BBTag/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
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.
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
T throw cancellable
J jump cancellable
P can call Partner during this attack
(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.
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
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 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 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 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.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Noel Vermillion 17,000 4F 22F (1~7F Inv All)

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1500 All 8 3 26 -12 B 6~8 H 90 80 CSTJP 3 16 17 24 22 38 11 +0 +2
5A 1500 All 9 2 19 -4 B 100 80 CSTJP 3 16 19 21 24 35 11 +0 +2
5AA 1500 All 12 2 19 -4 B 100 80 CSTJP 3 16 19 21 24 35 11 +0 +2
5AAA 1700 All 18 5 18 -4 B 100 85 CS(J)P 4 18 19 40 + GBounce 24 55 + GBounce 12 +0 +5
5AAAA 2000 All 15 6 23 -8 B 100 90 P 5 20 Launch 40 Launch 56 13 +0 +8
2A 1000 Low 7 2 12 -2 F 90 70 CSTP 1 11 12 12 16 23 9 +0 +0
5B 1700 All 23 4 23 -8 BP 100 85 4 18 30 30 35 45 12 +0 +5
2B 700×3 All 20 4,4,5 28 -14 HP 5~19 F 90 85 SP 4 18 27 30 32 45 2 +0 +5
4B 1500 All 25 8 23 -16 P 5~32 BP 80 80 SP 3 16 Crumple 40 Crumple 54 6/-2 -2 -2
5C 800+ High 22 3 24 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1500 Low 17 3 32 -18 F 90 80 SP 3 16 Launch 26 Launch 40 3 +0 +2
j.A 620×3 High, All 10 2,2,2 16 HP 80 80 JSP 3 16 17 17 22 31 3×2, 5 +0 +2
j.AA 1700 High 9 3 24 HP 80 85 4 18 19 19 24 34 12 +0 +5
j.B 800×2 All 21 4,5 Until L+17L HP 80 85 SP 4 18 Launch 35 + GBounce + Down 17 Launch 50 + GBounce + Down 17 0 +0 +5
j.C 370×5 All 10 3,3,3,2,2 14+7L 0 at best HP 80 85 SP 4 18 22 22 27 37 3 +0 +5
j.CC 1700 All 9 3 36 HP 80 85 SP 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5

Drive Moves

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
d.5A 1000 All 10 4 20 -10 BP 100 85 SP 2 13 21 31 25 43 3 +0 +1
d.5AA 800×2 All 9 2(2)2 23 -6 B, BP 100 85 SP 4 18 30 40 35 55 12, 3 +0 +5
d.5AAA 900×2 All 13 2(2)2 25 -8 BP 100 85 SP 4 18 Launch 35 Launch 50 3 +0 +5
d.5AAAA 1000×2 All 18 2(2)2 33 -11 BP 100 85 SP 4 18 23 25 28 40 3/+5 +5 +5
d.5B 1700 All 33 4 27 -12 FP 3~36 BP 90 75 SP 4 18 Launch 45 Launch 60 3 +0 +5
d.2B 500×3 All 23 3,3,3 24L -8 HP 3~32 F 90 75 4 18 Launch 32 Launch 47 2 +0 +5
d.5C 1200 High 16 3 27 -13 B 90 75 SP 3 16 Launch 40 + GBounce Launch 54 + GBounce 11 +0 +2
d.2C 1200 Low 22 7 25 -15 F 13~33 B 90 75 SP 3 16 Launch 34 Launch 48 11 +0 +2
Drive Finisher Type II: Bloom Trigger 1000, 1700 All 11 2(7)4 33 -16 B, BP 100 90 P 5 20 Crumple, Launch 21, 50 + WBounce 50 Crumple, Launch 37, 66 + WBounce 50 16, 0 +0 +8

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 1300, 700 Throw 7-30 3 23 T 100 50 S 0, 3×2 Crumple, Launch 35 + Slide + Down 10 0×2, 11 +0
AD Type III: Spring Raid 2250 Air Unblockable 10 7 14+20L -22 H 1~12 All 80 60 4 18 Launch 60 Launch 75 12 +0 +5

Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Type XI: Optic Barrel 1500 All 29 4 Total: 49 -4 P1 80 80 3 16 Launch 38 0/+8 +8 +10
236B B Type XI: Optic Barrel 1500 All 30 4 Total: 54 0 P 80 80 3 16 Launch 38 Launch 52 0/+8 +8 +10
214A Type IX: Muzzle Flitter 0, 2500 Throw 29 6 9+16L T 100 100, 80 0 Launch 12 + Down 43 0 +0
214B Type IV: Flash Supressor 230×1~5 All 14 2{(8)2}×4 22 -5 F 100 85 4 18 19 19 + Down 23 24 34 + Down 23 0 +0 +5
214[B] Charged Type IV: Flash Supressor 230×6, 1000 All 14 2{(8)2}×5,(14)4 26 -11 F 100 85, 100 4 18 19×6, Launch 19 + Down 24×6, 38 + GBounce 24×6, Launch 34 + Down 24×6, 53 + GBounce 6 +0 +5

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C Type II: Bloom Trigger 900×5 All 9 2(7)2,2,2,2 23 -4 B 80 90 5 20 Crumple 31, Launch×4 21, 50 + WBounce 50×4 Crumple 84, Launch×4 37, 66 + WBounce 50×4 16, 1×4 +0 +8
214C Type V: Assault Through 2000 All 31 9 16 -4~+4 B 7~18 All 80 80 5 20 Launch 27 + Slide + WBounce 50 Launch 43 + Slide + WBounce 50 13 +0 +8

Partner Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P d.5C 700×3, 500×4 All (18)+13 3(2)3
[(18)2(7)2×4]
43 [34] -27 B 70 85 4×2, 5×5 18 Launch×2, Crumple, Launch×4 40×4, 40 + WBounce 40×4 3/+5×2, 4, 1×4
6P d.6C 450×9 All (18)+30 3×2,6×6,5 Total: (18)+90 +11 P1 70 85 4 24 Launch 45 0/+2 +1
4P Type VI: Flash Suppressor 1100, 1500 All (18)+12 2(6)2 30 -13 F 70 85 4 18 Launch 19 + Down 43, 60 + GBounce 0 +0

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Clean Hit Zero Gun: Fenrir 2000, 100×16, 4100
[2000, 100×31, 4100]
All 1+(28 Flash)+5 5 B, P2×17
[B, P2×32]
1~10 Guard All 80 100×17, 60
[100×31, 60]
5, 4×16, 5
[5, 4×31, 5]
20×25 Stagger 50, Launch×17 [×32] 50, 80×16 [×31], 120 + GBounce Stagger 100, Launch×17 [×32] 66, 95×16 [×31], 136 + GBounce 13, 0×17
[13, 0×32]
+5
236BC Miss Zero Gun: Fenrir 2000, 100×24 All 1+(28 Flash)+5 5(16)X{(3)X}×23 53 -35 B, P2×24 1~10 Guard All 80 80×25 5, 4×24 20, 18×24 Stagger 50, Launch×24 50, 80×24 Stagger 100, Launch×24 66, 95×24 0 +0 +8, +5×24
j.236BC Bullet Storm > Zero Gun: Thor 630×10, 4200
[630×15, 3800]
All 4+(21 Flash)+6 X{(4)X}×9 [×14](40)X Total: Until L+24 P2 1~4 All 80×10 [×15], 48 60, 100 4 20 Launch 150 + Down 23×10 [×15], 60 + Slide Launch 165 + Down 23×10 [×15], 75 + Slide 0 +0 +5
Distortion Skill Duo Zero Gun: Fenrir 300,1700
[300,30×15,1750]
All 1+(49 Flash)+1 11 36 -27 B, P2
[B, P2×16]
1~6 All 100 100 5 20 Launch 100, 120
[100, 70×15, 120]
13 13, 0 [×16] +8, +0 [×16]

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Valkyrie Veil All 8+(74 Flash)+10 4 25 -10 B 1~31 All 4 18 0

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Noel 4A.pngGuardAllStartup8Recovery26Advantage-12 5A, 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5ABBTag Noel 5A.pngGuardAllStartup9Recovery19Advantage-4[3*] 5AA, 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5AABBTag Noel 5AA.pngGuardAllStartup12Recovery19Advantage-4 5AAA 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5AAABBTag Noel 5AAA.pngGuardAllStartup18Recovery18Advantage-4 5AAAA 5B, 2B, 4B 5C, 2C Jump[-], Special, Super
5AAAABBTag Noel 5AAAA.pngGuardAllStartup15Recovery23Advantage-8 - - - -
2ABBTag Noel 2A.pngGuardLowStartup7Recovery12Advantage-2[3*] 2A[+], 5A 5B, 2B, 4B 5C, 2C Throw, Special, Super
5BBBTag Noel 5B.pngGuardAllStartup23Recovery23Advantage-8 - - - Drive[+]
2BBBCP Noel 2D.pngGuardAllStartup20Recovery28Advantage-14 - - - Drive[+]
4BBBTag Noel 4B.pngGuardAllStartup25Recovery23Advantage-16 - - - Drive[+]
5CBBTag Noel 5C.pngGuardHighStartup22Recovery24Advantage-10 - - - -
2CBBTag Noel 2C.pngGuardLowStartup17Recovery32Advantage-18 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Noel jA.pngGuardHigh, AllStartup10Recovery16Advantage- j.AA j.B j.C Jump
j.AABBTag Noel jAA.pngGuardHighStartup9Recovery24Advantage- - j.B j.C Jump
j.BBBTag Noel jB.pngGuardAllStartup21RecoveryUntil L+17LAdvantage- - - - Drive[+]
j.CBBTag Noel jC.pngGuardAllStartup10Recovery14+7LAdvantage0 at best - - j.CC[-] -
j.CCBBTag Noel jAA.pngGuardAllStartup9Recovery36Advantage- - - - -
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
Drive = Noel's Drive Chain
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string

Sources

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To edit frame data, edit values in BBTag/Noel Vermillion/Data.
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