BBCSE/Noel Vermillion/Frame Data

From Dustloop Wiki

System Data

Health: 11000

Combo Rate: 80%

Guard Primers: 4

Movement Options: Double Jump, 1 Airdash, Dash type: Run

Jump Startup: 4

Backdash Time: 18

Backdash Startup Invincibility: 5

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 300 124 80 84 all 1 HB 5 3 10 -1 during move 14 Click!
5B SJR 500 207 90 89 HL 3 HB 9 3 16 -2 16 17 Click!
  • 15F hitstun on ground
5C S(J)R 680 281 90 89 HL 3 HBP 12 6 17 -6 during move 17 Click!
2A SJR 300 124 80 84 all 1 F 6 3 8 +1 12 14 Click!
2B CSR 460 190 80 86 L 2 F 7 2 12 0 12 14 Click!
  • Can only use 2 times in a Revolver Action
2C SR 420×2 173×2 90 88(once) L 3 FP 14 2, 2 14 +1 25 17 Click!
  • Counter carries
6A S(J)R 550 227 70 89 HL 3 HB 10 3 26 -12 16 24 Click!
  • 5~10F Head attribute invulnerable
  • floats opponent on hit
6B S(J)R 650 269 70 92 H 4 HB 24 11 12 -4 37 19 Click!
  • Forces crouch on ground hit
  • grounds opponent on air hit
6C S(J)R 450, 750 186, 310 100 92, 89* HL 4, 3 HB, HBP 8 11(16)14 20 -1* 42 30, 28 Click!
  • 1st attack staggers opponent for 32F on CH
  • 2nd attack opponent blows back on hit
  • 2nd attack wall bounces opponent in corner on hit; adds 60F of untechable time
  • 2nd attack has 22F blockstun
  • 2nd attack breaks 1 guard primer
  • 2nd attack has 120% bonus proration
  • 2nd attack has 10% repeat proration
  • -32 frame advantage if 2nd attack whiffs
3C (S)R 720 298 90 84 L 3 FP 19 3 32 -18 49 40 Click!
  • 4~48F low profile hitbox
  • downs opponent on hit
  • cannot emergency tech on ground hit
  • breaks 1 guard primer
  • 36~49F can cancel into Silencer B/C on ground hit
j.A SJR 300 124 90 84 HA 1 H 6 3 6 - 11 14 Click!
j.B SJR 460 190 90 86 HA 2 H 8 3 17 - 16 14 Click!
j.C SR 250×3 103×3 90 89(once) all 3 HP 10 2, 3, 1 16 - 17 17 Click!
  • Counter carries
Forward Throw -, SRx2 0, 200, 1100 0, 82, 455 90 100, 55, 100 100 0, 3, 3 ground throw 7 4 15 - during move 12, 17, 35 Click!
  • 2nd attack staggers for 30F on hit
  • 3rd attack slides on hit
  • 100% minimum damage
Back Throw -, SRx2 0, 200, 1100 0, 82, 455 90 100, 55, 100 100 0, 0, 3 ground throw 7 4 15 - during move 12, 12, 35 Click!
  • 2nd attack staggers for 30F on hit
  • 3rd attack slides on hit
  • 100% minimum damage
Air Throw -, SR 0, 1300 0, 538 100 100, 55 90 0 air throw 7 3 21 - during move 12, 40 Click!
  • 2nd attack grounds opponent on hit
  • cannot emergency tech
  • 100% minimum damage
  • vertical hitbox height: -60~280
Dash Cancel - - - - - - - - - - total 22F - during move - Click!
Counter Assault - - - - - - - - - - total 30F - during move - Click!
  • 1~22F fully invul
  • 1~15F can pass through opponent
  • 180F Heat Gauge Cooldown

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Chain Revolver
  • Can only enter Chain Revolver with moves marked with (starter).
  • Can perform at most 4 Chan Revolver followups in a row.
  • When performing followups, can not do the same followup twice in a row.
5D (chain start) SR 740 306 100 85* HL 4 HBP 27 6 36 -23 44 30, 28 Click!
  • 5~15F Head and Body attribute invulnerable
  • 23F hitstun
  • staggers for 70F on ground CH
  • 65% repeat proration
  • 6F hitstop
  • 33~42F can cancel into Chain Revolver followups
2D (chain start) SR 420×3 173×3 80 90(once)* all 4 HP 19 4×3 45 -30 45 27 Click!
  • 1~8F Foot attribute invulnerable
  • 5~30F in the air
  • 32F hitstun
  • 65% repeat proration
  • 4F hitstop
  • 10~18F can cancel into Chain Revolver followups
  • hits standing opponent on 23F
6D (chain start) SR 720 296 90 89* L 3 F 30 1 32 -16 35 34 Click!
  • 3~20F Head and Body attribute invulnerable
  • floats opponent on hit
  • 65% repeat proration
  • 35~39F can cancel into Chain Revolver followups
4D (chain start) SR 700 289 100 92* all 4 HBFP 25 7 38 -26 43 40 Click!
  • 1~19F Head, Body, and Projectile attribute invulnerable
  • staggers for 21F
  • fatal possible
  • 65% repeat proration
  • 29F~ can cancel into Chain Revolver followups
j.D (chain start) SR 350×2 144×2 100 92(once)* all 4 HP 17 3(1)4 32F after landing - 44 45 Click!
  • 1~15F Head, Body, Projectile attribute invulnerable
  • ground bounces opponent on air hit
  • cannot emergency tech
  • 60% repeat proration
  • if Noel lands while in CH state (lasts 44F), CH state remains until 12F after landing
  • 4F~ after landing can cancel into Chain Revolver followups
j.4D (chain start) SR 600 248 90 92* LA 4 BFP 10F after landing 2 50 -33 41F after landing 19 Click!
  • 1~21F passes through opponent
  • 27F hitstun
  • grounds opponent on air hit
  • cannot emergency tech
  • fatal possible
  • 65% repeat proration
  • 18F~ after landing can cancel into Chain Revolver followups
5A (chain followup) DR 450 186 90 84* HL 4 HBP 13 4 38 -23 30 24 Click!
  • 21F hitstun
  • 70% repeat proration
  • 17F~ can cancel into Chain Revolver followups
6A (chain followup) DR 400 186 90 84* HL 4 HBP 18 5 32 -18 27 28 Click!
  • 30F hitstun
  • 70% repeat proration
  • 19F~ can cancel into Chain Revolver followups
5B (chain followup) DR 350×2 144×2 90 84(once)* HL 4 HB, HBP 14 3(1)4 32 -17 29 35 Click!
  • 23F hitstun
  • 2nd attack blows back opponent on air hit
  • counter carries
  • 75% repeat proration
  • 24F~ can cancel into Chain Revolver followups
6B (chain followup) DR 640 264 80 85* H 3 HB 21 3 47 -33 43 40 Click!
  • 32F hitstun on ground
  • 65% repeat proration
  • 30~39F can cancel into Chain Revolver followups
5C (chain followup) DR 640 264 100 85* HL 4 HBP 18 4 50 -35 34 50 Click!
  • 28F hitstun
  • staggers opponent for 56F on CH
  • 70% repeat proration
  • 22F~ can cancel into Chain Revolver followups
6C (chain followup) DR 120×9 49×9 100 99* all 3 HBP 23 5×8, 6 38 -20 86 32 Click!
  • 32F hitstun
  • attacks 6~9 pull opponent in on ground hit or block
  • counter carries
  • breaks 1 guard primer
  • deals chip damage
  • 65% repeat proration
  • 65F~ can cancel into Chain Revolver followups
5D (chain followup) DR 700 289 80 85* HL 4 HBP 18 6 36 -23 33 29 Click!
  • 28F hitstun
  • 70% repeat proration
  • 24F~ can cancel into Chain Revolver followups
2D (chain followup) DR 350×3 144×3 80 96(once)* all 4 HP 19 4×3 45 -30 45 27 Click!
  • 5~30F in the air
  • 32F hitstun
  • counter carries
  • 65% repeat proration
  • 10F~ after landing can cancel into Chain Revolver followups
  • hits standing opponent on 23F
6D (chain followup) R 720 298 80 89* L 3 F 23 3 32 -18 38 34 Click!
  • Floats opponent on hit
  • 70% repeat proration
  • 34F~ can cancel into Chain Revolver followups
4D (chain followup) R 700 289 75 92* HL 4 HBFP 25 7 38 -26 43 40 Click!
  • 25F hitstun
  • 65% repeat proration
  • 29F~ can cancel into Chain Revolver followups
II. Bloom Trigger
during chain 236D
R 600, 950 248, 393 90 88* all 4 HB, P 18 2(6)2 30 -13 51 19, 35 Click!
  • 1st attack staggers for 29F on ground hit
  • 2nd attack slides opponent on hit
  • 2nd attack wall bounces in corner on hit; adds 50F of untech on wallbounce
  • counter carries
  • 50% repeat proration
V. Assault Through
during chain 214D
R 1000 414 80 92 HL 4 HB 31 4 24 -8 43 32 Click!
  • 4~18F fully invincible and can pass through opponent
  • wallbounces in corner; adds 50F of untech on wallbounce
  • 30% repeat proration
  • does not deal chip damage
III. Spring Raid
during chain 623D
R 1150 476 80 80* HL 4 HB 8 4 31+18F landing -34 till landing 68 Click!
  • 8F~ in the air
  • floats opponent on hit
  • breaks 1 guard primer
  • 65% repeat proration
(chain start) means using the move to start a chain in Chain Revolver
(chain followup) means using the move to followup a Chain Revolver move
(chain start) and (chain followup) versions of D moves do not qualify as the same move for repeat proration

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
(A) XI. Optic Barrel
236A
R 650 269 90 85* all 3 HBP 22 4 total 46F -3 33 33 Click!
  • Floats opponent on hit
  • 10% repeat proration (also applies to A~C versions)
  • 5F hitstop
  • projectile guaranteed to come out after startup
(B) XI. Optic Barrel
236B
R 650 269 90 85* all 3 HBP 25 4 total 52F -6 37 33 Click!
  • Floats opponent on hit
  • 10% repeat proration (also applies to A~C versions)
  • 5F hitstop
  • projectile guaranteed to come out after startup
(C) XI. Optic Barrel
236C
R 650 269 90 85* all 3 HBP 25 4 total 55F -9 38 33 Click!
  • Floats opponent on hit
  • 10% repeat proration (also applies to A~C versions)
  • 5F hitstop
  • projectile guaranteed to come out after startup
XIII. Revolver Blast
j.236C
R 400×4 331×4 100 98 all 2 HP 10 3×3, 6 8F after landing - till landing 20 Click!
  • 20F hitstun
  • counter carries
IX. Muzzle Flitter
214A
-, R 0, 800 0, 331 90 100, 90 40 0 ground throw 26 6 9+16F landing - during move 12, 12, 35 Click!
  • 13F~ in the air
  • downs opponent on hit
  • cannot emergency tech
  • 100% minimum damage
  • can only throw standing opponents
B Silencer
22B
R 300 124 100 99* all 1 HB 17[4] 8 9 - 24[11] 14 Click!
  • can only use when opponent is downed
  • Grounds opponent on hit
  • cannot emergency tech
  • 0F hitstop
  • 21F~ [8F~] can cancel into Silencer B/C or perform Dash Cancel
  • cannot cancel into Chain Revolver during move
  • [ ] values are when canceled from another Silencer B
  • 1st hit has 80% repeat proration
C Silencer
22C
R 300 124 100 80* all 4 HB 17 11 9 - 27 42 Click!
  • can only use when opponent is downed
  • Ground bounces opponent on hit
  • 130% bonus proration
  • 10% repeat proration
  • cannot cancel into this attack from Chain Revolver
  • 21~ can perform Dash Cancel

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Zero Gun: Fenrir (1)
632146D
R 200 0 100 94 all 5 HB 1+5 5 total 149F - during move 50 Click!
  • 1~9F after superflash full body guardpoint against all attack and throws
  • staggers opponent for 31F on hit
  • breaks 1 guard primer
  • 20% minimum damage
  • Only performs finisher if first attack hits the opponent
  • 180F Heat Gauge Cooldown
Zero Gun: Fenrir (bullets) R 70×16[145×24] 0 100 96 all 4 HBP 16 - - - during move 70 Click!
  • Floats opponent on hit
  • 20F blockstun
  • 20% minimum damage
  • projectile Lv 2
  • projectile guaranteed to come out after startup
  • values in [ ] are when first attack is blocked or whiffs
Zero Gun: Fenrir (finisher) - 3600 0 100 80 all 5 HB - - - - during move 120 Click!
  • Blows back opponent on hit
  • CH if 1st attack was also CH
  • breaks 1 guard primer
  • 20% minimum damage
Bullet Storm > Zero Gun: Thor
j.236236D
Rx10, - 160×10, 1900 0 100 97×10, 92 all 4 HBP 4+6 - till landing - 122 100, 120 Click!
  • 1F~superflash fully invulnerable
  • floats opponent on hit
  • 20F blockstun
  • 11th attack breaks 2 guard primers
  • 20% minimum damage
  • projectile Lv 2
  • projectile guaranteed to come out after startup
  • 0F hitstop
  • 210F Heat Gauge Cooldown

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Valkyrie Veil
214214C
- death 0 - - all 4 HB 9+20 4 26 -11 52 - Click!
  • 1~33F after superflash fully invul
  • 0F hitstop
  • 180F Heat Gauge Cooldown

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B - 2B, 6B 5C, 2C, 3C Yes Throw, Jump, Special
5C - 6B 2C, 3C Yes Throw, Jump, Special
2A 2A 5B, 2B, 6B 5C, 2C, 6C Yes Throw, Jump, Special
2B 6A 5B, 2B two times, 6B 5C, 2C, 6C, 3C Yes Throw, Special
2C - - 5C, 3C Yes Special
6A - 5B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
6B - - 6C, 3C Yes Throw, Jump, Special
6C - - 2C Yes Throw, Jump, Special
3C - - - - Special
Chain Revolver Action Table
A B C D Cancels
5D d.5A, d.6A d.5B, d.6B d.5C, d.6C d.2D, d.6D, d.4D Special
2D d.5A, d.6A d.5B, d.6B d.5C, d.6C d.5D, d.6D, d.4D Special
6D d.5A, d.6A d.5B, d.6B d.5C, d.6C d.5D, d.2D, d.4D Special
4D d.5A, d.6A d.5B, d.6B d.5C, d.6C d.5D, d.2D, d.6D Special
d.5A d.6A d.5B, d.6B d.5C, d.6C d.5D, d.2D, d.6D, d.4D Super
d.6A d.5A d.5B, d.6B d.5C, d.6C d.5D, d.2D, d.6D, d.4D Super
d.5B d.5A, d.6A d.6B d.5C, d.6C d.5D, d.2D, d.6D, d.4D Super
d.6B d.5A, d.6A d.5B d.5C, d.6C d.5D, d.2D, d.6D, d.4D Super
d.5C d.5A, d.6A d.5B, d.6B d.6C d.5D, d.2D, d.6D, d.4D Super
d.6C d.5A, d.6A d.5B, d.6B d.5C d.5D, d.2D, d.6D, d.4D Super
d.5D d.5A, d.6A d.5B, d.6B d.5C, d.6C d.2D, d.6D, d.4D Super
d.2D d.5A, d.6A d.5B, d.6B d.5C, d.6C d.5D, d.6D Super
d.6D d.5A, d.6A d.5B, d.6B d.5C, d.6C d.5D, d.2D, d.4D Super
d.4D d.5A, d.6A d.5B, d.6B d.5C, d.6C d.5D, d.2D, d.6D Super
j.D d.5A, d.6A d.5B, d.6B d.5C, d.6C d.5D, d.2D, d.6D, d.4D Special
j.4D d.5A, d.6A d.5B, d.6B d.5C, d.6C d.5D, d.2D, d.6D, d.4D Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D, j.4D Jump, Throw, Special
j.B j.A j.B j.C j.D, j.4D Jump, Throw, Special
j.C j.A j.B j.C j.D, j.4D Throw, Special
Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only

Navigation

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Click [*] for character's frame data
System Explanations

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