BBCF/Noel Vermillion: Difference between revisions

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|name=5A
|name=5A
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=300
  |damage=300
  |cancel=CSOJR
  |cancel=CSOJR
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|name=5B
|name=5B
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage= 600
  |damage= 600
  |cancel=SOJR
  |cancel=SOJR
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|name=5C
|name=5C
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=900
  |damage=900
  |cancel=SO(J)R
  |cancel=SO(J)R
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|name=2A
|name=2A
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=300
  |damage=300
  |cancel=SOR
  |cancel=SOR
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|name=2B
|name=2B
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=500
  |damage=500
  |cancel=CSOR
  |cancel=CSOR
Line 242: Line 242:
|name=2C
|name=2C
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=550,550
  |damage=550,550
  |cancel=SOR
  |cancel=SOR
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|name=6A
|name=6A
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=700
  |damage=700
  |cancel=SO(J)R
  |cancel=SO(J)R
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|name=6B
|name=6B
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=800
  |damage=800
  |cancel=SOR
  |cancel=SOR
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|name=6C
|name=6C
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=550, 550
  |damage=550, 550
  |cancel=SO(J)R
  |cancel=SO(J)R
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|name=3C
|name=3C
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=900
  |damage=900
  |cancel=(S*)R
  |cancel=(S*)R
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|name=j.A
|name=j.A
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=300
  |damage=300
  |cancel=SOJR
  |cancel=SOJR
Line 447: Line 447:
|name=j.B
|name=j.B
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=600
  |damage=600
  |cancel=SOJR
  |cancel=SOJR
Line 479: Line 479:
|name=j.C
|name=j.C
|data=
|data=
  {{AttackData-BBCPE
  {{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-BBCPE
  {{AttackData-BBCF
  |damage=900
  |damage=900
  |cancel=SOR
  |cancel=SOR
Line 546: Line 546:
|name=5D
|name=5D
|data=
|data=
  {{AttackData-BBCPE
  {{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-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
Line 606: Line 606:
|name=2D
|name=2D
|data=
|data=
  {{AttackData-BBCPE
  {{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-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
Line 669: Line 669:
|name=6D
|name=6D
|data=
|data=
  {{AttackData-BBCPE
  {{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-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
Line 732: Line 732:
|name=4D
|name=4D
|data=
|data=
  {{AttackData-BBCPE
  {{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-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
Line 793: Line 793:
|name=j.D
|name=j.D
|data=
|data=
  {{AttackData-BBCPE
  {{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-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
Line 854: Line 854:
|name=d.5A
|name=d.5A
|data=
|data=
  {{AttackData-BBCPE
  {{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-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
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|name=d.6A (d.4A)
|name=d.6A (d.4A)
|data=
|data=
  {{AttackData-BBCPE
  {{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-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
Line 971: Line 971:
|name=d.5B
|name=d.5B
|data=
|data=
  {{AttackData-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
Line 1,637: Line 1,637:
|caption=
|caption=
|data=
|data=
  {{AttackData-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{AttackData-BBCF
  |damage=0
  |damage=0
  |cancel=
  |cancel=
Line 1,772: Line 1,772:
|name=Crush Trigger
|name=Crush Trigger
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=1000
  |damage=1000
  |cancel=R
  |cancel=R
Line 1,812: Line 1,812:
|caption2=
|caption2=
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=A
  |version=A
  |damage=650
  |damage=650
Line 1,836: Line 1,836:
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCPE
  {{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-BBCPE
  {{AttackData-BBCF
  |damage=1100
  |damage=1100
  |cancel=R
  |cancel=R
Line 1,909: Line 1,909:
|caption=Projectile.
|caption=Projectile.
|data=
|data=
  {{AttackData-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=160*10, 1900
  |damage=160*10, 1900
Line 2,204: Line 2,204:
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCPE
  {{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-BBCPE
  {{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-BBCPE
  {{AttackData-BBCF
  |damage=DESTROY
  |damage=DESTROY
  |cancel=
  |cancel=

Revision as of 13:42, 26 October 2016

Noel Vermillion
BBCF Noel Portrait.png
Health: 11,000

Combo Rate: 80%
Prejump:
Backdash Time 18 / Invul: 1-5


Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive playstyle specializing in Pressure
  

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


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

Normal Moves

5A
5A
BBCP Noel 5A.png
Quick gun jab.
300 all 6? - - - B -
5B
5B
BBCP Noel 5B.png
Mid-range spacing tool.
600 HL - - - - B -
5C
5C
BBCP Noel 5C.png
Farthest reaching normal.
900 HL - - - - B -
2A
2A
BBCP Noel 2A.png
300 all 6 - - - F -
2B
2B
BBCP Noel 2B.png
Her fastest Low.
500 L 7 - - - F -
2C
2C
BBCP Noel 2C.png
+1 on Block.
550,550 L - - - - F -
6A
6A
BBCP Noel 6A.png
Anti-Air.
700 HL - - - - B -
6B
6B
BBCP Noel 6B.png
Overhead.
800 H - - - - B -
6C
6C
BBCP Noel 6C.png
Second hit isn't a projectile anymore.
550, 550 HL - - - - B, B -
3C
3C
BBCP Noel 3C.png
Not a Projectile.
900 L - - - - F -
j.A
j.A
BBCP Noel jA.png
Overhead.
300 HA - - - - H -
j.B
j.B
BBCP Noel jB.png
Overhead.
600 HA - - - - H -
j.C
j.C
BBCP Noel jC.png
NOT an Overhead.
450*3 all - - - - H -
j.2C
j.2C
BBCP Noel j2C.png
NOT an Overhead.
900 all - - - - H -


Drive Moves

5D
5D
BBCP Noel 5D.png
Projectile.
740 all 23 4 18+24 - BP - 740 all 17 4 18 - BP -
2D
2D
BBCF Noel 2D.png
Projectile.
250*6 all 26 5, 2*4, 3 25+24 - HP - 250*6 all 19 2*6 25 - HP -
6D
6D
BBCF Noel 6D.png
Low, NOT a Projectile.
720 L 25 2 14+24 - F - 720 L 20 2 14 - F -
4D
4D
BBCP Noel 4D.png
Projectile.
700 all 25 7 18+24 - HBFPr - 700 all 20 7 12 - HBFPr -
j.D
j.D
BBCP Noel jD.png
Projectile, NOT an Overhead.
400*2 all 13 4, 5 till L+12+24 - BP*2 - 400*2 all 13 4, 5 till L+8 - BP*2 -
d.5A
d.5A
BBCP Noel d5A.png
Projectile.
350 all 8 2 20+22 - BP - 350 all 8 2 20 - BP -
d.6A (d.4A)
d.6A (d.4A)
BBCP Noel d6A.png
Projectile.
450*2 all 13 2(3)2 16+22 - BP*2 - 450*2 all 13 2(3)2 16 - BP*2 -
d.5B
d.5B
BBCP Noel d5B.png
Second Hit is a Projectile.
600, 250 HL 11 3(2)2 14+22 - B, BP - 600, 250 HL 11 3(2)2 14 - B, BP -
d.6B (d.4B)
d.6B (d.4B)
BBCP Noel d6B.png
Overhead, NOT a Projectile.
550 H 16 3 25+22 - B - 550 H 16 3 25 - B -
d.5C
d.5C
BBCP Noel d5C.png
Projectile.
350*2 all 17 2(2)2 33+22 - BP*2 - 350*2 all 17 2(2)2 33 - BP*2 -
d.6C (d.4C)
d.6C (d.4C)
BBCP Noel d6C.png
Projectile.
100*N all 23 4*9 19+22 - HBFPr - 100*N all 23 4*9 19 - HBFPr -
d.5D
d.5D
BBCP Noel 5D.png
Projectile.
670 all 18 6 16+22 - BP - 670 all 14 6 16 - BP -
d.2D
d.2D
BBCF Noel 2D.png
Projectile.
300*3 all 19 4*3 25+22 - HP*3 - 300*3 all 17 4*3 25 - HP*3 -
d.6D
d.6D
BBCF Noel 6D.png
Low, NOT a Projectile.
650 L 24 2 12+22 - F - 650 L 18 2 12 - F -
d.4D
d.4D
BBCP Noel 4D.png
Projectile.
630 all 25 4 30+22 - HBFPr - 630 all 20 4 15 - HBFPr -
Bloom Trigger
Bloom Trigger
d.236D
BBCP Noel Bloom Trigger.png
Second Hit is a Projectile.
600, 950 all 15 2(7)4 31 - B, BP - 600, 400*4 all 15 2(7)2*4 27 - B, BP*4 -
Assault Through
Assault Through
d.214D
BBCP Noel Assault Through.png
NOT a Projectile.
900 all 31 7 16 - B - 900 all 28 7 16 - B -
Spring Raid
Spring Raid
d.623D
BBCP Noel Spring Raid.png
NOT a Projectile.
1150 HL 8 7 29+12L - B - 1150 HL 8 7 29+12L - B -


Universal Mechanics

Forward Throw
Forward Throw
BBCP Noel Forward Throw.png
0, 300, 1100 T (70) 7 4 15 - T -
Back Throw
Back Throw
BBCP Noel Back Throw.png
0, 300, 1100 T (70) 7 4 15 - T -
Air Throw
Air Throw
BBCP Noel Air Throw.png
0, 1400 T (90) 7 3 21+3L - T -
Counter Assault
Counter Assault
6A+B
BBCP Noel d5B.png
New Counter Assault.
0 all 13 6 30 - B -
Crush Trigger
Crush Trigger
A+B
BBCP Noel CT.png
Noel FINALLY has a way to Guard Crush.
1000 B 30~59 1 23 - B -


Specials

XI. Optic Barrel
XI. Optic Barrel
236A/B
BBCP Noel Optic Barrel.png
Projectile.
BBCP Noel Optic Barrel2.png
650 all 27 4 51T - HBFPr - 650 all 29 4 51T - HBFPr -
Chamber Shot
Chamber Shot
236C
BBCP Noel Chamber Shot.png
Projectile.
1100 all 17 6 28 - BP -
XIII. Revolver Blast
XIII. Revolver Blast
j.236C
BBCP Noel Revolver Blast.png
Projectile.
300*5 all 10 3*5 till L+8 - HP - 400 all 9 3 till L+8 - HP -
IX. Muzzle Flitter
IX. Muzzle Flitter
214A
BBCP Noel Muzzle Filter.png
Command Grab, only works on Standing Opponents.
0, 1600 UNB 26 6 9+16L - HT -
Silencer
Silencer
22B/C
BBCP Noel Silencer.png
Projectile.
200 all 11 2[(5)2]*N 16 - FP - 300 all 21 4 22 - FP -


Distortion Drives

Zero Gun: Fenrir
Zero Gun: Fenrir
632146D
BBCP Noel Fenrir.png
Bullets and Finisher are Projectiles, first hit is not.
400 All 1+5 5 149T - HBFPr(2) - 140*24 all 1+25 150T - - - 3600 56 - HBFPr(2) - 120*15, 4200 56 - HBFPr(2) -
Bullet Storm > Zero Gun: Thor
Bullet Storm > Zero Gun: Thor
j.236236D
BBCP Noel Thor.png
Projectile.
160*10, 1900 all 4+6 till L - HBFPr(2) - 160*15, 2400 all 4+6 148T - HBFPr(2) -


Exceed Accel

Zero Gun: Sleipnir
ABCD during Overdrive
BBCF Noel Sleipnir.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 2040 - All - - - - - - Click!
Active Flow 4070 - All - - - - - - Click!
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger with Active Flow.


Astral Heat

Valkyrie Veil
236236C
BBCP Noel Astral.png
Counter Attack.
DESTROY UNB 8+0 48 21 - HBFT -
Valkyrie Veil
214214C
BBCS Noel VVeil.png
You Are Already Dead.
DESTROY ALL 9+20 4 26 - HBFT -


External References