BBCF/Noel Vermillion/Frame Data

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System Data[edit]

Health

11,000

Combo Rate

60%

Prejump

4F

Backdash

22F (1-5F Inv)


Normal Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 300 CSJR 100 80 Normal All 1 B 6 3 10 -1 11 12 12 16 23 9 +0 +0 - Click!
5B 600 SJR 100 89 Long Mid 3 B 9 3 16 -2 16 17 17 22 31 11 +0 +2 - Click!
5C 900 S(J)R 100 92 Long Mid 4 BP 12 2 19 -2 18 19 19 24 34 12 +0 +5 - Click!
2A 300 CSR 100 80 Normal All 1 F 6 3 10 -1 11 12 12 16 23 9 +0 +0 - Click!
2B 500 CSR 90 85 Normal Low 2 F 7 2 12 ±0 13 14 14 18 26 10 +0 +1 - Click!
2C 550*2 SR 90 89 Long Low 3 FP 13 2,2 14 +1 16 19 19 24 33 11 +0 +2 - Click!
6A 700 SJR 90 79 Long Mid 3 B-11 H 11 3 26 -18 16 Launch 24 Launch 38 11 +0 +2 6 Click!
6B 800 SR 90 89 Normal High 3 B 26 5 18 -6 16 21 17 + Down 23 26 31 + Down 23 11 +0 +2 - Click!
6C 550*2 SJR 100 92 Long Mid 4 B, BP 8 11 (9) 4 25 -10 18 19, Launch 27 Crumple 25, Launch 42 12, 5 +0 +5 - Click!
3C 900 R 90 89 Long Low 3 FP 20 3 32 -18 16 Launch 40 + Down 23 Launch 57 + Down 23 3 +0 +2 - Click!
  • Fatal Counter
j.A 300 CSJR 80 80 Normal High/Air 1 H 6 2 9 - 11 12 12 16 23 9 +0 +0 - Click!
j.B 600 SJR 80 85 Long High/Air 2 H 7 6 17 - 13 14 17 18 29 10 +0 +1 - Click!
j.C 450*3 SR 80 89 Long High/Air 3 HP 10 2,2,2 16 - 16 17 17 22 31 3*2, 5 +0 +2 - Click!
j.2C 900 SR 80 82 Long All 4 HP 13 3 24+4L - 18 Launch 48 + WBounce Launch 63 12 +0 +5 - Click!
  • Bonus Proration 110%

