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;Play-style | ;Play-style | ||
:Offensive playstyle specializing in Pressure | :Offensive playstyle specializing in Pressure | ||
|} | |} | ||
{{CharNav |charMainPage=BBCPE/Noel Vermillion | {{CharNav |charMainPage=BBCPE/Noel Vermillion | ||
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}} | }} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit| | {{TOC limit|2}} | ||
</div> | </div> | ||
<!--USE THIS STYLING FOR SHORT NAVIGATION--> | <!--USE THIS STYLING FOR SHORT NAVIGATION--> | ||
<div style="height: | <div style="height:325px; width:1px;"> | ||
| | ||
</div> | </div> | ||
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*Has some trouble against zoners and long ranged characters | *Has some trouble against zoners and long ranged characters | ||
{{warning|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== | |||
====== <font style="visibility:hidden" size="0">5A</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_5A.png | |||
|caption=Quick gun jab. | |||
|name=5A | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=300 | |||
|cancel=CSOJR | |||
|p1=100 | |||
|p2=75 | |||
|smp= | |||
|starter=S | |||
|guard=all | |||
|level=0 | |||
|attribute=B | |||
|startup=5 | |||
|active=3 | |||
|recovery=10 | |||
|frameAdv=-3 | |||
|blockstun=9 | |||
|groundHit=10 | |||
|groundCH=14 | |||
|airHit=12 | |||
|airCH=23 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
* 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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">5B</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_5B.png | |||
|caption=Mid-range spacing tool. | |||
|name=5B | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=500 | |||
|cancel=SOJR | |||
|p1=100 | |||
|p2=89 | |||
|smp= | |||
|starter=N | |||
|guard=HL | |||
|level=3 | |||
|attribute=B | |||
|startup=9 | |||
|active=3 | |||
|recovery=16 | |||
|frameAdv=-2 | |||
|blockstun=16 | |||
|groundHit=17 | |||
|groundCH=22 | |||
|airHit=17 | |||
|airCH=31 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
* 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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">5C</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_5C.png | |||
|caption=Farthest reaching normal. | |||
|name=5C | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=680 | |||
|cancel=SO(J)R | |||
|p1=100 | |||
|p2=92 | |||
|smp= | |||
|starter=N | |||
|guard=HL | |||
|level=4 | |||
|attribute=BP | |||
|startup=12 | |||
|active=6 | |||
|recovery=17 | |||
|frameAdv=-4 | |||
|blockstun=18 | |||
|groundHit=19 | |||
|groundCH=24 | |||
|airHit=19 | |||
|airCH=34 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
* Mostly used as combo/blockstring filler | |||
* Important for crouching confirms | |||
5C can also be used as a spacing tool since it has a good hurtbox and hitbox compared to 5B, but it is slower. This is the only attack that will combo into 3C on a crouching opponent. On CH it also leads into damaging combos through 5D or Muzzle Flitter. Since 5C has projectile attribute, it gets beat by attacks with projectile invuln such as Tager's Sledge Hammer. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2A</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_2A.png | |||
|caption= | |||
|name=2A | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=300 | |||
|cancel=SOR | |||
|p1=100 | |||
|p2=77 | |||
|smp= | |||
|starter=S | |||
|guard=all | |||
|level=1 | |||
|attribute=F | |||
|startup=6 | |||
|active=3 | |||
|recovery=10 | |||
|frameAdv=-1 | |||
|blockstun=11 | |||
|groundHit=12 | |||
|groundCH=16 | |||
|airHit=14 | |||
|airCH=26 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2B</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_2B.png | |||
|caption=Her fastest Low. | |||
|name=2B | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=460 | |||
|cancel=CSOR | |||
|p1=85 | |||
|p2=85 | |||
|smp= | |||
|starter=N | |||
|guard=L | |||
|level=2 | |||
|attribute=F | |||
|startup=7 | |||
|active=2 | |||
|recovery=12 | |||
|frameAdv=0 | |||
|blockstun=13 | |||
|groundHit=14 | |||
|groundCH=18 | |||
|airHit=14 | |||
|airCH=26 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2C</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_2C.png | |||
|caption=Projectile, +1 on Block. | |||
|name=2C | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=420*2 | |||
|cancel=SOR | |||
|p1=90 | |||
|p2=89(once) | |||
|smp= | |||
|starter=N | |||
|guard=L | |||
|level=3 | |||
|attribute=FP | |||
|startup=14 | |||
|active=2, 2 | |||
|recovery=14 | |||
|frameAdv=+1 | |||
|blockstun=16 | |||
|groundHit=17 | |||
|groundCH=22 | |||
|airHit=17 | |||
|airCH=31 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">6A</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_6A.png | |||
|caption=Anti-Air. | |||
|name=6A | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=550 | |||
|cancel=SO(J)R | |||
|p1=90 | |||
|p2=79 | |||
|smp= | |||
|starter=N | |||
|guard=HL | |||
|level=3 | |||
|attribute=B | |||
|startup=11 | |||
|active=3 | |||
|recovery=26 | |||
|frameAdv=-12 | |||
|blockstun=16 | |||
|groundHit=24 | |||
|groundCH=42 | |||
|airHit=F24 | |||
|airCH=F42 | |||
|invul=6-11H | |||
|hitbox= | |||
|description= | |||
* 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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">6B</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_6B.png | |||
|caption=Overhead. | |||
|name=6B | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=650 | |||
|cancel=SOR | |||
|p1=80 | |||
|p2=89 | |||
|smp= | |||
|starter=N | |||
|guard=H | |||
|level=3 | |||
|attribute=B | |||
|startup=26 | |||
|active=5 | |||
|recovery=18 | |||
|frameAdv=-6 | |||
|blockstun=16 | |||
|groundHit=21 | |||
|groundCH=27 | |||
|airHit=GD17 | |||
|airCH=GD31 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
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). | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">6C</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_6C.png | |||
|caption=Second hit is a Projectile. | |||
|name=6C | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=450, 650 | |||
|cancel=SO(J)R | |||
|p1=100 | |||
|p2=84 | |||
|smp=--, 2 | |||
|starter=N | |||
