BBCF/Noel Vermillion/Frame Data

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< BBCF‎ | Noel Vermillion
Revision as of 09:32, 11 April 2021 by Shtkn (talk | contribs) (adding image tooltips to names)


System Data


Normal Moves

Template:FullFrameDataHeader-BBCF
5ABBCP Noel 5A.png


5BBBCP Noel 5B.png


5CBBCP Noel 5C.png


2ABBCP Noel 2A.png


2BBBCP Noel 2B.png


2CBBCP Noel 2C.png


6ABBCP Noel 6A.png


6BBBCP Noel 6B.png


6CBBCP Noel 6C.png


3CBBCP Noel 3C.png


  • Fatal Counter
j.ABBCP Noel jA.png


j.BBBCP Noel jB.png


j.CBBCP Noel jC.png


j.2CBBCP Noel j2C.png


  • Bonus Proration 110%

Drive Moves

Template:FullFrameDataHeader-BBCF
5DBBCP Noel 5D.png


  • Values in [] are during OD
  • Fatal Counter
2DFile:BBCF Noel 2D.png


  • Values in [] are during OD
  • Forces Crouching on Hit
6DFile:BBCF Noel 6D.png


  • Values in [] are during OD
  • Values in {} are when far away from opponent
4DBBCP Noel 4D.png


  • Values in [] are during OD
j.DBBCP Noel jD.png


  • Values in [] are during OD
d5ABBCP Noel d5A.png


  • Values in [] are during OD
  • Fatal Counter
d6ABBCP Noel d6A.png


  • Values in [] are during OD
d5BBBCP Noel d5B.png


  • Values in [] are during OD
d6BBBCP Noel d6B.png


  • Values in [] are during OD
  • Bonus Proration 110%
d5CBBCP Noel d5C.png


  • Values in [] are during OD
d6CBBCP Noel d6C.png


  • Values in [] are during OD
d5DBBCP Noel 5D.png


  • Values in [] are during OD
d2DFile:BBCF Noel 2D.png


  • Values in [] are during OD
  • Forces Crouching on hit.
d4DBBCP Noel 4D.png


  • Values in [] are during OD
d6DFile:BBCF Noel 6D.png


  • Values in [] are during OD
  • Values in {} are when close enough to pass through opponent
  • {Can pass through opponent 4-13F}
Bloom TriggerBBCP Noel Bloom Trigger.png
236D


  • Values in [] are during OD
Spring RaidBBCP Noel Spring Raid.png
623D


  • Values in [] are during OD
Assault ThroughBBCP Noel Assault Through.png
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

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Forward ThrowBBCP Noel Forward Throw.png


  • Minimum Damage 100%
Back ThrowBBCP Noel Back Throw.png


  • Minimum Damage 100%
Air ThrowBBCP Noel Air Throw.png


  • Minimum Damage 100%
Dash Cancel


Counter AssaultBBCP Noel d5B.png


Crush TriggerBBCP Noel CT.png
Uncharged/Charged


Specials

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Chamber ShotBBCP Noel Chamber Shot.png
236C


XI. Optic BarrelBBCP Noel Optic Barrel.png
BBCP Noel Optic Barrel2.png

236A/B


  • Can dash cancel 31-35
IX. Muzzle FlitterBBCP Noel Muzzle Flitter.png
214A


  • Minimum Damage 50%
XIII. Revolver BlastBBCP Noel Revolver Blast.png
j.214C


Follow-up AttackBBCP Noel j2C.png
j.2C after j.214C


B Flash SuppressorBBCP Noel Silencer A.png
22B on downed opponent


C Flash SuppressorFile:BBCP Noel Silencer B.png
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
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Zero Gun: FenrirBBCP Noel Fenrir1.png
BBCP Noel Fenrir2.png

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: FenrirBBCP Noel Fenrir1.png
On block/whiff


  • Minimum Damage 10%: 720
  • On Guard Point, hitstop for Noel is 14F. Opponent hitstop is 15F
Bullet Storm > Zero Gun: ThorBBCP Noel Thor1.png
BBCP Noel Thor2.png

j.236236D


  • 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

Template:FullFrameDataHeader-BBCF
Zero Gun: SleipnirBBCF Noel Sleipnir.png
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

Template:FullFrameDataHeader-BBCF
Valkyrie VeilBBCP Noel Astral.png
BBCP Noel Astral2.png

236236C


  • Activates on successful guard point
Valkyrie VeilBBCS Noel VVeil.png
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.