BBTag/Noel Vermillion/Frame Data

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System Data[edit]

Health

17,000

Prejump

4F

Backdash

22F (1-7F Inv 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
4A 1500 CSTJP 90 80 B All 8 3 26 -12 3 16 17 24 22 38 11 +0 +2 6~8 H -
5A 1500 CSTJP 100 80 B All 12 2 19 -4 - 16 19 21 24 35 11 +0 +2 - -
5AA 1500 CSTJP 100 80 B All 12 2 19 -4 3 16 19 21 24 35 11 +0 +2 - -
5AAA 1700 CS(J)P 100 85 B All 18 5 18 -4 4 18 19 40 + GBounce 24 55 + GBounce 12 +0 +5 - -
5AAAA 2000 P 100 90 B All 15 6 23 -8 5 20 Launch 40 Launch 56 13 +0 +8 - -
2A 1000 CSTP 90 70 F Low 7 2 12 -2 1 11 12 12 16 23 9 +0 +0 - -
5B 1700 - 100 85 B All 23 4 23 -8 4 18 30 30 35 45 12 +0 +5 - -
2B 700*3 SP 90 85 (Once) H All 20 4,4,5 28 -14 4 18 27 30 32 45 2 +0 +5 5-19 F -
4B 1500 SP 80 80 P All 25 8 23 -16 3 16 Crumple 32 40 Crumple 64 54 6/-2 -2 -2 5-32 BP -
5C 800+ - 100 100 B High 22 3 24 -10 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1500 SP 90 80 F Low 17 3 32 -18 3 16 Launch 26 Launch 40 3 +0 +2 - -
j.A 620*3 JSP 80 80 (Once) H High, All 10 2,2,2 16 - 3 16 17 17 22 31 3*2, 5 +0 +2 - -
j.AA 1700 - 80 85 H High 9 3 24 - 4 18 19 19 24 34 12 +0 +5 - -
j.B 800*2 SP 80 85 (Once) H All 21 4,5 Until L+17L - 4 18 Launch 35 + GBounce + Down 17 Launch 50 + GBounce + Down 17 0 +0 +5 - -
j.C 370*5 SP 80 85 (Once) H All 10 3,3,3,2,2 14+7L - 4 18 22 22 27 37 3 +0 +5 - -
j.CC 1700 SP 80 85 H All 9 3 36 - 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5 - -

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
d.5A 1000 SP 100 85 B All 10 4 20 -10 2 13 21 31 25 43 3 +0 +1 - -
d.5AA 800*2 SP 100 85 (Once) B All 9 2(2)2 23 -6 4 18 30 40 35 55 12, 3 +0 +5 - -
d.5AAA 900*2 SP 100 85 (Once) B All 13 2(2)2 25 -8 4 18 Launch 35 Launch 50 3 +0 +5 - -
d.5AAAA 1000*2 SP 100 85 (Once) B All 18 2(2)2 33 -11 4 18 23 25 28 40 3/+5 +5 +5 - -
d.5B 1700 SP 90 75 F All 33 4 27 -12 4 18 Launch 45 Launch 60 3 +0 +5 3-36 BP -
d.2B 500*3 - 90 75 (Once) H - 23 3,3,3 24L -8 4 18 Launch 32 Launch 47 2 +0 +5 3-32 F -
d.5C 1200 SP 90 75 B High 16 3 27 -13 3 16 Launch 40 + GBounce Launch 54 + GBounce 11 +0 +2 - -
d.2C 1200 SP 90 75 F Low 22 7 25 -15 3 16 Launch 34 Launch 48 11 +0 +2 13-33 B -
Type II - Bloom Trigger
A/B/C after 4 drive moves
1000, 1700 P 100 90 (Once) B All 11 2(7)4 33 -16 5 20 Crumple 31, Launch 21, 50 + WBounce 50 Crumple 84, Launch 37, 66 + WBounce 50 16, 0 +0 +8 - -