|guard=HL | |||
|level=3 | |||
|attribute=B, BP | |||
|startup=8 | |||
|active=8(13)4 | |||
|recovery=20 | |||
|frameAdv=-2 | |||
|blockstun=16 | |||
|groundHit=17, Ws32 (F60) | |||
|groundCH=17, Ws32 (F60) | |||
|airHit=17, Ws32 (F60) | |||
|airCH=55, Ws55 (F60) | |||
|invul= | |||
|hitbox= | |||
|description= | |||
* 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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">3C</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_3C.png | |||
|caption=Projectile. | |||
|name=3C | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=720 | |||
|cancel=(S*)R | |||
|p1=90 | |||
|p2=89 | |||
|smp= | |||
|starter=N | |||
|guard=L | |||
|level=3 | |||
|attribute=FP | |||
|startup=20 | |||
|active=3 | |||
|recovery=32 | |||
|frameAdv=-18 | |||
|blockstun=16 | |||
|groundHit=D40 | |||
|groundCH=D68 | |||
|airHit=40 | |||
|airCH=68 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
* 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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.A</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_jA.png | |||
|caption=Overhead. | |||
|name=j.A | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=300 | |||
|cancel=SOJR | |||
|p1=90 | |||
|p2=77 | |||
|smp= | |||
|starter=S | |||
|guard=HA | |||
|level=1 | |||
|attribute=H | |||
|startup=6 | |||
|active=2 | |||
|recovery=9 | |||
|frameAdv= | |||
|blockstun=11 | |||
|groundHit=12 | |||
|groundCH=16 | |||
|airHit=14 | |||
|airCH=26 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.B</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_jB.png | |||
|caption=Overhead. | |||
|name=j.B | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=460 | |||
|cancel=SOJR | |||
|p1=90 | |||
|p2=85 | |||
|smp= | |||
|starter=N | |||
|guard=HA | |||
|level=2 | |||
|attribute=H | |||
|startup=7 | |||
|active=4 | |||
|recovery=17 | |||
|frameAdv= | |||
|blockstun=13 | |||
|groundHit=14 | |||
|groundCH=18 | |||
|airHit=14 | |||
|airCH=26 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.C</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_jC.png | |||
|caption=Projectile, NOT an Overhead. | |||
|name=j.C | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=250*3 | |||
|cancel=SOR | |||
|p1=90 | |||
|p2=89(once) | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=3 | |||
|attribute=HP | |||
|startup=10 | |||
|active=2, 3, 2 | |||
|recovery=16 | |||
|frameAdv= | |||
|blockstun=16 | |||
|groundHit=17 | |||
|groundCH=22 | |||
|airHit=17 | |||
|airCH=31 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.2C</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_j2C.png | |||
|caption=Projectile, NOT an Overhead. | |||
|name=j.2C | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=400 | |||
|cancel=SOR | |||
|p1=90 | |||
|p2=92 | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=HP | |||
|startup=12 | |||
|active=3 | |||
|recovery=30 | |||
|frameAdv= | |||
|blockstun=18 | |||
|groundHit=19 | |||
|groundCH=24 | |||
|airHit=GD40 | |||
|airCH=GD68 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
When cancelled into j.4D, this move lets you convert air combos into ground combos for better damage and oki. | |||
}} | |||
}} | |||
<br clear=all/> | |||
==Drive Moves== | |||
====== <font style="visibility:hidden" size="0">5D</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_5D.png | |||
|caption=Projectile. | |||
|input= | |||
|name=5D | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=740 | |||
|cancel=SOR | |||
|p1=100 | |||
|p2=89 | |||
|smp=2A | |||
|starter=N | |||
|guard=all | |||
|level=3 | |||
|attribute=BP | |||
|startup=23 | |||
|active=4 | |||
|recovery=18+24 | |||
|frameAdv=-29 | |||
|blockstun=16 | |||
|groundHit=23 | |||
|groundCH=SD63 | |||
|airHit=30 | |||
|airCH=52 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
* 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. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=740 | |||
|cancel=SR | |||
|p1=100 | |||
|p2=89 | |||
|smp=2A | |||
|starter=N | |||
|guard=all | |||
|level=3 | |||
|attribute=BP | |||
|startup=17 | |||
|active=4 | |||
|recovery=18 | |||
|frameAdv=-5 | |||
|blockstun=16 | |||
|groundHit=23 | |||
|groundCH=SD63 | |||
|airHit=30 | |||
|airCH=52 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
In Overdrive, 5D becomes faster, allowing you to combo 5C into 5D on standing hit. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2D</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_2D.png | |||
|caption=Projectile. | |||
|name=2D | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=250*6 | |||
|cancel=SOR | |||
|p1=80 | |||
|p2=82(once) | |||
|smp=2B | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=HP | |||
|startup=26 | |||
|active=5, 2*4, 3 | |||
|recovery=25+24 | |||
|frameAdv=-33 | |||
|blockstun=18 | |||
|groundHit=24 | |||
|groundCH=S58 | |||
|airHit=30 | |||
|airCH=52 | |||
|invul=1-10F | |||
|hitbox= | |||
|description= | |||
*1-10F Foot Invul. | |||
<br/> | |||
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. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=250*6 | |||
|cancel=SR | |||
|p1=80 | |||
|p2=82(once) | |||
|smp=2B | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=HP | |||
|startup=19 | |||
|active=2*6 | |||
|recovery=25 | |||
|frameAdv=-8 | |||
|blockstun=18 | |||
|groundHit=24 | |||
|groundCH=S58 | |||
|airHit=30 | |||
|airCH=52 | |||
|invul=1-8F | |||
|hitbox= | |||
|description= | |||
* 1-8F Foot Invul. | |||
The Overdrive version of 2D returns to it's normal arc, thus it can effectively be used as a low/grab reversal. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">6D</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_6D.png | |||
|caption=Low, NOT a Projectile. | |||
|name=6D | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=720 | |||
|cancel=SOR | |||
|p1=95 | |||
|p2=79 | |||
|smp=2C | |||
|starter=N | |||
|guard=L | |||
|level=3 | |||
|attribute=F | |||
|startup=25 | |||
|active=2 | |||
|recovery=14+24 | |||
|frameAdv=-23 | |||
|blockstun=16 | |||
|groundHit=F34 | |||
|groundCH=F58 | |||
|airHit=34 | |||
|airCH=58 | |||
|invul=7-26B | |||
|hitbox= | |||
|description= | |||
*7-26F Body Invul. | |||
<br/> | |||
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. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=720 | |||
