BBTag/Noel Vermillion/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search

System Data

name health prejump backdash forwarddash Unique Movement Options
Noel Vermillion 17,000 4F 22F (1~7F Inv All)


Normal Moves

input damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1500 All 8 3 26 -12 6~8 H 90 80 CSTJP 3 16 17 24 22 38 11 +0 +2
5A 1500 All 12 2 19 -4 100 80 CSTJP 3 16 19 21 24 35 11 +0 +2
5AA 1500 All 12 2 19 -4 100 80 CSTJP 3 16 19 21 24 35 11 +0 +2
5AAA 1700 All 18 5 18 -4 100 85 CS(J)P 4 18 19 40 + GBounce 24 55 + GBounce 12 +0 +5
5AAAA 2000 All 15 6 23 -8 100 90 P 5 20 Launch 40 Launch 56 13 +0 +8
2A 1000 Low 7 2 12 -2 90 70 CSTP 1 11 12 12 16 23 9 +0 +0
5B 1700 All 23 4 23 -8 100 85 4 18 30 30 35 45 12 +0 +5
2B 700×3 All 20 4,4,5 28 -14 5~19 F 90 85 (Once) SP 4 18 27 30 32 45 2 +0 +5
4B 1500 All 25 8 23 -16 5~32 BP 80 80 SP 3 16 Crumple 32 40 Crumple 64 54 6/-2 -2 -2
5C 800+ High 22 3 24 -10 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1500 Low 17 3 32 -18 90 80 SP 3 16 Launch 26 Launch 40 3 +0 +2
j.A 620×3 High, All 10 2,2,2 16 80 80 (Once) JSP 3 16 17 17 22 31 3×2, 5 +0 +2
j.AA 1700 High 9 3 24 80 85 4 18 19 19 24 34 12 +0 +5
j.B 800×2 All 21 4,5 Until L+17L 80 85 (Once) SP 4 18 Launch 35 + GBounce + Down 17 Launch 50 + GBounce + Down 17 0 +0 +5
j.C 370×5 All 10 3,3,3,2,2 14+7L 80 85 (Once) SP 4 18 22 22 27 37 3 +0 +5
j.CC 1700 All 9 3 36 80 85 SP 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5


Drive Moves

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
d.5A 1000 All 10 4 20 -10 100 85 SP 2 13 21 31 25 43 3 +0 +1
d.5AA 800×2 All 9 2(2)2 23 -6 100 85 (Once) SP 4 18 30 40 35 55 12, 3 +0 +5
d.5AAA 900×2 All 13 2(2)2 25 -8 100 85 (Once) SP 4 18 Launch 35 Launch 50 3 +0 +5
d.5AAAA 1000×2 All 18 2(2)2 33 -11 100 85 (Once) SP 4 18 23 25 28 40 3/+5 +5 +5
d.5B 1700 All 33 4 27 -12 3~36 BP 90 75 SP 4 18 Launch 45 Launch 60 3 +0 +5
d.2B 500×3 23 3,3,3 24L -8 3~32 F 90 75 (Once) 4 18 Launch 32 Launch 47 2 +0 +5
d.5C 1200 High 16 3 27 -13 90 75 SP 3 16 Launch 40 + GBounce Launch 54 + GBounce 11 +0 +2
d.2C 1200 Low 22 7 25 -15 13~33 B 90 75 SP 3 16 Launch 34 Launch 48 11 +0 +2
Drive Finisher Type II: Bloom Trigger 1000, 1700 All 11 2(7)4 33 -16 100 90 (Once) P 5 20 Crumple 31, Launch 21, 50 + WBounce 50 Crumple 84, Launch 37, 66 + WBounce 50 16, 0 +0 +8


Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 1300, 700 Throw 7-30 3 23 100 50 (Once) S 0, 3×2 Crumple 35, Launch 17 + Down 16, 35 + Slide 20 + Down 16 0×2, 11 +0
AD Type III: Spring Raid 2250 Air Unblockable 10 7 ??+20L -22 1~12 All 80 60 4 18 Launch 60 Launch 75 12 +0 +5


Skills

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Type XI: Optic Barrel 1500 All 29 4 Total: 49 -4 80 80 3 16 Launch 38 0/+8 +8 +10
236B B Type XI: Optic Barrel 1500 All 30 4 Total: 54 0 80 80 3 16 Launch 38 Launch 52 0/+8 +8 +10
214A Type IX: Muzzle Flitter 0, 2500 Throw 29 6 9+16L 100 100, 80 0 Launch 12 + Down 43 0 +0
214B Type IV: Flash Supressor 230×1~5 All 14 2{(8)2}×4 22 -5 100 85 (Once) 4 18 19 19 + Down 23 24 34 + Down 23 0 +0 +5
214[B] Charged Type IV: Flash Supressor 230×6, 1000 All 14 2{(8)2}×5,2(14)4 26 -11 100 85×6 (Once), 100 4 18 19×6, Launch 19 + Down 24×6, 38 + GBounce 24×6, Launch 34 + Down 24×6, 53 + GBounce 6 +0 +5


Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C Type II: Bloom Trigger 900×5 All 9 2(7)2,2,2,2 23 -4 80 90 (Once) 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
214C Type V: Assault Through 2000 All 31 9 16 -4 7~18 All 80 80 5 20 Launch 27 + WBounce 50 + Slide 15 Launch 43 + WBounce 50 + Slide 15 13 +0 +8


Partner Skills

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P d.5C 700×3, 500×4 All (18)+13 3(2)3
[(18)2(7)2×4]
43 [34] -27 70 85 (Once) 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 All (18)+30 3×2,6×6,5 Total: (18)+90 +11 70 85 (Once) 4 24 Launch 45 0/+2 +1
4P Type VI: Flash Suppressor 1100, 1500 All (18)+12 2(6)2 30 -13 70 85 (Once) 4 18 Launch 19 + Down 43, 60 + GBounce 0 +0


Distortion Skills

  • 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)

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Clean Hit Zero Gun: Fenrir 2000, 100×16, 4100
[2000, 100×31, 4100]
All 1+(28 Flash)+5 5 1~10 Guard All 80 100×17, 60
[100×31, 60]
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
236BC Miss Zero Gun: Fenrir 2000, 100×24 All 1+(28 Flash)+5 5(16)X{(3)X}×23 53 -35 1~10 Guard All 80 100×24 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
j.236BC Bullet Storm > Zero Gun: Thor 630×10, 4200
[630×15, 3800]
All 4+(21 Flash)+6 X{(4)X}×9 [×14](40)X Total: Until L+24 1~4 All 80×10 [×15], 48 60 (Once)×10 [×15], 100 4 20 Launch 150 + Down 23×10 [×15], 60 + Slide 40 Launch 165 + Down 23×10 [×15], 75 + Slide 40 0 +0 +5
Distortion Skill Duo Zero Gun: Fenrir 300,1700
[300,30×15,1750]
All 1+(49 Flash)+1 11 36 -27 1~6 All 100 100 5 20 Launch 100, 120
[100, 70×15, 120]
13 13, 0 [×16] +8, +0 [×16]


Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Valkyrie Veil All 8+(74 Flash)+10 4 25 -10 1~31 All 4 18 0


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A
BBCP Noel 6A.png
Guard:
All
Startup:
8
Recovery:
26
Advantage:
-12
5A, 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5A
BBCP Noel 5B.png
Guard:
All
Startup:
12
Recovery:
19
Advantage:
-4
[3*]
5AA, 2A 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5AA
BBCP Noel 5C.png
Guard:
All
Startup:
12
Recovery:
19
Advantage:
-4
5AAA 5B, 2B, 4B 5C, 2C Throw, Jump, Special, Super
5AAA
BBCP Noel 6B.png
Guard:
All
Startup:
18
Recovery:
18
Advantage:
-4
5AAAA 5B, 2B, 4B 5C, 2C Jump[-], Special, Super
5AAAA
BBCP Noel Chamber Shot.png
Guard:
All
Startup:
15
Recovery:
23
Advantage:
-8
- - - -
2A
BBCP Noel 2B.png
Guard:
Low
Startup:
7
Recovery:
12
Advantage:
-2
[3*]
2A[+], 5A 5B, 2B, 4B 5C, 2C Throw, Special, Super
5B
BBCP Noel 5D.png
Guard:
All
Startup:
23
Recovery:
23
Advantage:
-8
- - - Drive[+]
2B
BBCP Noel 2D.png
Guard:
All
Startup:
20
Recovery:
28
Advantage:
-14
- - - Drive[+]
4B
BBCP Noel 4D.png
Guard:
All
Startup:
25
Recovery:
23
Advantage:
-16
- - - Drive[+]
5C
BBCP Noel CT.png
Guard:
High
Startup:
22
Recovery:
24
Advantage:
-10
- - - -
2C
BBCP Noel 3C.png
Guard:
Low
Startup:
17
Recovery:
32
Advantage:
-18
- - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A
BBCP Noel jC.png
Guard:
High, All
Startup:
10
Recovery:
16
Advantage:
-
j.AA j.B j.C Jump
j.AA
BBCP Noel j2C.png
Guard:
High
Startup:
9
Recovery:
24
Advantage:
-
- j.B j.C Jump
j.B
BBCP Noel jD.png
Guard:
All
Startup:
21
Recovery:
Until L+17L
Advantage:
-
- - - Drive[+]
j.C
BBCP Noel Revolver Blast.png
Guard:
All
Startup:
10
Recovery:
14+7L
Advantage:
-
- - j.CC[-] -
j.CC
BBCP Noel j2C.png
Guard:
All
Startup:
9
Recovery:
36
Advantage:
-
- - - -
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

Navigation

Ambox notice.png To edit frame data, edit values in BBTag/Noel Vermillion/Data.