BBCS2/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 200 82 80 84 all 1 HB 5 3 10 -1 during move 14 Click!
5B SJR 500 207 90 89 HL 3 HB 9 3 16 -2 16 17 Click!
  • 15F hitstun on ground
5C S(J)R 680 281 90 92 HL 4 HBP 12 5 17 -3 during move 19 Click!
  • 12~16F hitbox on arm has projectile invul
2A SJR 200 82 80 84 all 1 F 6 3 8 +1 12 14 Click!
2B CSR 340 140 80 86 L 2 F 7 2 12 0 12 14 Click!
  • Can only use 2 times in a gatling
2C SR 420x2 173x2 90 88(once) L 4 FP 14 2, 2 14 +3 25 19 Click!
  • Counter carries
6A S(J)R 550 227 70 89 HL 3 HB 10 3 26 -12 16 24 Click!
  • 5~10F head invul
  • floats on hit
6B S(J)R 650 269 70 92 H 4 HB 24 11 12 -4 37 19 Click!
  • Forces crouch on ground hit
  • grounds opponent on air hit
6C S(J)R 450, 750 186, 310 100 92, 89* HL 4, 3 HB, HBP 8 11(16)4 20 -1* 42 30, 38 Click!
  • 1st attack staggers for 32F on CH
  • 2nd attack blows back on hit
  • 2nd attack wall bounces in corner on hit, adds 60F of untechable time
  • 2nd attack has 22F guardstun
  • 2nd attack breaks 1 guard primer
  • 2nd attack has 120% bonus proration
  • 2nd attack has 0F hitstop
  • 10% repeat proration
  • -32 frame advantage if 2nd attack whiffs
3C (S)R 720 298 90 84 L 4 FP 20 3 32 -16 49 40 Click!
  • 4~49F low profile
  • downs on hit
  • cannot emergency tech on ground hit
  • breaks 1 guard primer
  • 0F hitstop
  • 36~49F can cancel into Silencer on ground hit
j.A SJR 200 82 90 84 HA 1 H 6 3 6 - 11 14 Click!
j.B SJR 400 165 90 86 HA 2 H 8 3 17 - 16 14 Click!
j.C SR 250x3 103x3 90 89 all 3 HP 10 2, 3, 1 16 - 17 17 Click!
  • Counter carries
  • 3F hitstop
Forward Throw -, Rx2 0, 200, 1100 0, 82, 455 90 100x2, 55 100 0, 3, 3 ground throw 7 4 12 - during move 12, 17, 35 Click!
  • 2nd attack staggers for 30F on hit
  • 3rd attack downs on hit
  • 100% minimum damage
  • 2nd attack has 0F hitstop
Back Throw -, Rx2 0, 200, 1100 0, 82, 455 90 100x2, 55 100 0, 0, 3 ground throw 7 4 12 - during move 12, 12, 35 Click!
  • 2nd attack staggers for 30F on hit
  • 3rd attack downs on hit
  • 100% minimum damage
  • 2nd attack has 0F hitstop
Air Throw -, SR 0, 1300 0, 538 100 100, 55 90 0 air throw 7 3 21 - during move 12, 40 Click!
  • 2nd attack grounds opponent on hit
  • cannot emergency tech
  • 100% minimum damage
  • 0F hitstop
  • hitbox height for throw is 60~280
Dash Cancel - - - - - - - - - - total 22F - during move - Click!
Counter Assault - - - - - - - - - - total 30F - during move - Click!
  • 1~22F fully invul
  • 1~15F passes through opponent
  • 180F Heat Gauge Cooldown

