BBCS/Noel Vermillion/Frame Data

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Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 165 80 84 ALL 1 HB 5 3 10 -1 during move 12 -
5B SJR 500 80 86 ALL 2 HB 9 3 16 -5 16 14 -
  • Standing hit causes opponent to bend backward for 15F
5C SJhR 600 80 89 ALL 3 HBP 11 6 18 -7 during action 17 -
2A SJR 165 80 82 ALL 0 F 8 3 8 -1 14 10 -
2B CSR 220 75 84 L 1 F 7 2 12 -2 12 12 -
2C SR 350x2 90 88 L 3 FP 14 2, 2 14 +1 25 17 -
  • Continues counter hit
6A SJhR 550 70 89 HL 3 HB 10 3 26 -12 16 24 -
  • 5-10F invincible against head attribute attacks
  • knocks back on hit
6B SJhR 500 80 92 H 4 HB 24 11 12 -4 37 19 -
  • Forces crouch on ground hit
  • knocks down on air hit
6C SJhR 450, 750 80 89 HL 3 HB, HBP 8 11(16)4 20 -11 42 30, 38 -
  • 1st hit staggers opponent on ground counter hit (27F)
  • 2nd hit knocks back on hit
  • continues counter hit
  • 2nd hit has guard stiffness 22F on ground guard
  • 2nd hit takes 1 guard primer on guard
  • 2nd hit gives damage bonus 120%
  • 2ndhit has hitstop of 0F
3C ShR 600 100 84 L 3 FP 19 3 32 -18 48 40 -
  • Low profile from 4-48F
  • knocks down on hit
  • ground hit untechable, follow-ups possible on 40F
  • takes 1 guard primer on guard
  • hitstop 0F
  • can be canceled with Silencer from 35F onward
j.A SJR 165 80 94 H 0 H 6 3 6 - 11 10 -
j.B SJR 400 90 90 H 2 H 8 3 17 - 16 14 -
j.C SR 250x3 100 94 ALL 3 HP 10 2x3 16 - 17 17 -
  • Continues counter hit
  • hitstop 3F
Forward Throw -, SRx2 0, 100, 700 100 100, 70, 100 70000 0, 3, 3 ground throw 7 4 12 - during action -x2, 30 -
  • 2nd hit causes stagger (29F)
  • 3rd hit causes slide effect, untechable
  • damage fixed at 100%
  • 2nd hit has hitstop 0F
  • 2nd hit can be followed up after 40F (14F after action)
Back Throw -, SRx2 0, 100, 700 100 100, 70, 100 70000 0, 0, 3 ground throw 7 4 12 - during action -x2, 30 -
  • 2nd hit causes stagger (29F)
  • 3rd hit causes slide effect, untechable
  • damage fixed at 100%
  • 2nd hit has hitstop 0F
  • 2nd hit can be followed up after 40F (16F after action)
Air Throw -, SR 0, 800 100 100, 68 80000 0 air throw 7 3 21 - during action -, 40 -
  • 2nd hit causes knockdown
  • untechable
  • damage fixed at 100%
  • hitstop of 0F
  • vertical range 60000~160000
Counter Assault - - - - - - - - - total 30F - during action - -
  • 1-22F invincible
  • passes through opponent during action

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5D (starter) - SR 740 100 85 ALL 4 HBP 24 6 36 -23 41 -
  • 5-19F invincible to strikes
  • standing hit causes opponent to bend backward for 23F
  • ground counter hit causes stagger (76F)
  • same move penalty 65%
  • hitstop 3F
  • can transition into other Chain Revolver moves from 30-44F
2D (starter) - SR 360x2 100 90 ALL 4 HP 19 4x3 45 -30 15F after landing -
  • 1-18F invincible below knees
  • airborne from 5-30F
  • standing hit causes opponent to bend backward 32F
  • continues counter hit
  • same move penalty 65%
  • multiplier adjustment of 1
  • hitstop 3F
  • hits standing opponent on 23F (tested on Ragna)
  • can transition into other Chain Revolver moves from 40-45F
6D (starter) - SR 720 90 89 L 3 F 26 1 32 -16 38 -
  • 5-12F invincible to head and body attribute attacks
  • causes float on hit
  • same move penalty 65%
  • can transition into other Chain Revolver moves from 32-35F
4D (starter) - SR 700 100 92 ALL 4 HBFP 25 7 38 -26 43 -
  • 1-19F invincible above the knees
  • ground hit causes stagger (20F)
  • fatal counter starter
  • same move penalty 65%
  • hitstop 0F
  • can transition into other Chain Revolver moves from 32-43F
j.D (starter) - SR 600x2 100 85 ALL 4 HP 17 3 (1) 4 32F after landing - 44 -
  • 1-15F upper body invincibility
  • standing hit causes opponent to bend backward 45F
  • air hit causes ground bounce
  • continues counter hit
  • untechable
  • same move penalty 65%
  • hitstop of 0F
  • if landing during counter hit state (1-44F), Noel remains in counter hit state for 12F after landing
  • can transition into other Chain Revolver moves from 7-9F after landing
j.4D (starter) - SR 600 100 85 ALL 4 HFP 15F after landing 3 50 -34 47F after landing -
  • 7-26F invincible
  • standing hit causes opponent to bend backward for 45F
  • air hit knocks down
  • untechable
  • takes 1 guard primer on guard
  • fatal counter starter
  • same move penalty 65%
  • hitstop of 0F
  • can transition into other Chain Revolver moves from 18-42F after landing
5A (follow-up) - SR 240 80 85 ALL 3 HBP 13 4 38 -25 26 -
  • Standing hit causes opponent to bend backward 28F
  • same move penalty 65%
  • hitstop of 5F
  • can transition into other Chain Revolver moves from 22-34F
6A (follow-up) - SR 300 80 75 ALL 3 HBP 18 2 36 -21 19 -
  • standing hit causes opponent to bend backward for 30F
  • same move penalty 65%
  • hitstop of 0F
  • can transition into other Chain Revolver moves from 20-27F
5B (follow-up) - SR 450x2 90 85 ALL 4 HB, HBP 17 3 (1) 4 32 -17 32 -
  • Standing hit causes opponent to bend backward for 21F
  • 2nd hit knocks back on air hit
  • continues counter hit
  • same move penalty 65%
  • multiplier adjustment of 1
  • 2nd hit has hitstop 3F
  • can transition into other Chain Revolver moves from 25-32F
6B (follow-up) - SR 750 80 85 H 4 HB 21 3 47 -31 23 -
  • standing hit causes opponent to bend backward for 25F
  • same move penalty 65%
  • can transition into other Chain Revolver moves from 27-43F
5C (follow-up) - SJhR 800 100 85 ALL 4 HBP 21 2 52 -35 34 -
  • standing hit causes opponent to bend backward for 28F
  • ground counter hit causes stagger (62F)
  • same move penalty 65%
  • hitstop of 3F
  • can transition into other Chain Revolver moves from 30-44F
6C (follow-up) - SR 120x9 100 99 ALL 3 HBP 23 5x8, 6 38 -20 86 -
  • standing hit causes opponent to bend backward for 32F
  • hits 6-9 cause vaccuum effect on ground hit or guard
  • continues counter hit
  • takes 1 guard primer on guard
  • same move penalty 65%
  • projectile attack
  • hitstop of 7F
  • can transition into other Chain Revolver moves from 65-76F
5D (follow-up) - SR 770 80 85 ALL 4 HBP 20 6 36 -23 37 -
  • Standing hit causes opponent to bend backward for 24F
  • same move penalty 65%
  • hitstop of 3F
  • can transition into other Chain Revolver moves from 26-41F
2D (follow-up) - SR 350x2 80 96 ALL 4 HP 19 4x3 45 -30 15F after landing -
  • 1-18F invincible below the knees
  • airborne from 5-30F
  • standing hit causes opponent to bend backward for 32F
  • continues counter hit
  • same move penalty 65%
  • multiplier adjustment of 1
  • hitstop of 3F
  • hits standing opponent on 23F (tested on Ragna)
  • can transition into other Chain Revolver moves from 40-45F
6D (follow-up) - SR 720 80 89 L 3 F 26 1 32 -16 38 -
  • Causes float on hit
  • same move penalty 65%
  • can transition into other Chain Revolver moves from 32-35F
4D (follow-up) - SR 700 75 92 ALL 4 HBFP 25 7 38 -26 43 -
  • 1-19F invincible above the knees
  • standing hit causes opponent to bend backward for 25F
  • same move penalty 65%
  • hitstop of 0F
  • can transition into other Chain Revolver moves from 32-43F
II. Bloom Trigger 236D R 600, 950 90 88 ALL 4 HB, HBP 20 2 (7) 2 30 -13 52 -
  • 1st hit causes stagger on ground hit (28F)
  • 2nd hit causes wall bounce on hit
  • continues counter hit
  • same move penalty 50%
  • 1st hit has hitstop 20F
  • 2nd hit has hitstop 0F
V. Assault Through 214D R 1000 80 92 ALL 4 HB 31 4 24 -9 43 -
  • 4-18F invincible, passes through opponent
  • normal hit causes slide effect (*tl-note: sort of correct; it's actually a horizontal knockback)
  • ground counter hit causes stagger (26F)
  • air counter hit causes wall bounce
  • takes 1 guard primer on guard
III. Spring Raid 623D R 950 80 80 HL 4 HB 8 4 31 + 18F landing -34 til landing -
  • Airborne from 8F onward
  • causes float on hit
  • takes 1 guard primer on guard
  • same move penalty 65%

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
XI. Optic Barrel
236A/B/C
R 650 90 85 ALL 3 HBP 30 4 16 0 39 30 -
  • Causes float on hit
  • same move penalty 70%
  • projectile attack
  • always receives attack properties when projectile generates
  • hitstop of 3F
  • B and C version have 21F recovery, frame advantage -5
XIII. Revolver Blast
j.236C
R 300x4 100 98 ALL 2 HP 10 3x3, 6 8F after landing - til landing 14 -
  • Continues counter hit
IX. Muzzle Flitter
214A
-, R 0, 800 100 100, 80 - 0 - 27 6 9 + 16F landing - til landing 14 -
  • Airborne from 14F onward
  • causes knockdown on hit
  • untechable
  • damage fixed at 100%
  • can only throw standing opponents
  • can perform follow-ups from 41F onward
  • duration of action remaining after hit depends on opponent's height (tested on Ragna, follow-ups were possible 10F after action)*
    • tl-note: for example, Noel can follow up Muzzle Flitter with 2A on Ragna, but not Tager.
B-Silencer
22B
R 530 100 92 ALL 1 HB 17[4] 8 9 - 24 12 -
  • Knocks down on air hit
  • untechable, follow-ups possible from 59F onward
  • hitstop of 0F
  • can transition into follow-up version (press B again) from 21F onward
  • can only use on downed opponent
  • cannot be used to cancel into or out of Chain Revolver moves
  • follow-up version's startup is unknown (mook lists as blank)
C-Silencer
22C
R 100 100 100 ALL 4 HB 17[5] 11 9 - 27 35 -
  • Air hit causes ground bounce
  • damage bonus 120%
  • hitstop of 0F
  • can only be used on downed opponents
  • cannot be used to cancel into or out of Chain Revolver
  • follow-up version's startup is unknown

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Zero-gun: Fenrir
632146D
Rx17, - 600, 140x16, 2200 100 94, 96x16, 40 ALL 5, 4x16, 5 HB, HBPx16, HB 1+5 5(15) - 125F total -34 during action 50, 70x16, 120 -
  • 1-10F full body guard point
  • 1st hit causes stagger on ground hit (30F)
  • hits 2-17 cause float on hit
  • 18th hit causes knockback
  • if 1st hit was a counter hit, 18th hit will be a counter hit
  • hits 1 and 18 take 1 guard primer on guard
  • damage fixed at 20% (120, 28x16, 440)
  • hits 2-17 are projectiles, always gain attack properties when projectiles generate, and absorb other projectiles
  • hits 2-18 have hitstop of 0F
  • 18th hit only triggers if 1st hit connected
  • hits 2-17 each fire 3F after one another
Zero-gun: Thor
j.236236D
Rx10, - 160x10, 1900 100 97x10, 92 ALL 4 HBP 4+6 - til landing - 122 100x10, 120 -
  • Invincible before super freeze
  • causes float on hit
  • Thor missile takes 2 guard primers on guard
  • damage fixed at 20% (32x10, 380)
  • projectile attack
  • always gains attack properties after projectile generates
  • absorbs (eats) other projectiles
  • hitstop of 0F
  • projectiles 1-10 each fire 4F after one another

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Valkyrie's Veil
214214C
- death - - ALL 4 HB 8+20 4 26 -11 51 - -
  • Invincible from 1F to 33F after super freeze
  • hitstop of 0F

Revolver Action

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C 5D, 2D, 6D, 4D Jump, Throw, Special
2A 2A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Jump, Throw, Special
6A - 5B, 2B, 6B 2C, 3C 5D, 2D, 6D, 4D Jump, Throw, Special
5B - 6B 5C, 2C, 3C 5D, 2D, 6D, 4D Jump, Throw, Special
2B 6A 5B, 2B 5C, 2C, 6C, 3C 5D, 2D, 6D, 4D Throw, Special
6B - - on hit 6C, 3C 5D, 2D, 6D, 4D Jump, Special
5C - - 2C, 3C 5D, 2D, 6D, 4D Jump, Throw, Special
2C - - 3C 5D, 2D, 6D, 4D Special
6C - - 2C 5D, 2D, 6D, 4D Jump, Throw, Special
3C - - - - 22B/22C
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Jump, Throw, Special
j.B j.A - j.C j.D Jump, Throw, Special
j.C j.A j.B - j.D Throw, Special
Red = On Hit only
Special = Specials and Supers
Super = Supers only


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