Difference between revisions of "BBTag/Noel Vermillion/Frame Data"

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m (Drive Moves)
(Distortion Skills)
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Line 1: Line 1:
{{CharNav-BBTag|Noel}}
+
{{#lsth:BBTag/Noel Vermillion/Data|Nav}}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
 
{{TOC limit|3}}
 
{{TOC limit|3}}
 
</div>
 
</div>
==[[BBTag/System Data|System Data]]==
+
==[[BBTag/Frame Data|System Data]]==
{{CharData-BBTag|Noel}}
+
{{#lsth:BBTag/Noel Vermillion/Data|SystemData}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Normal Moves==
 
==Normal Moves==
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
|-
 
|-
{{FrameDataHeader-BBTag
+
{{FrameDataHeader-BBTag}}
|version=yes}}
 
 
|-
 
|-
{{FrameData-BBTag
+
{{AttackVersion|name=4A|subtitle=}}
|version=4A
+
{{#lsth:BBTag/Noel Vermillion/Data|4A Full}}
|damage=1000 |level= |attribute=B |guard=All
+
|-
|p1=100 |p2=70
+
{{AttackVersion|name=5A|subtitle=}}
|startup= |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Noel Vermillion/Data|5A Full}}
|blockstun= |groundHit= |aiHit=
+
|-
|invul= |hitbox=
+
{{AttackVersion|name=5AA|subtitle=}}
}}
+
{{#lsth:BBTag/Noel Vermillion/Data|5AA Full}}
 
+
|-
{{FrameData-BBTag
+
{{AttackVersion|name=5AAA|subtitle=}}
|version=5A
+
{{#lsth:BBTag/Noel Vermillion/Data|5AAA Full}}
|damage=1500 |level= |attribute=B |guard=All
+
|-
|startup= |active= |recovery= |frameAdv=
+
{{AttackVersion|name=5AAAA|subtitle=}}
|p1=90 |p2=80
+
{{#lsth:BBTag/Noel Vermillion/Data|5AAAA Full}}
|blockstun= |groundHit= |aiHit=
+
|-
|invul= |hitbox=
+
{{AttackVersion|name=2A|subtitle=}}
}}
+
{{#lsth:BBTag/Noel Vermillion/Data|2A Full}}
 
+
|-
{{FrameData-BBTag
+
{{AttackVersion|name=5B|subtitle=}}
|version=5AA
+
{{#lsth:BBTag/Noel Vermillion/Data|5B Full}}
|damage=1500 |level= |attribute=B |guard=All
+
|-
|p1=100 |p2=80
+
{{AttackVersion|name= 2B|subtitle=}}
|startup= |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Noel Vermillion/Data| 2B Full}}
|blockstun= |groundHit= |aiHit=
+
|-
|invul= |hitbox=
+
{{AttackVersion|name=4B|subtitle=}}
}}
+
{{#lsth:BBTag/Noel Vermillion/Data|4B Full}}
 
+
|-
{{FrameData-BBTag
+
{{AttackVersion|name=5C|subtitle=}}
|version=5AAA
+
{{#lsth:BBTag/Noel Vermillion/Data|5C Full}}
|damage=1700 |level= |attribute=B |guard=All
+
|-
|p1=100 |p2=85
+
{{AttackVersion|name=2C|subtitle=}}
|startup= |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Noel Vermillion/Data|2C Full}}
|blockstun= |groundHit= |aiHit=
+
|-
|invul= |hitbox=
+
{{AttackVersion|name=j.A|subtitle=}}
}}
+
{{#lsth:BBTag/Noel Vermillion/Data|j.A Full}}
 
+
|-
{{FrameData-BBTag
+
{{AttackVersion|name=j.AA|subtitle=}}
|version=5AAAA
+
{{#lsth:BBTag/Noel Vermillion/Data|j.AA Full}}
|damage=2000 |level= |attribute=B |guard=All
+
|-
|p1=100 |p2=90
+
{{AttackVersion|name=j.B|subtitle=}}
|startup= |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Noel Vermillion/Data|j.B Full}}
|blockstun= |groundHit= |aiHit=
+
|-
|invul= |hitbox=
+
{{AttackVersion|name=j.C|subtitle=}}
}}
+
{{#lsth:BBTag/Noel Vermillion/Data|j.C Full}}
 