|cancel=SR | |||
|p1=95 | |||
|p2=79 | |||
|smp=2C | |||
|starter=N | |||
|guard=L | |||
|level=3 | |||
|attribute=F | |||
|startup=20 | |||
|active=2 | |||
|recovery=14 | |||
|frameAdv=+1 | |||
|blockstun=16 | |||
|groundHit=F34 | |||
|groundCH=F58 | |||
|airHit=34 | |||
|airCH=58 | |||
|invul=6-21B | |||
|hitbox= | |||
|description= | |||
* 6-21F Body Invul. | |||
No notable difference between the Normal version and Overdrive version of 6D. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">4D</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_4D.png | |||
|caption=Projectile. | |||
|name=4D | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=700 | |||
|cancel=SOR | |||
|p1=90 | |||
|p2=82 | |||
|smp=2D | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=HBFPr | |||
|startup=25 | |||
|active=7 | |||
|recovery=18+24 | |||
|frameAdv=-30 | |||
|blockstun=18 | |||
|groundHit=F40 | |||
|groundCH=F68 | |||
|airHit=40 | |||
|airCH=68 | |||
|invul=1-26B | |||
|hitbox= | |||
|description= | |||
*1-26F Body Invul. | |||
<br/> | |||
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. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=700 | |||
|cancel=SR | |||
|p1=90 | |||
|p2=82 | |||
|smp=2D | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=HBFPr | |||
|startup=20 | |||
|active=7 | |||
|recovery=12 | |||
|frameAdv=0 | |||
|blockstun=18 | |||
|groundHit=F40 | |||
|groundCH=F68 | |||
|airHit=40 | |||
|airCH=68 | |||
|invul=1-21B | |||
|hitbox= | |||
|description= | |||
* 1-26F Body and Projectile Invul. | |||
No notable difference between the normal version and overdrive version of 4D. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.D</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_jD.png | |||
|caption=Projectile, NOT an Overhead. | |||
|name=j.D | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=400*2 | |||
|cancel=SOR | |||
|p1=90 | |||
|p2=82(once) | |||
|smp=2E | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=BP*2 | |||
|startup=13 | |||
|active=4, 5 | |||
|recovery=till L+12+24 | |||
|frameAdv= | |||
|blockstun=18 | |||
|groundHit=S39 | |||
|groundCH=S78 | |||
|airHit=BD45 | |||
|airCH=BD76 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
* 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. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=400*2 | |||
|cancel=SR | |||
|p1=90 | |||
|p2=82(once) | |||
|smp=2E | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=BP*2 | |||
|startup=13 | |||
|active=4, 5 | |||
|recovery=till L+8 | |||
|frameAdv= | |||
|blockstun=18 | |||
|groundHit=S39 | |||
|groundCH=S78 | |||
|airHit=BD45 | |||
|airCH=BD76 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
Moves Noel forward when used, so it can be used for crossups again. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.4D</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_j4D.png | |||
|caption=Projectile, NOT a Low. | |||
|name=j.4D | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=600 | |||
|cancel=SOR | |||
|p1=90 | |||
|p2=82 | |||
|smp=2F | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=FP | |||
|startup=till L+10 | |||
|active=3 | |||
|recovery=30+24 | |||
|frameAdv=-38 | |||
|blockstun=18 | |||
|groundHit=27 | |||
|groundCH=34 | |||
|airHit=GD19 | |||
|airCH=GD34 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
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. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=600 | |||
|cancel=SR | |||
|p1=90 | |||
|p2=82 | |||
|smp=2F | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=FP | |||
|startup=till L+6 | |||
|active=3 | |||
|recovery=30 | |||
|frameAdv=-14 | |||
|blockstun=18 | |||
|groundHit=27 | |||
|groundCH=34 | |||
|airHit=GD19 | |||
|airCH=GD34 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
The Overdrive version does not autocorrect its direction like the regular j.4D. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">d.5A</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_d5A.png | |||
|caption=Projectile. | |||
|name=d.5A | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=350 | |||
|cancel=SR | |||
|p1=100 | |||
|p2=89 | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=3 | |||
|attribute=BP | |||
|startup=8 | |||
|active=2 | |||
|recovery=20+22 | |||
|frameAdv=-27 | |||
|blockstun=16 | |||
|groundHit=17 | |||
|groundCH=22 | |||
|airHit=24 | |||
|airCH=42 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
The quickest drive followup in Noel's arsenal, normally used to keep an opponent blocking while transitioning into High/Low mixup. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=350 | |||
|cancel=SR | |||
|p1=100 | |||
|p2=89 | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=3 | |||
|attribute=BP | |||
|startup=8 | |||
|active=2 | |||
|recovery=20 | |||
|frameAdv=-5 | |||
|blockstun=16 | |||
|groundHit=17 | |||
|groundCH=22 | |||
|airHit=24 | |||
|airCH=42 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
No notable difference between the normal version and the overdrive version of d.5A | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">d.6A (d.4A)</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_d6A.png | |||
|caption=Projectile. | |||
|name=d.6A (d.4A) | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=450*2 | |||
|cancel=SR | |||
|p1=100 | |||
|p2=89 | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=3 | |||
|attribute=BP*2 | |||
|startup=13 | |||
|active=2(3)2 | |||
|recovery=16+22 | |||
|frameAdv=-19 | |||
|blockstun=20 | |||
|groundHit=F24 | |||
|groundCH=F42 | |||
|airHit=24 | |||
|airCH=42 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
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. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=450*2 | |||
|cancel=SR | |||
|p1=100 | |||
|p2=89 | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=3 | |||
|attribute=BP*2 | |||
|startup=13 | |||
|active=2(3)2 | |||
|recovery=16 | |||
|frameAdv=+3 | |||
|blockstun=20 | |||
|groundHit=F24 | |||
|groundCH=F42 | |||
|airHit=24 | |||
|airCH=42 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
No notable difference between the normal version and the overdrive version of d.6A | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">d.5B</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_d5B.png | |||