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Ground Throw 0, 1300, 700 S 100 50 (Once) T Throw 7-30 3 23 - 0, 3*2 - Crumple 35, Launch 17 + Down 16, 35 + Slide 20 + Down 16 - - - 0*2, 11 +0 - -
  • Minimum Damage 100%
Type III: Spring Raid
Reversal Action
2250 - 80 60 B Air Unblockable 10 7 20L -22 - 18 Launch 60 Launch 75 12 +0 +5 - -
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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
A Type XI: Optic Barrel
236A
1500 - 80 80 P1 All 29 4 Total: 49 -4 3 16 Launch 38 - - 0/+8 +8 +10 - -
B Type XI: Optic Barrel
236B
1500 - 80 80 P All 30 4 Total: 54 0 3 16 Launch 38 Launch 52 0/+8 +8 +10 - -
Type IX: Muzzle Flitter
214A
0, 2500 - 100 100, 80 T Throw 29 6 9+16L - 0 - Launch 12 + Down 43 - - - 0 +0 - -
Type IV: Flash Supressor
214B
230*1~5 - 100 85 (Once) F All 14 2{(8)2}*4 22 -5 4 18 19 19 + Down 23 - - 0 +0 +5 - -
Charged Type IV: Flash Supressor
214[B]
230*6, 1000 - 100 85*6 (Once), 100 F All 14 2{(8)2}*5,2(14)4 26 -11 4 18 19*6, Launch 19 + Down 24*6, 38 + GBounce - - 6 +0 +5 - -

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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Type II: Bloom Trigger
236C
900*5 - 80 90 (Once) B All 9 2(7)2,2,2,2 23 -4 5 20 Crumple 31, Launch*4 21, 50 + WBounce 50*4 Crumple 84, Launch*4 37, 66 + WBounce 50*4 16, 1*4 +0 +8 - -
Type V: Assault Through
214C
2000 - 80 80 B All 31 9 16 -4 5 20 Launch 27 + WBounce 50 + Slide 15 Launch 43 + WBounce 50 + Slide 15 13 +0 +8 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. 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 [34] -27 4*2, 5*5 18 Launch*2, Crumple 31, Launch*4 40*4, 40 + WBounce 40*4 - - 3/+5*2, 4, 1*4 - - - -
6P
d.6C
450*9 - 70 85 (Once) P1 All (18)+30 3*2,6*6,5 Total: (18)+90 +11 4 24 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 + Down 43, 60 + GBounce - - 0 +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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Zero Gun: Fenrir (Clean Hit)
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+(28 Flash)+5 5 - - 5, 4*16, 5
[5, 4*31, 5]
20*25 Stagger 50, Launch*17 [*32] 50, 80*16 [*31], 120 + GBounce Stagger 100, Launch*17 [*32] 66, 95*16 [*31], 136 + GBounce - 13, 0*17
[13, 0*32]
+5 1-10 Guard All -
  • Values in [] are for Enhanced version
  • On Guard Point, hitstop for Noel is 0F. Opponent hitstop unchanged
  • Minimum damage on hit: 400, 20*16, 1025 (1745) [400, 20*31, 902 (1922)]
Zero Gun: Fenrir (Missed Strike)
236B+C
2000, 100*24 - 80 100*24 B, P2*24 All 1+(28 Flash)+5 5(16)X{(3)X}*23 53 -35 5, 4*24 20, 18*24 Stagger 50, Launch*24 50, 80*24 Stagger 100, Launch*24 66, 95*24 0 +0 +8, +5*24 1-10 Guard All -
  • Values in [] are for Enhanced version
  • On Guard Point, hitstop for Noel is 0F. Opponent hitstop unchanged
  • If first hit (the strike) misses, then remaining hits replaced with 200*24 [300*24] and P1=80, P2=97
  • 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 [*15], 48 60 (Once)*10 [*15], 100 P2 All 4+(21 Flash)+6 X{(4)X}*9 [*14](40)X Total: Until L+24 - 4 20 Launch 150 + Down 23*10 [*15], 60 + Slide 40 - - 0 +0 +5 1-4 All -
  • 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+(49 Flash)+1 11 36 -27 5 20 Launch 100, 120
[100, 70*15, 120]
- - 13 13, 0 [*16] +8, +0 [*16] 1-6 All -
  • 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 hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Valkyrie Veil
222B+C
- - - - B All 8+(74 Flash)+10 4 25 -10 4 18 - - - - 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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