BBCS2/Carl Clover/Frame Data

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Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A SJR 160 66 80 82 all 0 HB 6 3 8 -3 11 12 Click!
  • 7F guardstun
5B SJR 430 178 90 89 HL 3 HB 9 2 16 -1 20 17 Click!
5C S(J)R 620 256 85 92 HL 4 B 15 5 18 -4 31 19 Click!
  • Staggers for 37F on CH ground hit
2A SJR 130 53 70 82 LA 0 F 6 1 10 -4 10 12 Click!
  • 6F guardstun
2B SR 390 161 70 89 L 3 F 9 4 13 0 18 17 Click!
2C SR 600 248 90 80 HL 4 HB 14 3 24 -8 22 45 Click!
  • 8~16F head invul
  • floats on hit
  • fatal possible
6A SJR 480 198 100 70 HL 3 HB 11 4 22 -9 22 26 Click!
  • 1~4F upper body invul
  • 5F~end of animation head invul
  • floats on hit
6B S(J)R 580 240 90 89 L 3 F 16 4 15 -2 25 17 Click!
  • Floats and pulls opponent in on CH
  • cannot emergency tech on CH
6C SR 550 227 90 90 HL 3 HBP 29 3 14 0 37 17 Click!
  • Staggers for 27F on ground hit
  • can hold button down to charge, attack comes 5F after button release
  • can hold down button for 93F to change to charged version
6C (max charge) SR 1100 455 90 90 unblockable 4 HBP 100 3 14 - 108 19 Click!
  • Staggers for 29F on ground hit
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 150 62 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
  • attack hitbox in front of carl on last 2 active frames
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
Forward Throw -, R 0, 600 0, 248 90, 100 100, 55 130 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 -, R 0, 600 0, 248 90, 100 100, 55 130 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
  • 0F hitstop
  • 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 invul
  • blows back on hit
  • 180F Heat Gauge Cooldown

Drives

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 amount of damage of the attack
  • Nirvana is throw invul and has super armor on 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 initiating resting
  • gauge recovers 24 points per frame
  • if gauge reaches 0, the recovery rate is 10 points per frame
6]D[ - 760 314 90 80* all 4 HB (16+)31 9 60 - - 19 Click!
  • Staggers for 58F on CH ground hit
  • wall bounces in corner on CH (air) hit, adds 50F of untechable time
  • 70% repeat proration
  • attack stops on next frame if Carl guards or gets hit
  • 1000 usage cost, 120% continuation cost
2]D[ - 1220 505 90 80* HA 4 HBF (16+)57 6 61 - - 100 Click!
  • Ground bounces on hit
  • breaks 1 guard primer
  • 70% repeat proration
  • attack stops on next frame if Carl guards or gets hit
  • 1200 usage cost, 120% continuation cost
3]D[ - 200x4 82x4 90 95* HA 3 F (16+)42 4x4 67 - - 17 Click!
  • Forces stand on air hit
  • 20F hitstun on ground
  • counter carries
  • 85% repeat proration
  • 2F hitstop
  • attack stops on next frame if Carl guards or gets hit
  • 1000 usage cost, 110% continuation cost
4]D[ - 320, 800 132, 364 90 90* 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 on hit
  • 2nd attack wall bounces on hit
  • counter carries
  • breaks 1 guard primer
  • 70% repeat proration
  • attack stops on next frame if Carl guards or gets hit
  • 1000 usage cost, 110% continuation cost
8]D[ - 920, 560 380, 231 90 80* HL 4 H, HP (16+)33 32 total 72F - - 100 Click!
  • Counter carries
  • each 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)
  • 1000 usage cost, 120% continuation cost
La Campanella
22]D[
- - - - - - - - - - total 70F - - - Click!
  • 1~36F Nirvana is fully invul
  • warps to Carl's position on 29F
  • attack continues even if Carl guards or gets hit
  • 500 usage cost, 100% continuation cost
Con Brio
623]D[
- 310, 1000 128, 414 90 95, 90* HL 2, 4 HB (16+)19 3, 6 40 - - 30 Click!
  • 1~27F super armor against head-attribute attacks
  • floats on hit
  • 2nd attack wall bounces in corner on hit, adds 60F of untechable time
  • breaks 1 guard primer
  • 2nd attack has 40% repeat proration
  • attack continues even if Carl guards or gets hit
  • 1000 usage cost, 110% continuation cost
Con Anima
63214]D[
- 0, 1800 0, 745 90, 100 100, 70 130 0, 4 ground throw (16+)28~119 4 61 - - 12, 100 Click!
  • 2nd attack ground bounces on hit
  • attack stops on next frame if Carl guards or gets hit
  • 1200 usage cost, 100% continuation cost
Con Fuoco
41236]D[
- 280x7 115x7 90 95 all 3 HB (16+)52 26 97 - - 17 Click!
  • Counter carries
  • breaks 1 guard primer
  • 4F hitstop
  • attack stops on next frame if Carl guards or gets hit
  • 1200 usage cost, 100% continuation cost
Volante
421]D[
- 560 231 90 89* all 3 HBP (16+)31 - total 91F - - 100 Click!
  • attack stops on next frame if Carl guards or gets hit (before attack starts up)
  • 60% repeat proration
  • projectile
  • 0F hitstop
  • projectile disappears if Carl guards or gets hit after attack starts up (does not disappear on guard)
  • 1200 usage cost, 130% continuation cost

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

Specials

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 invul
  • 1~18F passes through opponent
Vivace (B)
236B
- - - - - - - - - - total 39F - 30 - Click!
  • 1~30 head and body invul
  • 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
  • counter carries
  • 100% minimum damage
  • 0F hitstop on guard, 30F hitstop on hit
  • 1st attack cannot hit opponent in the air
Allegretto
j.214C
R 300, 200, 400, 300, 200, 400 124, 82, 165, 124, 82, 165 100 95 all 2 H 13 5,5,4x4 29 - during move 28 Click!
  • Blows back on hit
  • 0F hitstop
  • 2F landing recovery
  • 11F~ can hit behind Carl (until 10F before landing)
  • can use in air dash
  • can cancel into another attack on very last active frame

Distorition Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Laetabilis Cantata
632146C
R 200x20 (46x20) 100 95 all 2 HBFP 8+3 5x19, 20 total 121F +18 during move 48 Click!
  • Invul during superflash
  • blows back on hit
  • counter carries
  • 20% minimum damage
  • projectile (Lv 2)
  • guaranteed to come out after superflash
  • 1F hitstop
Rhapsody of Memories
236236]D[
- 200x6, 300x2, 350x2, 500 (46x6, 69x2, 80x2, 115) 70 95x10, 70 all 3x2, 4, 3x2, 4x5, 5 HB (16+)1+16 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
  • attacks 1~6 have 10F guardstun
  • 8th attack has 30F hitstun on ground, 9th attack 36F hitstun on ground, 10th attack 45F hitstun on ground
  • 11th attack wall bounces on hit
  • counter carries
  • 11th attack has 20F hitstop
  • 180F Heat Gauge Cooldown
  • 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 invul 1F~superflash; upon inputting move, initiates 69F of recovery, CH state throughout
Fermata
214214]D[
- 3000 (690) 60 90 HL 5 HBF (16+)1+32 6 91 - - 120 Click!
  • guaranteed to come out upon command input (attack stops if Nirvana gets hit)
  • Floats 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

Astral

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 invul
  • projectile (Lv 2)
  • 180F Heat Gauge Cooldown
  • depletes whole gauge in superflash, cannot use Nirvana for remainder of current roun

Revolver Action Table

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.
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only

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