No edit summary |
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Line 69: | Line 69: | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=300 | |damage=300 | ||
|cancel=CSOJR | |cancel=CSOJR | ||
Line 106: | Line 106: | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= 600 | |damage= 600 | ||
|cancel=SOJR | |cancel=SOJR | ||
Line 140: | Line 140: | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=900 | |damage=900 | ||
|cancel=SO(J)R | |cancel=SO(J)R | ||
Line 177: | Line 177: | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=300 | |damage=300 | ||
|cancel=SOR | |cancel=SOR | ||
Line 209: | Line 209: | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=500 | |damage=500 | ||
|cancel=CSOR | |cancel=CSOR | ||
Line 242: | Line 242: | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=550,550 | |damage=550,550 | ||
|cancel=SOR | |cancel=SOR | ||
Line 277: | Line 277: | ||
|name=6A | |name=6A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=700 | |damage=700 | ||
|cancel=SO(J)R | |cancel=SO(J)R | ||
Line 311: | Line 311: | ||
|name=6B | |name=6B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=800 | |damage=800 | ||
|cancel=SOR | |cancel=SOR | ||
Line 344: | Line 344: | ||
|name=6C | |name=6C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=550, 550 | |damage=550, 550 | ||
|cancel=SO(J)R | |cancel=SO(J)R | ||
Line 380: | Line 380: | ||
|name=3C | |name=3C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=900 | |damage=900 | ||
|cancel=(S*)R | |cancel=(S*)R | ||
Line 415: | Line 415: | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=300 | |damage=300 | ||
|cancel=SOJR | |cancel=SOJR | ||
Line 447: | Line 447: | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=600 | |damage=600 | ||
|cancel=SOJR | |cancel=SOJR | ||
Line 479: | Line 479: | ||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=450*3 | |damage=450*3 | ||
|cancel=SOR | |cancel=SOR | ||
Line 511: | Line 511: | ||
|name=j.2C | |name=j.2C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=900 | |damage=900 | ||
|cancel=SOR | |cancel=SOR | ||
Line 546: | Line 546: | ||
|name=5D | |name=5D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=740 | |damage=740 | ||
Line 572: | Line 572: | ||
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. Your most damaging punish for invulnerable reversals that leave the opponent standing. | 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. Your most damaging punish for invulnerable reversals that leave the opponent standing. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 606: | Line 606: | ||
|name=2D | |name=2D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=250*6 | |damage=250*6 | ||
Line 633: | Line 633: | ||
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. | 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. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 669: | Line 669: | ||
|name=6D | |name=6D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=720 | |damage=720 | ||
Line 696: | Line 696: | ||
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. | 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. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 732: | Line 732: | ||
|name=4D | |name=4D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=700 | |damage=700 | ||
Line 759: | Line 759: | ||
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. | 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. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 793: | Line 793: | ||
|name=j.D | |name=j.D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=400*2 | |damage=400*2 | ||
Line 820: | Line 820: | ||
The loss of air momentum took away a lot of this move's crossup potential, but it still works as a decent Anti-Anti-Air. | The loss of air momentum took away a lot of this move's crossup potential, but it still works as a decent Anti-Anti-Air. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 854: | Line 854: | ||
|name=d.5A | |name=d.5A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=350 | |damage=350 | ||
Line 879: | Line 879: | ||
The quickest drive followup in Noel's arsenal, normally used to keep an opponent blocking while transitioning into High/Low mixup. | The quickest drive followup in Noel's arsenal, normally used to keep an opponent blocking while transitioning into High/Low mixup. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 912: | Line 912: | ||
|name=d.6A (d.4A) | |name=d.6A (d.4A) | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=450*2 | |damage=450*2 | ||
Line 937: | Line 937: | ||
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. | 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. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 971: | Line 971: | ||
|name=d.5B | |name=d.5B | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=600, 250 | |damage=600, 250 | ||
