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{| | ==Overview== | ||
| | {{CharLinks | ||
|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 | }} | ||
<div id="home-content" class="home-grid"> | |||
{{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% | ||
Line 15: | Line 21: | ||
;Movement Options | ;Movement Options | ||
:Double Jump, 1 Airdash, Dash type: Run | :Double Jump, 1 Airdash, Dash type: Run | ||
}} | }} | ||
{{card|width=4 | |||
{{ | |header=Drive: Chain Revolver | ||
|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. | |||
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 | |||
|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 | ||
Line 46: | Line 37: | ||
*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. | ||
= | }} | ||
{{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= | |||
*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> | |||
<br clear=all/> | <br clear=all/> | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
Line 70: | Line 65: | ||
==Normal Moves== | ==Normal Moves== | ||
====== < | ===<big>5A</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_5A.png |Quick gun jab. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=300 | |damage=300 | ||
|cancel=CSOJR | |cancel=CSOJR | ||
Line 97: | Line 98: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
* Noel's fastest normal | * Noel's fastest normal | ||
* Works on crouching opponents | * Works on crouching opponents | ||
Line 103: | Line 105: | ||
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. | 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. | ||
</div> | |||
</div> | |||
====== < | ===<big>5B</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_5B.png |Mid-range spacing tool. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=500 | |damage=500 | ||
|cancel=SOJR | |cancel=SOJR | ||
Line 133: | Line 141: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
* Average range and speed | * Average range and speed | ||
* Whiffs at max range on some crouching characters | * 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. | 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. | ||
</div> | |||
</div> | |||
====== < | ===<big>5C</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_5C.png |Farthest reaching normal. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=680 | |damage=680 | ||
|cancel=SO(J)R | |cancel=SO(J)R | ||
Line 167: | Line 182: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
* Mostly used as combo/blockstring filler | * Mostly used as combo/blockstring filler | ||
* Important for crouching confirms | * Important for crouching confirms | ||
Line 173: | Line 189: | ||
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. | 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. | ||
</div> | |||
</div> | |||
====== < | ===<big>2A</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
| | BBCP_Noel_2A.png | | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=300 | |damage=300 | ||
|cancel=SOR | |cancel=SOR | ||
Line 203: | Line 225: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
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. | ||
</div> | |||
</div> | |||
====== < | ===<big>2B</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_2B.png |Her fastest Low. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=460 | |damage=460 | ||
|cancel=CSOR | |cancel=CSOR | ||
Line 234: | Line 263: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
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> | |||
</div> | |||
====== < | ===<big>2C</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_2C.png |Projectile, +1 on Block. | ||
| | </gallery> | ||
</div> | |||
|damage= | <div class="attack-info"> | ||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=420×2 | |||
|cancel=SOR | |cancel=SOR | ||
|p1=90 | |p1=90 | ||
Line 265: | Line 301: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
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> | |||
====== < | ===<big>6A</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_6A.png |Anti-Air. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=550 | |damage=550 | ||
|cancel=SO(J)R | |cancel=SO(J)R | ||
Line 296: | Line 339: | ||
|invul=6-11H | |invul=6-11H | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
* Frames 6-11F Head Invul. | * 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. | 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. | ||
</div> | |||
</div> | |||
====== < | ===<big>6B</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_6B.png |Overhead. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=650 | |damage=650 | ||