|caption=Second Hit is a Projectile. | |||
|name=d.5B | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=600, 250 | |||
|cancel=SR | |||
|p1=100 | |||
|p2=92, 79 | |||
|smp= | |||
|starter=N | |||
|guard=HL | |||
|level=4, 3 | |||
|attribute=B, BP | |||
|startup=11 | |||
|active=3(2)2 | |||
|recovery=14+22 | |||
|frameAdv=-21 | |||
|blockstun=18, 16 | |||
|groundHit=24 | |||
|groundCH=30 | |||
|airHit=40, Wb*40 | |||
|airCH=68, Wb*68 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
Used only as a combo filler, or to create space during a drive blockstring. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=600, 250 | |||
|cancel=SR | |||
|p1=100 | |||
|p2=92, 79 | |||
|smp= | |||
|starter=N | |||
|guard=HL | |||
|level=4, 3 | |||
|attribute=B, BP | |||
|startup=11 | |||
|active=3(2)2 | |||
|recovery=14 | |||
|frameAdv=+1 | |||
|blockstun=18, 16 | |||
|groundHit=24 | |||
|groundCH=30 | |||
|airHit=40, Wb*40 | |||
|airCH=68, Wb*68 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
No notable difference between the normal version and the overdrive version of d.5B | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">d.6B (d.4B)</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_d6B.png | |||
|caption=Overhead, NOT a Projectile. | |||
|name=d.6B (d.4B) | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=550 | |||
|cancel=SR | |||
|p1=80 | |||
|p2=87 | |||
|smp= | |||
|starter=N | |||
|guard=H | |||
|level=4 | |||
|attribute=B | |||
|startup=16 | |||
|active=3 | |||
|recovery=25+22 | |||
|frameAdv=-31 | |||
|blockstun=18 | |||
|groundHit=22 | |||
|groundCH=28 | |||
|airHit=B40 | |||
|airCH=B68 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
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. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=550 | |||
|cancel=SR | |||
|p1=80 | |||
|p2=87 | |||
|smp= | |||
|starter=N | |||
|guard=H | |||
|level=4 | |||
|attribute=B | |||
|startup=16 | |||
|active=3 | |||
|recovery=25 | |||
|frameAdv=-9 | |||
|blockstun=18 | |||
|groundHit=22 | |||
|groundCH=28 | |||
|airHit=B40 | |||
|airCH=B68 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
No notable difference between the normal version and the overdrive version of d.6B | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">d.5C</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_d5C.png | |||
|caption=Projectile. | |||
|name=d.5C | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=350*2 | |||
|cancel=SR | |||
|p1=100 | |||
|p2=92(once) | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=BP*2 | |||
|startup=17 | |||
|active=2(2)2 | |||
|recovery=33+22 | |||
|frameAdv=-33 | |||
|blockstun=18 | |||
|groundHit=21 | |||
|groundCH=S64 | |||
|airHit=25 | |||
|airCH=44 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
Used only as combo filler. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=350*2 | |||
|cancel=SR | |||
|p1=100 | |||
|p2=92(once) | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=BP*2 | |||
|startup=17 | |||
|active=2(2)2 | |||
|recovery=33 | |||
|frameAdv=-11 | |||
|blockstun=18 | |||
|groundHit=21 | |||
|groundCH=S64 | |||
|airHit=25 | |||
|airCH=44 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
No notable difference between the normal version and the overdrive version of d.5C | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">d.6C (d.4C)</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_d6C.png | |||
|caption=Projectile. | |||
|name=d.6C (d.4C) | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=100*N | |||
|cancel=SR | |||
|p1=100 | |||
|p2=99 | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=HBFPr | |||
|startup=23 | |||
|active=4*9 | |||
|recovery=19+22 | |||
|frameAdv=-14 | |||
|blockstun=28 | |||
|groundHit=28 | |||
|groundCH=35 | |||
|airHit=30 | |||
|airCH=52 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
*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. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=100*N | |||
|cancel=SR | |||
|p1=100 | |||
|p2=99 | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=HBFPr | |||
|startup=23 | |||
|active=4*9 | |||
|recovery=19 | |||
|frameAdv=+8 | |||
|blockstun=28 | |||
|groundHit=28 | |||
|groundCH=35 | |||
|airHit=30 | |||
|airCH=52 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
No notable difference between the normal version and the overdrive version of d.6C, save for the frame advantage. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">d.5D</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_5D.png | |||
|caption=Projectile. | |||
|name=d.5D | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=670 | |||
|cancel=SR | |||
|p1=100 | |||
|p2=89 | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=3 | |||
|attribute=BP | |||
|startup=18 | |||
|active=6 | |||
|recovery=16+22 | |||
|frameAdv=-27 | |||
|blockstun=16 | |||
|groundHit=23 | |||
|groundCH=29 | |||
|airHit=30 | |||
|airCH=52 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
The follow up version of 5D, there's no real difference between the two moves. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=670 | |||
|cancel=SR | |||
|p1=100 | |||
|p2=89 | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=3 | |||
|attribute=BP | |||
|startup=14 | |||
|active=6 | |||
|recovery=16 | |||
|frameAdv=-5 | |||
|blockstun=16 | |||
|groundHit=23 | |||
|groundCH=29 | |||
|airHit=30 | |||
|airCH=52 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
No notable difference between the normal version and the overdrive version of d.5D | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">d.2D</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_2D.png | |||
|caption=Projectile. | |||
|name=d.2D | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=300*3 | |||
|cancel=SR | |||
|p1=90 | |||
|p2=92(once) | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=HP*3 | |||
|startup=19 | |||
|active=4*3 | |||
|recovery=25+22 | |||
|frameAdv=-32 | |||
|blockstun=18 | |||
|groundHit=24 | |||
|groundCH=30 | |||
|airHit=30 | |||
|airCH=52 | |||
|invul=1-8F | |||
|hitbox= | |||
|description= | |||
*1-8F Foot Invul. | |||
<br/> | |||
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. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=300*3 | |||
|cancel=SR | |||
|p1=90 | |||
|p2=92(once) | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=HP*3 | |||
|startup=17 | |||
|active=4*3 | |||
|recovery=25 | |||
|frameAdv=-10 | |||
|blockstun=18 | |||
|groundHit=24 | |||
|groundCH=30 | |||
|airHit=30 | |||
|airCH=52 | |||
|invul=1-6F | |||
|hitbox= | |||
|description= | |||
* 1-6F Foot Invul. | |||
No notable difference between the normal version and the overdrive version of d.2D | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">d.6D</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_6D.png | |||
|caption=Low, NOT a Projectile. | |||
|name=d.6D | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=650 | |||
|cancel=SR | |||
|p1=90 | |||
|p2=89 | |||
|smp= | |||
|starter=N | |||
|guard=L | |||
|level=3 | |||
|attribute=F | |||
|startup=24 | |||
|active=2 | |||
|recovery=12+22 | |||
|frameAdv=-37 | |||
|blockstun=16 | |||
|groundHit=F34 | |||
|groundCH=F58 | |||
|airHit=34 | |||
|airCH=58 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
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 | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=650 | |||
|cancel=SR | |||
|p1=90 | |||
|p2=89 | |||
|smp= | |||
|starter=N | |||
|guard=L | |||
|level=3 | |||
|attribute=F | |||
|startup=18 | |||
|active=2 | |||
|recovery=12 | |||
|frameAdv=+3 | |||
|blockstun=16 | |||
|groundHit=F34 | |||
|groundCH=F58 | |||
|airHit=34 | |||
|airCH=58 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
No notable difference between the normal version and the overdrive version of d.6D | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">d.4D</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_4D.png | |||
|caption=Projectile. | |||
|name=d.4D | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=630 | |||
|cancel=SR | |||
|p1=90 | |||
|p2=82 | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=HBFPr | |||
|startup=25 | |||
|active=4 | |||
|recovery=30+22 | |||
|frameAdv=-19 | |||
|blockstun=18 | |||
|groundHit=S28 | |||
|groundCH=S56 | |||
|airHit=40 | |||
|airCH=68 | |||
|invul=1-26B | |||
|hitbox= | |||
|description= | |||
*1-26F Body Invul. | |||
<br/> | |||
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. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=630 | |||
|cancel=SR | |||
|p1=90 | |||
|p2=82 | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=HBFPr | |||
|startup=20 | |||
|active=4 | |||
|recovery=15 | |||
|frameAdv=0 | |||
|blockstun=18 | |||
|groundHit=S28 | |||
|groundCH=S56 | |||
|airHit=40 | |||
|airCH=68 | |||
|invul=1-21B | |||
|hitbox= | |||
|description= | |||
* 1-21F Body and Projectile Invul. | |||
No notable difference between the normal version and the overdrive version of d.4D | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Bloom Trigger</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_Bloom_Trigger.png | |||
|caption=Second Hit is a Projectile. | |||
|input=d.236D | |||
|name=Bloom Trigger | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=600, 950 | |||
|cancel=R | |||
|p1=90 | |||
|p2=80(once) | |||
|smp=2G | |||
|starter=N | |||
|guard=all | |||
|level=5 | |||
|attribute=B, BP | |||
|startup=15 | |||
|active=2(7)4 | |||
|recovery=31 | |||
|frameAdv=-14 | |||
|blockstun=20 | |||
|groundHit=21, Ws35 (F50) | |||
|groundCH=27, Ws60 (F50) | |||
|airHit=21, Ws35 (F50) | |||
|airCH=37, Ws60 (F50) | |||
|invul= | |||
|hitbox= | |||
|description= | |||
*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. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=600, 400*4 | |||
|cancel=R | |||
|p1=90 | |||
|p2=80(once) | |||
|smp=2G | |||
|starter=N | |||
|guard=all | |||
|level=5 | |||
|attribute=B, BP*4 | |||
|startup=15 | |||
|active=2(7)2*4 | |||
|recovery=27 | |||
|frameAdv=-8 | |||
|blockstun=20 | |||
|groundHit=21, Ws35 (F50)*4 | |||
|groundCH=27, Ws60 (F50)*4 | |||
|airHit=21, Ws35 (F50)*4 | |||
|airCH=37, Ws60 (F50)*4 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
The overdrive version adds more hits to Bloom Trigger. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Assault Through</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_Assault_Through.png | |||
|caption=NOT a Projectile. | |||
|input=d.214D | |||
|name=Assault Through | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=900 | |||
|cancel=R | |||
|p1=80 | |||
|p2=92 | |||
|smp=2H | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=B | |||
|startup=31 | |||
|active=7 | |||
|recovery=16 | |||
|frameAdv=-4 | |||
|blockstun=18 | |||
|groundHit=19 | |||
|groundCH=Wb*68 | |||
|airHit=Sd40 | |||
|airCH=Wb*68 | |||
|invul=1-18 All | |||
|hitbox= | |||
|description= | |||
*1-18F Fully Invul. | |||
<br/> | |||
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. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=900 | |||
|cancel=R | |||
|p1=80 | |||
|p2=92 | |||
|smp=2H | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=B | |||
|startup=28 | |||
|active=7 | |||
|recovery=16 | |||
|frameAdv=0 | |||
|blockstun=22 | |||
|groundHit=S29 | |||
|groundCH=Wb*68 | |||
|airHit=Wb*40 | |||
|airCH=Wb*68 | |||
|invul=1-15 All | |||
|hitbox= | |||
|description= | |||
* 1-15F Fully Invul. | |||
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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Spring Raid</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_Spring_Raid.png | |||
|caption=NOT a Projectile. | |||
|input=d.623D | |||
|name=Spring Raid | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=1150 | |||
|cancel=R | |||
|p1=70 | |||
|p2=92 | |||
|smp=2I | |||
|starter=S | |||
|guard=HL | |||
|level=4 | |||
|attribute=B | |||
|startup=8 | |||
|active=7 | |||
|recovery=29+12L | |||
|frameAdv=-29 | |||
|blockstun=18 | |||
|groundHit=F50 | |||
|groundCH=F84 | |||
|airHit=50 | |||
|airCH=84 | |||
|invul=1-10 All | |||
|hitbox= | |||
|description= | |||
*1-10F Fully Invul. | |||
<br/> | |||
This is a fully invincible move used to punish attempts at poking out of drive strings. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=1150 | |||
|cancel=R | |||
|p1=70 | |||
|p2=92 | |||
|smp=2I | |||
|starter=S | |||
|guard=HL | |||
|level=4 | |||
|attribute=B | |||
|startup=8 | |||
|active=7 | |||
|recovery=29+12L | |||
|frameAdv=-29 | |||
|blockstun=18 | |||
