BBCF/Noel Vermillion/Frame Data

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System Data

Health:11,000
Prejump:4F
Backdash:22F (1-5F Inv All)
Unique Movements:


Normal Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCP Noel 5A.png 300 All 6 3 10 -1 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCP Noel 5B.png 600 Mid 9 3 16 -2 B - SJR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCP Noel 5C.png 900 Mid 12 2 19 -2 BP - S(J)R 100 92 Long 4 18 19 19 24 34 12 +0 +5 Click!
2ABBCP Noel 2A.png 300 All 6 3 10 -1 F - CSR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCP Noel 2B.png 500 Low 7 2 12 ±0 F - CSR 90 85 Normal 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCP Noel 2C.png 550*2 Low 13 2,2 14 +1 FP - SR 90 89 Long 3 16 19 19 24 33 11 +0 +2 Click!
6ABBCP Noel 6A.png 700 Mid 11 3 26 -18 B 6~11 H SJR 90 79 Long 3 16 Launch 24 Launch 38 11 +0 +2 Click!
6BBBCP Noel 6B.png 800 High 26 5 18 -6 B - SR 90 89 Normal 3 16 21 17 + Down 23 26 31 + Down 23 11 +0 +2 Click!
6CBBCP Noel 6C.png 550*2 Mid 8 11 (9) 4 25 -10 B, BP - SJR 100 92 Long 4 18 19, Launch 27 Crumple 25, Launch 42 12, 5 +0 +5 Click!
3CBBCP Noel 3C.png 900 Low 20 3 32 -18 FP - R 90 89 Long 3 16 Launch + Down 23 40 Launch + Down 23 57 3 +0 +2 Click!
  • Fatal Counter
j.ABBCP Noel jA.png 300 High/Air 6 2 9 - H - CSJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCP Noel jB.png 600 High/Air 7 6 17 - H - SJR 80 85 Long 2 13 14 17 18 29 10 +0 +1 Click!
j.CBBCP Noel jC.png 450*3 All 10 2,2,2 16 - HP - SR 80 89 Long 3 16 17 17 22 31 3*2, 5 +0 +2 Click!
j.2CBBCP Noel j2C.png 900 All 13 3 24+4L - HP - SR 80 82 Long 4 18 Launch 48 + WBounce Launch 63 12 +0 +5 Click!
  • Bonus Proration 110%

Drive Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCP Noel 5D.png 900 All 23 [17] 4 37 [18] -25 [-6] BP - SR 80 89 Long 3 16 23 30 Crumple 76 47 11 +0 +2 Click!
  • Values in [] are during OD
  • Fatal Counter
2DBBCF Noel 2D.png 420*3 All 26 3,3,3 3+34L [3+15L] -21 [-2] HP 4-(Until L) F SR 80 82 (Once) Long 4 18 24 30 29 45 2 +0 +5 Click!
  • Values in [] are during OD
  • Forces Crouching on Hit
6DBBCF Noel 6D.png 900 Low 27 {39} 2 44 [25] -27 [-8] FP 4~(2F Before Active) BP SR 80 82 Long 4 18 Launch + Down 23 45 Launch + Down 23 60 3 +0 +5 Click!
  • Values in [] are during OD
  • Values in {} are when far away from opponent
4DBBCP Noel 4D.png 900 All 25 [20] 7 37 [12] -25 [0] P 1~31 BP
[1~26 BP]
SR 80 82 Normal 4 18 Crumple 28 40 Crumple 65 55 6 +0 +5 Click!
  • Values in [] are during OD
j.DBBCP Noel jD.png 650*2 All 16 4,5 Until L+31
[Until L+12]
- HP 4-15 B SR 80 82 Normal 4 18 Launch 45 + GBounce + Down 17 Launch 60 + GBounce + Down 17 0 +0 +5 Click!
  • Values in [] are during OD
d5ABBCP Noel d5A.png 480 All 8 2 37 [18] -22 [-3] B - SR 80 89 Long 3 16 17 24 25 41 3 +0 +2 Click!
  • Values in [] are during OD
  • Fatal Counter
d6ABBCP Noel d6A.png 400*2 All 13 2(3)2 35 [16] -16 [+3] BP - SR 80 89 Long 3 20 Launch 24 Launch 38 3 +0 +2 Click!
  • Values in [] are during OD
d5BBBCP Noel d5B.png 400*2 Mid 11 3 (2) 2 33 [14] -16 [+3] B, BP - SR 80 92 Long 4 18 24 40, 40 + Slide 10 29 55, 55 + WBounce + Slide 10 12, 3 +0 +5 Click!
  • Values in [] are during OD
d6BBBCP Noel d6B.png 650 High 16 3 44 [25] -28 [-9] B - SR 80 82 Normal 4 18 22 40 + GBounce 27 55 + GBounce 12 +0 +5 Click!
  • Values in [] are during OD
  • Bonus Proration 110%
d5CBBCP Noel d5C.png 450*2 All 17 2 (2) 2 52 [33] -25 [-6] BP - SR 80 92 Long 4 18 21 25 Crumple 64 40 3/+5 +5 +5 Click!
  • Values in [] are during OD
d6CBBCP Noel d6C.png 150*9 All 23 4*9 Total: 84 [Total: 65] 0 [+19] P1 - R 80 99 Long 4 28 29 30 34 45 2 +0 +5 Click!
  • Values in [] are during OD
d5DBBCP Noel 5D.png 800 All 18 6 35 [16] -24 [-5] BP - SR 80 89 Long 3 16 23 30 28 44 5 +0 +2 Click!
  • Values in [] are during OD
d2DBBCF Noel 2D.png 420*3 All 26 3,3,3 3+34L
[3+15L]
-21 [-2] HP 4~(Until L) F SR 80 92 Long 4 18 24 30 29 45 2 +0 +5 Click!
  • Values in [] are during OD
  • Forces Crouching on hit.
d4DBBCP Noel 4D.png 800 All 25 4 49 [15] -34 [0] P 5~28 BP SR 80 92 Long 4 18 Crumple 28 40 Crumple 65 55 0 +0 +5 Click!
  • Values in [] are during OD
d6DBBCF Noel 6D.png 800 Low 24 {34} 2 44 [25] -27 [-8] BP 4~25 BP
{4~35 BP}
R 80 92 Long 4 18 Launch + Down 23 45 Launch + Down 23 60 3 +0 +5 Click!
  • Values in [] are during OD
  • Values in {} are when close enough to pass through opponent
  • {Can pass through opponent 4-13F}
Bloom TriggerBBCP Noel Bloom Trigger.png
236D
800*2
[800*2, 400*3]
All 15 2(7)8
[2(7)2,2,2,2]
28 -15 [-9] B, BP*4 - R 90 94 Long 5 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 RaidBBCP Noel Spring Raid.png
623D
1300 Mid 8 7 20+12L -20 B 1~10 All R 70 82 Normal 4 18] Launch 48 [60] Launch 63 [75] 12 [20] +0 +5 Click!
  • Values in [] are during OD
Assault ThroughBBCP Noel Assault Through.png
214D
900 All 31 [28] 7 16 -4 [0] Bl 1~18 Al R 90 82 Normal 4 18 [22] 19 [Stagger 29] 40 + Slide 30
[40 + Slide 30 + WBounce 50]
Launch 55 + Slide 30 + WBounce 50 12 +0 +5 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 GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCP Noel Forward Throw.png 0, 600, 900 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 3*2 - Crumple 35, Launch 17 + Down 16, 35 + Slide 15 + Down 16 - - - 0*2, 11 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCP Noel Back Throw.png 0, 600, 900 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 3*2 - Crumple 35, Launch 17 + Down 16, 35 + Slide 15 + Down 16 - - - 0*2, 11 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCP Noel Air Throw.png 0, 1500 Throw(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0 - - 40 + Down 29 - - - 0 +0 Click!
  • Minimum Damage 100%
Dash Cancel - - - - 22 - - - - - - - - - - - - - - - - Click!
Counter AssaultBBCP Noel d5B.png 0 All 13 6 30 -17 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Noel CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!

Specials

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Chamber ShotBBCP Noel Chamber Shot.png
236C
1100 All 15 6 23 -10 BP - R 90 72 Long 4 18 Launch 40 Launch 55 12 +0 +5 Click!
XI. Optic BarrelBBCP Noel Optic Barrel.png
BBCP Noel Optic Barrel2.png

236A/B
650 All 19 8 Total 51 -8 P1 - R 90 89 Long 3 16 17 38 22 52 0/+8 +8 +10 Click!
  • Can dash cancel 31-35
IX. Muzzle FlitterBBCP Noel Muzzle Flitter.png
214A
0, 2000 Unblockable 26 6 Until L+16 - HT - R 100 100, 92 Normal 0 - Launch 12 + Down 41 - - - 0 +0 Click!
  • Minimum Damage 50%
XIII. Revolver BlastBBCP Noel Revolver Blast.png
j.214C
200 All 10 3*4 Until L+8 - HP - R 100 98 Long 2 13 20 24 24 36 6 +0 +1 Click!
Follow-up AttackBBCP Noel j2C.png
j.2C after j.214C
1200 - 9 3 Until L - HP - R - 90 Long 2 16 Launch 40 + Down 23 Launch 54 + Down 23 11 +0 +2 Click!
B Flash SuppressorBBCP Noel Silencer A.png
22B on downed opponent
200 - 11 2 15 - F - R 100 90 Long 1 11 12 12 + Down 23 16 23 + Down 23 0 +0 +0 Click!
C Flash SuppressorBBCP Noel Silencer B.png
22C on downed opponent
300 U 17 4 22 - F - R 100 94 Long 4 18 19 38 + GBounce 24 53 + GBounce 6 +0 +5 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 GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Zero Gun: FenrirBBCP Noel Fenrir1.png
BBCP Noel Fenrir2.png

On hit
800, 100*16, 3000
[800, 100*31, 3000]
All 1+(28 Flash)+5 5 - - B, P2 1~10 Guard All R 80 100 Normal 5, 4*17 - 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: FenrirBBCP Noel Fenrir1.png
On block/whiff
800, 300*24 All 1+(28 Flash)+5 5(12)X{(3)X}*23 Total 148 -34 P2 - R 80 100 Normal 4 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: ThorBBCP Noel Thor1.png
BBCP Noel Thor2.png

j.236236D
330*10, 1900
[330*19, 2000]
All 4+(21 Flash)+14 X{(4)X}*9 [*18] Until L [Total 157] - P2 1~4 All R 80 97 Normal*10[*19], Long 4 20 Launch 100*10[*19], 120 Launch 115*10[*19], 135 0 +0 - 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 GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Zero Gun: SleipnirBBCF Noel Sleipnir.png
ABCD during OD
600, 660, 1700
{600, 500*3, 80*16, 660, 1700}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 120 + Slide 70 - - 20 20, 0*2
{20, 12*3, 0*18}
+0 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 GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Valkyrie VeilBBCP Noel Astral.png
BBCP Noel Astral2.png

236236C
- - - - 8+(60 Flash)+79 - - 1~8 All
8~55 Guard HBF
- - - - - - - - - - - - - Click!
  • Activates on successful guard point
Valkyrie VeilBBCS Noel VVeil.png
214214C
- - 8+(64 Flash)+20 4 25 -10 B 1~42 All - - - - 4 18= - - - - 0 - - 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

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Ambox notice.png To edit frame data, edit values in BBCF/Noel Vermillion/Data.