BBCPE/Noel Vermillion: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{CharLinks
!Noel Vermillion
|charMainPage=BBCPE/Noel Vermillion
|-
|videos=http://horibuna.web.fc2.com/BBCP/BBCP_NO.html
||
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/75-noel-vermillion/
[[File:BBCP_Noel_Portrait.png|350px|center]]
}}
|-
<div id="home-content" class="home-grid">
||{{CharData-BBCPE
{{card|width=4
|content=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.
}}
{{card|width=2|height=3
|header=Noel Vermillion
|content=[[File:BBCP_Noel_Portrait.png|350px]]
{{CharData-BBCPE
|health=11,000
|health=11,000
|comboRate=80%
|comboRate=80%
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;Movement Options
;Movement Options
:Double Jump, 1 Airdash, Dash type: Run
:Double Jump, 1 Airdash, Dash type: Run
;Play-style
:Offensive playstyle specializing in Pressure
|}
{{CharNav |charMainPage=BBCPE/Noel Vermillion
|videos=http://horibuna.web.fc2.com/BBCP/BBCP_NO.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/75-noel-vermillion/
}}
}}
<div style="float:left; margin-right:25px;">
{{card|width=4
{{TOC limit|2}}
|header=Drive: Chain Revolver
</div>
|content=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.
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:250px; width:1px;">
  &nbsp;
</div>
==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).
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.
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.
 
|header2=Overdrive: Chain Quasar
===Overdrive: Chain Quasar===
|content2=
Activating Noel's Overdrive has numerous positive effects:
Activating Noel's Overdrive has numerous positive effects:
*Faster startup speed for drive moves
*Faster startup speed for drive moves
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*Assault Through has increased invuln and short invisibility before going active
*Assault Through has increased invuln and short invisibility before going active
*Spring Raid has increased untech time allowing for combos.
*Spring Raid has increased untech time allowing for combos.
 
   
===Pros/Strengths===
}}
{{ProsAndCons
|intro=
|pros=
*Above Average Damage
*Above Average Damage
*High Speed (Fast run, normals, etc.)
*High Speed (Fast run, normals, etc.)
*Effective Rushdown/Frame Trapping
*Effective Rushdown/Frame Trapping
 
|cons=
===Cons/Weaknesses===
*Short Range
*Short Range
*Unsafe Mixup
*Unsafe Mixup
*Average Reversal Options
*Average Reversal Options
*Has some trouble against zoners and long ranged characters
*Has some trouble against zoners and long ranged characters
}}
</div>
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==== ====
* Noel's fastest normal
* Noel's fastest normal
* Works on crouching opponents
* Works on crouching opponents
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==== ====
* Average range and speed
* Average range and speed
* Whiffs at max range on some crouching characters
* Whiffs at max range on some crouching characters
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==== ====
* Mostly used as combo/blockstring filler
* Mostly used as combo/blockstring filler
* Important for crouching confirms
* Important for crouching confirms
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==== ====
This move 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 its former self.
This move 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 its former self.
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==== ====
A decent low attack, and is best used as combo/blockstring filler, however, it does have some uses in neutral since it makes Noel's hitbox pretty short. This move is slightly longer than 2A, but a tad shorter than 5B.
A decent low attack, and is best used as combo/blockstring filler, however, it does have some uses in neutral since it makes Noel's hitbox pretty short. This move is slightly longer than 2A, but a tad shorter than 5B.
</div>
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==== ====
This move is mostly used as a blockstring or combo filler. If used early in a blockstring, it can be very good due to it being +1, but its pushback is much greater in BBCP so it's a bit harder to capitalize on the frame advantage.
This move is mostly used as a blockstring or combo filler. If used early in a blockstring, it can be very good due to it being +1, but its pushback is much greater in BBCP so it's a bit harder to capitalize on the frame advantage.
</div>
</div>
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==== ====
* Frames 6-11F Head Invul.
* Frames 6-11F Head Invul.