|groundHit=F60 | |||
|groundCH=F100 | |||
|airHit=60 | |||
|airCH=100 | |||
|invul=1-10 All | |||
|hitbox= | |||
|description= | |||
* 1-10F Fully Invul. | |||
The overdrive version of Spring Raid allows you to combo off of it on normal hit. | |||
}} | |||
}} | |||
<br clear=all/> | |||
==Universal Mechanics== | |||
====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | |||
{{MoveData | |||
|name=Forward Throw | |||
|image=BBCP_Noel_Forward_Throw.png | |||
|caption= | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=0, 300, 1100 | |||
|cancel=--, SOR*2 | |||
|p1=100 | |||
|p2=100, 60(once) | |||
|smp= | |||
|starter=S | |||
|guard=T (70) | |||
|level=0, 3, 3 | |||
|attribute=T | |||
|startup=7 | |||
|active=4 | |||
|recovery=15 | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit=--, 17, Sd35 | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|invul= | |||
|hitbox= | |||
|description= | |||
* 100% minimum damage (1400) | |||
Standard throw, can follow up midscreen with 214A. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | |||
{{MoveData | |||
|name=Back Throw | |||
|image=BBCP_Noel_Back_Throw.png | |||
|caption= | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=0, 300, 1100 | |||
|cancel=--, SOR*2 | |||
|p1=100 | |||
|p2=100, 60(once) | |||
|smp= | |||
|starter=S | |||
|guard=T (70) | |||
|level=0, 3, 3 | |||
|attribute=T | |||
|startup=7 | |||
|active=4 | |||
|recovery=15 | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit=--, 17, Sd35 | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|invul= | |||
|hitbox= | |||
|description= | |||
* 100% minimum damage (1400) | |||
Standard throw, can follow up midscreen with 214A. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | |||
{{MoveData | |||
|name=Air Throw | |||
|image=BBCP_Noel_Air_Throw.png | |||
|caption= | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=0, 1400 | |||
|cancel=--, SOR | |||
|p1=100 | |||
|p2=100, 60 | |||
|smp= | |||
|starter=S | |||
|guard=T (90) | |||
|level=0 | |||
|attribute=T | |||
|startup=7 | |||
|active=3 | |||
|recovery=21+3L | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit=--, 40 | |||
|airCH= | |||
|invul= | |||
|hitbox=Noel/Air_Throw | |||
|description= | |||
* 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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_d5B.png | |||
|caption=New Counter Assault. | |||
|input=6A+B | |||
|name=Counter Assault | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=0 | |||
|cancel= | |||
|p1=50 | |||
|p2=92 | |||
|smp= | |||
|starter=VS | |||
|guard=all | |||
|level=4 | |||
|attribute=B | |||
|startup=13 | |||
|active=6 | |||
|recovery=30 | |||
|frameAdv=-17 | |||
|blockstun=18 | |||
|groundHit=F19 | |||
|groundCH=F34 | |||
|airHit=19 | |||
|airCH=34 | |||
|invul=1-20 All | |||
|hitbox= | |||
|description= | |||
* Frames 1-20 Fully Invul. | |||
* 180F Heat Gauge Cooldown. | |||
New Counter Assault animation that uses her d.5B animation to blow the opponent away. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_CT.png | |||
|caption=Noel FINALLY has a way to Guard Crush. | |||
|input=A+B | |||
|name=Crush Trigger | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=1000 | |||
|cancel=R | |||
|p1=80 | |||
|p2=100 | |||
|smp=3 | |||
|starter=N | |||
|guard=B | |||
|level=3 | |||
|attribute=B | |||
|startup=30~59 | |||
|active=1 | |||
|recovery=23 | |||
|frameAdv=+2 | |||
|blockstun=24 | |||
|groundHit=GD17 | |||
|groundCH=GD31 | |||
|airHit=GD17 | |||
|airCH=GD31 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
* 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. | |||
}} | |||
}} | |||
<br clear=all/> | |||
==Specials== | |||
====== <font style="visibility:hidden" size="0">XI. Optic Barrel</font> ====== | |||
{{MoveData | |||
|name=XI. Optic Barrel | |||
|input=236A/B | |||
|image=BBCP_Noel_Optic_Barrel.png | |||
|caption=Projectile. | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=A | |||
|damage=650 | |||
|cancel=RDa | |||
|p1=90 | |||
|p2=89 | |||
|smp=2J | |||
|starter=N | |||
|guard=all | |||
|level=3 | |||
|attribute=HBFPr | |||
|startup=27 | |||
|active=4 | |||
|recovery=51T | |||
|frameAdv=+3 | |||
|blockstun=16 | |||
|groundHit=17 | |||
|groundCH=22 | |||
|airHit=38 | |||
|airCH=64 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=B | |||
|damage=650 | |||
|cancel=RDa | |||
|p1=90 | |||
|p2=89 | |||
|smp=2J | |||
|starter=N | |||
|guard=all | |||
|level=3 | |||
|attribute=HBFPr | |||
|startup=29 | |||
|active=4 | |||
|recovery=51T | |||
|frameAdv=+5 | |||
|blockstun=16 | |||
|groundHit=17 | |||
|groundCH=22 | |||
|airHit=38 | |||
|airCH=64 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
* 236A: Old 236B | |||
* 236B: Old 236C | |||
* Can now 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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Chamber Shot</font> ====== | |||
{{MoveData | |||
|image=BBCP_Noel_Chamber_Shot.png | |||
|caption=Projectile. | |||
|input=236C | |||
|name=Chamber Shot | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=1100 | |||
|cancel=R | |||
|p1=100 | |||
|p2=92 | |||
|smp=2 | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=BP | |||
|startup=17 | |||
|active=6 | |||
|recovery=28 | |||
|frameAdv=-15 | |||
|blockstun=18 | |||
|groundHit=Ws40 (F30) | |||
|groundCH=Ws68 (F30) | |||
|airHit=Ws40 (F30) | |||
|airCH=Ws68 (F30) | |||
|invul= | |||
|hitbox= | |||
|description= | |||
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 | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">XIII. Revolver Blast </font> ====== | |||
{{MoveData | |||
|name=XIII. Revolver Blast | |||
|input=j.236C | |||
|image=BBCP_Noel_Revolver_Blast.png | |||
|caption=Projectile. | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=300*5 | |||
|cancel=R | |||
|p1=100 | |||
|p2=98 | |||
|smp=2 | |||
|starter=N | |||
|guard=all | |||
|level=2 | |||
|attribute=HP | |||
|startup=10 | |||
|active=3*5 | |||
|recovery=till L+8 | |||
|frameAdv= | |||
|blockstun=13 | |||
|groundHit=20 | |||
|groundCH=26 | |||
|airHit=20 | |||
|airCH=36 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
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. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Additional Attack | |||
|damage=400 | |||
|cancel=R | |||
|p1=100 | |||
|p2=90 | |||
|smp=2 | |||
|starter=N | |||
|guard=all | |||
|level=3 | |||
|attribute=HP | |||
|startup=9 | |||
|active=3 | |||
|recovery=till L+8 | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit=Sd40 | |||
|groundCH= | |||
|airHit=Sd40 | |||
|airCH= | |||
|invul= | |||
|hitbox= | |||
|description= | |||
* 120% bonus proration | |||
Used after Revolver Blast to end air combos. It's bonus proration would be nice, but since you must Rapid Cancel to follow up, it doesn't make it worth it, usually ending a combo in Fenrir will net more damage, and there's no REAL reason to use Revolver Blast at the height needed to make the confirm work. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">IX. Muzzle Flitter </font> ====== | |||
{{MoveData | |||
|name=IX. Muzzle Flitter | |||
|input=214A | |||
|image=BBCP_Noel_Muzzle_Filter.png | |||
|caption=Command Grab, only works on Standing Opponents. | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=0, 1600 | |||
|cancel=--, R | |||
|p1=70 | |||
|p2=100 | |||
|smp=2 | |||
|starter=N | |||
|guard=UNB | |||
|level=0 | |||
|attribute=HT | |||
|startup=26 | |||
|active=6 | |||
|recovery=9+16L | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit=D12 | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|invul= | |||
|hitbox= | |||
|description= | |||
* 100% minimum damage (1500) | |||
* Cannot hit crouching opponents | |||
A Command Grab that can be combo'd into and out of. Can only hit standing opponents, and will whiff on Crouchers or Jumpers. Can be combo'd into with d.6C, d.4D during a Fatal combo, or 236D(1) > Rapid. Can also be used after Rapid Canceling the first hit of Fenrir, since you'd need 100 meter to do this, there's a good chance the resulting combo would kill by the time you get the resources. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Silencer </font> ====== | |||
{{MoveData | |||
|name=Silencer | |||
|input=22B/C | |||
|image=BBCP_Noel_Silencer.png | |||
|caption=Projectile. | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=B | |||
|damage=200 | |||
|cancel=R | |||
|p1=100 | |||
|p2=90 | |||
|smp=2 | |||
|starter=N | |||
|guard=all | |||
|level=1 | |||
|attribute=FP | |||
|startup=11 | |||
|active=2[(5)2]*N | |||
|recovery=16 | |||
|frameAdv=-6 | |||
|blockstun=11 | |||
|groundHit= | |||
|groundCH= | |||
|airHit=14 | |||
|airCH=26 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
*200% Heat Gain | |||
<br/> | |||
Used as a combo ender to set up Noel's wakeup game. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=C | |||
|damage=300 | |||
|cancel=R, Da | |||
|p1=100 | |||
|p2=100 | |||
|smp=2 | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=FP | |||
|startup=21 | |||
|active=4 | |||
|recovery=22 | |||
|frameAdv=-7 | |||
|blockstun=18 | |||
|groundHit= | |||
|groundCH= | |||
|airHit=38 | |||
|airCH=64 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
Used as a combo filler after 3C or juggled d.6B to continue a combo. | |||
}} | |||
}} | |||
<br clear=all/> | |||
==Distortion Drives== | |||
====== <font style="visibility:hidden" size="0">Zero Gun: Fenrir </font> ====== | |||
{{MoveData | |||
|name=Zero Gun: Fenrir | |||
|input=632146D | |||
|image=BBCP_Noel_Fenrir.png | |||
|caption=Bullets and Finisher are Projectiles, first hit is not. | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=First Hit | |||
|damage=400 | |||
|heatgain= | |||
|p1=80 | |||
|p2=80 | |||
|cancel=R | |||
|guard=All | |||
|level=4 | |||
|attribute=HBFPr(2) | |||
|starter=N | |||
|smp= | |||
|startup=1+5 | |||
|active=5 | |||
|recovery=149T | |||
|frameAdv=-34 | |||
|invul=1-10GP(A) | |||
|hitbox=Noel/Fenrir_Hit | |||
* 1-10F Guard Point | |||
* 20% minimum damage (304) | |||
* 180F Heat Gauge Cooldown | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Bullets | |||
|damage=140*24 | |||
|cancel=R | |||
|p1=80 | |||
|p2=99 | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|startup=1+25 | |||
|active= | |||
|recovery=150T | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit=F70 | |||
|groundCH=F116 | |||
|airHit=70 | |||
|airCH=116 | |||
|hitbox= | |||
* 20% minimum damage (672) | |||
* 180F Heat Gauge Cooldown | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Finisher | |||
|damage=3600 | |||
|cancel=R | |||
|p1=80 | |||
|p2=80 | |||
|smp= | |||
|starter= | |||
|guard= | |||
|level=5 | |||
|attribute=HBFPr(2) | |||
|startup= | |||
|active= | |||
|recovery=56 | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit=120 | |||
|airCH=196 | |||
|invul= | |||
|hitbox= | |||
* 20% minimum damage (720) | |||
Damage super, used at the end of combos, can also be used as a reversal. | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Finisher (OD) | |||
|damage=120*15, 4200 | |||
|cancel=R | |||
|p1=80 | |||
|p2=100*15, 80 | |||
|smp= | |||
|starter= | |||
|guard= | |||
|level=4, 5 | |||
|attribute=HBFPr(2) | |||
|startup= | |||
|active= | |||
|recovery=56 | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit=120 | |||
|airCH=--*10, 196 | |||
|invul= | |||
|hitbox= | |||
|description= | |||
Last attack has 20% minimum damage (1200) | |||
Damage super, used at the end of combos, can also be used as a reversal. If you don't fuck someone up with this at least once, you will make Noel sad. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Bullet Storm > Zero Gun: Thor </font> ====== | |||
{{MoveData | |||
|name=Bullet Storm > Zero Gun: Thor | |||
|input=j.236236D | |||
|image=BBCP_Noel_Thor.png | |||
|caption=Projectile. | |||
|data= | |||
{{AttackData-BBCPE | |||
|version=Normal | |||
|damage=160*10, 1900 | |||
|cancel=R*10, - | |||
|p1=100 | |||
|p2=97*10, 92 | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=HBFPr(2) | |||
|startup=4+6 | |||
|active= | |||
|recovery=till L | |||
|frameAdv= | |||
|blockstun=20 | |||
|groundHit=F100*10, F120 | |||
|groundCH=F164*10, F196 | |||
|airHit=100*10, 120 | |||
|airCH=164*10, 196 | |||
|invul=1-4 All | |||
|hitbox= | |||
|description= | |||
}} | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=160*15, 2400 | |||
|cancel=R*15, - | |||
|p1=100 | |||
|p2=97*15, 92 | |||
|smp= | |||
|starter=N | |||
|guard=all | |||
|level=4 | |||
|attribute=HBFPr(2) | |||
|startup=4+6 | |||
|active= | |||
|recovery=148T | |||
|frameAdv= | |||
|blockstun=20 | |||
|groundHit=F100*15, F120 | |||
|groundCH=F164*15, F196 | |||
|airHit=100*15, 120 | |||
|airCH=164*15, 196 | |||
|invul=1-4 All | |||
|hitbox= | |||
|description= | |||
* 1-4F Fully Invul. | |||
* Invincibility disappears after superflash | |||
* 15% minimum damage (Normal: 525 OD: 720) | |||
* 180F Heat Gauge Cooldown | |||
Pretty much only used as a "YOLO" type move to hit anti-air attempts, can also be used to end air combos for a small amount of extra damage. | |||
}} | |||
}} | |||
<br clear=all/> | |||
==Astral Heat== | |||
{{MoveData | |||
|image=BBCP_Noel_Astral.png | |||
|caption=Counter Attack. | |||
|input=236236C | |||
|name=Valkyrie Veil | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=Death | |||
|cancel= | |||
|p1= | |||
|p2= | |||
|smp= | |||
|starter= | |||
|guard=UNB | |||
|level=0, 4 | |||
|attribute=HBFT | |||
|startup=8+0 | |||
|active=48 | |||
|recovery=21 | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|invul=1-7 All, 8-55C | |||
|hitbox= | |||
|description= | |||
* 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. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Valkyrie Veil | |||
|input=214214C | |||
|image=BBCS_Noel_VVeil.png | |||
|caption=You Are Already Dead. | |||
|data= | |||
{{AttackData-BBCPE | |||
|damage=Death | |||
|cancel= | |||
|p1= | |||
|p2= | |||
|smp= | |||
|starter= | |||
|guard=ALL | |||
|attribute=HBFT | |||
|startup=9+20 | |||
|active=4 | |||
|recovery=26 | |||
|frameAdv=-11 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|hitbox=noel/214214C | |||
|description= | |||
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. | |||
}} | |||
}} | |||
<br clear=all/> | |||
==External References== | ==External References== | ||
*Japanese Name: ノエル=ヴァーミリオン | *Japanese Name: ノエル=ヴァーミリオン |
Revision as of 03:36, 25 January 2016
Noel Vermillion |
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|
Overview
Following the events of Continuum Shift, Noel Vermillion has deserted the NOL and fled to the land of Ikaruga. Under the guidance of Sector Seven, Noel now seeks the strength to save her friend, Tsubaki Yayoi, who has been brainwashed by the NOL.
Drive: Chain Revolver
Noel's Drives function two different ways. Upon initial Drive press, Noel uses a Drive attack, once the attack is triggered, Drive functions more like an active stance, where every button is now a different drive move. Noel's Drive state has the potential to use one drive starter(Initial button press), up to 4 drive follow ups(Every normal button pressed after the initial button press), and one special drive ender(any special move used after the initial button press). In drive state, Noel can use any special move she previously had access to, as well as 3 new special moves exclusive to Drive: Spring Raid, Bloom Trigger, and Assault Through.
Overdrive: Chain Quasar
Activating Noel's Overdrive has numerous positive effects:
- Faster startup speed for drive moves
- Faster recovery on drive moves (Loses "Reload" animation)
- Distortion Drive damage increase
- Thor allows Noel to recover in the air after the missile fires
- Bloom Trigger hits more than twice
- Assault Through has increased invuln and short invisibility before going active
- Spring Raid has increased untech time allowing for combos.
Pros/Strengths
- Above Average Damage
- High Speed (Fast run, normals, etc.)
- Effective Rushdown/Frame Trapping
Cons/Weaknesses
- Short Range
- Unsafe Mixup
- Average Reversal Options
- Has some trouble against zoners and long ranged characters
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
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.2C
j.2C |
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Drive Moves
5D
5D |
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2D
2D |
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6D
6D |
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4D
4D |
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j.D
j.D |
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j.4D
j.4D |
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d.5A
d.5A |
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d.6A (d.4A)
d.6A (d.4A) |
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d.5B
d.5B |
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d.6B (d.4B)
d.6B (d.4B) |
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d.5C
d.5C |
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d.6C (d.4C)
d.6C (d.4C) |
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d.5D
d.5D |
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d.2D
d.2D |
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d.6D
d.6D |
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d.4D
d.4D |
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Bloom Trigger
Bloom Trigger d.236D |
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Assault Through
Assault Through d.214D |
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Spring Raid
Spring Raid d.623D |
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Universal Mechanics
Forward Throw
Forward Throw |
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Back Throw
Back Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault 6A+B |
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Crush Trigger
Crush Trigger A+B |
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Specials
XI. Optic Barrel
XI. Optic Barrel 236A/B |
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Chamber Shot
Chamber Shot 236C |
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XIII. Revolver Blast
XIII. Revolver Blast j.236C |
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IX. Muzzle Flitter
IX. Muzzle Flitter 214A |
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Silencer
Silencer 22B/C |
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Distortion Drives
Zero Gun: Fenrir
Zero Gun: Fenrir 632146D |
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Bullet Storm > Zero Gun: Thor
Bullet Storm > Zero Gun: Thor j.236236D |
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Astral Heat
Valkyrie Veil 236236C |
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Valkyrie Veil 214214C |
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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