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Chain Revolver
  • Can only enter Chain Revolver with moves marked with (starter).
  • Can perform at most 4 Chan Revolver followups in a row.
  • When performing followups, can not do the same followup twice in a row.
5D (chain start) SR 740 306 100 85* HL 4 HBP 27 6 36 -23 44 30 Click!
  • 3~15F head and body invul
  • 23F hitstun on ground
  • staggers for 85F on ground CH
  • 65% repeat proration
  • 3F hitstop
  • 33~48F can cancel into Chain Revolver followups
2D (chain start) SR 420x3 173x3 100 90(once)* all 4 HP 19 4x3 45 -30 45 27 Click!
  • 1~8F invul below the knees
  • 5~30F in the air
  • 32F hitstun on ground
  • 65% repeat proration
  • 3F hitstop
  • 10~15F can cancel into Chain Revolver followups
  • hits standing opponent on 23F
6D (chain start) SR 720 298 90 89* L 3 F 26 1 32 -16 35 34 Click!
  • 3~12F head and body invul
  • floats on hit
  • 65% repeat proration
  • 29~35F can cancel into Chain Revolver followups
4D (chain start) SR 700 289 100 92* all 4 HBFP 25 7 38 -26 43 40 Click!
  • 1~19F invul above the knees
  • staggers for 21F on ground hit
  • fatal possible
  • 65% repeat proration
  • 0F hitstop
  • 29~43F can cancel into Chain Revolver followups
j.D (chain start) SR 500x2 207x2 100 92* all 4 HP 17 3(1)4 32 - 44 45 Click!
  • 1~15F upper body invul
  • 45F hitstun on ground
  • ground bounces on air hit
  • cannot emergency tech
  • 40% repeat proration
  • 0F hitstop
  • if Noel lands while in CH state (lasts 44F), CH state remains until 12F after landing
  • 7~9F after landing can cancel into Chain Revolver followups
j.4D (chain start) SR 600 248 90 92* LA 4 BFP 10F after landing 2 50 -33 41F after landing 19 Click!
  • 1~21F passes through opponent
  • 45F hitstun on ground
  • grounds opponent on air hit
  • cannot emergency tech
  • fatal possible
  • breaks 1 guard primer
  • 65% repeat proration
  • 0F hitstop
  • 12~36F after landing can cancel into Chain Revolver followups
5A (chain followup) SR 450 186 90 84* HL 4 HBP 13 4 38 -23 30 24 Click!
  • 28F hitstun on ground
  • 70% repeat proration
  • 3F hitstop
  • 17~30F can cancel into Chain Revolver followups
6A (chain followup) SR 400 165 80 84* HL 4 HBP 15 5 32 -18 27 28 Click!
  • 30F hitstun on ground
  • 70% repeat proration
  • 0F hitstop
  • 16~27F can cancel into Chain Revolver followups
5B (chain followup) SR 350x2 144x2 90 84(once)* HL 4 HB, HBP 14 3(1)4 32 -17 29 32 Click!
  • 21F hitstun on ground
  • 2nd attack blows back on air hit
  • counter carries
  • 75% repeat proration
  • 2nd attack has 3F hitstop
  • 24~29F can cancel into Chain Revolver followups
6B (chain followup) SR 640 264 80 85* H 4 HB 21 3 47 -31 43 40 Click!
  • 25F hitstun on ground
  • 65% repeat proration
  • 26~43F can cancel into Chain Revolver followups
5C (chain followup) SR 640 264 100 85* HL 4 HBP 16 4 50 -35 34 50 Click!
  • 28F hitstun on ground
  • staggers for 63F on CH
  • 70% repeat proration
  • 3F hitstop
  • 20~44F can cancel into Chain Revolver followups
6C (chain followup) SR 120x9 49x9 100 99* all 3 HBP 23 5x8, 6 38 -20 86 17 Click!
  • 32F hitstun on ground
  • attacks 6~9 pull opponent in on ground hit or guard
  • counter carries
  • breaks 1 guard primer
  • deals chip damage
  • 65% repeat proration
  • projectile
  • 7F hitstop
  • 65~82F can cancel into Chain Revolver followups
5D (chain followup) SR 700 289 80 85* HL 4 HBP 16 6 36 -23 33 29 Click!
  • 24F hitstun on ground
  • 70% repeat proration
  • 3F hitstop
  • 22~37F can cancel into Chain Revolver followups
2D (chain followup) SR 350x3 144x3 80 96(once)* all 4 HP 19 4x3 45 -30 45 27 Click!
  • 1~8F invul below the knees
  • 5~30F in the air
  • 32F hitstun on ground
  • counter carries
  • 65% repeat proration
  • 3F hitstop
  • 10~15F after landing can cancel into Chain Revolver followups
  • hits standing opponent on 23F
6D (chain followup) SR 720 298 80 89* HL 3 F 26 1 32 -16 38 34 Click!
  • Floats on hit
  • 70% repeat proration
  • 29~35F can cancel into Chain Revolver followups
4D (chain followup) SR 700 289 75 92* HL 4 HBFP 25 7 38 -26 43 40 Click!
  • 1~19F invul above the knees
  • 25F hitstun on ground
  • 65% repeat proration
  • 0F hitstop
  • 29~43F can cancel into Chain Revolver followups
II. Bloom Trigger
during chain 236D
R 600, 950 248, 393 90 88* all 4 HB, P 19 2(7)2 30 -13 51 19, 80 Click!
  • 1st attack staggers for 29F on ground hit
  • 2nd attack slides down on hit
  • 2nd attack wall bounces in corner on hit
  • counter carries
  • 50% repeat proration
  • 1st attack has 20F hitstop, 2nd attack has 0F hitstop
V. Assault Through
during chain 214D
R 1000 414 80 92 HL 4 HB 31 4 24 -9 43 19 Click!
  • 4~18F fully invul and passes through opponent
  • slides down on hit
  • breaks 1 guard primer
  • does not deal chip damage
III. Spring Raid
during chain 623D
R 950 393 80 80* HL 4 HB 8 4 31+18F landing -34 till landing 65 Click!
  • 8F~ in the air
  • floats on hit
  • breaks 1 guard primer
  • 65% repeat proration
(chain start) means using the move to start a chain in Chain Revolver
(chain followup) means using the move to followup a Chain Revolver move
(chain start) and (chain followup) versions of D moves do not qualify as the same move for repeat proration