Line 996: | Line 996: | ||
Used only as a combo filler, or to create space during a drive blockstring. | Used only as a combo filler, or to create space during a drive blockstring. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,029: | Line 1,029: | ||
|name=d.6B (d.4B) | |name=d.6B (d.4B) | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=550 | |damage=550 | ||
Line 1,054: | Line 1,054: | ||
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. | 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. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,087: | Line 1,087: | ||
|name=d.5C | |name=d.5C | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=350*2 | |damage=350*2 | ||
Line 1,112: | Line 1,112: | ||
Used only as combo filler. | Used only as combo filler. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,146: | Line 1,146: | ||
|name=d.6C (d.4C) | |name=d.6C (d.4C) | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=100*N | |damage=100*N | ||
Line 1,172: | Line 1,172: | ||
Used only as combo/blockstring filler. Has a ridiculous amount of blockstun, which makes it able to true blocktring into any of her other drive normals or into Crush Trigger with a 3ish frame gap. | Used only as combo/blockstring filler. Has a ridiculous amount of blockstun, which makes it able to true blocktring into any of her other drive normals or into Crush Trigger with a 3ish frame gap. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,206: | Line 1,206: | ||
|name=d.5D | |name=d.5D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=670 | |damage=670 | ||
Line 1,231: | Line 1,231: | ||
The follow up version of 5D, there's no real difference between the two moves. | The follow up version of 5D, there's no real difference between the two moves. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,264: | Line 1,264: | ||
|name=d.2D | |name=d.2D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=300*3 | |damage=300*3 | ||
Line 1,291: | Line 1,291: | ||
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. | 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. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,326: | Line 1,326: | ||
|name=d.6D | |name=d.6D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=650 | |damage=650 | ||
Line 1,351: | Line 1,351: | ||
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 | 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 | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,384: | Line 1,384: | ||
|name=d.4D | |name=d.4D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=630 | |damage=630 | ||
Line 1,411: | Line 1,411: | ||
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. | 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. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,448: | Line 1,448: | ||
|name=Bloom Trigger | |name=Bloom Trigger | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=600, 950 | |damage=600, 950 | ||
Line 1,474: | Line 1,474: | ||
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. | 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. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,509: | Line 1,509: | ||
|name=Assault Through | |name=Assault Through | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=900 | |damage=900 | ||
Line 1,536: | Line 1,536: | ||
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. | 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. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,572: | Line 1,572: | ||
|name=Spring Raid | |name=Spring Raid | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=1150 | |damage=1150 | ||
Line 1,599: | Line 1,599: | ||
This is a fully invincible move used to punish attempts at poking out of drive strings. | This is a fully invincible move used to punish attempts at poking out of drive strings. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,637: | Line 1,637: | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0, 300, 1100 | |damage=0, 300, 1100 | ||
|cancel=--, SOR*2 | |cancel=--, SOR*2 | ||
Line 1,670: | Line 1,670: | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0, 300, 1100 | |damage=0, 300, 1100 | ||
|cancel=--, SOR*2 | |cancel=--, SOR*2 | ||
Line 1,703: | Line 1,703: | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0, 1400 | |damage=0, 1400 | ||
|cancel=--, SOR | |cancel=--, SOR | ||
Line 1,737: | Line 1,737: | ||
|name=Counter Assault | |name=Counter Assault | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0 | |damage=0 | ||
|cancel= | |cancel= | ||
Line 1,772: | Line 1,772: | ||
|name=Crush Trigger | |name=Crush Trigger | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=1000 | |damage=1000 | ||
|cancel=R | |cancel=R | ||
Line 1,812: | Line 1,812: | ||
|caption2= | |caption2= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=A | |version=A | ||
|damage=650 | |damage=650 | ||
Line 1,836: | Line 1,836: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
Line 1,875: | Line 1,875: | ||
|name=Chamber Shot | |name=Chamber Shot | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=1100 | |damage=1100 | ||
|cancel=R | |cancel=R | ||
Line 1,909: | Line 1,909: | ||
|caption=Projectile. | |caption=Projectile. | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=300*5 | |damage=300*5 | ||
Line 1,934: | Line 1,934: | ||
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, which, while impractical, are almost always hilarious. | 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, which, while impractical, are almost always hilarious. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Additional Attack | |version=Additional Attack | ||
Line 1,971: | Line 1,971: | ||
|image2=BBCP_Noel_Muzzle_Filter2.png | |image2=BBCP_Noel_Muzzle_Filter2.png | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=0, 1600 | |damage=0, 1600 | ||
|cancel=--, R | |cancel=--, R | ||
Line 2,007: | Line 2,007: | ||
|caption=Projectile. | |caption=Projectile. | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=B | |version=B | ||
|damage=200 | |damage=200 | ||
Line 2,035: | Line 2,035: | ||
Used as a combo ender to set up Noel's wakeup game. | Used as a combo ender to set up Noel's wakeup game. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=C | |version=C | ||
Line 2,072: | Line 2,072: | ||
|caption=Bullets and Finisher are Projectiles, first hit is not. | |caption=Bullets and Finisher are Projectiles, first hit is not. | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=First Hit | |version=First Hit | ||
|damage=400 | |damage=400 | ||
Line 2,094: | Line 2,094: | ||
* 180F Heat Gauge Cooldown | * 180F Heat Gauge Cooldown | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Bullets | |version=Bullets | ||
Line 2,117: | Line 2,117: | ||
* 180F Heat Gauge Cooldown | * 180F Heat Gauge Cooldown | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Finisher | |version=Finisher | ||
Line 2,143: | Line 2,143: | ||
Damage super, used at the end of combos, can also be used as a reversal. | Damage super, used at the end of combos, can also be used as a reversal. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Finisher (OD) | |version=Finisher (OD) | ||
Line 2,180: | Line 2,180: | ||
|caption=Projectile. | |caption=Projectile. | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=160*10, 1900 | |damage=160*10, 1900 | ||
Line 2,204: | Line 2,204: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 2,291: | Line 2,291: | ||
|name=Valkyrie Veil | |name=Valkyrie Veil | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=DESTROY | |damage=DESTROY | ||
|cancel= | |cancel= | ||
Line 2,329: | Line 2,329: | ||
|caption=You Are Already Dead. | |caption=You Are Already Dead. | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=DESTROY | |damage=DESTROY | ||
|cancel= | |cancel= |
Revision as of 13:42, 26 October 2016
Noel Vermillion |
---|
Health: 11,000 Combo Rate: 80%
|
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
This data is all copied over from BBCP. Replace with CF data as it becomes available (and delete this warning) |
Normal Moves
5A
5A |
---|
5B
5B |
---|
5C
5C |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
6A
6A |
---|
6B
6B |
---|
6C
6C |
---|
3C
3C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
j.2C
j.2C |
---|
Drive Moves
5D
5D |
---|
2D
2D |
---|
6D
6D |
---|
4D
4D |
---|
j.D
j.D |
---|
d.5A
d.5A |
---|
d.6A (d.4A)
d.6A (d.4A) |
---|
d.5B
d.5B |
---|
d.6B (d.4B)
d.6B (d.4B) |
---|
d.5C
d.5C |
---|
d.6C (d.4C)
d.6C (d.4C) |
---|
d.5D
d.5D |
---|
d.2D
d.2D |
---|
d.6D
d.6D |
---|
d.4D
d.4D |
---|
Bloom Trigger
Bloom Trigger d.236D |
---|
Assault Through
Assault Through d.214D |
---|
Spring Raid
Spring Raid d.623D |
---|
Universal Mechanics
Forward Throw
Forward Throw |
---|
Back Throw
Back Throw |
---|
Air Throw
Air Throw |
---|
Counter Assault
Counter Assault 6A+B |
---|
Crush Trigger
Crush Trigger A+B |
---|
Specials
XI. Optic Barrel
XI. Optic Barrel 236A/B |
---|
Chamber Shot
Chamber Shot 236C |
---|
XIII. Revolver Blast
XIII. Revolver Blast j.236C |
---|
IX. Muzzle Flitter
IX. Muzzle Flitter 214A |
---|
Silencer
Silencer 22B/C |
---|
Distortion Drives
Zero Gun: Fenrir
Zero Gun: Fenrir 632146D |
---|
Bullet Storm > Zero Gun: Thor
Bullet Storm > Zero Gun: Thor j.236236D |
---|
Exceed Accel
Zero Gun: Sleipnir ABCD during Overdrive |
---|
Astral Heat
Valkyrie Veil 236236C |
---|
Valkyrie Veil 214214C |
---|
External References
- Japanese Name: ノエル=ヴァーミリオン
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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Click [★] for character's full frame data
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Misc •