|cancel=SOR | |cancel=SOR | ||
Line 329: | Line 379: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
*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). | ||
</div> | |||
</div> | |||
====== < | ===<big>6C</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCF_Noel_Vermillion_6C_1.png | | ||
| | BBCF_Noel_Vermillion_6C_2.png |Second hit is a Projectile. | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=450, 650 | |damage=450, 650 | ||
|cancel=SO(J)R | |cancel=SO(J)R | ||
Line 362: | Line 420: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
* Second hit of 6C cannot hit crouchers. | * 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. | 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. | ||
</div> | |||
</div> | |||
====== < | ===<big>3C</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCF_Noel_Vermillion_3C.png |Projectile. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=720 | |damage=720 | ||
|cancel=(S*)R | |cancel=(S*)R | ||
Line 395: | Line 460: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
* Only possible to cancel into Silencer | * 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. | 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. | ||
</div> | |||
</div> | |||
====== < | ===<big>j.A</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_jA.png |Overhead. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=300 | |damage=300 | ||
|cancel=SOJR | |cancel=SOJR | ||
Line 428: | Line 500: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
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> | |||
</div> | |||
====== < | ===<big>j.B</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCF_Noel_Vermillion_jB.png |Overhead. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=460 | |damage=460 | ||
|cancel=SOJR | |cancel=SOJR | ||
Line 459: | Line 538: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
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> | |||
</div> | |||
====== < | |||
===<big>j.C</big>=== | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_jC.png |Projectile, NOT an Overhead. | ||
</gallery> | |||
|damage= | </div> | ||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=250×3 | |||
|cancel=SOR | |cancel=SOR | ||
|p1=90 | |p1=90 | ||
Line 490: | Line 577: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
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> | |||
</div> | |||
====== < | ===<big>j.2C</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_j2C.png |Projectile, NOT an Overhead. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=400 | |damage=400 | ||
|cancel=SOR | |cancel=SOR | ||
Line 521: | Line 615: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
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> | |||
<br clear=all/> | <br clear=all/> | ||
==Drive Moves== | ==Drive Moves== | ||
====== < | ===<big>5D</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_5D.png |Projectile. | ||
| | </gallery> | ||
| | </div> | ||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage=740 | |damage=740 | ||
Line 557: | Line 657: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 584: | Line 682: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|} | |||
* 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. | ||
</div> | |||
</div> | |||
| | |||
| | ===<big>2D</big>=== | ||
| | <div class="attack-container"> | ||
<div class="attack-gallery"> | |||
|version=Normal | <gallery widths="210px" heights="210px" mode="nolines"> | ||
|damage= | BBCP_Noel_2D.png |Projectile. | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |||
|damage=250×6 | |||
|cancel=SOR | |cancel=SOR | ||
|p1=80 | |p1=80 | ||
Line 607: | Line 715: | ||
|attribute=HP | |attribute=HP | ||
|startup=26 | |startup=26 | ||
|active=5, | |active=5, 2×4, 3 | ||
|recovery=25+24 | |recovery=25+24 | ||
|frameAdv=-33 | |frameAdv=-33 | ||
Line 617: | Line 725: | ||
|invul=1-10F | |invul=1-10F | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage= | |damage=250×6 | ||
|cancel=SR | |cancel=SR | ||
|p1=80 | |p1=80 | ||
Line 635: | Line 740: | ||
|attribute=HP | |attribute=HP | ||
|startup=19 | |startup=19 | ||
|active= | |active=2×6 | ||
|recovery=25 | |recovery=25 | ||
|frameAdv=-8 | |frameAdv=-8 | ||
Line 645: | Line 750: | ||
|invul=1-8F | |invul=1-8F | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
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. | The Overdrive version of 2D returns to it's normal arc, thus it can effectively be used as a low/grab reversal. | ||
</div> | |||
</div> | |||
====== < | ===<big>6D</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_6D.png |Low, NOT a Projectile. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage=720 | |damage=720 | ||
Line 680: | Line 792: | ||
|invul=7-26B | |invul=7-26B | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 708: | Line 817: | ||
|invul=6-21B | |invul=6-21B | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|} | |||
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> | |||
</div> | |||
====== < | ===<big>4D</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCF_Noel_Vermillion_4D.png |Projectile. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage=700 | |damage=700 | ||
Line 743: | Line 857: | ||
|invul=1-26B | |invul=1-26B | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 771: | Line 882: | ||
|invul=1-21B | |invul=1-21B | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|} | |||
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> | |||
====== < | ===<big>j.D</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCF_Noel_Vermillion_jD.png |Projectile, NOT an Overhead. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage= | |damage=400×2 | ||
|cancel=SOR | |cancel=SOR | ||
|p1=90 | |p1=90 | ||
Line 804: | Line 922: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage= | |damage=400×2 | ||
|cancel=SR | |cancel=SR | ||
|p1=90 | |p1=90 | ||
Line 832: | Line 947: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|} | |||
* 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. | ||
</div> | |||
</div> | |||
| | |||
| | ===<big>j.4D</big>=== | ||
| | <div class="attack-container"> | ||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Noel_j4D.png |Projectile, NOT a Low. | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage=600 | |damage=600 | ||
Line 865: | Line 991: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 891: | Line 1,016: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
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. | The Overdrive version does not autocorrect its direction like the regular j.4D. | ||
</div> | |||
</div> | |||
====== < | ===<big>d.5A</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCF_Noel_Vermillion_d5A.png |Projectile. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage=350 | |damage=350 | ||
Line 925: | Line 1,058: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 951: | Line 1,083: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
} | |} | ||
====== < | The quickest drive followup in Noel's arsenal, normally used to keep an opponent blocking while transitioning into High/Low mixup. | ||
</div> | |||
</div> | |||
| | ===<big>d.6A</big>=== | ||
| | <div class="attack-container"> | ||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
|version=Normal | BBCF_Noel_Vermillion_d6A.png |Projectile. | ||
|damage= | </gallery> | ||
|cancel=SR | </div> | ||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |||
|damage=450×2 | |||
|cancel=SR | |||
|p1=100 | |p1=100 | ||
|p2=89 | |p2=89 | ||
Line 983: | Line 1,122: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage= | |damage=450×2 | ||
|cancel=SR | |cancel=SR | ||
|p1=100 | |p1=100 | ||
Line 1,009: | Line 1,147: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|} | |||
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> | |||
====== < | ===<big>d.5B</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCF_Noel_Vermillion_d5B.png |Second Hit is a Projectile. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage=600, 250 | |damage=600, 250 | ||
Line 1,042: | Line 1,187: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,068: | Line 1,212: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
} | |} | ||
====== < | Used only as a combo filler, or to create space during a drive blockstring. | ||
</div> | |||
</div> | |||
| | ===<big>d.6B</big>=== | ||
| | <div class="attack-container"> | ||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCF_Noel_Vermillion_d6B.png |Overhead, NOT a Projectile. | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage=550 | |damage=550 | ||
Line 1,100: | Line 1,251: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,126: | Line 1,276: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
} | |} | ||
====== < | 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> | |||
</div> | |||
| | ===<big>d.5C</big>=== | ||
| | <div class="attack-container"> | ||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCF_Noel_Vermillion_d5C.png |Projectile. | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage= | |damage=350×2 | ||
|cancel=SR | |cancel=SR | ||
|p1=100 | |p1=100 | ||
