BBCF/Noel Vermillion/Frame Data: Difference between revisions

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|-
|-
! Health
! Health
|| {{#lst:BBCF/Noel Vermillion/Data|health}}
|| {{#lst:{{BASEPAGENAME}}/Data|health}}
|-
|-
! Combo Rate
! Combo Rate
|| {{#lst:BBCF/Noel Vermillion/Data|comborate}}
|| {{#lst:{{BASEPAGENAME}}/Data|comborate}}
|-
|-
! Prejump
! Prejump
|| {{#lst:BBCF/Noel Vermillion/Data|prejump}}
|| {{#lst:{{BASEPAGENAME}}/Data|prejump}}
|-
|-
! Backdash
! Backdash
|| {{#lst:BBCF/Noel Vermillion/Data|backdash}}
|| {{#lst:{{BASEPAGENAME}}/Data|backdash}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:BBCF/Noel Vermillion/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lst:BBCF/Noel Vermillion/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lst:BBCF/Noel Vermillion/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lst:BBCF/Noel Vermillion/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lst:BBCF/Noel Vermillion/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lst:BBCF/Noel Vermillion/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
|-
|-
{{AttackVersion|name=6A|subtitle=}}
{{AttackVersion|name=6A|subtitle=}}
{{#lst:BBCF/Noel Vermillion/Data|6A Full}}
{{#lst:{{BASEPAGENAME}}/Data|6A Full}}
|-
|-
{{AttackVersion|name=6B|subtitle=}}
{{AttackVersion|name=6B|subtitle=}}
{{#lst:BBCF/Noel Vermillion/Data|6B Full}}
{{#lst:{{BASEPAGENAME}}/Data|6B Full}}
|-
|-
{{AttackVersion|name=6C|subtitle=}}
{{AttackVersion|name=6C|subtitle=}}
{{#lst:BBCF/Noel Vermillion/Data|6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|6C Full}}
|-
|-
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|3C Full}}
{{#lst:{{BASEPAGENAME}}/Data|3C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Fatal Counter
{{Description|22|text={{ColumnList |text=*Fatal Counter
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|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:BBCF/Noel Vermillion/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:BBCF/Noel Vermillion/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lst:BBCF/Noel Vermillion/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
|-
|-
{{AttackVersion|name=j.2C|subtitle=|rowspan=2}}
{{AttackVersion|name=j.2C|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|j.2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%
{{Description|22|text={{ColumnList |text=*Bonus Proration 110%
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|-
|-
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|5D Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{AttackVersion|name=2D|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=6D|subtitle=|rowspan=2}}
{{AttackVersion|name=6D|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|6D Full}}
{{#lst:{{BASEPAGENAME}}/Data|6D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=4D|subtitle=|rowspan=2}}
{{AttackVersion|name=4D|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|4D Full}}
{{#lst:{{BASEPAGENAME}}/Data|4D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{AttackVersion|name=j.D|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|j.D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=d5A|subtitle=|rowspan=2}}
{{AttackVersion|name=d5A|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|d5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|d5A Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=d6A|subtitle=|rowspan=2}}
{{AttackVersion|name=d6A|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|d6A Full}}
{{#lst:{{BASEPAGENAME}}/Data|d6A Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=d5B|subtitle=|rowspan=2}}
{{AttackVersion|name=d5B|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|d5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|d5B Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=d6B|subtitle=|rowspan=2}}
{{AttackVersion|name=d6B|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|d6B Full}}
{{#lst:{{BASEPAGENAME}}/Data|d6B Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=d5C|subtitle=|rowspan=2}}
{{AttackVersion|name=d5C|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|d5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|d5C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=d6C|subtitle=|rowspan=2}}
{{AttackVersion|name=d6C|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|d6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|d6C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=d5D|subtitle=|rowspan=2}}
{{AttackVersion|name=d5D|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|d5D Full}}
{{#lst:{{BASEPAGENAME}}/Data|d5D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=d2D|subtitle=|rowspan=2}}
{{AttackVersion|name=d2D|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|d2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|d2D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=d4D|subtitle=|rowspan=2}}
{{AttackVersion|name=d4D|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|d4D Full}}
{{#lst:{{BASEPAGENAME}}/Data|d4D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=d6D|rowspan=2}}
{{AttackVersion|name=d6D|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|d6D Full}}
{{#lst:{{BASEPAGENAME}}/Data|d6D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=Bloom Trigger|subtitle=236D|rowspan=2}}
{{AttackVersion|name=Bloom Trigger|subtitle=236D|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|236D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=Spring Raid|subtitle=623D|rowspan=2}}
{{AttackVersion|name=Spring Raid|subtitle=623D|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|623D Full}}
{{#lst:{{BASEPAGENAME}}/Data|623D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=Assault Through|subtitle=214D|rowspan=2}}
{{AttackVersion|name=Assault Through|subtitle=214D|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|214D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=Reload|subtitle=Automatic|rowspan=2}}
{{AttackVersion|name=Reload|subtitle=Automatic|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|Reload Full}}
{{#lst:{{BASEPAGENAME}}/Data|Reload Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Counterhit state for entire move
{{Description|22|text={{ColumnList |text=*Counterhit state for entire move
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|-
|-
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
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|-
|-
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|4BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|4BC Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
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|-
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|j.BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
{{Description|22|text={{ColumnList |text=*Minimum Damage 100%
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|-
|-
{{AttackVersion|name=Dash Cancel|subtitle=}}
{{AttackVersion|name=Dash Cancel|subtitle=}}
{{#lst:BBCF/Noel Vermillion/Data|66 Cancel Full}}
{{#lst:{{BASEPAGENAME}}/Data|66 Cancel Full}}
|-
|-
{{AttackVersion|name=Counter Assault|subtitle=}}
{{AttackVersion|name=Counter Assault|subtitle=}}
{{#lst:BBCF/Noel Vermillion/Data|6AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Full}}
|-
|-
{{AttackVersion|name=Crush Trigger|subtitle=Uncharged/Charged|rowspan=2}}
{{AttackVersion|name=Crush Trigger|subtitle=Uncharged/Charged|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|5AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Full}}
|-
|-
{{#lst:BBCF/Noel Vermillion/Data|5[AB] Full}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Full}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=Chamber Shot|subtitle=236C}}
{{AttackVersion|name=Chamber Shot|subtitle=236C}}
{{#lst:BBCF/Noel Vermillion/Data|236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C Full}}
|-
|-
{{AttackVersion|name=XI. Optic Barrel|subtitle=236A/B|rowspan=2}}
{{AttackVersion|name=XI. Optic Barrel|subtitle=236A/B|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Can dash cancel 31-35
{{Description|22|text={{ColumnList |text=*Can dash cancel 31-35
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|-
|-
{{AttackVersion|name=IX. Muzzle Flitter|subtitle=214A|rowspan=2}}
{{AttackVersion|name=IX. Muzzle Flitter|subtitle=214A|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|214A Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 50%
{{Description|22|text={{ColumnList |text=*Minimum Damage 50%
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|-
|-
{{AttackVersion|name=XIII. Revolver Blast|subtitle=j.214C}}
{{AttackVersion|name=XIII. Revolver Blast|subtitle=j.214C}}
{{#lst:BBCF/Noel Vermillion/Data|j.214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C Full}}
|-
|-
{{AttackVersion|name=Follow-up Attack|subtitle=j.2C after j.214C}}
{{AttackVersion|name=Follow-up Attack|subtitle=j.2C after j.214C}}
{{#lst:BBCF/Noel Vermillion/Data|j.214C 2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C 2C Full}}
|-
|-
{{AttackVersion|name=B Flash Suppressor|subtitle=22B on downed opponent}}
{{AttackVersion|name=B Flash Suppressor|subtitle=22B on downed opponent}}
{{#lst:BBCF/Noel Vermillion/Data|22B Full}}
{{#lst:{{BASEPAGENAME}}/Data|22B Full}}
|-
|-
{{AttackVersion|name=C Flash Suppressor|subtitle=22C on downed opponent|rowspan=2}}
{{AttackVersion|name=C Flash Suppressor|subtitle=22C on downed opponent|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|22C Full}}
{{#lst:{{BASEPAGENAME}}/Data|22C Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Dash cancel from 21-29
{{Description|22|text={{ColumnList |text=*Dash cancel from 21-29
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|-
|-
{{AttackVersion|name=Zero Gun: Fenrir|subtitle=On hit|rowspan=2}}
{{AttackVersion|name=Zero Gun: Fenrir|subtitle=On hit|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|632146D on Hit Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146D on Hit Full}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Zero Gun: Fenrir|subtitle=On block/whiff|rowspan=2}}
{{AttackVersion|name=Zero Gun: Fenrir|subtitle=On block/whiff|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|632146D on Block Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146D on Block Full}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 10%: 720
{{Description|22|text={{ColumnList |text=*Minimum Damage 10%: 720
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|-
|-
{{AttackVersion|name=Bullet Storm > Zero Gun: Thor|subtitle=j.236236D|rowspan=2}}
{{AttackVersion|name=Bullet Storm > Zero Gun: Thor|subtitle=j.236236D|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|j.236236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236236D Full}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
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|-
|-
{{AttackVersion|name=Zero Gun: Sleipnir|subtitle=ABCD during OD|rowspan=2}}
{{AttackVersion|name=Zero Gun: Sleipnir|subtitle=ABCD during OD|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|ABCD Full}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD Full}}
|-
|-
{{Description|22|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
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|-
|-
{{AttackVersion|name=Valkyrie Veil|subtitle=236236C|rowspan=2}}
{{AttackVersion|name=Valkyrie Veil|subtitle=236236C|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|Astral Full}}
{{#lst:{{BASEPAGENAME}}/Data|Astral Full}}
|-
|-
{{Description|22|text=*Activates on successful guard point
{{Description|22|text=*Activates on successful guard point
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|-
|-
{{AttackVersion|name=Valkyrie Veil|subtitle=214214C|rowspan=2}}
{{AttackVersion|name=Valkyrie Veil|subtitle=214214C|rowspan=2}}
{{#lst:BBCF/Noel Vermillion/Data|Old Astral Full}}
{{#lst:{{BASEPAGENAME}}/Data|Old Astral Full}}
|-
|-
{{Description|22|text=*Only available to Hat Noel
{{Description|22|text=*Only available to Hat Noel
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: '''Super''' = Supers only
: '''Super''' = Supers only
==Navigation==
==Navigation==
{{#lst:BBCF/Noel Vermillion/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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-BBCF}}
{{Navbar-BBCF}}

Revision as of 08:13, 7 September 2020

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

System Data

Health
Combo Rate
Prejump
Backdash


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
On hit
  • 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: Fenrir
On block/whiff
  • Minimum Damage 10%: 720
  • On Guard Point, hitstop for Noel is 14F. Opponent hitstop is 15F
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/Frame Data/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.