BBCF/Noel Vermillion/Frame Data: Difference between revisions

From Dustloop Wiki
(simplifying frame data backend)
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|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A}}
{{#lst:{{BASEPAGENAME}}/Data|5A Extra}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B}}
{{#lst:{{BASEPAGENAME}}/Data|5B Extra}}
|-
|-
{{AttackVersion|name=5C|subtitle=}}
{{AttackVersion|name=5C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C}}
{{#lst:{{BASEPAGENAME}}/Data|5C Extra}}
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A}}
{{#lst:{{BASEPAGENAME}}/Data|2A Extra}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B}}
{{#lst:{{BASEPAGENAME}}/Data|2B Extra}}
|-
|-
{{AttackVersion|name=2C|subtitle=}}
{{AttackVersion|name=2C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C}}
{{#lst:{{BASEPAGENAME}}/Data|2C Extra}}
|-
|-
{{AttackVersion|name=6A|subtitle=}}
{{AttackVersion|name=6A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6A Full}}
{{#lst:{{BASEPAGENAME}}/Data|6A}}
{{#lst:{{BASEPAGENAME}}/Data|6A Extra}}
|-
|-
{{AttackVersion|name=6B|subtitle=}}
{{AttackVersion|name=6B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6B Full}}
{{#lst:{{BASEPAGENAME}}/Data|6B}}
{{#lst:{{BASEPAGENAME}}/Data|6B Extra}}
|-
|-
{{AttackVersion|name=6C|subtitle=}}
{{AttackVersion|name=6C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|6C}}
{{#lst:{{BASEPAGENAME}}/Data|6C Extra}}
|-
|-
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{AttackVersion|name=3C|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|3C Full}}
{{#lst:{{BASEPAGENAME}}/Data|3C}}
{{#lst:{{BASEPAGENAME}}/Data|3C Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Extra}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Extra}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Extra}}
|-
|-
{{AttackVersion|name=j.2C|subtitle=|rowspan=2}}
{{AttackVersion|name=j.2C|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|5D Full}}
{{#lst:{{BASEPAGENAME}}/Data|5D}}
{{#lst:{{BASEPAGENAME}}/Data|5D Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|2D}}
{{#lst:{{BASEPAGENAME}}/Data|2D Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|6D Full}}
{{#lst:{{BASEPAGENAME}}/Data|6D}}
{{#lst:{{BASEPAGENAME}}/Data|6D Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|4D Full}}
{{#lst:{{BASEPAGENAME}}/Data|4D}}
{{#lst:{{BASEPAGENAME}}/Data|4D Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|j.D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.D}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|d5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|d5A}}
{{#lst:{{BASEPAGENAME}}/Data|d5A Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|d6A Full}}
{{#lst:{{BASEPAGENAME}}/Data|d6A}}
{{#lst:{{BASEPAGENAME}}/Data|d6A Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|d5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|d5B}}
{{#lst:{{BASEPAGENAME}}/Data|d5B Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|d6B Full}}
{{#lst:{{BASEPAGENAME}}/Data|d6B}}
{{#lst:{{BASEPAGENAME}}/Data|d6B Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|d5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|d5C}}
{{#lst:{{BASEPAGENAME}}/Data|d5C Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|d6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|d6C}}
{{#lst:{{BASEPAGENAME}}/Data|d6C Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|d5D Full}}
{{#lst:{{BASEPAGENAME}}/Data|d5D}}
{{#lst:{{BASEPAGENAME}}/Data|d5D Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|d2D Full}}
{{#lst:{{BASEPAGENAME}}/Data|d2D}}
{{#lst:{{BASEPAGENAME}}/Data|d2D Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|d4D Full}}
{{#lst:{{BASEPAGENAME}}/Data|d4D}}
{{#lst:{{BASEPAGENAME}}/Data|d4D Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|d6D Full}}
{{#lst:{{BASEPAGENAME}}/Data|d6D}}
{{#lst:{{BASEPAGENAME}}/Data|d6D Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|236D}}
{{#lst:{{BASEPAGENAME}}/Data|236D Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|623D Full}}
{{#lst:{{BASEPAGENAME}}/Data|623D}}
{{#lst:{{BASEPAGENAME}}/Data|623D Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|214D Full}}
{{#lst:{{BASEPAGENAME}}/Data|214D}}
{{#lst:{{BASEPAGENAME}}/Data|214D Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|Reload Full}}
{{#lst:{{BASEPAGENAME}}/Data|Reload}}
{{#lst:{{BASEPAGENAME}}/Data|Reload Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC}}