Line 1,158: | Line 1,315: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage= | |damage=350×2 | ||
|cancel=SR | |cancel=SR | ||
|p1=100 | |p1=100 | ||
Line 1,184: | Line 1,340: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|} | |||
Used only as combo filler. | |||
</div> | |||
</div> | |||
====== < | ===<big>d.6C</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCF_Noel_Vermillion_d6C.png |Projectile. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage= | |damage=100×N | ||
|cancel=SR | |cancel=SR | ||
|p1=100 | |p1=100 | ||
Line 1,207: | Line 1,370: | ||
|attribute=HBFPr | |attribute=HBFPr | ||
|startup=23 | |startup=23 | ||
|active= | |active=4×9 | ||
|recovery=19+22 | |recovery=19+22 | ||
|frameAdv=-14 | |frameAdv=-14 | ||
Line 1,217: | Line 1,380: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage= | |damage=100×N | ||
|cancel=SR | |cancel=SR | ||
|p1=100 | |p1=100 | ||
Line 1,234: | Line 1,395: | ||
|attribute=HBFPr | |attribute=HBFPr | ||
|startup=23 | |startup=23 | ||
|active= | |active=4×9 | ||
|recovery=19 | |recovery=19 | ||
|frameAdv=+8 | |frameAdv=+8 | ||
Line 1,244: | Line 1,405: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|} | |||
*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. | |||
</div> | |||
</div> | |||
====== < | ===<big>d.5D</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_5D.png |Projectile. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage=670 | |damage=670 | ||
Line 1,277: | Line 1,446: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,303: | Line 1,471: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
} | |} | ||
====== < | The follow up version of 5D, there's no real difference between the two moves. | ||
</div> | |||
</div> | |||
| | ===<big>d.2D</big>=== | ||
| | <div class="attack-container"> | ||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Noel_2D.png |Projectile. | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage= | |damage=300×3 | ||
|cancel=SR | |cancel=SR | ||
|p1=90 | |p1=90 | ||
Line 1,325: | Line 1,500: | ||
|attribute=HP*3 | |attribute=HP*3 | ||
|startup=19 | |startup=19 | ||
|active= | |active=4×3 | ||
|recovery=25+22 | |recovery=25+22 | ||
|frameAdv=-32 | |frameAdv=-32 | ||
Line 1,335: | Line 1,510: | ||
|invul=1-8F | |invul=1-8F | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage= | |damage=300×3 | ||
|cancel=SR | |cancel=SR | ||
|p1=90 | |p1=90 | ||
Line 1,353: | Line 1,525: | ||
|attribute=HP*3 | |attribute=HP*3 | ||
|startup=17 | |startup=17 | ||
|active= | |active=4×3 | ||
|recovery=25 | |recovery=25 | ||
|frameAdv=-10 | |frameAdv=-10 | ||
Line 1,363: | Line 1,535: | ||
|invul=1-6F | |invul=1-6F | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
} | |} | ||
====== < | 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> | |||
| | ===<big>d.6D</big>=== | ||
| | <div class="attack-container"> | ||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
|version=Normal | BBCP_Noel_6D.png |Low, NOT a Projectile. | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |||
|damage=650 | |damage=650 | ||
|cancel=SR | |cancel=SR | ||
Line 1,397: | Line 1,574: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,423: | Line 1,599: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
} | |} | ||
====== < | 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> | |||
| | ===<big>d.4D</big>=== | ||
| | <div class="attack-container"> | ||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCF_Noel_Vermillion_4D.png |Projectile. | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage=630 | |damage=630 | ||
Line 1,455: | Line 1,638: | ||
|invul=1-26B | |invul=1-26B | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,483: | Line 1,663: | ||
|invul=1-21B | |invul=1-21B | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|} | |||
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> | |||
====== < | ===<big>Bloom Trigger</big>=== | ||
<span class="input-badge">'''d.236D'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCF_Noel_Vermillion_d236D.png |Second Hit is a Projectile. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage=600, 950 | |damage=600, 950 | ||
Line 1,519: | Line 1,704: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage=600, | |damage=600, 400×4 | ||
|cancel=R | |cancel=R | ||
|p1=90 | |p1=90 | ||
Line 1,536: | Line 1,719: | ||
|attribute=B, BP*4 | |attribute=B, BP*4 | ||
|startup=15 | |startup=15 | ||
|active=2(7) | |active=2(7)2×4 | ||
|recovery=27 | |recovery=27 | ||
|frameAdv=-8 | |frameAdv=-8 | ||
Line 1,546: | Line 1,729: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
*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. | The overdrive version adds more hits to Bloom Trigger. | ||
