BBCSE/Carl Clover/Frame Data

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System Data

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

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

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

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

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

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

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