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==== ====
*Forces crouching on hit
*Forces crouching on hit
Noel's normal overhead. It's extremely slow, but 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).
Noel's normal overhead. It's extremely slow, but 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).
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==== ====
* Second hit of 6C cannot hit crouchers.
* Second hit of 6C cannot hit crouchers.


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==== ====
* Only possible to cancel into Silencer
* Only possible to cancel into Silencer


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==== ====
Use j.A as an up close air-to-air tool. It's also the best jump-in overhead Noel has in terms of hitbox, though its damage potential is weak.
Use j.A as an up close air-to-air tool. It's also the best jump-in overhead Noel has in terms of hitbox, though its damage potential is weak.
</div>
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==== ====
Practically useless, though it has a couple of situational uses. Its 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, though it has a couple of situational uses. Its 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.
</div>
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==== ====
Noel's best air normal period. Its hitbox is pretty decent, when spaced well in the air you can get a nice CH combo. As a jump in, it's also really good, however it's not an overhead.
Noel's best air normal period. Its hitbox is pretty decent, when spaced well in the air you can get a nice CH combo. As a jump in, it's also really good, however it's not an overhead.
</div>
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==== ====
When cancelled into j.4D, this move lets you convert air combos into ground combos for better damage and oki.  
When cancelled into j.4D, this move lets you convert air combos into ground combos for better damage and oki.  
</div>
</div>
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==== ====
* Fatal Counter
* Fatal Counter
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.
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==== ====
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.


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==== ====
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.
</div>
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==== ====
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.
</div>
</div>
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==== ====
* No longer retains air momentum
* No longer retains air momentum
* Now knocks down on hit
* Now knocks down on hit
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==== ====
Used after j.2C or a rapid cancelled Revolver Blast followup to convert air combos into ground combos. Can also be used as a crossup.
Used after j.2C or a rapid cancelled Revolver Blast followup to convert air combos into ground combos. Can also be used as a crossup.


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==== ====
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.
</div>
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==== ====
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.
</div>
</div>
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==== ====
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.
</div>
</div>
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==== ====
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.
</div>
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==== ====
Used only as combo filler.
Used only as combo filler.
</div>
</div>
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==== ====
*Fatal Counter
*Fatal Counter
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.
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==== ====
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.
</div>
</div>
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==== ====
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.
</div>
</div>
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==== ====
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
</div>
</div>
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==== ====
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.
</div>
</div>
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==== ====
*No longer causes wall stick
*No longer causes wall stick
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.
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==== ====
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.


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==== ====
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.


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==== ====
* 100% minimum damage (1400)
* 100% minimum damage (1400)


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==== ====
* 100% minimum damage (1400)
* 100% minimum damage (1400)


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==== ====
* 100% minimum damage (1400)
* 100% minimum damage (1400)


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==== ====
* Frames 1-20 Fully Invul.
* Frames 1-20 Fully Invul.
* 180F Heat Gauge Cooldown.
* 180F Heat Gauge Cooldown.
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Noel_5A+B.png |Noel FINALLY has a way to Guard Crush.
BBCF_Noel_Vermillion_5A+B.png |Noel FINALLY has a way to Guard Crush.
</gallery>
</gallery>
</div>
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==== ====
* Possible to charge.
* Possible to charge.
* 180F Heat Gauge Cooldown.
* 180F Heat Gauge Cooldown.
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==== ====
* Can dash cancel on hit or whiff
* Can dash cancel on hit or whiff


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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Noel_236C.png |Projectile.
BBCF_Noel_Vermillion_236C.png |Projectile.
</gallery>
</gallery>
</div>
</div>
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==== ====
Combos off of 5C and 2C for knock back. Noel's closest thing to Ragna's Hell's Fang.
Combos off of 5C and 2C for knock back. Noel's closest thing to Ragna's Hell's Fang.
* Now causes wall stick in the corner, replacing Bloom Trigger in her corner combos
* Now causes wall stick in the corner, replacing Bloom Trigger in her corner combos
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Noel_j214C.png |Projectile.
BBCF_Noel_Vermillion_j214C.png |Projectile.
</gallery>
</gallery>
</div>
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==== ====
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.
----
----
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Noel_214A.png |Command Grab, only works on Standing Opponents.
BBCF_Noel_Vermillion_214A.png |Command Grab, only works on Standing Opponents.
BBCP_Noel_Muzzle_Flitter2.png |
BBCP_Noel_Muzzle_Flitter2.png |
</gallery>
</gallery>
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==== ====
* 100% minimum damage (1500)
* 100% minimum damage (1500)
* Cannot hit crouching opponents
* Cannot hit crouching opponents
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Noel_22B.png |Projectile.
BBCF_Noel_Vermillion_22B.png |Projectile.
BBCF_Noel_22C.png |
BBCF_Noel_Vermillion_22C.png |
</gallery>
</gallery>
</div>
</div>
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==== ====
*200% Heat Gain
*200% Heat Gain
*Both versions can only be used if the opponent has already been knocked down once in the combo.
*Both versions can only be used if the opponent has already been knocked down once in the combo.
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==== ====
Damage super, used at the end of combos, can also be used as a reversal. If you don't mess someone up with this at least once, you will make Noel sad.
Damage super, used at the end of combos, can also be used as a reversal. If you don't mess someone up with this at least once, you will make Noel sad.
</div>
</div>
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==== ====
* Invincibility disappears after superflash
* Invincibility disappears after superflash
* 15% minimum damage (Normal: 525 OD: 720)
* 15% minimum damage (Normal: 525 OD: 720)
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==== ====
* 1-7F Fully Invul.
* 1-7F Fully Invul.
* 8-55F Catches
* 8-55F Catches
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==== ====
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 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.


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{{Navbar-BBCPE}}
{{Navbar-BBCPE}}
[[Category:BBCPE Character]]
[[Category:BBCPE Character]]
<templatestyles src="Template:Move Card/shared/styles.css" />

Revision as of 04:59, 18 January 2023

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.
Noel Vermillion

BBCP Noel Portrait.png

Health: 11,000

Combo Rate: 80%

Jump Startup: 4

Backdash Time: 18

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash type: Run
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
Cons
  • Above Average Damage
  • High Speed (Fast run, normals, etc.)
  • Effective Rushdown/Frame Trapping
  • Short Range
  • Unsafe Mixup
  • Average Reversal Options
  • Has some trouble against zoners and long ranged characters


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 5 3 10 -3 B -
  • 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.

5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOJR HL 9 3 16 -2 B -
  • 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.

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 SO(J)R HL 12 6 17 -4 BP -
  • Mostly used as combo/blockstring filler
  • Important for crouching confirms
  • Projectile guard point on arm

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.

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOR all 6 3 10 -1 F -

This move 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 its former self.

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
460 CSOR L 7 2 12 0 F -

A decent low attack, and is best used as combo/blockstring filler, however, it does have some uses in neutral since it makes Noel's hitbox pretty short. This move is slightly longer than 2A, but a tad shorter than 5B.

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
420×2 SOR L 14 2, 2 14 +1 FP -

This move is mostly used as a blockstring or combo filler. If used early in a blockstring, it can be very good due to it being +1, but its pushback is much greater in BBCP so it's a bit harder to capitalize on the frame advantage.

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 SO(J)R HL 11 3 26 -12 B 6-11H
  • Frames 6-11F Head Invul.

Noel's sad excuse for an anti-air. Its 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.

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 SOR H 26 5 18 -6 B -
  • Forces crouching on hit

Noel's normal overhead. It's extremely slow, but 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).

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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.

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 (S*)R L 20 3 32 -18 FP -
  • Only possible to cancel into Silencer

Only use to hitconfirm on crouching opponents. It is possible to combo CH 5B and CH 5C into 3C, though there are better options for both.

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOJR HA 6 2 9 - H -

Use j.A as an up close air-to-air tool. It's also the best jump-in overhead Noel has in terms of hitbox, though its damage potential is weak.

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
460 SOJR HA 7 4 17 - H -

Practically useless, though it has a couple of situational uses. Its 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.

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
250×3 SOR all 10 2, 3, 2 16 - HP -

Noel's best air normal period. Its hitbox is pretty decent, when spaced well in the air you can get a nice CH combo. As a jump in, it's also really good, however it's not an overhead.

j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 SOR all 12 3 30 - HP -

When cancelled into j.4D, this move lets you convert air combos into ground combos for better damage and oki.


Drive Moves

5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 740 SOR all 23 4 18+24 -29 BP -
Overdrive 740 SR all 17 4 18 -5 BP -
  • Fatal Counter

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.

In Overdrive, 5D becomes faster, allowing you to combo 5C into 5D on standing hit.

2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 250×6 SOR all 26 5, 2×4, 3 25+24 -33 HP 1-10F
Overdrive 250×6 SR all 19 2×6 25 -8 HP 1-8F

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.

6D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 720 SOR L 25 2 14+24 -23 F 7-26B
Overdrive 720 SR L 20 2 14 +1 F 6-21B

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.

4D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 700 SOR all 25 7 18+24 -30 HBFPr 1-26B
Overdrive 700 SR all 20 7 12 0 HBFPr 1-21B

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.

j.D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 400×2 SOR all 13 4, 5 till L+12+24 - BP*2 -
Overdrive 400×2 SR all 13 4, 5 till L+8 - BP*2 -
  • No longer retains air momentum
  • Now knocks down on hit

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.

During OD, moves Noel forward when used, so it can be used for crossups again.

j.4D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 600 SOR all till L+10 3 30+24 -38 FP -
Overdrive 600 SR all till L+6 3 30 -14 FP -

Used after j.2C or a rapid cancelled Revolver Blast followup to convert air combos into ground combos. Can also be used as a crossup.

The Overdrive version does not autocorrect its direction like the regular j.4D.

d.5A

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 350 SR all 8 2 20+22 -27 BP -
Overdrive 350 SR all 8 2 20 -5 BP -

The quickest drive followup in Noel's arsenal, normally used to keep an opponent blocking while transitioning into High/Low mixup.

d.6A

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 450×2 SR all 13 2(3)2 16+22 -19 BP*2 -
Overdrive 450×2 SR all 13 2(3)2 16 +3 BP*2 -

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.

d.5B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 600, 250 SR HL 11 3(2)2 14+22 -21 B, BP -
Overdrive 600, 250 SR HL 11 3(2)2 14 +1 B, BP -

Used only as a combo filler, or to create space during a drive blockstring.

d.6B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 550 SR H 16 3 25+22 -31 B -
Overdrive 550 SR H 16 3 25 -9 B -

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.

d.5C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 350×2 SR all 17 2(2)2 33+22 -33 BP*2 -
Overdrive 350×2 SR all 17 2(2)2 33 -11 BP*2 -

Used only as combo filler.

d.6C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 100×N SR all 23 4×9 19+22 -14 HBFPr -
Overdrive 100×N SR all 23 4×9 19 +8 HBFPr -
  • Fatal Counter

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.

d.5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 670 SR all 18 6 16+22 -27 BP -
Overdrive 670 SR all 14 6 16 -5 BP -

The follow up version of 5D, there's no real difference between the two moves.

d.2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 300×3 SR all 19 4×3 25+22 -32 HP*3 1-8F
Overdrive 300×3 SR all 17 4×3 25 -10 HP*3 1-6F

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.

d.6D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 650 SR L 24 2 12+22 -37 F -
Overdrive 650 SR L 18 2 12 +3 F -

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

d.4D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 630 SR all 25 4 30+22 -19 HBFPr 1-26B
Overdrive 630 SR all 20 4 15 0 HBFPr 1-21B

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.

Bloom Trigger

d.236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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 -
  • No longer causes wall stick

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.

The overdrive version adds more hits to Bloom Trigger.

Assault Through

d.214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 900 R all 31 7 16 -4 B 1-18 All
Overdrive 900 R all 28 7 16 0 B 1-15 All

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.

Spring Raid

d.623D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1150 R HL 8 7 29+12L -29 B 1-10 All
Overdrive 1150 R HL 8 7 29+12L -29 B 1-10 All

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.


Universal Mechanics

Forward Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 300, 1100 --, SOR*2 T (70) 7 4 15 - T -
  • 100% minimum damage (1400)

Standard throw, can follow up midscreen with 214A.

Back Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 300, 1100 --, SOR*2 T (70) 7 4 15 - T -
  • 100% minimum damage (1400)

Standard throw, can follow up midscreen with 214A.

Air Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 --, SOR T (90) 7 3 21+3L - T -
  • 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.

Counter Assault

6A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 - all 13 6 30 -17 B 1-20 All
  • Frames 1-20 Fully Invul.
  • 180F Heat Gauge Cooldown.

New Counter Assault animation that uses her d.5B animation to blow the opponent away.

Crush Trigger

A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~59 1 23 +2 B -
  • 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.


Specials

XI. Optic Barrel

236A/B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 650 RDa all 27 4 51T +3 HBFPr -
B 650 RDa all 29 4 51T +5 HBFPr -
  • Can dash cancel on hit or whiff

Severely weakened. Now there's only a mid range and long range version, with neither knocking the opponent down on a ground hit. 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. Still decent zoning.

Chamber Shot

236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1100 R all 17 6 28 -15 BP -

Combos off of 5C and 2C for knock back. Noel's closest thing to Ragna's Hell's Fang.

  • Now causes wall stick in the corner, replacing Bloom Trigger in her corner combos

XIII. Revolver Blast

j.236C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 300×5 R all 10 3×5 till L+8 - HP -
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, which, while impractical, are almost always hilarious.


Additonal Attack
  • 120% bonus proration

Used after Revolver Blast to end air combos. If you Rapid Cancel it, you can follow up with j.4D into a ground combo that will benefit from the bonus proration.

IX. Muzzle Flitter

214A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1600 --, 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 Fatal 5D, CH 5C/6C/d.4D, d.6C, d.4D during a Fatal combo, or 236D(1) > Rapid. Can also be used after Rapid Canceling the first hit of Fenrir, and 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.

Because you can combo and cancel into it, it can be used to catch opponents when they block your Drive string. You can also cancel any of the Drive hits to keep them guessing. However, it's really not safe on whiff, so use with this with caution.

Silencer

22B/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
B 200 R all 11 2[(5)2]*N 16 -6 FP -
C 300 R, Da all 21 4 22 -7 FP -
  • 200% Heat Gain
  • Both versions can only be used if the opponent has already been knocked down once in the combo.


B version is used as a combo ender to set up Noel's wakeup game.

C version is used as a combo filler after 3C or juggled d.6B to continue a combo.


Distortion Drives

Zero Gun: Fenrir

632146D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
First Hit 400 R All 1+5 5 149T -34 HBFPr(2) 1-10GP(A)
Bullets 140×24 R all 1+25 - 150T - - -
Finisher 3600 R - - - 56 - HBFPr(2) -
Finisher (OD) 120×15, 4200 R - - - 56 - HBFPr(2) -

Damage super, used at the end of combos, can also be used as a reversal. If you don't mess someone up with this at least once, you will make Noel sad.

Bullet Storm > Zero Gun: Thor

j.236236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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
  • 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.


Astral Heat

Valkyrie Veil

214214C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - 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. :( (unless you do a super awesome read I guess) Classic Noel retains her old astral (214214C) while still being able to combo it into nearly any situation.

Valkyrie Veil

214214C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - ALL 9+20 4 26 -11 HBFT -

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.


External References



Navigation

BlazBlue: Chrono Phantasma Extende
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