BBTag/Noel Vermillion/Frame Data

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System Data[edit]

Health: 17,000
Prejump: 4F
Backdash Time 22F / Invul: 1-7F All


Normal Moves[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
4A 1500 CSTJP 90 80 B All 8 3 26 -12 3 16 17 17 11 6~8 H -
5A 1500 CSTJP 100 80 B All 9 3 19 -5 3 16 17 17 11 - -
5AA 1500 CSTJP 100 80 B All 12 2 19 -4 3 16 19 21 11 - -
5AAA 1700 CS(J)P 100 85 B All 17 5 18 -4 4 18 19 40 + GBounce 12 - -
5AAAA 2000 P 100 90 B All 15 6 23 -8 5 20 13 40 13 - -
2A 1000 CSTP 90 70 F Low 7 2 12 -2 1 11 12 12 9 - -
5B 1700 SP 100 85 B All 23 4 23 -8 4 18 30 30 12 - -
2B 700*3 SP 90 85 (once) H All 9 4, 4, 5 28 -14 4 18 19, 19, Launch 30 2 5~8 F -
4B 1500 SP 80 80 P All 24 9 23 -15 3 16 Stagger 40 40 6 5~32 BP -
5C 800+ - 100 100 B High 22 3 24 -10 3 16 - Down 11 - -
2C 1500 SP 90 80 F Low 16 4 32 -19 3 16 11 26 3 - -
j.A 620*3 JSP 80 80 (once) H High, All 10 2, 2, 2 16 - 3 16 17 17 3, 3, 5 - -
j.AA 1700 JSP 80 85 H High 9 3 24 - 4 18 19 19 12 - -
j.B 800*2 SP 80 85 (once) H All 21 9 17L - 4 18 GBounce 35 GBounce 35 0 - -
j.C 370*5 SP 80 85 (once) H All 10 3, 3, 3, 3, 2 14+7L - 4 18 22 22 3 - -
j.CC 1700 SP 80 85 H All 9 3 36 - 4 18 Down 24 40 + Down 24 12 - -

Drive Moves[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
d.5A 1000 SP 100 85 B All 10 4 20 -10 2 13 21 31 3 - -
d.5AA 800*2 SP 100 85 (once) B All 9 2(2)2 23 -6 4 18 30 40 12 - -
d.5AAA 900*2 SP 100 85 (once) B All 13 2(2)2 25 -8 4 18 Launch 35 3 - -
d.5AAAA 1000*2 SP 100 85 (once) B All 18 2(2)2 33 -16 4 18 23 25 3 - -
d.5B 1700 SP 90 75 B All 33 4 27 -12 4 18 19 45 3 3~36 BP -
d.2B 500*3 SP 90 75 (once) H All 23 3, 3, 3 24 -8 4 18 19 32 2 3~32 F -
d.5C 1200 SP 90 75 B High 16 3 27 -11 3 18 GBounce 40 11 - -
d.2C 1200 SP 90 75 F Low 22 7 25 -15 3 16 Launch 34 11 13-33 B -
Type II - Bloom Trigger
A/B/C after 4 drive moves
1000, 1700 P 100 90 B All 11 2(7)4 33 -16 5 20 Launch 21 26 - -

Universal Mechanics[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ground Throw 1300, 700 S 100 50 (once) T Throw 7-30 3 23 - 3 - Stagger 17, Groundslide 39 Groundslide 39 0 - -
  • Minimum Damage 100%
Type III: Spring Raid
Reversal Action
2250 - 80 60 B Air Unblockable 10 7 20L -22 4 18 Launch 60 Forced 12 1-12 All -
Cross Burst Attack

Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
A Type XI: Optic Barrel
236A
1500 - 80 80 P All 29 4 Total: 49 -4 3 16 Launch 38 0/+8 - -
B Type XI: Optic Barrel
236B
1500 - 80 80 P All 30 4 Total: 54 0 3 16 Launch 38 0/+8 - -
Type IX: Muzzle Flitter
214A
0, 2500 - 100 100, 80 T Throw 29 6 9+16L - 0 - Down 44 - 0 - -
Type IV: Flash Supressor
214B
230 - 100 85 (once) F All 14 2 22 -5 4 18 19 19 + Down 24 0 - -
Charged Type IV: Flash Supressor
214[B]
230*5, 1000 - 100 85*5 (Once), 100 F All 14 {2(8)}*5,2(14)4 26 -11 4 18 19*5, Launch 19 + Down 24 *5, 38 + GBounce 6 - -

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Type II: Bloom Trigger
236C
900*5 - 80 90 (once) B All 9 2(1)2*4 23 -4 5 20 Stagger 21, Launch*4 21, 50 + WBounce 50 16, 1*4 - -
Type V: Assault Through
214C
2000 P 80 80 B All 40 9 16 -4 5 20 WBounce 27+50 16 7-18 All -

Partner Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5P
d.5C
700*3, 500*4 - 70 85 (once) B All (18)+13 3(2)3
[3(2)3(18)2(7)2*4]
43 -27 4*2, 5*5 18 Stagger 52 40*3, 40 + WBounce 40*4 3/+5*2, 4, 1*4 - -
6P
d.6C
450*9 - 70 85 (once) P All (18)+30 3*2,6*6,5 Total: (18)+90 +11 4 18 Launch 45 0/+2/+1 - -
4P
Type VI: Flash Suppressor
1100, 1500 - 70 85 (Once) F All (18)+12 2(6)2 30 -13 4 18 Launch, 19 19, 60 0 - -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Zero Gun: Fenrir
236B+C
2000, 100*16, 4100
[2000, 100*31, 4100]
- 80 100*17, 60
[100*31, 60]
B, P2*17
[B, P2*32]
All 1+5 5 - - 5, 4*16, 5
[5, 4*31, 5]
20*25 Stagger 50, Launch*17
[Stagger 50, Launch*32]
50, 80*17, 120 + GBounce
[50, 80*17, 70*15, 120 + GBounce]
13, 0*17
[13, 0*32]
1-10 Guard All -
  • Values in [] are for Enhanced version
  • If first hit (the strike) misses, then remaining hits replaced with 200*24 [300*24] and P1=80, P2=97
  • Minimum damage on hit: 400, 20*16, 1025 (1745) [400, 20*31, 902 (1922)]
  • Minimum damage on missed version shots 20%: 40*24 (960) [60*24 (1440)]
Bullet Storm > Zero Gun: Thor
j.236B+C
630*10, 4200
[630*15, 3800]
- 80*10, 48
[80*15, 48]
60*10 (once), 100
[60*15 (once), 100]
P2 All 4+6 - Total: Until L+24 - 4 18 Launch 150*10, 60 + Slide 59 0 - -
  • Values in [] are for Enhanced version
  • Minimum damage 63*10, 630 (1260) [63*15, 570 (1515)]
Zero Gun: Fenrir
Distortion Skill Duo
300,1700
[300,30*15,1750]
- 100 100 B, P2
[B, P2*16]
All 1+1 11 36 -27 5 20 Launch 100, 120 13, 0
[13, ]
- -
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Valkyrie Veil
222B+C
- - 100 85 B - 8+10 4 25 -10 4 18 600 19 0 1-31 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 5A, 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5A[3*] 5AA, 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA 5B, 2B, 4B 5C, 2C Jump[-], Special, Super
5AAAA - - - -
2A[3*] 2A[+], 5A 5B, 2B, 4B 5C, 2C Throw, Special, Super
5B - - - Drive[+]
2B - - - Drive[+]
4B - - - Drive[+]
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump
j.AA - j.B j.C Jump
j.B - - - Drive[+]
j.C - - j.CC[-] -
j.CC - - - -
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
Drive = Noel's Drive Chain
  • 5A and 2A can be used a combined total of 3 times per string

Sources[edit]

Navigation[edit]


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