BBCF/Noel Vermillion/Frame Data

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System Data


Normal Moves

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 that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
5A 300 CSJR 100 80 Normal All 1 B 6 3 10 -1 11 12 12 9 - Click!
5B 600 SJR 100 89 Long Mid 3 B 9 3 16 -2 16 17 17 11 - Click!
5C 900 S(J)R 100 92 Long Mid 4 BP 12 2 19 -2 18 19 19 12 - Click!
2A 300 CSR 100 80 Normal All 1 F 6 3 10 -1 11 12 12 9 - Click!
2B 500 CSR 90 85 Normal Low 2 F 7 2 12 ±0 13 14 14 10 - Click!
2C 550*2 SR 90 89 Long Low 3 FP 13 2,2 14 +1 16 19 19 11 - Click!
6A 700 SJR 90 79 Long Mid 3 B 11 3 26 -18 16 Launch 17 11 6-11 H Click!
6B 800 SR 90 89 Normal High 3 B 26 5 18 -6 16 21 17 + Down 24 11 - Click!
6C 550*2 SJR 100 92 Long Mid 4 B, BP 8 11 (9) 4 25 -10 18 19, Launch 27 12, 5 - Click!
3C 900 R 90 89 Long Low 3 FP 20 3 32 -18 16 Launch 40 3 - Click!
  • Fatal Counter
j.A 300 CSJR 80 80 Normal High/Air 1 H 6 2 9 - 11 12 12 - - Click!
j.B 600 SJR 80 85 Long High/Air 2 H 7 6 17 - 13 14 17 10 - Click!
j.C 450*3 SR 80 89 Long High/Air 3 HP 10 2,2,2 16 - 16 17 17 3*2, 5 - Click!
j.2C 900 SR 80 82 Long All 4 HP 13 3 24+4L - 18 Launch 48 12 - Click!
  • Bonus Proration 110%

Drive Moves

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 that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
5D 900 SR 80 89 Long All 3 BP 23 4 37 [18] -25 [-6] 16 23 30 11 - Click!
  • Values in [] are during OD
  • Fatal Counter
2D 420*3 SR 80 82 (Once) Long All 4 HP 26 3,3,3 3+34L [3+15L] -21 [-2] 18 24 30 2 4-Until L F Click!
  • Values in [] are during OD
*Forces Crouching on Hit
6D
  • Values in [] are during OD
  • Values in {} are when far away from opponent
4D 900 SR 80 82 Normal All 4 P 25 7 37 [18] -25 [-6] 18 Stagger 38 40 6 5-31 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]
- 18 Launch 45 + GBounce 0 4-15 B Click!
  • Values in [] are during OD
d5A 480 SR 80 89 Long All 3 B 8 2 37 [18] -22 [-3] 16 17 24 3 - 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 20 24 3 - 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 19 40 + WBounce 15 + Slide 29 12,3 - 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 12 - 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 3/+5 - Click!
  • Values in [] are during OD
d6C 150*9 R 80 99 Long All 4 P1* 23 4*9 84 [65] 0 [19] 28 29 30+2 0/+2 - Click!
  • Values in [] are during OD
d5D 800 SR 80 89 Long All 3 BP 18 6 35 [16] -24 [-5] 16 23 30 5 - Click!
  • Values in [] are during OD
d2D 420*3 SR 80 92 Long All 4 HP 26 3,3,3 3+34L
[3+15L]
-21 [-2] 18 24 30 2 4-Until L F Click!
  • Values in [] are during OD
  • Forces Crouching on hit.
d4D 800 SR 80 92 Long All 4 P 25 4 49 [30] -34 [-15] 18 Stagger 38 40 0 5-28 BP Click!
  • Values in [] are during OD
d6D
  • 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 21, Launch 21, 50 + WBounce 50
[21, (50 + WBounce 50)*4]
16,0
[16,0*4]
- Click!
  • Values in [] are during OD
Spring Raid
623D
1300 R 70 82 Normal Mid 4 B 8 7 20+12L -20 18 Launch 48 [60] 12 [20] 1-10 All Click!
  • Values in [] are during OD
Assault Through
214D
900 R 90 82 Normal All 4 B 31 7 16 -4 [0] 18 [22] 19 [Stagger 29] 40 + Slide 49
[40 + Slide 49 + WBounce 50]
12 1-18 All 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

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 that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Forward Throw 600, 900 SR 100 50 (Once) Normal Throw(70) 0, 3*2 T 7 3 23 - - Launch 35 + Slide 34 0 - Click!
  • Minimum Damage 100%
Back Throw 600, 900 SR 100 50 (Once) Normal Throw(70) 0, 3*2 T 7 3 23 - - Launch 35 + Slide 34 0 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 (Once) Normal Throw(120) 0 T 7 3 23+3L - - - 40 + Down 30 0 - Click!
  • Minimum Damage 100%
Dash Cancel - - - - - - - - - - 22 - - - - - - Click!
Counter Assault 0 R 50 92 Very Short All 4 B 13 6 30 -17 18 Launch 19 12 1-20 All Click!
Crush Trigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier - B 20 1 25 0 24 Stagger 60 60 + GBounce + Down 24 12 - Click!
1000 R 80 100 Long Guard Break 60/Barrier - B 30~61 1 25 0 24 Stagger 60 60 + GBounce + Down 24 12 - Click!

Specials

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 that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Chamber Shot
236C
1100 R 90 72 Long All 4 BP 15 6 23 -10 18 Launch 40 12 - Click!
XI. Optic Barrel
236A/B
650 R 90 89 Long All 3 P1* 19 8 Total 51 -8 16 17 38 0/+8 - 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 42 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 6 - Click!
Follow-up Attack
j.2C after j.214C
1200 R - 90 Long - 2 HP 9 3 Until L - 16 Launch 40 + Down 24 11 - Click!
B Flash Suppressor
22B on downed opponent
200 R 100 90 Long - 1 F 11 2 15 - 11 12 12 + Down 24 0 - Click!
C Flash Suppressor
22C on downed opponent
300 R 100 94 Long - 4 F 17 4 22 - 18 19 38 6 - Click!
  • Dash cancel from 21-29

Distortion Drives

  • 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 that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Zero Gun: Fenrir (Strike)
632146D
800 R 80 80 Normal All 5 B 1+5 5 138 - 20 Stagger 46 50 13 1-10 Guard All Click!
  • Minimum Damage 20%: 160
Zero Gun: Fenrir
bullets on hit
100*16, 3000
[100*31, 3000]
R 80 100 Normal All 4 P2* - - - - 18 Launch 70*16 [*31], 120 0 - Click!
  • Values in [] are during OD
  • All hits except final hit have Minimum Damage 10%, final hit 20%: 760 [910]
Zero Gun: Fenrir
bullets on block/whiff
300*24 R 80 100 Normal All 4 P2* 1+21 - Total 148 - 18 Launch 70 0 - Click!
  • Minimum Damage 10%" 720
  • Fires bullets every 3F until 24 shots are fired
Bullet Storm > Zero Gun: Thor
j.236236D
330*10, 1900
[330*19, 2000]
R 80 97 Normal*10[*19], Long All 4 P2* 4+14 - Until L [Total 157] - 20 Launch 100*10[*19], 120 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

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 that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
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 59 20, 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

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 that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Valkyrie Veil
236236C
- - - - Long - - - - - 8+79 - - - - 15/+1 1-8 All
8-55 Guard HBF
Click!
  • Activates on successful guard point
Valkyrie Veil
214214C
- - - - Long - 4 B 8+20 4 25 -10 18 - - 0 1-42 All Click!
  • Only available to Hat Noel

Revolver Action Table

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


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