BBCPE/Noel Vermillion: Difference between revisions

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Revision as of 10:57, 25 May 2015

Noel Vermillion
BBCP Noel Portrait.png

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
Play-style
Offensive playstyle specializing in Pressure
Full Frame Data
Noel_Frame_Data_(BBCPE)

Overview

Following the events of Continuum Shift, Noel Vermillion has deserted the NOL and fled to the land of Ikaruga. Under the guidance of Sector Seven, Noel now seeks the strength to save her friend, Tsubaki Yayoi, who has been brainwashed by the NOL.

Drive: Chain Revolver
Noel's Drives function two different ways. Upon initial Drive press, Noel uses a Drive attack, once the attack is triggered, Drive functions more like an active stance, where every button is now a different drive move. Noel's Drive state has the potential to use one drive starter(Initial button press), up to 4 drive follow ups(Every normal button pressed after the initial button press), and one special drive ender(any special move used after the initial button press). In drive state, Noel can use any special move she previously had access to, as well as 3 new special moves exclusive to Drive: Spring Raid, Bloom Trigger, and Assault Through.

Overdrive: Chain Quasar
Activating Noel's Overdrive has numerous positive effects:

  • Faster startup speed for drive moves
  • Faster recovery on drive moves (Loses "Reload" animation)
  • Distortion Drive damage increase
  • Fenrir recovers faster after missile (Allows for double Fenrir in the corner)
  • Thor allows Noel to recover in the air after the missile fires
  • Bloom Trigger hits more than twice
  • Assault Through has increased invuln and short invisibility before going active
  • Spring Raid has increased untech time allowing for combos.


Pros/Strengths:

  • Above Average Damage
  • High Speed (Fast run, normals, etc.)
  • Effective Rushdown/Frame Trapping


Cons/Weaknesses:

  • Short Range
  • Unsafe Mixup
  • Average Reversal Options


External References:


Move List

Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCP Noel 5A.png
Quick gun jab.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 5 3 10 -3 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5B
5B
BBCP Noel 5B.png
Mid-range spacing tool.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOJR HL 9 3 16 -2 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5C
5C
BBCP Noel 5C.png
Farthest reaching normal.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 SO(J)R HL 12 6 17 -4 BP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2A
2A
BBCP Noel 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOR all 6 3 10 -1 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2B
2B
BBCP Noel 2B.png
Her fastest Low.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
460 CSOR L 7 2 12 0 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2C
2C
BBCP Noel 2C.png
Projectile, +1 on Block.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
420*2 SOR L 14 2, 2 14 +1 FP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6A
6A
BBCP Noel 6A.png
Anti-Air.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 SO(J)R HL 11 3 26 -12 B 6-11H
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6B
6B
BBCP Noel 6B.png
Overhead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 SOR H 26 5 18 -6 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6C
6C
BBCP Noel 6C.png
Second hit is a Projectile.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450, 650 SO(J)R HL 8 8(13)4 20 -2 B, BP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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3C
3C
BBCP Noel 3C.png
Projectile.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 (S*)R L 20 3 32 -18 FP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.A
j.A
BBCP Noel jA.png
Overhead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOJR HA 6 2 9 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.B
j.B
BBCP Noel jB.png
Overhead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
460 SOJR HA 7 4 17 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.C
j.C
BBCP Noel jC.png
Projectile, NOT an Overhead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
250*3 SOR all 10 2, 3, 2 16 - HP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.2C
j.2C
BBCP Noel j2C.png
Projectile, NOT an Overhead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 SOR all 12 3 30 - HP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Drive Moves

5D
5D
BBCP Noel 5D.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 740 SR all 23 4 18+24 -29 BP -

No invincibility, fastest drive move used to start drive mixup. When used against a knocked down opponent in the corner, it will catch all rolls for a big corner combo.

Overdrive 740 SR all 17 4 18 -5 BP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2D
2D
BBCP Noel 2D.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 250*6 SOR all 26 5, 2*4, 3 25+24 -33 HP 1-10F
  • 1-10F Foot Invul.


ACCROSS THE EARTHHH!!! You can use this to catch jumpers during pressure, and as a combo filler. While it has Foot invuln, it pretty bad as a reversal, since you'll usually soar right over your opponent and whiff the move. 2D > d.5A is gapless.

Overdrive 250*6 SR all 19 2*6 25 -8 HP 1-8F
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6D
6D
BBCP Noel 6D.png
Low, NOT a Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 720 SOR L 25 2 14+24 -23 F 7-26B
  • 7-26F Body Invul.