+
|-
{{FrameData-BBTag
+
{{AttackVersion|name=j.CC|subtitle=}}
|version=2A
+
{{#lsth:BBTag/Noel Vermillion/Data|j.CC Full}}
|damage=1000 |level= |attribute=F |guard=Low
 
|p1=90 |p2=70
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version=5B
 
|damage=1700 |level= |attribute=B |guard=All
 
|p1=100 |p2=85
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version= 2B
 
|damage=700*3 |level= |attribute=H |guard=All
 
|p1=90 |p2=85 (once)
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
}}
 
{{FrameData-BBTag
 
|version=4B
 
|damage=1500 |level= |attribute=B |guard=All
 
|p1=80 |p2=80
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version=5C
 
|damage=800+ |level= |attribute=B |guard=High
 
|startup= |active= |recovery= |frameAdv=-10
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
 
 
{{FrameData-BBTag
 
|version=2C
 
|damage=1500 |level= |attribute=F |guard=Low
 
|p1=90 |p2=80
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version=j.A
 
|damage=620*3 |level= |attribute=H |guard=High
 
|p1=80 |p2=80 (once)
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version=j.AA
 
|damage=1700 |level= |attribute=H |guard=High
 
|p1=80 |p2=85
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version=j.B
 
|damage=800*2 |level= |attribute=H |guard=All
 
|p1=80 |p2=85 (once)
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version=j.C
 
|damage=370*5 |level= |attribute=H |guard=All
 
|p1=80 |p2=85 (once)
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
 
|}
 
|}
  
 
==Drive Moves==
 
==Drive Moves==
 
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
|-
 
|-
{{FrameDataHeader-BBTag
+
{{FrameDataHeader-BBTag}}
|version=yes}}
+
|-
 +
{{AttackVersion|name=d.5A|subtitle=}}
 +
{{#lsth:BBTag/Noel Vermillion/Data|d.5A Full}}
 
|-
 
|-
{{FrameData-BBTag
+
{{AttackVersion|name=d.5AA|subtitle=}}
|version=d.5A
+
{{#lsth:BBTag/Noel Vermillion/Data|d.5AA Full}}
|damage=1000 |level= |attribute=B |guard=All
+
|-
|p1=100 |p2=85 (once)
+
{{AttackVersion|name=d.5AAA|subtitle=}}
|startup= |active= |recovery= |frameAdv=
+
{{#lsth:BBTag/Noel Vermillion/Data|d.5AAA Full}}
|blockstun= |groundHit= |aiHit=
+
|-
|invul= |hitbox=
+
{{AttackVersion|name=d.5AAAA|subtitle=}}
}}
+
{{#lsth:BBTag/Noel Vermillion/Data|d.5AAAA Full}}
{{FrameData-BBTag
+
|-
|version=d.5AA
+
{{AttackVersion|name=d.5B|subtitle=}}
|damage=800*2 |level= |attribute=B |guard=All
+
{{#lsth:BBTag/Noel Vermillion/Data|d.5B Full}}
|p1=100 |p2=85 (once)
+
|-
|startup= |active= |recovery= |frameAdv=
+
{{AttackVersion|name= d.2B|subtitle=}}
|blockstun= |groundHit= |aiHit=
+
{{#lsth:BBTag/Noel Vermillion/Data| d.2B Full}}
|invul= |hitbox=
+
|-
}}
+
{{AttackVersion|name=d.5C|subtitle=}}
{{FrameData-BBTag
+
{{#lsth:BBTag/Noel Vermillion/Data|d.5C Full}}
|version=d.5AAA
+
|-
|damage=900*2 |level= |attribute=B |guard=All
+
{{AttackVersion|name=d.2C|subtitle=}}
|p1=100 |p2=85 (once)
+
{{#lsth:BBTag/Noel Vermillion/Data|d.2C Full}}
|startup= |active= |recovery= |frameAdv=
+
|-
|blockstun= |groundHit= |aiHit=
+
{{AttackVersion|name=Type II - Bloom Trigger |subtitle=A/B/C after 4 drive moves}}
|invul= |hitbox=
+
{{#lsth:BBTag/Noel Vermillion/Data|Drive Finisher Full}}
}}
 
{{FrameData-BBTag
 
|version=d.5AAAA
 
|damage=1000*2 |level= |attribute=B |guard=All
 
|p1=100 |p2=85 (once)
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
}}
 
{{FrameData-BBTag
 
|version=d.5B
 
|damage=1700 |level= |attribute=B |guard=All
 
|p1=90 |p2=75
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul=?? Body |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version= d.2B
 
|damage=500*3 |level= |attribute=B |guard=All
 
|p1=90 |p2=75 (once)
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul=?? Foot |hitbox=
 
