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.
- Above Average Damage
- High Speed (Fast run, normals, etc.)
- Effective Rushdown/Frame Trapping
- Short Range
- Unsafe Mixup
- Average Reversal Options
- Japanese Name: ノエル＝ヴァーミリオン
- Japanese Wiki
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- Character Video Thread
- Noel's fastest normal
- Works on crouching opponents
- Very short range
Noel's staple pressure starter and very unsafe when used by itself. It should be cancelled into itself or other attacks during stagger pressure and frame traps.
- Average range and speed
- Whiffs at max range on some crouching characters
Noel's main spacing tool. Use this along with 5C to confirm mid to max range hits into Chamber Shot, or 3C on crouching opponents. At closer ranges it can be comboed into 6A and on CH also combos into 3C.
- Mostly used as combo/blockstring filler
- Important for crouching confirms
5C can also be used as a spacing tool since it has a good hurtbox and hitbox compared to 5B, but it is slower. This is the only attack that will combo into 3C on a crouching opponent. On CH it also leads into damaging combos through 5D or Muzzle Flitter. Since 5C has projectile attribute, it gets beat by attacks with projectile invuln such as Tager's Sledge Hammer.
This move best used as a longer ranged 5A. It has longer range than 5A while being one frame slower, but has shorter range than 5B while being a few frames faster. Not a bad move to use to poke out of pressure, and is a decent move to start pressure, but at -1 on block, it's a shadow of it's former self.
A decent low attack, and is best used as combo/blockstring filler, however it does have some uses at neutral, since it makes Noel's hitbox pretty short. This move is slightly longer than 2A, but a tad shorter than 5B.
This move is mostly used as a blockstring or combo filler, however if used early in a blockstring, it can be very good due to it being +1, but it's pushback is much greater in BBCP, so it's a tad harder to capitalize on the frame advantage.
- Frames 6-11F Head Invul.
Noel's sad excuse for an anti-air. It's hitbox isn't that great, and if it whiffs your opponent gets a free punish. However, it's not a good idea to neglect this move, since if used well it can be an asset. It's also a staple for hitconfirming on a standing opponent.
Noel's normal overhead, at 26 frames it's extremely slow, however when used sparingly in conjunction with 214A, since both moves look similar on startup, it can be a deadly gimmick mixup. 6B leads to decent damage midscreen, and good damage in the corner. On a certain few characters, it can lead to 4.5k in the corner, and midscreen on Jin.
|450, 650||SO(J)R||HL||8||8(13)4||20||-2||B, BP||-||-|
- Second hit of 6C cannot hit crouchers.
Use this move only as a combo filler in normal situations. However, To punish DPs that recover crouching like Jin's 623C, or DPs that can't be CH punished by 5C like Azrael's Growler, use CH 6C > 214A to punish for a high damage combo.
Practically useless, though has a couple of situational uses. It's best application is as air combo filler, which for Noel, Air combos are a last resort for situations where you cannot convert into a ground combo. It can also be used after jumping in with j.C, to add a weak fuzzy guard overhead, since j.C itself is not, this also keeps Tager from sledging your jump ins for free.
Practically useless. Can only really be used to end non-prorated air combos without using Revolver Blast, so that you can cancel j.2C into Thor, though honestly you're better off just canceling j.C into Thor, since proration wont cause the combo to drop if it's been prorated.
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.
In Overdrive, 5D becomes faster, allowing you to combo 5C into 5D on standing hit.
|Normal||250*6||SR||all||26||5, 2*4, 3||25+24||-33||HP||1-10F||-|
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.
The Overdrive version of 2D returns to it's normal arc, thus it can effectively be used as a low/grab reversal.
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.
- Fatal Counter
Use this as a reversal against Mid and Projectile 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.
|Normal||400*2||SR||all||13||4, 5||till L+12+24||-||BP*2||-||-|
|Overdrive||400*2||SR||all||13||4, 5||till L+8||-||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. }}
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.
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 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
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.
|Normal||600, 950||R||all||15||2(7)4||31||-14||B, BP||-||-|
|Overdrive||600, 400*4||R||all||15||2(7)2*4||27||-8||B, BP*4||-||-|
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.