</div> | |||
</div> | |||
====== < | ===<big>Assault Through</big>=== | ||
<span class="input-badge">'''d.214D'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCF_Noel_Vermillion_d214D.png |NOT a Projectile. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage=900 | |damage=900 | ||
Line 1,580: | Line 1,773: | ||
|invul=1-18 All | |invul=1-18 All | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,608: | Line 1,798: | ||
|invul=1-15 All | |invul=1-15 All | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
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. | 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. | ||
</div> | |||
</div> | |||
====== < | ===<big>Spring Raid</big>=== | ||
<span class="input-badge">'''d.623D'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCF_Noel_Vermillion_d623D.png |NOT a Projectile. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage=1150 | |damage=1150 | ||
Line 1,643: | Line 1,840: | ||
|invul=1-10 All | |invul=1-10 All | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,671: | Line 1,865: | ||
|invul=1-10 All | |invul=1-10 All | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
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. | The overdrive version of Spring Raid allows you to combo off of it on normal hit. | ||
</div> | |||
</div> | |||
<br clear=all/> | <br clear=all/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
====== < | ===<big>Forward Throw</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Noel_Forward_Throw.png | | |||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=0, 300, 1100 | |damage=0, 300, 1100 | ||
|cancel=--, SOR*2 | |cancel=--, SOR*2 | ||
Line 1,707: | Line 1,908: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
* 100% minimum damage (1400) | * 100% minimum damage (1400) | ||
Standard throw, can follow up midscreen with 214A. | Standard throw, can follow up midscreen with 214A. | ||
</div> | |||
</div> | |||
====== < | ===<big>Back Throw</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Noel_Back_Throw.png | | |||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=0, 300, 1100 | |damage=0, 300, 1100 | ||
|cancel=--, SOR*2 | |cancel=--, SOR*2 | ||
Line 1,740: | Line 1,948: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
* 100% minimum damage (1400) | * 100% minimum damage (1400) | ||
Standard throw, can follow up midscreen with 214A. | Standard throw, can follow up midscreen with 214A. | ||
</div> | |||
</div> | |||
====== < | ===<big>Air Throw</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCP_Noel_Air_Throw.png | | |||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=0, 1400 | |damage=0, 1400 | ||
|cancel=--, SOR | |cancel=--, SOR | ||
Line 1,773: | Line 1,988: | ||
|invul= | |invul= | ||
|hitbox=Noel/Air_Throw | |hitbox=Noel/Air_Throw | ||
}} | |||
|} | |||
* 100% minimum damage (1400) | * 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. | 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. | ||
</div> | |||
</div> | |||
====== < | ===<big>Counter Assault</big>=== | ||
<span class="input-badge">'''6A+B'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
| | BBCP_Noel_d5B.png |New Counter Assault. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=0 | |damage=0 | ||
|cancel= | |cancel= | ||
Line 1,807: | Line 2,029: | ||
|invul=1-20 All | |invul=1-20 All | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
* Frames 1-20 Fully Invul. | * Frames 1-20 Fully Invul. | ||
* 180F Heat Gauge Cooldown. | * 180F Heat Gauge Cooldown. | ||
New Counter Assault animation that uses her d.5B animation to blow the opponent away. | New Counter Assault animation that uses her d.5B animation to blow the opponent away. | ||
</div> | |||
</div> | |||
====== < | ===<big>Crush Trigger</big>=== | ||
<span class="input-badge">'''A+B'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
| | BBCF_Noel_Vermillion_5A+B.png |Noel FINALLY has a way to Guard Crush. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=1000 | |damage=1000 | ||
|cancel=R | |cancel=R | ||
Line 1,842: | Line 2,071: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
* Possible to charge. | * Possible to charge. | ||
* 180F Heat Gauge Cooldown. | * 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. | 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. | ||
</div> | |||
</div> | |||
<br clear=all/> | <br clear=all/> | ||
==Specials== | ==Specials== | ||
=== <big>XI. Optic Barrel</big> === | |||
<span class="input-badge">'''236A/B'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
| | BBCP_Noel_Optic_Barrel.png |Projectile. | ||
BBCP_Noel_Optic_Barrel2.png | | |||
| | </gallery> | ||
| | </div> | ||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | {{AttackData-BBCPE | ||
|header=no | |||
|version=A | |version=A | ||
|damage=650 | |damage=650 | ||
Line 1,883: | Line 2,118: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=B | |version=B | ||
Line 1,908: | Line 2,143: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
* Can dash cancel on hit or whiff | |||
* Can | |||
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. | 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. | ||
</div> | |||
</div> | |||
====== < | ===<big>Chamber Shot</big>=== | ||
<span class="input-badge">'''236C'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
| | BBCF_Noel_Vermillion_236C.png |Projectile. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=1100 | |damage=1100 | ||
|cancel=R | |cancel=R | ||
Line 1,945: | Line 2,185: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
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 | ||
</div> | |||
</div> | |||
====== < | ===<big>XIII. Revolver Blast</big>=== | ||
<span class="input-badge">'''j.236C'''</span> | |||
| | <div class="attack-container"> | ||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCF_Noel_Vermillion_j214C.png |Projectile. | ||
| | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage= | |damage=300×5 | ||
|cancel=R | |cancel=R | ||
|p1=100 | |p1=100 | ||
Line 1,970: | Line 2,217: | ||
|attribute=HP | |attribute=HP | ||
|startup=10 | |startup=10 | ||
|active= | |active=3×5 | ||
|recovery=till L+8 | |recovery=till L+8 | ||
|frameAdv= | |frameAdv= | ||
Line 1,980: | Line 2,227: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Additional Attack | |version=Additional Attack | ||
Line 2,006: | Line 2,252: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
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 | * 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. | 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. | ||
</div> | |||
</div> | |||
=== <big>IX. Muzzle Flitter </big> === | |||
<span class="input-badge">'''214A'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
| | BBCF_Noel_Vermillion_214A.png |Command Grab, only works on Standing Opponents. | ||
| | BBCP_Noel_Muzzle_Flitter2.png | | ||
|data | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | {{AttackData-BBCPE | ||
|header=no | |||
|damage=0, 1600 | |damage=0, 1600 | ||
|cancel=--, R | |cancel=--, R | ||
Line 2,041: | Line 2,297: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
* 100% minimum damage (1500) | * 100% minimum damage (1500) | ||
* Cannot hit crouching opponents | * 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. | 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. | ||
</div> | |||
| | </div> | ||
| | ===<big>Silencer</big>=== | ||
| | <span class="input-badge">'''22B/C'''</span> | ||
| | <div class="attack-container"> | ||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCF_Noel_Vermillion_22B.png |Projectile. | |||
BBCF_Noel_Vermillion_22C.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=B | |version=B | ||
|damage=200 | |damage=200 | ||
Line 2,078: | Line 2,344: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=C | |version=C | ||
Line 2,107: | Line 2,369: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|} | |||
*200% Heat Gain | |||
*Both versions can only be used if the opponent has already been knocked down once in the combo. | |||
<br/> | |||
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. | |||
</div> | |||
</div> | |||
<br clear=all/> | <br clear=all/> | ||
==Distortion Drives== | ==Distortion Drives== | ||
===<big>Zero Gun: Fenrir</big>=== | |||
<span class="input-badge">'''632146D'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
| | BBCP_Noel_Fenrir.png |Bullets and Finisher are Projectiles, first hit is not. | ||
|data= | BBCP_Noel_Fenrir2.png | | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=First Hit | |version=First Hit | ||
|damage=400 | |damage=400 | ||
Line 2,139: | Line 2,414: | ||
|invul=1-10GP(A) | |invul=1-10GP(A) | ||
|hitbox=Noel/Fenrir_Hit | |hitbox=Noel/Fenrir_Hit | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Bullets | |version=Bullets | ||
|damage= | |damage=140×24 | ||
|cancel=R | |cancel=R | ||
|p1=80 | |p1=80 | ||
Line 2,163: | Line 2,436: | ||
|airCH=116 | |airCH=116 | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Finisher | |version=Finisher | ||
Line 2,189: | Line 2,461: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Finisher (OD) | |version=Finisher (OD) | ||
|damage= | |damage=120×15, 4200 | ||
|cancel=R | |cancel=R | ||
|p1=80 | |p1=80 | ||
|p2= | |p2=100×15, 80 | ||
|smp= | |smp= | ||
|starter= | |starter= | ||
Line 2,215: | Line 2,486: | ||
|invul= | |invul= | ||
|hitbox= | |hitbox= | ||
}} | }} | ||
|} | |||
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> | |||
===<big>Bullet Storm > Zero Gun: Thor</big>=== | |||
<span class="input-badge">'''j.236236D'''</span> | |||
<div class="attack-container"> | |||
| | <div class="attack-gallery"> | ||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_Thor1.png |Projectile. | ||
| | BBCP_Noel_Thor2.png | | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |version=Normal | ||
|damage= | |damage=160×10, 1900 | ||
|cancel=R*10, - | |cancel=R*10, - | ||
|p1=100 | |p1=100 | ||
|p2= | |p2=97×10, 92 | ||
|smp= | |smp= | ||
|starter=N | |starter=N | ||
Line 2,245: | Line 2,522: | ||
|frameAdv= | |frameAdv= | ||
|blockstun=20 | |blockstun=20 | ||
|groundHit= | |groundHit=F100×10, F120 | ||
|groundCH= | |groundCH=F164×10, F196 | ||
|airHit= | |airHit=100×10, 120 | ||
|airCH= | |airCH=164×10, 196 | ||
|invul=1-4 All | |invul=1-4 All | ||
|hitbox= | |hitbox= | ||
}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage= | |damage=160×15, 2400 | ||
|cancel=R*15, - | |cancel=R*15, - | ||
|p1=100 | |p1=100 | ||
|p2= | |p2=97×15, 92 | ||
|smp= | |smp= | ||
|starter=N | |starter=N | ||
Line 2,270: | Line 2,547: | ||
|frameAdv= | |frameAdv= | ||
|blockstun=20 | |blockstun=20 | ||
|groundHit= | |groundHit=F100×15, F120 | ||
|groundCH= | |groundCH=F164×15, F196 | ||
|airHit= | |airHit=100×15, 120 | ||
|airCH= | |airCH=164×15, 196 | ||
|invul=1-4 All | |invul=1-4 All | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
* Invincibility disappears after superflash | * Invincibility disappears after superflash | ||
* 15% minimum damage (Normal: 525 OD: 720) | * 15% minimum damage (Normal: 525 OD: 720) | ||
Line 2,283: | Line 2,560: | ||
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. | 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. | ||
</div> | |||
</div> | |||
<br clear=all/> | <br clear=all/> | ||
==Astral Heat== | ==Astral Heat== | ||
===<big>Valkyrie Veil</big>=== | |||
<span class="input-badge">'''214214C'''</span> | |||
| | <div class="attack-container"> | ||
| | <div class="attack-gallery"> | ||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCP_Noel_Astral.png |Counter Attack. | ||
BBCP_Noel_Astral2.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=Death | |damage=Death | ||
|cancel= | |cancel= | ||
Line 2,315: | Line 2,600: | ||
|invul=1-7 All, 8-55C | |invul=1-7 All, 8-55C | ||
|hitbox= | |hitbox= | ||
}} | |||
|} | |||
* 1-7F Fully Invul. | * 1-7F Fully Invul. | ||
* 8-55F Catches | * 8-55F Catches | ||
Line 2,323: | Line 2,609: | ||
Counter Astral. RIP Astral finishes. :( (unless you do a super awesome read I guess) | 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. | Classic Noel retains her old astral (214214C) while still being able to combo it into nearly any situation. | ||
</div> | |||
</div> | |||
===<big>Valkyrie Veil</big>=== | |||
<span class="input-badge">'''214214C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
|data | BBCS_Noel_VVeil.png |You Are Already Dead. | ||
BBCS_Noel_VVeil2.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=Death | |damage=Death | ||
|cancel= | |cancel= | ||
Line 2,351: | Line 2,645: | ||
|airCH= | |airCH= | ||
|hitbox=noel/214214C | |hitbox=noel/214214C | ||
}} | |||
|} | |||
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. | ||
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. | 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. | ||
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Revision as of 04:59, 18 January 2023
Overview
- Movement Options
- Double Jump, 1 Airdash, Dash type: Run
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.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.
- 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
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 |
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
j.A
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
j.2C
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
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
d.6B
d.5C
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
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
Back Throw
Air Throw
Counter Assault
6A+B
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
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
- Japanese Name: ノエル=ヴァーミリオン
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread