BBCF/Noel Vermillion/Strategy

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General Tactics

Blockstrings

Okizeme

Noel can bait reversals by using 4D in addition to backdashing and blocking due to the large amount of body invuln in that move. Do note that this should only be used for hard reads since it locks you into drive if they wake up normally.

Midscreen

Noel's midscreen oki is pretty paltry since she has to commit to hard reads or just let the opponent tech away for free.

After a d.236D, you can immediately instant airdash with j.C while holding 1 (down back) to make this turn into a safe jump. There is little to prevent the opponent from simply rolling away but if they choose not to, you can begin to reset pressure or bait a reversal. As an added bonus, if they block j.C on wakeup, you can immediately enforce a 50/50 between Drive Landing Canceled d.6B and 2B. Alternatively, you can run at the opponent after Bloom Trigger and try to predict where they will tech.


After a d.5A > d.6B > 236A or j.214C > j.2C ender at certain heights, you can run at the opponent do a sliding 2B to go under an opponent if they choose to tech in place. The combo routes that enable this are somewhat specific due to the height requirement. Here is one such example.


Corner

Noel's corner control is surprisingly good.

After a j.214C > j.2C ender in the corner, you can check all delayed techs with a 5C > 236C option select. If the opponent neutral techs, the 5C will whiff and therefore will not cancel into Chamber Shot. You can then choose to meaty with 2A or bait a reversal. If the opponent does a delayed tech of any kind, the 5C will hit them and will automatically cancel into Chamber Shot which can then be linked into 5B for a nice punish combo.


Note that while the popular JP ender of d.214D > 22BBBBB does space you so that the opponent cannot roll out immediately, this is not actually optimal in terms of how much lockdown it offers you after your combo. What it does offer is some rewarding mixup opportunities on a thoroughly conditioned opponent.

Examples:
- Instant airdash into j.C can force the opponent to block a high/low mixup between Drive Landing Canceled d.6B and 2B. Note though that the opponent can still roll or mash out of this due to the long delay when setting it up.
- 5D > d.6A is the weakest option in terms of control but the most rewarding in terms of offensive power. If the opponent does not tech immediately, 5D will hit them (although there are some characters on which 5D will whiff). If they tech immediately, 6A will meaty and you can go for a 50/50 between a high d.6B or a crossup low d.6D. This WILL lose to reversals.

Tips and Tricks

Against characters and players that like to push heavy buttons on round start (Hakumen, Nine, Kokonoe etc.), open with 6D or 2D, abusing the body/low invuln in order to get a full combo into the corner.


"Drive Landing Cancellation" is a technique where timing a D press in conjunction with another drive move input as you land from a jump will let you use any drive move without committing to the long animation of 5D, 6D, 4D, or 2D. Obvious applications of this are to use d.6B for a jump in mixup, d.5B as a long range poke, and Spring Raid (d.623D) as a fully invincible uppercut.

Here is an older video of the concept being demonstrated in Calamity Trigger.

Fighting Noel