Drive Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5D 900 SR 80 89 Long All 3 BP 23 [17] 4 37 [18] -25 [-6] 16 23 30 Crumple 76 47 11 +0 +2 - Click!
  • Values in [] are during OD
  • Fatal Counter
2D 420*3 SR 80 82 (Once) Long-Until L F All 4 HP 26 3,3,3 3+34L [3+15L] -21 [-2] 18 24 30 29 45 2 +0 +5 4 Click!
  • Values in [] are during OD
  • Forces Crouching on Hit
6D 900 SR 80 82 Long Low 4 FP 27 {39} 2 44 [25] -27 [-8] 18 Launch 45 + Down 23 Launch 60 + Down 23 3 +0 +5 4-23 BP
{4-35 BP}
Click!
  • Values in [] are during OD
  • Values in {} are when far away from opponent
4D 900 SR 80 82 Normal All 4 P 25 [20] 7 37 [12] -25 [0] 18 Crumple 28 40 Crumple 65 55 6 +0 +5 1-31 BP [1-26 BP] Click!
  • Values in [] are during OD
j.D 650*2 SR 80 82 Normal All 4 HP 16 4,5 Until L+31
[Until L+12]-15 B
- 18 Launch 45 + GBounce + Down 17 Launch 60 + GBounce + Down 17 0 +0 +5 4 Click!
  • Values in [] are during OD
d5A 480 SR 80 89 Long All 3 B 8 2 37 [18] -22 [-3] 16 17 24 25 41 3 +0 +2 - Click!
  • Values in [] are during OD
  • Fatal Counter
d6A 400*2 SR 80 89 Long All 3 BP 13 2(3)2 35 [16] -16 [+3] 20 Launch 24 Launch 38 3 +0 +2 - Click!
  • Values in [] are during OD
d5B 400*2 SR 80 92 Long Mid 4 B, BP 11 3 (2) 2 33 [14] -16 [+3] 18 24 40, 40 + Slide 10 29 55, 55 + WBounce + Slide 10 12, 3 +0 +5 - Click!
  • Values in [] are during OD
d6B 650 SR 80 82 Normal High 4 B 16 3 44 [25] -28 [-9] 18 22 40 + GBounce 27 55 + GBounce 12 +0 +5 - Click!
  • Values in [] are during OD
  • Bonus Proration 110%
d5C 450*2 SR 80 92 Long All 4 BP 17 2 (2) 2 52 [33] -25 [-6] 18 21 25 Crumple 64 40 3/+5 +5 +5 - Click!
  • Values in [] are during OD
d6C 150*9 R 80 99 Long All 4 P1 23 4*9 Total: 84 [Total: 65] 0 [+19] 28 29 30 34 45 2 +0 +5 - Click!
  • Values in [] are during OD
d5D 800 SR 80 89 Long All 3 BP 18 6 35 [16] -24 [-5] 16 23 30 28 44 5 +0 +2 - Click!
  • Values in [] are during OD
d2D 420*3 SR 80 92 Long All 4 HP-Until L F 26 3,3,3 3+34L
[3+15L]
-21 [-2] 18 24 30 29 45 2 +0 +5 4 Click!
  • Values in [] are during OD
  • Forces Crouching on hit.
d4D 800 SR 80 92 Long All 4 P-28 BP 25 4 49 [15] -34 [0] 18 Crumple 28 40 Crumple 65 55 0 +0 +5 5 Click!
  • Values in [] are during OD
d6D 800 R 80 92 Long Low 4 BP 24 {34} 2 44 [25] -27 [-8] 18 Launch 45 + Down 23 Launch 60 + Down 23 3 +0 +5 4P-25 BP
{4-35 BP}
Click!
  • Values in [] are during OD
  • Values in {} are when close enough to pass through opponent
  • {Can pass through opponent 4-13F}
Bloom Trigger
236D
800*2
[800*2, 400*3]
R 90 94 Long All 5 B, BP*4 15 2(7)8
[2(7)2,2,2,2]
28 -15 [-9] 20 Crumple 31, Launch [*4] 21, 50 + WBounce 50 [*4] Crumple 62, Launch [*4] 37, 66 + WBounce 50 [*4] 16,0
[16,1*4]
+0 +8 - Click!
  • Values in [] are during OD
Spring Raid
623D
1300 R 70 82 Normal Mid 4 B-10 All 8 7 20+12L -20 18] Launch 48 [60] Launch 63 [75] 12 [20] +0 +5 1 Click!
  • Values in [] are during OD
Assault Through
214D
900 R 90 82 Normal All 4 B-18 All 31 [28] 7 16 -4 [0] 18 [22] 19 [Stagger 29] 40 + Slide 30
[40 + Slide 30 + WBounce 50]
Launch 55 + Slide 30 + WBounce 50 12 +0 +5 1 Click!
  • Values in [] are during OD
  • Can pass through opponent 1-18
Reload
Automatic
- - - - - - - - - - 19 - - - - - - - - - - Click!
  • Counterhit state for entire move
  • Activates automatically if chain revolver ends without a special/distortion cancel and Noel is not in overdrive
  • Frame data is already included in the drive moves listed above.

Universal Mechanics[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0, 600, 900 SR 100 50 (Once) Normal Throw(70) 0, 3*2 T 7 3 23 - - Crumple 35, Launch 17 + Down 16, 35 + Slide 15 + Down 16 - - - 0*2, 11 +0 - Click!
  • Minimum Damage 100%
Back Throw 0, 600, 900 SR 100 50 (Once) Normal Throw(70) 0, 3*2 T 7 3 23 - - Crumple 35, Launch 17 + Down 16, 35 + Slide 15 + Down 16 - - - 0*2, 11 +0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 (Once) Normal Throw(120) 0 T 7 3 23+3L - - - 40 + Down 29 - - - 0 +0 - Click!
  • Minimum Damage 100%
Dash Cancel - - - - - - - - - - 22 - - - - - - - - - - Click!
Counter Assault 0 R 50 92 Very Short All 4 B-20 All 13 6 30 -17 18 Launch 19 Launch 34 12 +0 +5 1 Click!
Crush Trigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 - Click!

Specials[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Chamber Shot
236C
1100 R 90 72 Long All 4 BP 15 6 23 -10 18 Launch 40 Launch 55 12 +0 +5 - Click!
XI. Optic Barrel
236A/B
650 R 90 89 Long All 3 P1 19 8 Total 51 -8 16 17 38 22 52 0/+8 +8 +10 - Click!
  • Can dash cancel 31-35
IX. Muzzle Flitter
214A
0, 2000 R 100 100, 92 Normal Unblockable 0 HT 26 6 Until L+16 - - Launch 12 + Down 41 - - - 0 +0 - Click!
  • Minimum Damage 50%
XIII. Revolver Blast
j.214C
200 R 100 98 Long All 2 HP 10 3*4 Until L+8 - 13 20 24 24 36 6 +0 +1 - Click!
Follow-up Attack
j.2C after j.214C
1200 R - 90 Long - 2 HP 9 3 Until L - 16 Launch 40 + Down 23 Launch 54 + Down 23 11 +0 +2 - Click!
B Flash Suppressor
22B on downed opponent
200 R 100 90 Long - 1 F 11 2 15 - 11 12 12 + Down 23 16 23 + Down 23 0 +0 +0 - Click!
C Flash Suppressor
22C on downed opponent
300 R 100 94 Long U 4 F 17 4 22 - 18 19 38 + GBounce 24 53 + GBounce 6 +0 +5 - Click!
  • Dash cancel from 21-29

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Zero Gun: Fenrir
On hit
800, 100*16, 3000
[800, 100*31, 3000]
R 80 100 Normal All 5, 4*17 B, P2 1+(28 Flash)+5 5 - - - Crumple 36, Launch*17 [*32] Stand, 70*15 [*31], 120 Crumple 36, Launch*17 [*32] Stand, 85*15 [*31], 135 - 13, 0/+0*17 [*32] +8, +5*16 [*31], +0 - Click!
  • On Guard Point, hitstop for Noel is 14F. Opponent hitstop is 15F
  • Values in [] are during OD
  • First and last hit have Minimum Damage 20%, other hits 10%: 920 [1070]
Zero Gun: Fenrir
On block/whiff
800, 300*24 R 80 100 Normal All 4 P2 1+(28 Flash)+5 5(12)X{(3)X}*23 Total 148 - 18 Launch 70 Launch 85 13, 0/+1*24 +0 +5 - Click!
  • Minimum Damage 10%: 720
  • On Guard Point, hitstop for Noel is 14F. Opponent hitstop is 15F
Bullet Storm > Zero Gun: Thor
j.236236D
330*10, 1900
[330*19, 2000]
R 80 97 Normal*10[*19], Long All 4 P2 4+(21 Flash)+14 X{(4)X}*9 [*18] Until L [Total 157] - 20 Launch 100*10[*19], 120 Launch 115*10[*19], 135 0 +0 - 1-4 All Click!
  • Values in [] are during OD
  • All hits except final hit have Minimum Damage 10%, final hit 20%: 710 [1027]
  • Bullets fire in 2F intervals, Rocket fires 41F after final bullet

Exceed Accel[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Zero Gun: Sleipnir
ABCD during OD
600, 660, 1700
{600, 500*3, 80*16, 660, 1700}
- 100 100 Long All - B 20 [10] 3 34 -10 26 Launch 120 + Slide 70 - - 20 20, 0*2
{20, 12*3, 0*18}
+0 1-22 All
[1-12 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 296 {574+44}

Astral Heat[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Valkyrie Veil
236236C
- - - - - - - - - - 8+(60 Flash)+79 - - - - - - - - - 1-8 All
8-55 Guard HBF
Click!
  • Activates on successful guard point
Valkyrie Veil
214214C
- - - - - - 4 B 8+(64 Flash)+20 4 25 -10 18= - - - - 0 - - 1-42 All Click!
  • Only available to Hat Noel

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
5B[1] 6A 2B, 6B 5C, 2C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special
5C[1] - 6B 3C 5D, 2D, 6D, 4D Throw, Jump[-], Special
2A[3] 5A, 2A 5B, 2B, 6B 5C, 2C, 6C 5D, 2D, 6D, 4D Throw, Special
2B[2] 6A 5B, 2B[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
2C - - 5C, 3C 5D, 2D, 6D, 4D Special
6A - 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
6B - - 3C 5D, 2D, 6D, 4D Special
6C - 6B 2C, 3C 5D, 2D, 6D, 4D Throw (first hit)
3C - - - - Silencer[-]
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Jump, Special
j.B j.A - j.C, j.2C j.D Throw, Jump, Special
j.C j.A j.B j.2C j.D Throw, Special
j.2C - - - j.D Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBCF/Noel Vermillion/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue: Central Fictione
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc