BBCT/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 18F (1~5F Inv All, 2~25F airborne)

Normal Moves

input name damage pp p1 p2 level guardDrain cancel attribute guard invuln startup active recovery onBlock blockstun blockstop hitstop CHstop groundHit airHit groundCH airCH
input name damage pp p1 p2 level guardDrain cancel attribute guard invuln startup active recovery onBlock blockstun blockstop hitstop CHstop groundHit airHit groundCH airCH
5A 165 800 80 84 1 400 rSJR HB HLA 5 3 6 +3
5B 500 400 80 86 2 800 SR HB HLA 9 3 16 -5
5C 600 200 100 89 3 1100 SJR HBP All 15 4 20 -7
2A 165 1000 80 82 0 180 SR F HLA 8 3 8 -1 9 10
2B 220 1000 60 84 1 400 rSR F L 7 2 12 -2 12
2C 550×2 200 90 97 3 1100×2 SR FP LA 14 2,2 14 +1
6A 550 200 80 89 3 1100 S(J)R HB HL 5~12 Head 10 3 26 -12
6B 500 100 80 92 4 800 S(J)R HB HA 24 11 12 -4
6C 560×2 200 90 89 3 1100×2 S(J)R HB, HBP HL 5 12(16)4 20 -7 (-35) Launch
3C 600 200 100 60 3 1100 R F L 19 3 32 -18 Launch 40
j.A 165 1000 80 94 0 200 SJR H HA 6 3 6 10
j.B 400 400 90 90 2 800 SJR H HA 7 3 15
j.C 250×3 200 100 94 3 320×3 SR HP HLA 10 2×3 16

Drive Moves

input name damage pp p1 p2 level guardDrain cancel attribute guard invuln startup active recovery onBlock blockstun blockstop hitstop CHstop groundHit airHit groundCH airCH
input name damage pp p1 p2 level guardDrain cancel attribute guard invuln startup active recovery onBlock blockstun blockstop hitstop CHstop groundHit airHit groundCH airCH
5D 740 100 80 85 4 1000 SR HBP HLA 6~19 HB 24 2 36 -19
2D 550×2 200 80 96 3 500×2 SR HBP HA 1-18 F, 5-30 Airborne 19 12 44 -29
6D 720 100 80 89 4 500 SR F LA 6~18 HB 33 1 31 -15
4D 700 100 75 92 4 1200 SR HBF HLA 1~21 Above Knees 31 2 42 -25
j.D 600×2 100 90 95 4 300×2 SR HP HLA 17 3,1 Until Landing+31 minus a lot
d5A 240 200 100 85 2 1100 SR HBP HLA 22 2 35 -20
d6A 300 200 100 75 3 1100 SR HBP HLA 21 2 51 -36
d5B 750×2 100 100 85 4 600×2 SR HB, HBP HLA 17 3(1)4 31 -16
d6B 750 100 80 85 4 1400 SR HB HA 21 3 46 -30
d5C 800 100 100 85 4 2200 SR HB HLA 26 6 36 -22
d6C 70×9 100 100 99 2 300×9 SR HBP HBP 23 46 37 -29
d5D 770 100 80 85 4 1000 SR HBP HLA 6~19 HB 24 2 34 -17
d2D 550×2 200 80 96 3 500×2 SR HBP HA 1-18 F, 5-30 Airborne 19 12 44 -29
d6D 720 100 80 89 4 500 SR F LA 6-18 Head 33 1 31 -15
d4D 700 100 75 92 4 1200 SR HBF HLA 1-21 HB 30 2 42 -25
d236D Bloom Trigger 800, 1200 100 100 92 4 1400,1500 R HB, HBP HLA 20 2(7)2 34 -17
d214D Assault Through 1000 100 80 92 4 1400 R HB HLA 4~18 All 31 4 24 -9
d28D Spring Raid 950 100 80 80 4 1400 R HB HL 1~11 All 8 4 30+19L -34

Universal Mechanics

input name damage pp p1 p2 level guardDrain cancel attribute guard invuln startup active recovery onBlock blockstun blockstop hitstop CHstop groundHit airHit groundCH airCH
input name damage pp p1 p2 level guardDrain cancel attribute guard invuln startup active recovery onBlock blockstun blockstop hitstop CHstop groundHit airHit groundCH airCH
6A+B while blocking Counter Assault 1~22 All Total 30
B+C Throw 0, 540×2 3000, 200, 200 100 100, 70, 89 0,3,3 -,SR,SR T Throw (70) - 7 4 12 -
4B+C Back Throw 0, 540×2 3000, 200, 200 100 100, 70, 89 0,3,3 -,SR,SR T Throw (70) - 7 4 12 -
j.B+C Air Throw 0, 950 3000, 3000 100 100,82 0 -,R T Throw (80) - 4 3 21 -

