BBCP/Noel Vermillion/Frame Data 1.0

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System Data

Health: 11,000

Combo Rate: 80%

Jump Startup: 4

Backdash Time: 18

Backdash Invincibility: 1-5

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

Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F

Normal Moves

5A
300 CSOJR 100 75 S - all 0 B 5 3 10 -3 9 10 14 12 23 -
5B
500 SOJR 100 89 N - HL 3 B 9 3 16 -2 16 17 22 17 31 -
5C
680 SO(J)R 100 92 N - HL 4 BP 12 6 17 -4 18 19 24 19 34 11-17GP
  • Projectile guard point on arm
2A
300 SOR 100 77 S - all 1 F 6 3 10 -1 11 12 16 14 26 -
2B
460 CSOR 85 85 N - L 2 F 7 2 12 0 13 14 18 14 26 -
2C
420*2 SOR 90 89(1) N - L 3 FP 14 2, 2 14 +1 16 17 22 17 31 -
6A
550 SO(J)R 90 79 N - HL 3 B 11 3 26 -12 16 24 42 F24 F42 6-11H
6B
650 SOR 80 89 N - H 3 B 26 5 18 -6 16 21 27 GD17 GD31 -
6C
450, 650 SO(J)R 100 84 N --, 2 HL 3 B, BP 8 8(13)4 20 -2 16 17, Ws32 (F60) 17, Ws32 (F60) 17, Ws32 (F60) 55, Ws55 (F60) -
  • 6C[2] cannot hit crouchers
3C
720 (S*)R 90 89 N - L 3 FP 20 3 32 -18 16 D40 D68 40 68 -
  • Only possible to cancel into Silencer
j.A
300 SOJR 90 77 S - HA 1 H 6 2 9 - 11 12 16 14 26 -
j.B
460 SOJR 90 85 N - HA 2 H 7 4 17 - 13 14 18 14 26 -
j.C
250*3 SOR 90 89(1) N - all 3 HP 10 2, 3, 2 16 - 16 17 22 17 31 -
j.2C
400 SOR 90 92 N - all 4 HP 12 3 30 - 18 19 24 GD40 GD68 -
Dash Cancel
- - - - - - - - - - - 22T - - - - - - -
Counter Assault
6A+B during blockstun
0 - 50 92 VS - all 4 B 13 6 30 -17 18 F19 F34 19 34 1-20Inv
  • 180F cooldown
Crush Trigger
5A+B
1000 R 80 100 N 3 B 3 B 30~59 1 23 +2 24 GD17 GD31 GD17 GD31 -
  • Possible to charge
  • 180F cooldown

Drive Moves

5D
740 SR 100 89 N 2A all 3 BP 23 4 18+24 -29 16 23 SD63 30 52 -
5D (OD)
740 SR 100 89 N 2A all 3 BP 17 4 18 -5 16 23 SD63 30 52 -
2D
250*6 SR 80 82(1) N 2B all 4 HP 26 5, 2*4, 3 25+24 -33 18 24 S58 30 52 1-10F
2D (OD)
250*6 SR 80 82(1) N 2B all 4 HP 19 2*6 25 -8 18 24 S58 30 52 1-8F
6D
720 SR 95 79 N 2C L 3 F 25 2 14+24 -23 16 F34 F58 34 58 7-26B
6D (OD)
720 SR 95 79 N 2C L 3 F 20 2 14 +1 16 F34 F58 34 58 6-21B
4D
700 SR 90 82 N 2D all 4 HBFPr 25 7 18+24 -30 18 F40 F68 40 68 1-26BP
  • Fatal counter
4D (OD)
700 SR 90 82 N 2D all 4 HBFPr 20 7 12 0 18 F40 F68 40 68 1-21BP
  • Fatal counter
j.D
400*2 SR 90 82(1) N 2E all 4 BP*2 13 4, 5 till L+12+24 - 18 S39 S78 BD45 BD76 -
j.D (OD)
400*2 SR 90 82(1) N 2E all 4 BP*2 13 4, 5 till L+8 - 18 S39 S78 BD45 BD76 -
j.4D
600 SR 90 82 N 2F all 4 FP till L+10 3 30+24 -38 18 27 34 GD19 GD34 -
  • Fatal counter
j.4D (OD)
600 SR 90 82 N 2F all 4 FP till L+6 3 30 -14 18 27 34 GD19 GD34 -
  • Fatal counter
d.5A
350 SR 100 89 N - all 3 BP 8 2 20+22 -27 16 17 22 24 42 -
d.5A (OD)
350 SR 100 89 N - all 3 BP 8 2 20 -5 16 17 22 24 42 -
d.6A/d.4A
450*2 SR 100 89 N - all 3 BP*2 13 2(3)2 16+22 -19 20 F24 F42 24 42 -
d.6A/d.4A (OD)
450*2 SR 100 89 N - all 3 BP*2 13 2(3)2 16 +3 20 F24 F42 24 42 -
d.5B
600, 250 SR 100 92, 79 N - HL, all 4, 3 B, BP 11 3(2)2 14+22 -21 18, 16 24 30 40, Wb*40 68, Wb*68 -
d.5B (OD)
600, 250 SR 100 92, 79 N - HL, all 4, 3 B, BP 11 3(2)2 14 +1 18, 16 24 30 40, Wb*40 68, Wb*68 -
d.6B/d.4B
550 SR 80 87 N - H 4 B 16 3 25+22 -31 18 22 28 B40 B68 -
d.6B/d.4B (OD)
550 SR 80 87 N - H 4 B 16 3 25 -9 18 22 28 B40 B68 -
d.5C
350*2 SR 100 92(1) N - all 4 BP*2 17 2(2)2 33+22 -33 18 21 S64 25 44 -
d.5C (OD)
350*2 SR 100 92(1) N - all 4 BP*2 17 2(2)2 33 -11 18 21 S64 25 44 -
d.6C/d.4C
100*N SR 100 99 N - all 4 HBFPr 23 4*9 19+22 -14 28 28 35 30 52 -
d.6C/d.4C (OD)
100*N SR 100 99 N - all 4 HBFPr 23 4*9 19 +8 28 28 35 30 52 -
d.5D
670 SR 100 89 N - all 3 BP 18 6 16+22 -27 16 23 29 30 52 -
d.5D (OD)
670 SR 100 89 N - all 3 BP 14 6 16 -5 16 23 29 30 52 -
d.2D
300*3 SR 90 92(1) N - all 4 HP*3 19 4*3 25+22 -32 18 24 30 30 52 1-8F
d.2D (OD)
300*3 SR 90 92(1) N - all 4 HP*3 17 4*3 25 -10 18 24 30 30 52 1-6F
d.6D
650 SR 90 89 N - L 3 F 24 2 12+22 -37 16 F34 F58 34 58 -
d.6D (OD)
650 SR 90 89 N - L 3 F 18 2 12 +3 16 F34 F58 34 58 -
d.4D
630 SR 90 82 N - all 4 HBFPr 25 4 30+22 -19 18 S28 S56 40 68 1-26BP
d.4D (OD)
630 SR 90 82 N - all 4 HBFPr 20 4 15 0 18 S28 S56 40 68 1-21BP

Throws

Forward Throw
5B+C or 6B+C
0, 300, 1100 --, SOR*2 100 100, 60(1) S - T (70) 0, 3, 3 T 7 4 15 - - --, 17, Sd35 - - - -
  • 100% minimum damage
Back Throw
4B+C
0, 300, 1100 --, SOR*2 100 100, 60(1) S - T (70) 0, 3, 3 T 7 4 15 - - --, 17, Sd35 - - - -
  • 100% minimum damage
Air Throw
j.B+C
0, 1400 --, SOR 100 100, 60 S - T (90) 0 T 7 3 21+3L - - - - --, 40 - -
  • 100% minimum damage

Specials

Type II: Bloom Trigger
d.236D
600, 950 R 90 80(1) N 2G all 5 B, BP 15 2(7)4 31 -14 20 21, Ws35 (F50) 27, Ws60 (F50) 21, Ws35 (F50) 37, Ws60 (F50) -
Type II: Bloom Trigger (OD)
600, 400*4 R 90 80(1) N 2G all 5 B, BP*4 15 2(7)2*4 27 -8 20 21, Ws35 (F50)*4 27, Ws60 (F50)*4 21, Ws35 (F50)*4 37, Ws60 (F50)*4 -
Type V: Assault Through
d.214D
900 R 80 92 N 2H all 4 B 31 7 16 -4 18 19 Wb*68 Sd40 Wb*68 1-18Inv
Type V: Assault Through (OD)
900 R 80 92 N 2H all 4 B 28 7 16 0 22 S29 Wb*68 Wb*40 Wb*68 1-15Inv
Type III: Spring Raid
d.623D
1150 R 70 92 S 2I HL 4 B 8 7 29+12L -29 18 F50 F84 50 84 1-10Inv
Type III: Spring Raid (OD)
1150 R 70 92 S 2I HL 4 B 8 7 29+12L -29 18 F60 F100 60 100 1-10Inv
Type XI: Optic Barrel A
236A
650 R 90 89 N 2J all 3 HBFPr 27 4 51T +3 16 17 22 38 64 -
Type XI: Optic Barrel B
236B
650 R 90 89 N 2J all 3 HBFPr 29 4 51T +5 16 17 22 38 64 -
Type XIII: Revolver Blast
j.236C
300*5 R 100 98 N 2 all 2 HP 10 3*5 till L+8 - 13 20 26 20 36 -
Type XIII: Revolver Blast (additional attack)
2C after Revolver Blast
400 R 100 90 N 2 all 3 HP 9 3 till L+8 - - Sd40 - Sd40 - -
  • 120% bonus proration
Type IX: Muzzle Flitter
214A
0, 1500 --, R 70 100 N 2 UNB 0 HT 26 6 9+16L - - D12 - - - -
  • 100% minimum damage
  • cannot hit crouchers
Silencer B
22B
200 R 100 90 N 2 all 1 FP 11 2[(5)2]*N 16 -6 11 - - 14 26 -
  • 200% heat gain
Silencer C
22C
300 R, Da 100 100 N 2 all 4 FP 21 4 22 -7 18 - - 38 64 -
Type XVII: Chamber Shot
236C
1100 R 100 92 N 2 all 4 BP 17 6 28 -15 18 Ws40 (F30) Ws68 (F30) Ws40 (F30) Ws68 (F30) -

Distortion Drives

Zero Gun: Fenrir (1~)
632146D
400, 70*16 R 80 80, 99*16 N - all 5, 4*16 B, HBFPr(2)*16 1+5 5 149T -34 20 S31 S62 50 84 1-10GP(A)
  • 20% minimum damage
  • 180F cooldown
Zero Gun: Fenrir (1st hit whiff)
140*24 R 80 99 N - all 4 HBFPr(2) 1+25 - 150T - - F70 F116 70 116 1-10GP(A)
  • 20% minimum damage
  • 180F cooldown
Zero Gun: Fenrir (finish)
3600 R 80 80 - - - 5 HBFPr(2) - - 56 - - - - 120 196 -
  • 20% minimum damage
Zero Gun: Fenrir (add) (OD)
120*15, 4200 R 80 100*15, 80 - - - 4, 5 HBFPr(2) - - 56 - - - - 120 --*10, 196 -
  • Last attack has 20% minimum damage
Bullet Rain > Zero Gun: Thor
j.236236D
160*10, 1900 R*10, -- 100 97*10, 92 N - all 4 HBFPr(2) 4+6 - till L - 20 F100*10, F120 F164*10, F196 100*10, 120 164*10, 196 1-4Inv
  • 15% minimum damage
  • 180F cooldown
  • invincibility disappears after superflash
Bullet Rain > Zero Gun: Thor (OD)
160*15, 2400 R*15, -- 100 97*15, 92 N - all 4 HBFPr(2) 4+6 - 148T - 20 F100*15, F120 F164*15, F196 100*15, 120 164*15, 196 1-4Inv
  • 15% minimum damage
  • 180F cooldown
  • invincibility disappears after superflash

Astral Heat

Valkyrie Veil
236236C
Death - - - - - UNB 0, 4 HBFT 8+0 48 21 - - - - - - 1-7Inv, 8-55C
  • 180F cooldown
  • Catches everything except firearm projectiles, Nirvana, and Ignis

Revolver Action Table

NOTE: 5A and 2A can only be done three times in any string of normals, even on whiff.

Ground Revolver Action Table
A B C Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Throw, Jump, Special, Overdrive
5B 6A 2B, 6B 5C, 2C, 3C Throw, Jump, Special, Overdrive
5C - 6B 2C, 3C Throw, Jump, Special, Overdrive
2A 2A 5B, 2B, 6B 5C, 2C, 6C Throw, Special, Overdrive
2B 6A 5B 5C, 2C, 6C, 3C Throw, Special, Overdrive
2C - - 5C, 3C Special, Overdrive
6A - 5B, 6B 5C, 2C, 6C, 3C Throw, Jump, Special, Overdrive
6B - - 3C Special, Overdrive
6C - - 2C Throw, Jump, Special, Overdrive
3C - - - Silencer
Air Revolver Action Table
A B C Cancels
j.A j.A j.B j.C, j.2C Throw, Jump, Special, Overdrive
j.B j.A - j.C, j.2C Throw, Jump, Special, Overdrive
j.C j.A j.B j.2C Throw, Special, Overdrive
j.2C - - - Special, Overdrive
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

BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc