< BBCT | Noel Vermillion
Glossary
System Data Glossary | |
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Health | The amount of damage that characters can take before losing a round. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
Backdash | Number of frames this move is in a recovery state before returning to neutral. |
Forward Dash | Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash. |
Frame Data Glossary | |||||||||||||||||
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Guard | How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated. | ||||||||||||||||
Startup | Number of frames for this move to reach the first active frame (includes the first active frame). | ||||||||||||||||
Active | Number of active frames in this attack. Values in () are for gaps between hits of an attack. | ||||||||||||||||
Recovery | Number of frames this move is in a recovery state before returning to neutral. | ||||||||||||||||
OnBlock | After blocking this attack, how soon can the attacker move compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. | ||||||||||||||||
Attribute | Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
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Invuln | Attribute and Hitbox invincibility for this attack | ||||||||||||||||
P1 | Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2. | ||||||||||||||||
P2 | Proration value that is applied to the combo proration value when this attack is used. | ||||||||||||||||
Starter | Combo time modifier when this attack is used as the starting hit of a combo. | ||||||||||||||||
Cancel | What this attack can cancel into. Any other cases will be listed in its respective notes.
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Level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||||||||||||||||
Blockstun | When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. | ||||||||||||||||
GroundHit | When hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||||||||
AirHit | When hitting an airborne opponent, how many frames for which they cannot air tech. | ||||||||||||||||
GroundCH | When Counter Hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||||||||
AirCH | When Counter Hitting an airborne opponent, how many frames for which they cannot air tech. | ||||||||||||||||
Blockstop | When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop. | ||||||||||||||||
Hitstop | When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop. | ||||||||||||||||
CHstop | When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences. |
Attack Level Values | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
For more values, see BBCF/Frame Data |
System Data
name | health | prejump | backdash | forwarddash | Unique Movement Options |
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Noel Vermillion | 11,000 | 4F | 18F (1~5F Inv All, 2~25F airborne) |
Normal Moves
input | name | damage | pp | p1 | p2 | level | guardDrain | cancel | attribute | guard | invuln | startup | active | recovery | onBlock | blockstun | blockstop | hitstop | CHstop | groundHit | airHit | groundCH | airCH | |
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input | name | damage | pp | p1 | p2 | level | guardDrain | cancel | attribute | guard | invuln | startup | active | recovery | onBlock | blockstun | blockstop | hitstop | CHstop | groundHit | airHit | groundCH | airCH | |
5A | 165 | 800 | 80 | 84 | 1 | 400 | rSJR | HB | HLA | 5 | 3 | 6 | +3 | |||||||||||
5B | 500 | 400 | 80 | 86 | 2 | 800 | SR | HB | HLA | 9 | 3 | 16 | -5 | |||||||||||
5C | 600 | 200 | 100 | 89 | 3 | 1100 | SJR | HBP | All | 15 | 4 | 20 | -7 | |||||||||||
2A | 165 | 1000 | 80 | 82 | 0 | 180 | SR | F | HLA | 8 | 3 | 8 | -1 | 9 | 10 | |||||||||
2B | 220 | 1000 | 60 | 84 | 1 | 400 | rSR | F | L | 7 | 2 | 12 | -2 | 12 | ||||||||||
2C | 550×2 | 200 | 90 | 97 | 3 | 1100×2 | SR | FP | LA | 14 | 2,2 | 14 | +1 | |||||||||||
6A | 550 | 200 | 80 | 89 | 3 | 1100 | S(J)R | HB | HL | 5~12 Head | 10 | 3 | 26 | -12 | ||||||||||
6B | 500 | 100 | 80 | 92 | 4 | 800 | S(J)R | HB | HA | 24 | 11 | 12 | -4 | |||||||||||
6C | 560×2 | 200 | 90 | 89 | 3 | 1100×2 | S(J)R | HB, HBP | HL | 5 | 12(16)4 | 20 | -7 (-35) | Launch | ||||||||||
3C | 600 | 200 | 100 | 60 | 3 | 1100 | R | F | L | 19 | 3 | 32 | -18 | Launch | 40 | |||||||||
j.A | 165 | 1000 | 80 | 94 | 0 | 200 | SJR | H | HA | 6 | 3 | 6 | 10 | |||||||||||
j.B | 400 | 400 | 90 | 90 | 2 | 800 | SJR | H | HA | 7 | 3 | 15 | ||||||||||||
j.C | 250×3 | 200 | 100 | 94 | 3 | 320×3 | SR | HP | HLA | 10 | 2×3 | 16 |
Drive Moves
input | name | damage | pp | p1 | p2 | level | guardDrain | cancel | attribute | guard | invuln | startup | active | recovery | onBlock | blockstun | blockstop | hitstop | CHstop | groundHit | airHit | groundCH | airCH | |
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input | name | damage | pp | p1 | p2 | level | guardDrain | cancel | attribute | guard | invuln | startup | active | recovery | onBlock | blockstun | blockstop | hitstop | CHstop | groundHit | airHit | groundCH | airCH | |
5D | 740 | 100 | 80 | 85 | 4 | 1000 | SR | HBP | HLA | 6~19 HB | 24 | 2 | 36 | -19 | ||||||||||
2D | 550×2 | 200 | 80 | 96 | 3 | 500×2 | SR | HBP | HA | 1-18 F, 5-30 Airborne | 19 | 12 | 44 | -29 | ||||||||||
6D | 720 | 100 | 80 | 89 | 4 | 500 | SR | F | LA | 6~18 HB | 33 | 1 | 31 | -15 | ||||||||||
4D | 700 | 100 | 75 | 92 | 4 | 1200 | SR | HBF | HLA | 1~21 Above Knees | 31 | 2 | 42 | -25 | ||||||||||
j.D | 600×2 | 100 | 90 | 95 | 4 | 300×2 | SR | HP | HLA | 17 | 3,1 | Until Landing+31 | minus a lot | |||||||||||
d5A | 240 | 200 | 100 | 85 | 2 | 1100 | SR | HBP | HLA | 22 | 2 | 35 | -20 | |||||||||||
d6A | 300 | 200 | 100 | 75 | 3 | 1100 | SR | HBP | HLA | 21 | 2 | 51 | -36 | |||||||||||
d5B | 750×2 | 100 | 100 | 85 | 4 | 600×2 | SR | HB, HBP | HLA | 17 | 3(1)4 | 31 | -16 | |||||||||||
d6B | 750 | 100 | 80 | 85 | 4 | 1400 | SR | HB | HA | 21 | 3 | 46 | -30 | |||||||||||
d5C | 800 | 100 | 100 | 85 | 4 | 2200 | SR | HB | HLA | 26 | 6 | 36 | -22 | |||||||||||
d6C | 70×9 | 100 | 100 | 99 | 2 | 300×9 | SR | HBP | HBP | 23 | 46 | 37 | -29 | |||||||||||
d5D | 770 | 100 | 80 | 85 | 4 | 1000 | SR | HBP | HLA | 6~19 HB | 24 | 2 | 34 | -17 | ||||||||||
d2D | 550×2 | 200 | 80 | 96 | 3 | 500×2 | SR | HBP | HA | 1-18 F, 5-30 Airborne | 19 | 12 | 44 | -29 | ||||||||||
d6D | 720 | 100 | 80 | 89 | 4 | 500 | SR | F | LA | 6-18 Head | 33 | 1 | 31 | -15 | ||||||||||
d4D | 700 | 100 | 75 | 92 | 4 | 1200 | SR | HBF | HLA | 1-21 HB | 30 | 2 | 42 | -25 | ||||||||||
d236D | Bloom Trigger | 800, 1200 | 100 | 100 | 92 | 4 | 1400,1500 | R | HB, HBP | HLA | 20 | 2(7)2 | 34 | -17 | ||||||||||
d214D | Assault Through | 1000 | 100 | 80 | 92 | 4 | 1400 | R | HB | HLA | 4~18 All | 31 | 4 | 24 | -9 | |||||||||
d28D | Spring Raid | 950 | 100 | 80 | 80 | 4 | 1400 | R | HB | HL | 1~11 All | 8 | 4 | 30+19L | -34 |
Universal Mechanics
input | name | damage | pp | p1 | p2 | level | guardDrain | cancel | attribute | guard | invuln | startup | active | recovery | onBlock | blockstun | blockstop | hitstop | CHstop | groundHit | airHit | groundCH | airCH | |
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input | name | damage | pp | p1 | p2 | level | guardDrain | cancel | attribute | guard | invuln | startup | active | recovery | onBlock | blockstun | blockstop | hitstop | CHstop | groundHit | airHit | groundCH | airCH | |
6A+B while blocking | Counter Assault | 1~22 All | Total 30 | |||||||||||||||||||||
B+C | Throw | 0, 540×2 | 3000, 200, 200 | 100 | 100, 70, 89 | 0,3,3 | -,SR,SR | T | Throw (70) | - | 7 | 4 | 12 | - | ||||||||||
4B+C | Back Throw | 0, 540×2 | 3000, 200, 200 | 100 | 100, 70, 89 | 0,3,3 | -,SR,SR | T | Throw (70) | - | 7 | 4 | 12 | - | ||||||||||
j.B+C | Air Throw | 0, 950 | 3000, 3000 | 100 | 100,82 | 0 | -,R | T | Throw (80) | - | 4 | 3 | 21 | - |
Special Moves
input | name | damage | pp | p1 | p2 | level | guardDrain | cancel | attribute | guard | invuln | startup | active | recovery | onBlock | blockstun | blockstop | hitstop | CHstop | groundHit | airHit | groundCH | airCH | |
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input | name | damage | pp | p1 | p2 | level | guardDrain | cancel | attribute | guard | invuln | startup | active | recovery | onBlock | blockstun | blockstop | hitstop | CHstop | groundHit | airHit | groundCH | airCH | |
236X | Optic Barrel | 650 | 100 | 70 | 85 | 4 | 1400 | R | HBP | HLA | 41 | 4 | Total 51 | +19 | ||||||||||
j.236C | Revolver Blast | 400×4 | 400 | 100 | 98 | 2 | 800×4 | R | HP | HLA | 10 | 3×5 | Until Landing+9 | |||||||||||
214A | Muzzle Flitter | 0, 1200 | 3000 | 100 | 100,80 | 0 | R | L (whiffs) | 14-40 Airborne | 27 | 6 | 8+13L | ||||||||||||
22B | Silencer | 5 | 1000 | 100 | 103 | 1 | 400 | R | HBP | HL | 17 [4] | 8 | 9 | -5 | ||||||||||
22C | Silencer | 700 | 100 | 100 | 110 | 4 | 1400 | R | HBP | HL | 17 [4] | 11 | 9 | -1 |
Distortion Drives
- All Distortion Drives have the following properties unless otherwise stated:
- Cost 50 Heat
- Heat Gauge Cooldown 180F
input | name | damage | pp | p1 | p2 | level | guardDrain | cancel | attribute | guard | invuln | startup | active | recovery | onBlock | blockstun | blockstop | hitstop | CHstop | groundHit | airHit | groundCH | airCH | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | pp | p1 | p2 | level | guardDrain | cancel | attribute | guard | invuln | startup | active | recovery | onBlock | blockstun | blockstop | hitstop | CHstop | groundHit | airHit | groundCH | airCH | |
236236D | Zero Gun: Fenrir | 600, 140×16, 3000 | 0 | 100 | 94, 96×16, 94 | 5, 4×16, 5 | 1100, 100×16, 1100 | R | HB, HBP×17 | HLA | 1-10 Guard All | 1+5 | 5(15)48 | 51 | -45 | |||||||||
j.236236D | Bullet Storm > Zero Gun: Thor | 160×10, 1900 | 0 | 100 | 97×10, 92 | 4 | 100×10, 1000 | R | HBP | HLA | 1-4 All | 4+6 | Total 119 |
Astral Heat
lmao
Revolver Action Table
- X = X is available on hit or block
- X[-] = X is available only on hit
- X[+] = X is available on hit, block, or whiff
- X[#] = X can be used only # times per string
External References
To edit frame data, edit values in BBCT/Noel Vermillion/Data.
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Mechanics •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State