{{#lst:{{BASEPAGENAME}}/Data|BC Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|4BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|4BC}}
{{#lst:{{BASEPAGENAME}}/Data|4BC Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|j.BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|66 Cancel Full}}
{{#lst:{{BASEPAGENAME}}/Data|66 Cancel}}
{{#lst:{{BASEPAGENAME}}/Data|66 Cancel Extra}}
|-
|-
{{AttackVersion|name=Counter Assault|subtitle=}}
{{AttackVersion|name=Counter Assault|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|6AB}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Extra}}
|-
|-
{{AttackVersion|name=Crush Trigger|subtitle=Uncharged/Charged|rowspan=2}}
{{AttackVersion|name=Crush Trigger|subtitle=Uncharged/Charged|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AB}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Extra}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Full}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB]}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Extra}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=Chamber Shot|subtitle=236C}}
{{AttackVersion|name=Chamber Shot|subtitle=236C}}
{{#lst:{{BASEPAGENAME}}/Data|236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C}}
{{#lst:{{BASEPAGENAME}}/Data|236C Extra}}
|-
|-
{{AttackVersion|name=XI. Optic Barrel|subtitle=236A/B|rowspan=2}}
{{AttackVersion|name=XI. Optic Barrel|subtitle=236A/B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A}}
{{#lst:{{BASEPAGENAME}}/Data|236A Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|214A}}
{{#lst:{{BASEPAGENAME}}/Data|214A Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Minimum Damage 50%
{{Description|22|text={{ColumnList |text=*Minimum Damage 50%
Line 280: Line 323:
|-
|-
{{AttackVersion|name=XIII. Revolver Blast|subtitle=j.214C}}
{{AttackVersion|name=XIII. Revolver Blast|subtitle=j.214C}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C Extra}}
|-
|-
{{AttackVersion|name=Follow-up Attack|subtitle=j.2C after j.214C}}
{{AttackVersion|name=Follow-up Attack|subtitle=j.2C after j.214C}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C 2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C 2C}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C 2C Extra}}
|-
|-
{{AttackVersion|name=B Flash Suppressor|subtitle=22B on downed opponent}}
{{AttackVersion|name=B Flash Suppressor|subtitle=22B on downed opponent}}
{{#lst:{{BASEPAGENAME}}/Data|22B Full}}
{{#lst:{{BASEPAGENAME}}/Data|22B}}
{{#lst:{{BASEPAGENAME}}/Data|22B Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|22C Full}}
{{#lst:{{BASEPAGENAME}}/Data|22C}}
{{#lst:{{BASEPAGENAME}}/Data|22C Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|632146D on Hit Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146D on Hit}}
{{#lst:{{BASEPAGENAME}}/Data|632146D on Hit Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|632146D on Block Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146D on Block}}
{{#lst:{{BASEPAGENAME}}/Data|632146D on Block Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|j.236236D Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236236D}}
{{#lst:{{BASEPAGENAME}}/Data|j.236236D Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
{{Description|22|text={{ColumnList |text=* Values in [] are during OD
Line 339: Line 389:
|-
|-
{{AttackVersion|name=Zero Gun: Sleipnir|subtitle=ABCD during OD|rowspan=2}}
{{AttackVersion|name=Zero Gun: Sleipnir|subtitle=ABCD during OD|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD Full}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD Extra}}
|-
|-
{{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
Line 355: Line 406:
|-
|-
{{AttackVersion|name=Valkyrie Veil|subtitle=236236C|rowspan=2}}
{{AttackVersion|name=Valkyrie Veil|subtitle=236236C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Astral Full}}
{{#lst:{{BASEPAGENAME}}/Data|Astral}}
{{#lst:{{BASEPAGENAME}}/Data|Astral Extra}}
|-
|-
{{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:{{BASEPAGENAME}}/Data|Old Astral Full}}
{{#lst:{{BASEPAGENAME}}/Data|Old Astral}}
{{#lst:{{BASEPAGENAME}}/Data|Old Astral Extra}}
|-
|-
{{Description|22|text=*Only available to Hat Noel
{{Description|22|text=*Only available to Hat Noel

Revision as of 16:38, 3 March 2021

  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
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/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.