Drive low, one of the three choices to start drive pressure, next to 5D and 2D. Can also catch some people blocking high if they're expecting a normal 6B.

Overdrive 720 SR L 20 2 14 +1 F 6-21B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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4D
4D
BBCP Noel 4D.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 700 SOR all 25 7 18+24 -30 HBFPr 1-26B
  • 1-26F Body Invul.


Use this as a reversal against Mid moves. Can be used offensively to bait most DPs and Counter Assaults. Can also be used to hit opponents who jump during their pressure, but must be done while the opponent is still rising, since 4D no longer has Head Invuln.

Overdrive 700 SRO all 20 7 12 0 HBFPr 1-21B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.D
j.D
BBCP Noel jD.png
Projectile, NOT an Overhead.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 400*2 SOR all 13 4, 5 till L+12+24 - BP*2 -

Can be used as a crossup after an instant air dash, or as a grab bait into 214A if it counter hits. Also functions as a decent Anti-Anti-Air.

Overdrive 400*2 SR all 13 4, 5 till L+8 - BP*2 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.4D
j.4D
BBCP Noel j4D.png
Projectile, NOT a Low.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 600 SOR all till L+10 3 30+24 -38 FP -
  • Fatal Counter


Can be used as a crossup.

Overdrive 600 SR all till L+6 3 30 -14 FP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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d.5A
d.5A
BBCP Noel d5A.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 350 SR all 8 2 20+22 -27 BP -

The quickest drive followup in Noel's arsenal, normally used to keep an opponent blocking while transitioning into High/Low mixup.

Overdrive 350 SR all 8 2 20 -5 BP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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d.6A (d.4A)
d.6A (d.4A)
BBCP Noel d6A.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 450*2 SR all 13 2(3)2 16+22 -19 BP*2 -

Used to float opponents for drive combos, but can also be used like d.5A, though it is a bit slower, but is harder to poke afterwards due to more blockstun.

Overdrive 450*2 SR all 13 2(3)2 16 +3 BP*2 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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d.5B
d.5B
BBCP Noel d5B.png
Second Hit is a Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 600, 250 SR HL 11 3(2)2 14+22 -21 B, BP -

Used only as a combo filler, or to create space during a drive blockstring.

Overdrive 600, 250 SR HL 11 3(2)2 14 +1 B, BP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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d.6B (d.4B)
d.6B (d.4B)
BBCP Noel d6B.png
Overhead, NOT a Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 550 SR H 16 3 25+22 -31 B -

Noel's Drive Overhead, it's extremely fast and has a similar startup to d.6D, this is half of Noel's High/Low drive mixup.

Overdrive 550 SR H 16 3 25 -9 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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d.5C
d.5C
BBCP Noel d5C.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 350*2 SR all 17 2(2)2 33+22 -33 BP*2 -

o Used only as combo filler.

Overdrive 350*2 SR all 17 2(2)2 33 -11 BP*2 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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d.6C (d.4C)
d.6C (d.4C)
BBCP Noel d6C.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 100*N SR all 23 4*9 19+22 -14 HBFPr -

Used only as Combo Filler.

Overdrive 100*N SR all 23 4*9 19 +8 HBFPr -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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d.5D
d.5D
BBCP Noel 5D.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 670 SR all 18 6 16+22 -27 BP -

The follow up version of 5D, there's no real difference between the two moves.

Overdrive 670 SR all 14 6 16 -5 BP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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d.2D
d.2D
BBCP Noel 2D.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 300*3 SR all 19 4*3 25+22 -32 HP*3 1-8F
  • 1-8F Foot Invul.


The follow up version of 2D. This move has a lower arc, so it can be used to prevent certain attempts at poking out of drive strings.

Overdrive 300*3 SR all 17 4*3 25 -10 HP*3 1-6F
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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d.6D
d.6D
BBCP Noel 6D.png
Low, NOT a Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 650 SR L 24 2 12+22 -37 F -

The follow up version of 6D, there's not much of a difference between this move and the starter version, though d.6D has a higher P1, leading to higher damage than it's starter variation. d.6D is a low drive hit that has similar startup to d.6B, this is half of Noel's High/Low drive mixup

Overdrive 650 SR L 18 2 12 +3 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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d.4D
d.4D
BBCP Noel 4D.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 630 SR all 25 4 30+22 -19 HBFPr 1-26BP
  • 1-26F Body and Projectile Invul.


Used mainly to bait certain DPs during drive pressure. The main difference between d.4D and 4D is that d.4D doesn't launch on hit, leading to more damaging combos since you can combo CH d.4D > d.6C > 214A.

