BBCF/Noel Vermillion/Frame Data: Difference between revisions

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!  !! A!! B !! C !! D !! Cancels
!  !! A!! B !! C !! D !! Cancels
|-
|-
! <span style="color:blue">5A<sup>[3]</sup></span>
! <span style="color:blue">{{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=5A}}<sup>[3]</sup></span>
| <span style="color:green">5A<sup>[+]</sup></span>, 2A, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || 5D, 2D, 6D, 4D || Throw, Special
| <span style="color:green">5A<sup>[+]</sup></span>, 2A, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || 5D, 2D, 6D, 4D || Throw, Special
|-
|-
! <span style="color:blue">5B<sup>[1]</sup></span>
! <span style="color:blue">{{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=5B}}<sup>[1]</sup></span>
| 6A || 2B, 6B || 5C, 2C, 3C || 5D, 2D, 6D, 4D || Throw, Jump, Special
| 6A || 2B, 6B || 5C, 2C, 3C || 5D, 2D, 6D, 4D || Throw, Jump, Special
|-
|-
! <span style="color:blue">5C<sup>[1]</sup></span>
! <span style="color:blue">{{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=5C}}<sup>[1]</sup></span>
| - || 6B || 3C || 5D, 2D, 6D, 4D || Throw, <span style="color:red">Jump<sup>[-]</sup></span>, Special
| - || 6B || 3C || 5D, 2D, 6D, 4D || Throw, <span style="color:red">Jump<sup>[-]</sup></span>, Special
|-
|-
! <span style="color:blue">2A<sup>[3]</sup></span>
! <span style="color:blue">{{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=2A}}<sup>[3]</sup></span>
| 5A, 2A || 5B, 2B, 6B || 5C, 2C, 6C || 5D, 2D, 6D, 4D || Throw, Special
| 5A, 2A || 5B, 2B, 6B || 5C, 2C, 6C || 5D, 2D, 6D, 4D || Throw, Special
|-
|-
! <span style="color:blue">2B<sup>[2]</sup></span>
! <span style="color:blue">{{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=2B}}<sup>[2]</sup></span>
| 6A || 5B, <span style="color:green">2B<sup>[+]</sup></span> || 5C, 2C, 6C, 3C || 5D, 2D, 6D, 4D || Throw, Special
| 6A || 5B, <span style="color:green">2B<sup>[+]</sup></span> || 5C, 2C, 6C, 3C || 5D, 2D, 6D, 4D || Throw, Special
|-
|-
! 2C
! {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=2C}}
| - || - || 5C, 3C || 5D, 2D, 6D, 4D || Special
| - || - || 5C, 3C || 5D, 2D, 6D, 4D || Special
|-
|-
! 6A
! {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=6A}}
| - || 5B, 6B || 5C, 2C, 6C, 3C || 5D, 2D, 6D, 4D || Throw, Special
| - || 5B, 6B || 5C, 2C, 6C, 3C || 5D, 2D, 6D, 4D || Throw, Special
|-
|-
! 6B
! {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=6B}}
| - || - || 3C || 5D, 2D, 6D, 4D || Special
| - || - || 3C || 5D, 2D, 6D, 4D || Special
|-
|-
! 6C
! {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=6C}}
| - || 6B || 2C, 3C || 5D, 2D, 6D, 4D || Throw (first hit)
| - || 6B || 2C, 3C || 5D, 2D, 6D, 4D || Throw (first hit)
|-
|-
! 3C
! {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=3C}}
| - || - || - || - || <span style="color:red">Silencer<sup>[-]</sup></span>
| - || - || - || - || <span style="color:red">Silencer<sup>[-]</sup></span>
|-
|-
Line 112: Line 112:
!  !! A!! B !! C !! D !! Cancels
!  !! A!! B !! C !! D !! Cancels
|-
|-
! j.A
! {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=j.A}}
| j.A || j.B || j.C, j.2C || j.D || Throw, Jump, Special
| j.A || j.B || j.C, j.2C || j.D || Throw, Jump, Special
|-
|-
! j.B
! {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=j.B}}
| j.A || - || j.C, j.2C || j.D || Throw, Jump, Special
| j.A || - || j.C, j.2C || j.D || Throw, Jump, Special
|-
|-
! j.C
! {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=j.C}}
| j.A || j.B || j.2C || j.D || Throw, Special
| j.A || j.B || j.2C || j.D || Throw, Special
|-
|-
! j.2C
! {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=j.2C}}
| - || - || - || j.D || Special
| - || - || - || j.D || Special
|-
|-

