BBCF/Noel Vermillion/Frame Data: Difference between revisions

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{{#lst:BBCF/Noel Vermillion/Data|3C Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Fatal Counter
|18|text={{ColumnList |text=*Fatal Counter
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{{Description
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%
|18|text={{ColumnList |text=*Bonus Proration 110%
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Fatal Counter
*Fatal Counter
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
* Forces Crouching on Hit
* Forces Crouching on Hit
}}
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
* Values in {} are when far away from opponent
* Values in {} are when far away from opponent
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{{#lst:BBCF/Noel Vermillion/Data|4D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
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{{#lst:BBCF/Noel Vermillion/Data|d5A Full}}
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
* Fatal Counter
* Fatal Counter
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{{#lst:BBCF/Noel Vermillion/Data|d6A Full}}
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
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{{#lst:BBCF/Noel Vermillion/Data|d6B Full}}
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Bonus Proration 110%
*Bonus Proration 110%
}}
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{{#lst:BBCF/Noel Vermillion/Data|d5C Full}}
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
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{{#lst:BBCF/Noel Vermillion/Data|d6C Full}}
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
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{{#lst:BBCF/Noel Vermillion/Data|d2D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Forces Crouching on hit.
*Forces Crouching on hit.
}}
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{{#lst:BBCF/Noel Vermillion/Data|d4D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
* Values in {} are when close enough to pass through opponent
* Values in {} are when close enough to pass through opponent
*{Can pass through opponent 4-13F}
*{Can pass through opponent 4-13F}
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{{#lst:BBCF/Noel Vermillion/Data|236D Full}}
{{#lst:BBCF/Noel Vermillion/Data|236D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
}}
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{{#lst:BBCF/Noel Vermillion/Data|623D Full}}
{{#lst:BBCF/Noel Vermillion/Data|623D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
}}
}}
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{{#lst:BBCF/Noel Vermillion/Data|214D Full}}
{{#lst:BBCF/Noel Vermillion/Data|214D Full}}
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*Can pass through opponent 1-18
*Can pass through opponent 1-18
}}
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{{#lst:BBCF/Noel Vermillion/Data|Reload Full}}
{{#lst:BBCF/Noel Vermillion/Data|Reload Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Counterhit state for entire move
|18|text={{ColumnList |text=*Counterhit state for entire move
*Activates automatically if chain revolver ends without a special/distortion cancel and Noel is not in overdrive
*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.
*Frame data is already included in the drive moves listed above.
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{{#lst:BBCF/Noel Vermillion/Data|BC Full}}
{{#lst:BBCF/Noel Vermillion/Data|BC Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
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{{#lst:BBCF/Noel Vermillion/Data|4BC Full}}
{{#lst:BBCF/Noel Vermillion/Data|4BC Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
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{{#lst:BBCF/Noel Vermillion/Data|j.BC Full}}
{{#lst:BBCF/Noel Vermillion/Data|j.BC Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
|18|text={{ColumnList |text=*Minimum Damage 100%
}}
}}
}}
}}
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{{#lst:BBCF/Noel Vermillion/Data|236A Full}}
{{#lst:BBCF/Noel Vermillion/Data|236A Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Can dash cancel 31-35
|18|text={{ColumnList |text=*Can dash cancel 31-35
}}
}}
}}
}}
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{{#lst:BBCF/Noel Vermillion/Data|214A Full}}
{{#lst:BBCF/Noel Vermillion/Data|214A Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 50%
|18|text={{ColumnList |text=*Minimum Damage 50%
}}
}}
}}
}}
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{{#lst:BBCF/Noel Vermillion/Data|22C Full}}
{{#lst:BBCF/Noel Vermillion/Data|22C Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Dash cancel from 21-29
|18|text={{ColumnList |text=*Dash cancel from 21-29
}}
}}
}}
}}
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{{#lst:BBCF/Noel Vermillion/Data|632146D Strike Full}}
{{#lst:BBCF/Noel Vermillion/Data|632146D Strike Full}}
|-
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{{Description
{{Description|22|text=*Minimum Damage 20%: 160
|18|text=*Minimum Damage 20%: 160
*On Guard Point, hitstop for Noel is 14F. Opponent hitstop is 15F
*On Guard Point, hitstop for Noel is 14F. Opponent hitstop is 15F
}}
}}
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{{#lst:BBCF/Noel Vermillion/Data|632146D on Hit Full}}
{{#lst:BBCF/Noel Vermillion/Data|632146D on Hit Full}}
|-
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*All hits except final hit have Minimum Damage 10%, final hit 20%: 760 [910]
*All hits except final hit have Minimum Damage 10%, final hit 20%: 760 [910]
}}
}}
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{{#lst:BBCF/Noel Vermillion/Data|632146D on Block Full}}
{{#lst:BBCF/Noel Vermillion/Data|632146D on Block Full}}
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{{Description
{{Description|22|text={{ColumnList |text=*Minimum Damage 10%" 720
|18|text={{ColumnList |text=*Minimum Damage 10%" 720
*Fires bullets every 3F until 24 shots are fired
*Fires bullets every 3F until 24 shots are fired
}}
}}
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{{#lst:BBCF/Noel Vermillion/Data|j.236236D Full}}
{{#lst:BBCF/Noel Vermillion/Data|j.236236D Full}}
|-
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{{Description
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
|18|text={{ColumnList |text=* Values in [] are during OD
*All hits except final hit have Minimum Damage 10%, final hit 20%: 710 [1027]
*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
*Bullets fire in 2F intervals, Rocket fires 41F after final bullet
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{{#lst:BBCF/Noel Vermillion/Data|ABCD Full}}
{{#lst:BBCF/Noel Vermillion/Data|ABCD Full}}
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{{Description|18|text={{ColumnList |text=* Values in [] are when canceled into or immediately after activating Overdrive
{{Description|22|text={{ColumnList |text=* Values in [] are when canceled into or immediately after activating Overdrive
* Values in {} are during Active Flow
* Values in {} are during Active Flow
*Minimum Damage 10%: 296 {574+44}
*Minimum Damage 10%: 296 {574+44}
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{{#lst:BBCF/Noel Vermillion/Data|Astral Full}}
{{#lst:BBCF/Noel Vermillion/Data|Astral Full}}
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{{Description
{{Description|22|text=*Activates on successful guard point
|18|text=*Activates on successful guard point
}}
}}


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{{#lst:BBCF/Noel Vermillion/Data|Old Astral Full}}
{{#lst:BBCF/Noel Vermillion/Data|Old Astral Full}}
|-
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{{Description
{{Description|22|text=*Only available to Hat Noel
|18|text=*Only available to Hat Noel
}}
}}



Revision as of 21:33, 18 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    

System Data


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A
5B
5C
2A
2B
2C
6A
6B
6C
3C
  • Fatal Counter
j.A
j.B
j.C
j.2C
  • Bonus Proration 110%

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D
  • Values in [] are during OD
  • Fatal Counter
2D
  • Values in [] are during OD
  • Forces Crouching on Hit
6D
  • Values in [] are during OD
  • Values in {} are when far away from opponent
4D
  • Values in [] are during OD
j.D
  • Values in [] are during OD
d5A
  • Values in [] are during OD
  • Fatal Counter
d6A
  • Values in [] are during OD
d5B
  • Values in [] are during OD
d6B
  • Values in [] are during OD
  • Bonus Proration 110%
d5C
  • Values in [] are during OD
d6C
  • Values in [] are during OD
d5D
  • Values in [] are during OD
d2D
  • Values in [] are during OD
  • Forces Crouching on hit.
d4D
  • Values in [] are during OD
d6D
  • Values in [] are during OD
  • Values in {} are when close enough to pass through opponent
  • {Can pass through opponent 4-13F}
Bloom Trigger
236D
  • Values in [] are during OD
Spring Raid
623D
  • Values in [] are during OD
Assault Through
214D
  • Values in [] are during OD
  • Can pass through opponent 1-18
Reload
Automatic
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw
  • Minimum Damage 100%
Back Throw
  • Minimum Damage 100%
Air Throw
  • Minimum Damage 100%
Dash Cancel
Counter Assault
Crush Trigger
Uncharged/Charged

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Chamber Shot
236C
XI. Optic Barrel
236A/B
  • Can dash cancel 31-35
IX. Muzzle Flitter
214A
  • Minimum Damage 50%
XIII. Revolver Blast
j.214C
Follow-up Attack
j.2C after j.214C
B Flash Suppressor
22B on downed opponent
C Flash Suppressor
22C on downed opponent
  • Dash cancel from 21-29

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Zero Gun: Fenrir (Strike)
632146D
  • Minimum Damage 20%: 160
  • On Guard Point, hitstop for Noel is 14F. Opponent hitstop is 15F
Zero Gun: Fenrir
bullets on hit
  • Values in [] are during OD
  • All hits except final hit have Minimum Damage 10%, final hit 20%: 760 [910]
Zero Gun: Fenrir
bullets on block/whiff
  • Minimum Damage 10%" 720
  • Fires bullets every 3F until 24 shots are fired
Bullet Storm > Zero Gun: Thor
j.236236D
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Zero Gun: Sleipnir
ABCD during OD
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Valkyrie Veil
236236C
  • Activates on successful guard point
Valkyrie Veil
214214C
  • Only available to Hat Noel

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
5B[1] 6A 2B, 6B 5C, 2C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special
5C[1] - 6B 3C 5D, 2D, 6D, 4D Throw, Jump[-], Special
2A[3] 5A, 2A 5B, 2B, 6B 5C, 2C, 6C 5D, 2D, 6D, 4D Throw, Special
2B[2] 6A 5B, 2B[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
2C - - 5C, 3C 5D, 2D, 6D, 4D Special
6A - 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
6B - - 3C 5D, 2D, 6D, 4D Special
6C - 6B 2C, 3C 5D, 2D, 6D, 4D Throw (first hit)
3C - - - - Silencer[-]
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Jump, Special
j.B j.A - j.C, j.2C j.D Throw, Jump, Special
j.C j.A j.B j.2C j.D Throw, Special
j.2C - - - j.D Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation

To edit frame data, edit values in BBCF/Noel Vermillion/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.