|
|
Line 690: |
Line 690: |
| *Forward momentum returned but travels slightly farther than usual | | *Forward momentum returned but travels slightly farther than usual |
| *Knocks down on hit | | *Knocks down on hit |
| | *Can no longer be cancelled into Thor Distortion or Revolver Blast on hit or block |
|
| |
|
| j.D is mostly an important drive combo filler that helps convert air combos to ground combos. In most combos it is normally used near the beginning of the combo or near the end of coner combos that use the j.2C > air dash > j.2C route that transitions into j.D right afterwards. Trying to go into j.D after a certain amount of hits will cause it to whiff in a lot of combos after j.C(1) or on a short starter / prorated combo. | | j.D is mostly an important drive combo filler that helps convert air combos to ground combos. In most combos it is normally used near the beginning of the combo or near the end of coner combos that use the j.2C > air dash > j.2C route that transitions into j.D right afterwards. Trying to go into j.D after a certain amount of hits will cause it to whiff in a lot of combos after j.C(1) or on a short starter / prorated combo. |
Noel Vermillion
|
|
Health: 11,000
Combo Rate: 60%
Prejump:
Backdash Time 22 / 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
- 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
- Now very effective against projectile heavy characters (such as Nu-13, Lambda 11 etc.)
- High Speed (Fast run, normals, etc.)
- Effective Rushdown/Frame Trapping
Cons/Weaknesses
- Short Range
- Unsafe Mixup
- Average Reversal Options
- Works hard for mediocre damage
|
This data is all copied over from BBCP. Replace with CF data as it becomes available (and delete this warning)
|
Normal Moves
5A
5B
5B
Mid-range spacing tool.
|
|
5C
5C
Farthest reaching normal.
|
|
2A
2B
2C
2C
+1 on Block.
|
550,550
|
L
|
13
|
2,2
|
14
|
-
|
F
|
-
|
|
6A
6B
6C
6C
Second hit isn't a projectile anymore.
|
550, 550
|
HL
|
8
|
11(9)4
|
25
|
-
|
B, B
|
-
|
|
3C
j.A
j.B
j.C
j.C
NOT an Overhead.
|
450*3
|
all
|
10
|
2*3
|
16
|
-
|
H
|
-
|
|
j.2C
Drive Moves
5D
5D
Projectile.
|
740
|
all
|
23
|
4
|
18+24
|
-
|
BP
|
-
|
740
|
all
|
17
|
4
|
18
|
-
|
BP
|
-
|
|
2D
2D
Projectile.
|
250*6
|
all
|
26
|
3, 3, 3
|
25+24
|
-
|
HP
|
-
|
250*6
|
all
|
19
|
2*6
|
25
|
-
|
HP
|
-
|
|
6D
6D
Low, NOT a Projectile.
|
720
|
L
|
26 - 39
|
2
|
44
|
-
|
F
|
-
|
720
|
L
|
20
|
2
|
25
|
-
|
F
|
-
|
|
4D
4D
Projectile.
|
700
|
all
|
25
|
7
|
18+24
|
-
|
HBFPr
|
-
|
700
|
all
|
20
|
7
|
12
|
-
|
HBFPr
|
-
|
|
j.D
j.D
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
Projectile.
|
350
|
all
|
8
|
2
|
20+22
|
-
|
BP
|
-
|
350
|
all
|
8
|
2
|
20
|
-
|
BP
|
-
|
|
d.6A (d.4A)
d.6A (d.4A)
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
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)
Overhead, NOT a Projectile.
|
550
|
H
|
16
|
3
|
25+22
|
-
|
B
|
-
|
550
|
H
|
16
|
3
|
25
|
-
|
B
|
-
|
|
d.5C
d.5C
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)
Projectile.
|
100*N
|
all
|
23
|
4*9
|
19+22
|
-
|
HBFPr
|
-
|
100*N
|
all
|
23
|
4*9
|
19
|
-
|
HBFPr
|
-
|
|
d.5D
d.5D
Projectile.
|
670
|
all
|
18
|
6
|
16+22
|
-
|
BP
|
-
|
670
|
all
|
14
|
6
|
16
|
-
|
BP
|
-
|
|
d.2D
d.2D
Projectile.
|
300*3
|
all
|
19
|
4*3
|
25+22
|
-
|
HP*3
|
-
|
300*3
|
all
|
17
|
4*3
|
25
|
-
|
HP*3
|
-
|
|
d.6D
d.6D
Low, NOT a Projectile.
|
650
|
L
|
24
|
2
|
12+22
|
-
|
F
|
-
|
650
|
L
|
18
|
2
|
12
|
-
|
F
|
-
|
|
d.4D
d.4D
Projectile.
|
630
|
all
|
25
|
4
|
30+22
|
-
|
HBFPr
|
-
|
630
|
all
|
20
|
4
|
15
|
-
|
HBFPr
|
-
|
|
Bloom Trigger
Bloom Trigger d.236D
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
NOT a Projectile.
|
900
|
all
|
31
|
7
|
16
|
-
|
B
|
-
|
900
|
all
|
28
|
7
|
16
|
-
|
B
|
-
|
|
Spring Raid
Spring Raid d.623D
NOT a Projectile.
|
1150
|
HL
|
8
|
7
|
29+12L
|
-
|
B
|
-
|
1150
|
HL
|
8
|
7
|
29+12L
|
-
|
B
|
-
|
|
Universal Mechanics
Forward Throw
Forward Throw
|
0, 300, 1100
|
T (70)
|
7
|
4
|
15
|
-
|
T
|
-
|
|
Back Throw
Back Throw
|
0, 300, 1100
|
T (70)
|
7
|
4
|
15
|
-
|
T
|
-
|
|
Air Throw
Air Throw
|
0, 1400
|
T (90)
|
7
|
3
|
21+3L
|
-
|
T
|
-
|
|
Counter Assault
Counter Assault 6A+B
New Counter Assault.
|
|
Crush Trigger
Crush Trigger A+B
Noel FINALLY has a way to Guard Crush.
|
|
Specials
XI. Optic Barrel
XI. Optic Barrel 236A/B
Projectile.
|
650
|
all
|
27
|
4
|
51T
|
-
|
HBFPr
|
-
|
650
|
all
|
29
|
4
|
51T
|
-
|
HBFPr
|
-
|
|
Chamber Shot
Chamber Shot 236C
Projectile.
|
|
XIII. Revolver Blast
XIII. Revolver Blast j.236C
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
Command Grab, only works on Standing Opponents.
|
0, 1600
|
UNB
|
26
|
6
|
9+16L
|
-
|
HT
|
-
|
|
Silencer
Flash Suppressor 22B/C
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
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
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
|
|
Astral Heat
Valkyrie Veil 236236C
Counter Attack.
|
DESTROY
|
UNB
|
8+0
|
48
|
21
|
-
|
HBFT
|
-
|
|
Valkyrie Veil 214214C
You Are Already Dead.
|
DESTROY
|
ALL
|
9+20
|
4
|
26
|
-
|
HBFT
|
-
|
|
External References
Click [★] for character's full frame data