BBCF/Noel Vermillion/Frame Data

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 Noel Vermillion


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
Noel Vermillion 11,000 4F 22F (1~5F Inv All, 2~15 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 10 -1 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 9 5 14 -2 B 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 900 Mid 12 2 19 -2 BP 100 92 Long S(J)R 4 18 19 19 24 34 12 +0 +5
2A 300 All 6 3 10 -1 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 500 Low 7 2 12 ±0 F 90 85 Normal CSR 2 13 14 14 18 26 10 +0 +1
2C 550×2 Low 14 2,2 14 +1 FP 90 89 Long SR 3 16 19 19 24 33 11 +0 +2
6A 700 Mid 11 3 26 -12 B 6~11 H 90 79 Long SJR 3 16 Launch 24 Launch 38 11 +0 +2
6B 800 High 26 5 18 -6 B 90 89 Normal SR 3 16 21 17 + Down 23 26 31 + Down 23 11 +0 +2
6C 550×2 Mid 8 8 (9) 4 25 -10 B, BP 100 92×2 Long SJR 4 18 19, Launch 27 Crumple, Launch 42 12, 5 +0 +5
3C 900 Low 20 3 32 -18 FP 90 89 Long R 3 16 Launch + Down 23 40 Launch + Down 23 57 3 +0 +2
j.A 300 High/Air 6 2 9 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 7 4 17 H 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.C 450×3 All 10 2,2,2 16 HP 80 89×3 Long SR 3 16 17 17 22 31 3×2, 5 +0 +2
j.2C 900 All 13 3 24+4L HP 80 82 Long SR 4 18 Launch 48 + WBounce Launch 63 12 +0 +5

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 900 All 23 [17] 4 37 [18] -24 [-5] BP 80 89 Long SR 3 16 23 30 Crumple 47 11 +0 +2
2D 460×3 All 26 3,3,3 2+34 [2+15] -20 [-1] HP 4~36 F 80 82 Long SR 4 18 24 30 29 45 2 +0 +5
6D 900 Low 27~39 2 44 [25] -27 [-8] FP 4~(2F Before Active) BP 80 82 Long SR 4 18 Launch + Down 23 45 Launch + Down 23 60 3 +0 +5
4D 900 All 25 [20] 7 37 [12] -25 [0] P 1~31 BP
[1~26 BP]
80 82 Normal SR 4 18 Crumple 40 Crumple 55 6 +0 +5
j.D 650×2 All 16 4,5 Until L+31
[Until L+12]
-25 [-6] HP 4~15 B 80 82 Normal R 4 18 Launch 45 + GBounce + Down 17 Launch 60 + GBounce + Down 17 0 +0 +5
d.5A 450 All 8 2 39 [20] -24 [-5] BP 80 89 Long SR 3 16 17 24 25 41 3 +0 +2
d.6A 400×2 All 13 2(3)2 35 [16] -16 [+3] BP 80 89×2 Long SR 3 20 Launch 24 Launch 38 3 +0 +2
d.5B 400×2 Mid, All 11 3 (2) 2 33 [14] -16 [+3] B, BP 80 92×2 Long SR 4 18 24 40, 40 + Slide 29 55, 55 + Slide + WBounce 12, 3 +0 +5
d.6B 650 High 16 3 44 [25] -28 [-9] B 80 82 Normal SR 4 18 22 40 + GBounce 27 55 + GBounce 12 +0 +5
d.5C 450×2 All 17 2 (2) 2 52 [33] -30 [-11] BP 80 92×2 Long SR 4 18 21 25 Crumple 40 3/+5 +5 +5
d.6C 150×9 All 23 4×9 Total: 84 [Total: 65] 0 [+19] P1 80 99×9 Long R 4 28 29 30 34 45 2 +0 +5
d.5D 800 All 18 [14] 6 35 [16] -24 [-5] BP 80 89 Long SR 3 16 23 30 28 44 5 +0 +2
d.2D 420×3 All 26 3,3,3 2+34
[2+15]
-20 [-1] HP 4~36 F 80 92 Long SR 4 18 24 30 29 45 2 +0 +5
d.6D 800 Low 24 {34} 2 44 [25] -27 [-8] FP 4~22 BP
{4~32 BP}
80 92 Long R 4 18 Launch + Down 23 45 Launch + Down 23 60 3 +0 +5
d.4D 800 All 25 [20] 4 49 [15] -34 [0] P 5~28 BP 80 92 Long SR 4 18 Crumple 40 Crumple 55 0 +0 +5
d.236D Type Type II: Bloom Trigger 800, 1300
[800, 400×4]
All 15 2(7)4
[2(7)2,2,2,2]
32 [28] -15 [-9] B, BP[×4] 90 94 Long R 5 20 Crumple, Launch [×4] 21, 50 + WBounce 50 [×4] Crumple, Launch [×4] 37, 66 + WBounce 50 [×4] 16,0
[16,1×4]
+0 +8
d.214D Type V: Assault Through 900 All 31 [28] 7 16 -4 [0] B 1~18 All [1~16 All] 90 82 Normal R 4 18 [22] 19 [Stagger 29] 40 + Slide
[40 + Slide + WBounce 50]
Launch 55 + Slide + WBounce 50 12 +0 +5
d.623D Type III: Spring Raid 1300 Mid 8 7 20+12 -20 B 1~10 All 70 82 Normal R 4 18 Launch 48 [60] Launch 63 [75] 12 [20] +0 +5
Reload 19 -

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, 600, 900 Throw(70) 7 3 23 T 100 50 Normal SR 0, 3×2 Crumple, Launch 35 + Slide + Down 10 0×2, 11 +0
4B+C Back Throw 0, 600, 900 Throw(70) 7 3 23 T 100 50 Normal SR 0, 3×2 Crumple, Launch 35 + Slide + Down 10 0×2, 11 +0
j.B+C Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SR 0 40 + Down 29 0 +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
66 Dash Cancel 22
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 24 Crumple 60 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 60 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 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 A Type XI: Optic Barrel 650 All 27 4 Total: 51 0 P1 90 89 Long R 3 16 17 38 22 52 0/+8 +8 +10
236B B Type XI: Optic Barrel 650 All 29 4 Total: 51 +2 P1 90 89 Long R 3 16 17 38 22 52 0/+8 +8 +10
236C Type XVII: Chamber Shot 1100 All 15 6 23 -10 BP 90 72 Long R 4 18 Launch 40 Launch 55 12 +0 +5
j.214C Type XIII: Revolver Blast 200×5 All 10 3×5 Until L+8L HP 100 98 Long R 2 13 20 24 24 36 6 +0 +1
j.214C~2C Followup Attack 1200 9 3 Until L+8L HP 100 90 Long R 3 16 Launch 40 + Down 23 Launch 54 + Down 23 11 +0 +2
214A Type IX: Muzzle Flitter 0, 2000 Unblockable 26 6 9+16L H 100 100, 92 Normal R 0 Launch 12 + Down 41 0 +0
22B B Type VI: Flash Suppressor 200 {×N} All 11 2
{2(5)2(5)2...}
15 -5 FP 100 90 {×N} Long R 1 11 12 12 + Down 23 16 23 + Down 23 0 +0 +0
22C C Type VI: Flash Suppressor 300 All 17 (5) 4 22 -7 FP 100 92 Long R 4 18 19 38 + GBounce 24 53 + GBounce 6 +0 +5

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
632146D Clean Hit Zero Gun: Fenrir (strike hits) 800, 100×16, 3000
[800, 100×31, 3000]
All 1+(28 Flash)+5 5 B, P2 1~10 Guard All 80 80 Normal R 5, 4×17 Crumple, Launch×17 [×32] Stand, 70×15 [×31], 120 Crumple, Launch×17 [×32] Stand, 85×15 [×31], 135 13, 0/+0×17 [×32] +8, +5×16 [×31], +0
632146D On Block Zero Gun: Fenrir (strike blocked/whiff) 800, 300×24 All 1+(28 Flash)+5 5(12)P{(3)P}×23 Total 148 -34 B, P2×24 1~10 Guard All 80 80, 92×24 Normal R 4 18 Launch 70 Launch 85 13, 0/+1×24 +0 +5
j.236236D Bullet Storm > Zero Gun: Thor 330×10, 1900
[330×19, 2000]
All 4+(21 Flash)+14 P{(4)P}×9 [×18] Until L [Total 157] P2 1~4 All 80 97×11 [97×20] Normal×10[×19], Long R 4 20 Launch 100×10[×19], 120 Launch 115×10[×19], 135 0 +0 +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 Zero Gun: Sleipnir 600, 660, 1700, 0
{600, 500×3, 80×16, 660, 1700, 0}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125 80 Long 26 Launch 120 + Slide + Down 10 20 20, 0×2
{20, 12×3, 0×18}
+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
236236C Valkyrie Veil Unblockable 8+(60 Flash)+79 HBF 1~7 All
8~55 Guard HBF
214214C Valkyrie Veil 8+(64 Flash)+20 4 25 -10 B 1~41 All 4 18 0

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Noel Vermillion 5A.pngGuardAllStartup6Recovery10Advantage-1[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special/Super
5BBBCF Noel Vermillion 5B.pngGuardMidStartup9Recovery14Advantage-2[1] 6A 2B, 6B 5C, 2C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special/Super
5CBBCF Noel Vermillion 5C.pngGuardMidStartup12Recovery19Advantage-2[1] - 6B 2C, 3C 5D, 2D, 6D, 4D Throw, Jump[-], Special/Super
2ABBCF Noel Vermillion 2A.pngGuardAllStartup6Recovery10Advantage-1[3] 5A, 2A 5B, 2B, 6B 5C, 2C, 6C 5D, 2D, 6D, 4D Throw, Special/Super
2BBBCF Noel Vermillion 2B.pngGuardLowStartup7Recovery12Advantage±0[2] 6A 5B, 2B[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special/Super
2CBBCF Noel Vermillion 2C 1.pngGuardLowStartup14Recovery14Advantage+1 - - 5C, 3C 5D, 2D, 6D, 4D Special/Super
6ABBCF Noel Vermillion 6A.pngGuardMidStartup11Recovery26Advantage-12 - 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special/Super
6BBBCF Noel Vermillion 6B.pngGuardHighStartup26Recovery18Advantage-6 - - 3C 5D, 2D, 6D, 4D Special/Super
6CBBCF Noel Vermillion 6C 1.pngGuardMidStartup8Recovery25Advantage-10 - 6B 2C, 3C 5D, 2D, 6D, 4D Throw, Jump (2nd Hit), Special/Super
3CBBCF Noel Vermillion 3C.pngGuardLowStartup20Recovery32Advantage-18 - - - - 22B/C[-]
Air Revolver Action Table
A B C D Cancels
j.ABBCF Noel Vermillion jA.pngGuardHigh/AirStartup6Recovery9Advantage- j.A j.B j.C, j.2C j.D Throw, Jump, Special/Super
j.BBBCF Noel Vermillion jB.pngGuardHigh/AirStartup7Recovery17Advantage- j.A - j.C, j.2C j.D Throw, Jump, Special/Super
j.CBBCF Noel Vermillion jC.pngGuardAllStartup10Recovery16Advantage- j.A j.B j.2C j.D Throw, Special/Super
j.2CBBCF Noel Vermillion j2C.pngGuardAllStartup13Recovery24+4LAdvantage- - - - j.D Special/Super
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

 Noel Vermillion


To edit frame data, edit values in BBCF/Noel Vermillion/Data.
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Application & Advanced Information
Archived Information