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 in overdrive causes a wall bounce on air hit, and allows a standing combo on normal hit. The invuln frames of the overdrive version also cause Noel's sprite to disappear, making it a little harder to block as a crossup, though not much.
This is a fully invincible move used to punish attempts at poking out of drive strings. }} The overdrive version of Spring Raid allows you to combo off of it on normal hit.
|0, 1400||--, SOR||T (90)||7||3||21+3L||-||T||-||Click!|
- 100% minimum damage (1400)
Standard air throw, can be followed up with 5B and 2B after landing. If done too high though, 5B and 2B will not combo, so you must use j.D before landing.
- Possible to charge.
- 180F Heat Gauge Cooldown.
Use it to guard crush opponents who aren't barrier blocking. While it can be used as combo filler, it really only adds about 200-300 damage to basic BnBs, so it's best to just save your meter for more important things like making punishable moves safe by using Rapid Cancels, and Counter Assaulting to keep opponents off.
XI. Optic Barrel
- 236A: Old 236B
- 236B: Old 236C
Severely weakend, now there's only a mid range and long range version, and does not knock down on ground hit, making OB during neutral ALMOST pointless, the goal this time is to hit them in the air, which will cause knockdown. If hit in the air with the mid range version, you can combo with dash 5B.
XIII. Revolver Blast
|Additional Attack||400||R||all||9||3||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.
Used after Revolver Blast to end air combos. It's bonus proration would be nice, but since you must Rapid Cancel to follow up, it doesn't make it worth it, usually ending a combo in Fenrir will net more damage, and there's no REAL reason to use Revolver Blast at the height needed to make the confirm work.
IX. Muzzle Flitter
|0, 1500||--, R||UNB||26||6||9+16L||-||HT||-||-|
- 100% minimum damage (1500)
- Cannot hit crouching opponents
A Command Grab that can be combo'd into and out of. Can only hit standing opponents, and will whiff on Crouchers or Jumpers. Can be combo'd into with d.6C, d.4D during a Fatal combo, or 236D(1) > Rapid. Can also be used after Rapid Canceling the first hit of Fenrir, since you'd need 100 meter to do this, there's a good chance the resulting combo would kill by the time you get the resources.
Zero Gun: Fenrir
|Finisher (OD)||120*15, 4200||R||-||-||-||56||-||HBFPr(2)||-||-|
Damage super, used at the end of combos, can also be used as a reversal.
Bullet Storm > Zero Gun: Thor
|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||-|
- 1-4F Fully Invul.
- Invincibility disappears after superflash
- 15% minimum damage (Normal: 525 OD: 720)
- 180F Heat Gauge Cooldown
Pretty much only used as a "YOLO" type move to hit anti-air attempts, can also be used to end air combos for a small amount of extra damage.
|DESTROY||-||UNB||8+0||48||21||-||HBFT||1-7 All, 8-55C||-|
- 1-7F Fully Invul.
- 8-55F Catches
- 180F Heat Gauge Cooldown
- Catches everything except firearm projectiles, Nirvana, and Ignis
Counter Astral. RIP Astral finishes. :(
Classic Noel retains her old astral (214214C) while still being able to combo it into nearly any situation.
Classic Noel Only: Noel's astral completely removes her hitbox from her sprite, so it can be used as a reversal, however certain moves (Invulnerable moves with forward momentum) will pass right through her over to the other side, thus making the actual Astral whiff. In most cases, if you're attempting to use this as a reversal, you're more likely to catch with her counter astral although this option is much safer.
Classic Noel's astral can be combo'd into after 6C, 6C(2) in the corner, d.6C (depends on juggle height), and d.6B (at certain bounce heights). All of these moves require your opponent to be in the air. She can also land it from any regular throw, starter version of 6D, 4D and 6D; and d.6C on a crouching opponent (standing if d.6C was counterhit or as part of a fatal j.4D). The following can only be combo'd into from counterhit from d.6C, 5C, 6B, 6A in the corner, non-starter 4D(most of the time the pushback will keep them out of range), the starter versions of 5D, 6.D, 2.D and fatal j.4D.
In this part, you can talk about anything you feel like beginner players should know.
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The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
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.
- 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.
Copy and paste the code from Point 1 to Point 2 as many times as you need to.