Overdrive 630 SR all 20 4 15 0 HBFPr 1-21BP
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Bloom Trigger
Bloom Trigger
d.236D
BBCP Noel Bloom Trigger.png
Second Hit is a Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 600, 950 R all 15 2(7)4 31 -14 B, BP -

Noel's most reliable drive ender. This is usually used to push back an opponent during drive pressure to make an escape, however if both hits are blocked, it can be punished. It's also an important combo filler in the corner.

Overdrive 600, 400*4 R all 15 2(7)2*4 27 -8 B, BP*4 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Assault Through
Assault Through
d.214D
BBCP Noel Assault Through.png
NOT a Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 900 R all 31 7 16 -4 B 1-18 All
  • 1-18F Fully Invul.


Assault Through can be used as a weak crossup, though it gives you no real advantage on hit. On CH it wallbounces leading to a decent damage combo. This move is mainly used to punish opponents who are attempting to punish Noel whiffing drive, the goal is for this to counter hit.

Overdrive 900 R all 28 7 16 0 B 1-15 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Spring Raid
Spring Raid
d.623D
BBCP Noel Spring Raid.png
NOT a Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1150 R HL 8 7 29+12L -29 B 1-10 All
  • 1-10F Fully Invul.


This is a fully invincible move used to punish attempts at poking out of drive strings.

Overdrive 1150 R HL 8 7 29+12L -29 B 1-10 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics

Forward Throw
Forward Throw
BBCP Noel Forward Throw.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 300, 1100 --, SOR*2 T (70) 7 4 15 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Back Throw
Back Throw
BBCP Noel Back Throw.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 300, 1100 --, SOR*2 T (70) 7 4 15 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw
Air Throw
BBCP Noel Air Throw.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 --, SOR T (90) 7 3 21+3L - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault
Counter Assault
6A+B
BBCP Noel d5B.png
New Counter Assault.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 - all 13 6 30 -17 B 1-20 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger
Crush Trigger
A+B
BBCP Noel CT.png
Noel FINALLY has a way to Guard Crush.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~59 1 23 +2 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Specials

XI. Optic Barrel
XI. Optic Barrel
236A/B
BBCP Noel Optic Barrel.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 650 R all 27 4 51T +3 HBFPr -
B 650 R all 29 4 51T +5 HBFPr -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Chamber Shot
Chamber Shot
236C
BBCP Noel Chamber Shot.png
Projectile.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1100 R all 17 6 28 -15 BP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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XIII. Revolver Blast
XIII. Revolver Blast
j.236C
BBCP Noel Revolver Blast.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 300*5 R all 10 3*5 till L+8 - HP -

Used practically only as an air combo ender, as such you wont see this move much during high level play. Can also be used as combo filler for impractical CMV type combos.

Additional Attack 400 R all 9 3 till L+8 - HP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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IX. Muzzle Flitter
IX. Muzzle Flitter
214A
BBCP Noel Muzzle Filter.png
Command Grab, only works on Standing Opponents.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1500 --, R UNB 26 6 9+16L - HT -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Silencer
Silencer
22B/C
BBCP Noel Silencer.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
B 200 R all 11 2[(5)2]*N 16 -6 FP -
  • 200% Heat Gain


Used as a combo ender to set up Noel's wakeup game.

C 300 R, Da all 21 4 22 -7 FP -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Zero Gun: Fenrir
Zero Gun: Fenrir
632146D
BBCP Noel Fenrir.png
Bullets and Finisher are Projectiles, first hit is not.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
First Hit 400 R All 1+5 5 149T -34 HBFPr(2) 1-10GP(A)
Bullets 140*24 R all 1+25 - 150T - - -
Finisher 3600 R - - - 56 - HBFPr(2) -
Finisher (OD) 120*15, 4200 R - - - 56 - HBFPr(2) -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Bullet Storm > Zero Gun: Thor
Bullet Storm > Zero Gun: Thor
j.236236D
BBCP Noel Thor.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 160*10, 1900 R*10, - all 4+6 - till L - HBFPr(2) 1-4 All
Overdrive 160*15, 2400 R*15, - all 4+6 - 148T - HBFPr(2) 1-4 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Valkyrie Veil
236236C
BBCP Noel Astral.png
Counter Attack.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - UNB 8+0 48 21 - HBFT 1-7 All, 8-55C
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Valkyrie Veil
214214C
BBCS Noel VVeil.png
You're Already Dead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - ALL 9+20 4 26 -11 HBFT -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Strategy

Offense

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc