in air
  • Frame advantage for air version is +266
  • Carl is fully invincible only on frame 19
  • 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
Fermata
214214D
3000 - - - - - HL 5 B 1+23 6 68 +14 20 F120 F196 120 196 - Click!
  • 35% minimum damage (1050)
  • 180F Heat Gauge Cooldown
  • Uses 1000 gauge points, no continuation cost, cost not halved in OD
  • Cannot follow up on hit
  • Carl's recovery in 43F on ground, 36F in air
  • (Note that the mook is still missing some information regarding this attack)
Arpeggio of Oblivion (OD only)
632146D
800, 4500 -, R 85 92 N - all 4 B 1+(8~16) 3 33 -30 18 S200, Sd200 S400, Sd234 S200, - S400, - 1~ All Click!
  • 1st hit has 20% minimum damage, 2nd hit has 35% minimum damage (1735 total)
  • 180F Heat Gauge Cooldown
  • Uses 1000 gauge points, no continuation cost, cost not halved in OD
  • Startup changes are based on distance
  • Nirvana is completely invincible during animation
  • Carl's invincibility changes are based on distance: 1 to when the end of the active frames

Astral Heat

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul Hitbox
Deus Ex Machina
64641236]D[
Death - - - - - all 4 HBFP* 1+17 10 78T - - - - - - 1-68 All Click!
  • 180F Heat Gauge Cooldown
  • Consumes all of Nirvana's gauge
  • Recovery and invincibility based around Carl

Revolver Action Table

Ground Revolver Action Table
A B C Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Special, Jump[-]
5B[1] 6A 2B, 6B 5C Special, Jump[-]
5C - - 2C, 3C Special, Jump
2A 5A, 2A 5B, 2B, 6B 5C, 2C, 3C Special, Jump[-]
2B[1] 6A 5B, 6B 5C, 2C, 3C Special
2C - - - Special
6A - - - Special, Jump
6B 6A - 6C Special
6C - - - Special
3C - - - Special
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[1] j.A* j.B* j.C* Special
* = Only available after Carl bounces.
5A and 2A can only be done up to two times in any string of normals
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[1] = X can be done only once per string
Special = Specials, Supers, and Overdrive
Super = Supers only

Navigation

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Click [*] for character's frame data
System Explanations

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