}}
 
{{FrameData-BBTag
 
|version=d.5C
 
|damage=1200 |level= |attribute=B |guard=High
 
|p1=90 |p2=75
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
 
 
{{FrameData-BBTag
 
|version=d.2C
 
|damage=1200 |level= |attribute=F |guard=Low
 
|p1=90 |p2=75
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul=?? Body |hitbox=
 
|description=
 
}}
 
 
 
{{FrameData-BBTag
 
|version=Type II - Bloom Trigger |subtitle=A/B/C after 4 drive moves
 
|damage=1000, 1700 |level= |attribute=B |guard=All
 
|p1=100 |p2=90 (once)
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
 
|}
 
|}
  
Line 240: Line 98:
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
|-
 
|-
{{FrameDataHeader-BBTag
+
{{FrameDataHeader-BBTag}}
|version=yes}}
+
|-
 +
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
 +
{{#lsth:BBTag/Noel Vermillion/Data|BC Full}}
 
|-
 
|-
{{FrameData-BBTag
+
{{Description|18|text={{ColumnList |text=
|version=Ground Throw
+
*Minimum Damage 100%
|damage=600, 1400 |level= |attribute=T |guard=Throw
+
}}
|p1=100 |p2=50 (once)
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=100% minimum damage
 
}}
 
 
 
{{FrameData-BBTag
 
|version=Type III: Spring Raid
 
|subtitle=Reversal Action
 
|damage=2250 |level= |attribute=B |guard=Air Unblockable
 
|p1=80 |p2=60
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
}}
 
 
 
{{FrameData-BBTag
 
|version=Cross Burst Attack
 
|damage=1000 |level= |attribute=H |guard=All
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
 
  }}
 
  }}
 +
|-
 +
{{AttackVersion|name=Type III: Spring Raid |subtitle=Reversal Action}}
 +
{{#lsth:BBTag/Noel Vermillion/Data|AD Full}}
 +
|-
 +
{{AttackVersion|name=Cross Burst Attack|subtitle=}}
 +
{{#lsth:BBTag/Noel Vermillion/Data|DP Full}}
 
|}
 
|}
  
Line 276: Line 119:
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
|-
 
|-
{{FrameDataHeader-BBTag
+
{{FrameDataHeader-BBTag}}
|version=yes}}
+
|-
 +
{{AttackVersion|name=A Type XI: Optic Barrel |subtitle=236A}}
 +
{{#lsth:BBTag/Noel Vermillion/Data|236A Full}}
 +
|-
 +
{{AttackVersion|name=B Type XI: Optic Barrel |subtitle=236B }}
 +
{{#lsth:BBTag/Noel Vermillion/Data|236B Full}}
 +
|-
 +
{{AttackVersion|name=Type IX: Muzzle Flitter |subtitle=214A}}
 +
{{#lsth:BBTag/Noel Vermillion/Data|214A Full}}
 +
|-
 +
{{AttackVersion|name=Type IV: Flash Supressor |subtitle=214B}}
 +
{{#lsth:BBTag/Noel Vermillion/Data|214B Full}}
 
|-
 
|-
{{FrameData-BBTag
+
{{AttackVersion|name=Charged Type IV: Flash Supressor |subtitle=214[B]}}
|version=A Type XI: Optic Barrel |subtitle=236A
+
{{#lsth:BBTag/Noel Vermillion/Data|214[B] Full}}
|damage= |level= |attribute= |guard=
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version=B Type XI: Optic Barrel |subtitle=236B
 
|damage= |level= |attribute= |guard=
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version=Type IX: Muzzle Flitter |subtitle=214A
 
|damage= |level= |attribute= |guard=
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version=Type IV: Flash Supressor |subtitle=214B
 
|damage= |level= |attribute= |guard=
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
 
|}
 
|}
 +
 
==Extra Skills==
 
==Extra Skills==
 
*All Extra Skills have the following properties unless otherwise stated:
 
*All Extra Skills have the following properties unless otherwise stated:
Line 318: Line 143:
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
|-
 
|-
{{FrameDataHeader-BBTag
+
{{FrameDataHeader-BBTag}}
|version=yes}}
 
 
|-
 
|-
{{FrameData-BBTag
+
{{AttackVersion|name=Type II: Bloom Trigger |subtitle=236C}}
|version=Type II: Bloom Trigger |subtitle=236C
+
{{#lsth:BBTag/Noel Vermillion/Data|236C Full}}
|damage= |level= |attribute= |guard=
+
|-
|startup= |active= |recovery= |frameAdv=
+
{{AttackVersion|name=Type V: Assault Through |subtitle=214C}}
|blockstun= |groundHit= |aiHit=
+
{{#lsth:BBTag/Noel Vermillion/Data|214C Full}}
|invul= |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version=Type V: Assault Through |subtitle=214C
 
|damage= |level= |attribute= |guard=
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
 
|}
 
|}
  
Line 342: Line 155:
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
|-
 
|-
{{FrameDataHeader-BBTag
+
{{FrameDataHeader-BBTag}}
|version=yes}}
 
 
|-
 
|-
{{FrameData-BBTag
+
{{AttackVersion|name=5P |subtitle=d.5C}}
|version=5P |subtitle=d.5C
+
{{#lsth:BBTag/Noel Vermillion/Data|5P Full}}
|damage= |level= |attribute= |guard=
+
|-
|startup= |active= |recovery= |frameAdv=
+
{{AttackVersion|name=6P |subtitle=d.6C}}
|blockstun= |groundHit= |aiHit=
+
{{#lsth:BBTag/Noel Vermillion/Data|6P Full}}
|invul= |hitbox=
+
|-
|description=
+
{{AttackVersion|name=4P |subtitle=Type VI: Flash Suppressor}}
}}
+
{{#lsth:BBTag/Noel Vermillion/Data|4P Full}}
{{FrameData-BBTag
 
|version=6P |subtitle=d.6C
 
|damage= |level= |attribute= |guard=
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version=4P |subtitle=Type VI: Flash Suppressor
 
|damage= |level= |attribute= |guard=
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
 
|}
 
|}
  
Line 377: Line 173:
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
|-
 
|-
{{FrameDataHeader-BBTag
+
{{FrameDataHeader-BBTag}}
|version=yes}}
+
|-
 +
{{AttackVersion|name=Zero Gun: Fenrir |subtitle=236B+C|rowspan=2}}
 +
{{#lsth:BBTag/Noel Vermillion/Data|236BC Full}}
 +
|-
 +
{{Description|18|text={{ColumnList |text=
 +
*Values in [] are for Enhanced version
 +
*If first hit (the strike) misses, then remaining hits replaced with 200*24 [300*24] and P1=80, P2=97
 +
*Minimum damage on hit: 400, 20*16, 1025 (1745) [400, 20*31, 902 (1922)]
 +
*Minimum damage on missed version shots 20%: 40*24 (960) [60*24 (1440)]
 +
}}
 +
}}
 +
|-
 +
{{AttackVersion|name=Bullet Storm > Zero Gun: Thor |subtitle=j.236B+C|rowspan=2}}
 +
{{#lsth:BBTag/Noel Vermillion/Data|j.236BC Full}}
 +
|-
 +
{{Description|18|text={{ColumnList |text=
 +
*Values in [] are for Enhanced version
 +
*Minimum damage 63*10, 630 (1260) [63*15, 570 (1515)]
 +
}}
 +
}}
 +
|-
 +
{{AttackVersion|name=Zero Gun: Fenrir |subtitle=Distortion Skill Duo|rowspan=2}}
 +
{{#lsth:BBTag/Noel Vermillion/Data|Distortion Skill Duo Full}}
 +
|-
 +
{{Description|18|text={{ColumnList |text=
 +
*Values in [] are for Enhanced version
 +
*Minimum Damage 2000 [2500]
 +
}}
 +
}}
 
|-
 
|-
{{FrameData-BBTag
 
|version=Zero Gun: Fenrir |subtitle=236B+C
 
|damage= |level= |attribute= |guard=
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
{{FrameData-BBTag
 
|version=Bullet Storm > Zero Gun: Thor |subtitle=j.214B+C
 
|damage= |level= |attribute= |guard=
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
 
|}
 
|}
  
Line 402: Line 210:
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
 
|-
 
|-
{{FrameDataHeader-BBTag
+
{{FrameDataHeader-BBTag}}
|version=yes}}
 
 
|-
 
|-
{{FrameData-BBTag
+
{{AttackVersion|name=Valkyrie Veil |subtitle=222B+C}}
|version=Valkyrie Veil |subtitle=222B+C
+
{{#lsth:BBTag/Noel Vermillion/Data|222BC Full}}
|damage= |level= |attribute= |guard=
 
|startup= |active= |recovery= |frameAdv=
 
|blockstun= |groundHit= |aiHit=
 
|invul= |hitbox=
 
|description=
 
}}
 
 
|}
 
|}
  
Line 424: Line 225:
 
| 5A, 2A || 5B, 2B, 4B || 5C, 2C || Throw, Jump, Special, Super
 
| 5A, 2A || 5B, 2B, 4B || 5C, 2C || Throw, Jump, Special, Super
 
|-
 
|-
! <span style="color:blue">5A<sup>[3]</sup></span>
+
! <span style="color:blue">5A<sup>[3*]</sup></span>
 
| 5AA, 2A || 5B, 2B, 4B || 5C, 2C || Throw, Jump, Special, Super
 
| 5AA, 2A || 5B, 2B, 4B || 5C, 2C || Throw, Jump, Special, Super
 
|-
 
|-
Line 436: Line 237:
 
| - || - || - || -
 
| - || - || - || -
 
|-
 
|-
! <span style="color:blue">2A<sup>[3]</sup></span>
+
! <span style="color:blue">2A<sup>[3*]</sup></span>
 
| <span style="color:green">2A<sup>[+]</sup></span>, 5A || 5B, 2B, 4B || 5C, 2C || Throw, Special, Super
 
| <span style="color:green">2A<sup>[+]</sup></span>, 5A || 5B, 2B, 4B || 5C, 2C || Throw, Special, Super
 
|-
 
|-
Line 481: Line 282:
 
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span>
 
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span>
 
:'''Drive''' = Noel's Drive Chain
 
:'''Drive''' = Noel's Drive Chain
*5A and 2A can be used a combined total of 3 times per string
+
*'''5A''' and '''2A''' can be used a combined total of 3 times per string
  
 
==Sources==
 
==Sources==
  
  
----
+
==Navigation==
{{CharLinks-BBTag|Noel}}
+
{{#lsth:BBTag/Noel Vermillion/Data|Links}}
 +
{{notice|To edit frame data, edit values in [[BBTag/Noel Vermillion/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}
 
[[Category:Noel Vermillion]]
 
[[Category:Noel Vermillion]]
 
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:BlazBlue Cross Tag Battle]]

Revision as of 20:32, 30 October 2019

System Data


Normal Moves

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
4A
5A
5AA
5AAA
5AAAA
2A
5B
2B
4B
5C
2C
j.A
j.AA
j.B
j.C
j.CC

Drive Moves

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
d.5A
d.5AA
d.5AAA
d.5AAAA
d.5B
d.2B
d.5C
d.2C
Type II - Bloom Trigger
A/B/C after 4 drive moves

Universal Mechanics

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ground Throw
  • Minimum Damage 100%
Type III: Spring Raid
Reversal Action
Cross Burst Attack

Skills

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
A Type XI: Optic Barrel
236A
B Type XI: Optic Barrel
236B
Type IX: Muzzle Flitter
214A
Type IV: Flash Supressor
214B
Charged Type IV: Flash Supressor
214[B]

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)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Type II: Bloom Trigger
236C
Type V: Assault Through
214C

Partner Skills

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5P
d.5C
6P
d.6C
4P
Type VI: Flash Suppressor

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Zero Gun: Fenrir
236B+C
  • Values in [] are for Enhanced version
  • If first hit (the strike) misses, then remaining hits replaced with 200*24 [300*24] and P1=80, P2=97
  • Minimum damage on hit: 400, 20*16, 1025 (1745) [400, 20*31, 902 (1922)]
  • Minimum damage on missed version shots 20%: 40*24 (960) [60*24 (1440)]
Bullet Storm > Zero Gun: Thor
j.236B+C
  • Values in [] are for Enhanced version
  • Minimum damage 63*10, 630 (1260) [63*15, 570 (1515)]
Zero Gun: Fenrir
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Valkyrie Veil
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A 5A, 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5A[3*] 5AA, 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA 5B, 2B, 4B 5C, 2C Jump[-], Special, Super
5AAAA - - - -
2A[3*] 2A[+], 5A 5B, 2B, 4B 5C, 2C Throw, Special, Super
5B - - - Drive[+]
2B - - - Drive[+]
4B - - - Drive[+]
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump
j.AA - j.B j.C Jump
j.B - - - Drive[+]
j.C - - j.CC[-] -
j.CC - - - -
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
Drive = Noel's Drive Chain
  • 5A and 2A can be used a combined total of 3 times per string

Sources

Navigation


Ambox notice.png To edit frame data, edit values in BBTag/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.
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RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's frame data
System Explanations

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