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
(A) XI. Optic Barrel
236A
R 650 269 90 85* all 3 HBP 22 4 total 46F -3 33 33 Click!
  • Floats on hit
  • 10% repeat proration (also applies to A~C versions)
  • projectile
  • 5F hitstop
  • projectile guaranteed to come out after startup
(B) XI. Optic Barrel
236B
R 650 269 90 85* all 3 HBP 25 4 total 52F -6 37 33 Click!
  • Floats on hit
  • 10% repeat proration (also applies to A~C versions)
  • projectile
  • 5F hitstop
  • projectile guaranteed to come out after startup
(C) XI. Optic Barrel
236C
R 650 269 90 85* all 3 HBP 25 4 total 55F -9 38 33 Click!
  • Floats on hit
  • 10% repeat proration (also applies to A~C versions)
  • projectile
  • 5F hitstop
  • projectile guaranteed to come out after startup
XIII. Revolver Blast
j.236C
R 300x4 248x4 100 98 all 2 HP 10 3x3, 6 8F after landing - till landing 20 Click!
  • 20F hitstun on ground
  • counter carries
IX. Muzzle Flitter
214A
-, R 0, 800 0, 331 90 100, 90 40 0 ground throw 26 6 9+16F landing - during move 12 Click!
  • 13F~ in the air
  • downs on hit
  • cannot emergency tech
  • 100% minimum damage
  • 0F hitstop
  • can only throw standing opponents
B Silencer
22B
R 300 124 100 99* all 1 HB 17[4] 8 9 - 24[11] 14 Click!
  • can only use when opponent is downed
  • Grounds opponent on hit
  • cannot emergency tech
  • 0F hitstop
  • 21~24F [8~11F] can repeat move or perform Dash Cancel
  • cannot cancel into Chain Revolver during move
  • [ ] values are for after using Silencer B
C Silencer
22C
R 300 124 100 80* all 4 HB 17[5] 11 9 - 27[15] 42 Click!
  • can only use when opponent is downed
  • Ground bounces on hit
  • 120% bonus proration
  • 10% repeat proration
  • cannot cancel into Chain Revolver
  • 0F hitstop
  • 21~32F [9~20F] can repeat move or perform Dash Cancel
  • [ ] values are for after using Silencer B

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Zero Gun: Fenrir (1)
632146D
R 200 (46) 100 94 all 5 HB 1+5 5 total 149F - during move 50 Click!
  • 1~9F after superflash full body guardpoint
  • staggers for 31F on hit
  • breaks 1 guard primer
  • 20% minimum damage
  • Only performs finisher if first attack hits the opponent
  • 180F Heat Gauge Cooldown
Zero Gun: Fenrir (bullets) R 70x16[145x24] (16x16[33x24]) 100 96 all 4 HBP 16 - - -34 during move 70 Click!
  • Floats on hit
  • 20F guardstun
  • 20% minimum damage
  • projectile (Lv 2)
  • projectile guaranteed to come out after startup
  • 0F hitstop
  • projectiles attack in 3F intervals
  • values in [ ] are when first attack is blocked or whiffs
Zero Gun: Fenrir (finisher) - 4900 (1127) 100 40 all 5 HB - - - -25 during move 120 Click!
  • Blows back on hit
  • CH if 1st attack was also CH
  • breaks 1 guard primer
  • 20% minimum damage
  • 0F hitstop
Bullet Storm > Zero Gun: Thor
j.236236D
Rx10, - 160x10, 1900 (36x10, 437) 100 97x10, 92 all 4 HBP 4+6 - till landing - 122 100, 120 Click!
  • 1F~superflash fully invul
  • floats on hit
  • 20F guardstun
  • 11th attack breaks 2 guard primers
  • 20% minimum damage
  • projectile (Lv 2)
  • projectile guaranteed to come out after startup
  • 0F hitstop
  • 180F Heat Gauge Cooldown
  • attacks 1~10 have 4F intervals


Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Valkyrie Veil
214214C
- death 0 - - all 4 HB 9+20 4 26 -11 52 - Click!
  • 1~33F after superflash fully invul
  • 0F hitstop
  • 180F Heat Gauge Cooldown

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B - 2B, 6B 5C, 2C, 3C Yes Throw, Jump, Special
5C - 6B 2C, 3C Yes Throw, Jump, Special
2A 2A 5B, 2B, 6B 5C, 2C, 6C Yes Throw, Jump, Special
2B 6A 5B, 2B two times, 6B 5C, 2C, 6C, 3C Yes Throw, Special
2C - - 5C, 3C Yes Special
6A - 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
6B - - 6C, 3C Yes Throw, Jump, Special
6C - - 2C Yes Throw, Jump, Special
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C Yes Jump, Throw, Special
j.B j.A j.B j.C Yes Jump, Throw, Special
j.C j.A j.B j.C Yes Throw, Special
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only


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