Revision as of 07:52, 15 October 2021


System Data

name health prejump backdash forwarddash Unique Movement Options
Noel Vermillion 11,000 4F 22F (1~5F Inv All, 2~15 airborne)


Normal Moves

input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 10 -1 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 9 5 14 -2 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 900 Mid 12 2 19 -2 100 92 Long S(J)R 4 18 19 19 24 34 12 +0 +5
2A 300 All 6 3 10 -1 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 500 Low 7 2 12 ±0 90 85 Normal CSR 2 13 14 14 18 26 10 +0 +1
2C 550×2 Low 14 2,2 14 +1 90 89 Long SR 3 16 19 19 24 33 11 +0 +2
6A 700 Mid 11 3 26 -12 6~11 H 90 79 Long SJR 3 16 Launch 24 Launch 38 11 +0 +2
6B 800 High 26 5 18 -6 90 89 Normal SR 3 16 21 17 + Down 23 26 31 + Down 23 11 +0 +2
6C 550×2 Mid 8 8 (9) 4 25 -10 100 92×2 Long SJR 4 18 19, Launch 27 Crumple, Launch 42 12, 5 +0 +5
3C 900 Low 20 3 32 -18 90 89 Long R 3 16 Launch + Down 23 40 Launch + Down 23 57 3 +0 +2
j.A 300 High/Air 6 2 9 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 7 4 17 80 85 Long SJR 2 13 14 17 18 29 10 +0 +1
j.C 450×3 All 10 2,2,2 16 80 89×3 Long SR 3 16 17 17 22 31 3×2, 5 +0 +2
j.2C 900 All 13 3 24+4L 80 82 Long SR 4 18 Launch 48 + WBounce Launch 63 12 +0 +5

Drive Moves

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 900 All 23 [17] 4 37 [18] -24 [-5] 80 89 Long SR 3 16 23 30 Crumple 47 11 +0 +2
2D 460×3 All 26 3,3,3 2+34 [2+15] -20 [-1] 4~36 F 80 82 Long SR 4 18 24 30 29 45 2 +0 +5
6D 900 Low 27~39 2 44 [25] -27 [-8] 4~(2F Before Active) BP 80 82 Long SR 4 18 Launch + Down 23 45 Launch + Down 23 60 3 +0 +5
4D 900 All 25 [20] 7 37 [12] -25 [0] 1~31 BP
[1~26 BP]
80 82 Normal SR 4 18 Crumple 40 Crumple 55 6 +0 +5
j.D 650×2 All 16 4,5 Until L+31
[Until L+12]
-25 [-6] 4~15 B 80 82 Normal R 4 18 Launch 45 + GBounce + Down 17 Launch 60 + GBounce + Down 17 0 +0 +5
d.5A 450 All 8 2 39 [20] -24 [-5] 80 89 Long SR 3 16 17 24 25 41 3 +0 +2
d.6A 400×2 All 13 2(3)2 35 [16] -16 [+3] 80 89×2 Long SR 3 20 Launch 24 Launch 38 3 +0 +2
d.5B 400×2 Mid, All 11 3 (2) 2 33 [14] -16 [+3] 80 92×2 Long SR 4 18 24 40, 40 + Slide 29 55, 55 + Slide + WBounce 12, 3 +0 +5
d.6B 650 High 16 3 44 [25] -28 [-9] 80 82 Normal SR 4 18 22 40 + GBounce 27 55 + GBounce 12 +0 +5
d.5C 450×2 All 17 2 (2) 2 52 [33] -30 [-11] 80 92×2 Long SR 4 18 21 25 Crumple 40 3/+5 +5 +5
d.6C 150×9 All 23 4×9 Total: 84 [Total: 65] 0 [+19] 80 99×9 Long R 4 28 29 30 34 45 2 +0 +5
d.5D 800 All 18 [14] 6 35 [16] -24 [-5] 80 89 Long SR 3 16 23 30 28 44 5 +0 +2
d.2D 420×3 All 26 3,3,3 2+34
[2+15]
-20 [-1] 4~36 F 80 92 Long SR 4 18 24 30 29 45 2 +0 +5
d.6D 800 Low 24 {34} 2 44 [25] -27 [-8] 4~22 BP
{4~32 BP}
80 92 Long R 4 18 Launch + Down 23 45 Launch + Down 23 60 3 +0 +5
d.4D 800 All 25 [20] 4 49 [15] -34 [0] 5~28 BP 80 92 Long SR 4 18 Crumple 40 Crumple 55 0 +0 +5
d.236D Type Type II: Bloom Trigger 800, 1300
[800, 400×4]
All 15 2(7)4
[2(7)2,2,2,2]
32 [28] -15 [-9] 90 94 Long R 5 20 Crumple, Launch [×4] 21, 50 + WBounce 50 [×4] Crumple, Launch [×4] 37, 66 + WBounce 50 [×4] 16,0
[16,1×4]
+0 +8
d.214D Type V: Assault Through 900 All 31 [28] 7 16 -4 [0] 1~18 All [1~16 All] 90 82 Normal R 4 18 [22] 19 [Stagger 29] 40 + Slide
[40 + Slide + WBounce 50]
Launch 55 + Slide + WBounce 50 12 +0 +5
d.623D Type III: Spring Raid 1300 Mid 8 7 20+12 -20 1~10 All 70 82 Normal R 4 18 Launch 48 [60] Launch 63 [75] 12 [20] +0 +5
Reload 19 -

Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 600, 900 Throw(70) 7 3 23 100 50 Normal SR 0, 3×2 Crumple, Launch 35 + Slide + Down 10 0×2, 11 +0
4B+C Back Throw 0, 600, 900 Throw(70) 7 3 23 100 50 Normal SR 0, 3×2 Crumple, Launch 35 + Slide + Down 10 0×2, 11 +0
j.B+C Air Throw 0, 1500 Throw(120) 7 3 23+3L 100 50 Normal SR 0 40 + Down 29 0 +0
6A+B Counter Assault 0 All 13 6 30 -17 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
66 Dash Cancel 22
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 80 60 Normal R 24 Crumple 60 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 80 100 Long R 24 Crumple 60 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 11 +0 +2

Specials

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Type XI: Optic Barrel 650 All 27 4 Total: 51 0 90 89 Long R 3 16 17 38 22 52 0/+8 +8 +10
236B B Type XI: Optic Barrel 650 All 29 4 Total: 51 +2 90 89 Long R 3 16 17 38 22 52 0/+8 +8 +10
236C Type XVII: Chamber Shot 1100 All 15 6 23 -10 90 72 Long R 4 18 Launch 40 Launch 55 12 +0 +5
j.214C Type XIII: Revolver Blast 200×5 All 10 3×5 Until L+8L 100 98 Long R 2 13 20 24 24 36 6 +0 +1
j.214C~2C Followup Attack 1200 9 3 Until L+8L 100 90 Long R 3 16 Launch 40 + Down 23 Launch 54 + Down 23 11 +0 +2
214A Type IX: Muzzle Flitter 0, 2000 Unblockable 26 6 9+16L 100 100, 92 Normal R 0 Launch 12 + Down 41 0 +0
22B B Type VI: Flash Suppressor 200 {×N} All 11 2
{2(5)2(5)2...}
15 -5 100 90 {×N} Long R 1 11 12 12 + Down 23 16 23 + Down 23 0 +0 +0
22C C Type VI: Flash Suppressor 300 All 17 (5) 4 22 -7 100 92 Long R 4 18 19 38 + GBounce 24 53 + GBounce 6 +0 +5

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146D Clean Hit Zero Gun: Fenrir (strike hits) 800, 100×16, 3000
[800, 100×31, 3000]
All 1+(28 Flash)+5 5 1~10 Guard All 80 80 Normal R 5, 4×17 Crumple, Launch×17 [×32] Stand, 70×15 [×31], 120 Crumple, Launch×17 [×32] Stand, 85×15 [×31], 135 13, 0/+0×17 [×32] +8, +5×16 [×31], +0
632146D On Block Zero Gun: Fenrir (strike blocked/whiff) 800, 300×24 All 1+(28 Flash)+5 5(12)P{(3)P}×23 Total 148 -34 1~10 Guard All 80 80, 92×24 Normal R 4 18 Launch 70 Launch 85 13, 0/+1×24 +0 +5
j.236236D Bullet Storm > Zero Gun: Thor 330×10, 1900
[330×19, 2000]
All 4+(21 Flash)+14 P{(4)P}×9 [×18] Until L [Total 157] 1~4 All 80 97×11 [97×20] Normal×10[×19], Long R 4 20 Launch 100×10[×19], 120 Launch 115×10[×19], 135 0 +0 +5

Exceed Accel

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Zero Gun: Sleipnir 600, 660, 1700, 0
{600, 500×3, 80×16, 660, 1700, 0}
All 20 [10] 3 34 -10 1~22 All
[1~12 All]
125 80 Long 26 Launch 120 + Slide + Down 10 20 20, 0×2
{20, 12×3, 0×18}
+0

Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236236C Valkyrie Veil Unblockable 8+(60 Flash)+79 1~7 All
8~55 Guard HBF
214214C Valkyrie Veil 8+(64 Flash)+20 4 25 -10 1~41 All 4 18 0

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Noel Vermillion 5A.pngGuardAllStartup6Recovery10Advantage-1[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
5BBBCF Noel Vermillion 5B.pngGuardMidStartup9Recovery14Advantage-2[1] 6A 2B, 6B 5C, 2C, 3C 5D, 2D, 6D, 4D Throw, Jump, Special
5CBBCF Noel Vermillion 5C.pngGuardMidStartup12Recovery19Advantage-2[1] - 6B 3C 5D, 2D, 6D, 4D Throw, Jump[-], Special
2ABBCF Noel Vermillion 2A.pngGuardAllStartup6Recovery10Advantage-1[3] 5A, 2A 5B, 2B, 6B 5C, 2C, 6C 5D, 2D, 6D, 4D Throw, Special
2BBBCF Noel Vermillion 2B.pngGuardLowStartup7Recovery12Advantage±0[2] 6A 5B, 2B[+] 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
2CBBCF Noel Vermillion 2C 1.pngGuardLowStartup14Recovery14Advantage+1 - - 5C, 3C 5D, 2D, 6D, 4D Special
6ABBCF Noel Vermillion 6A.pngGuardMidStartup11Recovery26Advantage-12 - 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
6BBBCF Noel Vermillion 6B.pngGuardHighStartup26Recovery18Advantage-6 - - 3C 5D, 2D, 6D, 4D Special
6CBBCF Noel Vermillion 6C 1.pngGuardMidStartup8Recovery25Advantage-10 - 6B 2C, 3C 5D, 2D, 6D, 4D Throw (first hit)
3CBBCF Noel Vermillion 3C.pngGuardLowStartup20Recovery32Advantage-18 - - - - Silencer[-]
Air Revolver Action Table
A B C D Cancels
j.ABBCF Noel Vermillion jA.pngGuardHigh/AirStartup6Recovery9Advantage- j.A j.B j.C, j.2C j.D Throw, Jump, Special
j.BBBCF Noel Vermillion jB.pngGuardHigh/AirStartup7Recovery17Advantage- j.A - j.C, j.2C j.D Throw, Jump, Special
j.CBBCF Noel Vermillion jC.pngGuardAllStartup10Recovery16Advantage- j.A j.B j.2C j.D Throw, Special
j.2CBBCF Noel Vermillion j2C.pngGuardAllStartup13Recovery24+4LAdvantage- - - - 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

External References

Navigation

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