Special Moves

input name damage pp p1 p2 level guardDrain cancel attribute guard invuln startup active recovery onBlock blockstun blockstop hitstop CHstop groundHit airHit groundCH airCH
input name damage pp p1 p2 level guardDrain cancel attribute guard invuln startup active recovery onBlock blockstun blockstop hitstop CHstop groundHit airHit groundCH airCH
236X Optic Barrel 650 100 70 85 4 1400 R HBP HLA 41 4 Total 51 +19
j.236C Revolver Blast 400×4 400 100 98 2 800×4 R HP HLA 10 3×5 Until Landing+9
214A Muzzle Flitter 0, 1200 3000 100 100,80 0 R L (whiffs) 14-40 Airborne 27 6 8+13L
22B Silencer 5 1000 100 103 1 400 R HBP HL 17 [4] 8 9 -5
22C Silencer 700 100 100 110 4 1400 R HBP HL 17 [4] 11 9 -1

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage pp p1 p2 level guardDrain cancel attribute guard invuln startup active recovery onBlock blockstun blockstop hitstop CHstop groundHit airHit groundCH airCH
input name damage pp p1 p2 level guardDrain cancel attribute guard invuln startup active recovery onBlock blockstun blockstop hitstop CHstop groundHit airHit groundCH airCH
236236D Zero Gun: Fenrir 600, 140×16, 3000 0 100 94, 96×16, 94 5, 4×16, 5 1100, 100×16, 1100 R HB, HBP×17 HLA 1-10 Guard All 1+5 5(15)48 51 -45
j.236236D Bullet Storm > Zero Gun: Thor 160×10, 1900 0 100 97×10, 92 4 100×10, 1000 R HBP HLA 1-4 All 4+6 Total 119

Astral Heat

lmao

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCS Noel 5A.pngGuardHLAStartup5Recovery6Advantage+3 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C D Throw, Jump, Special/Super
5BBBCS Noel 5B.pngGuardHLAStartup9Recovery16Advantage-5 - - 5C, 2C, 3C D Throw, Special/Super
5CBBCS Noel d5A.pngGuardAllStartup15Recovery20Advantage-7 - - 2C, 3C D Throw, Jump, Special/Super
2ABBCS Noel 2A.pngGuardHLAStartup8Recovery8Advantage-1 2A 5B, 2B, 6B 5C, 2C, 6C D Throw, Special/Super
2BBBCS Noel 2B.pngGuardLStartup7Recovery12Advantage-2 - 5B 5C, 2C, 6C, 3C D Throw, Special/Super
2CBBCS Noel 2C.pngGuardLAStartup14Recovery14Advantage+1 - - 3C D Special/Super
6ABBCS Noel 6A.pngGuardHLStartup10Recovery26Advantage-12 - 5B, 2B, 6B 5C, 2C, 6C, 3C D Throw, Jump[-], Special/Super
6BBBCS Noel 6B.pngGuardHAStartup24Recovery12Advantage-4 - - 6C[-], 3C[-] D Jump[-], Special/Super
6CBBCS Noel 6C(1).pngGuardHLStartup5Recovery20Advantage-7 (-35) - - 2C (1st hit) D Throw (1st hit), Jump[-], Special/Super
3CBBCS Noel 3C.pngGuardLStartup19Recovery32Advantage-18 - - - - 22B[-]/22C[-]
Air Revolver Action Table
A B C D Cancels
j.ABBCS Noel jA.pngGuardHAStartup6Recovery6Advantage- j.A j.B j.C j.D Jump, Special/Super
j.BBBCS Noel jB.pngGuardHAStartup7Recovery15Advantage- j.A - j.C j.D Jump, Special/Super
j.CBBCS Noel jC.pngGuardHLAStartup10Recovery16Advantage- j.A j.B j.C j.D Jump, Special/Super
j.DBBCS Noel jD.pngGuardHLAStartup17RecoveryUntil Landing+31Advantageminus a lot - - - - -
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 BBCT/Noel Vermillion/Data.