Noel Vermillion
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Health: 11,000
Combo Rate: 80%
Jump Startup: 4
Backdash Time: 18
Backdash Invincibility: 1-5
- Movement Options
- Double Jump, 1 Airdash, Dash type: Run
- Play-style
- Offensive playstyle specializing in Pressure
- Full Frame Data
- Noel_Frame_Data_(BBCPE)
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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
- Fenrir recovers faster after missile (Allows for double Fenrir in the corner)
- Thor allows Noel to recover in the air after the missile fires
- Bloom Trigger hits more than twice
- Assault Through has increased invuln and short invisibility before going active
- Spring Raid has increased untech time allowing for combos.
Pros/Strengths:
- Above Average Damage
- High Speed (Fast run, normals, etc.)
- Effective Rushdown/Frame Trapping
Cons/Weaknesses:
- Short Range
- Unsafe Mixup
- Average Reversal Options
External References:
Move List
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This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)
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Normal Moves
5A
5B
5B
Mid-range spacing tool.
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5C
5C
Farthest reaching normal.
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2A
2B
2C
2C
Projectile, +1 on Block.
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6A
6B
6C
6C
Second hit is a Projectile.
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3C
j.A
j.B
j.C
j.C
Projectile, NOT an Overhead.
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j.2C
j.2C
Projectile, NOT an Overhead.
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Drive Moves
5D
5D
Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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740
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SR
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all
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23
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4
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18+24
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-29
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BP
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-
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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.
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Overdrive
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740
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SR
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all
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17
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4
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18
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-5
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BP
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-
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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2D
2D
Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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250*6
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SR
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all
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26
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5, 2*4, 3
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25+24
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-33
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HP
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1-10F
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ACCROSS THE EARTHHH!!! You can use this to catch jumpers during pressure, and as a combo filler. While it has Foot invuln, it pretty bad as a reversal, since you'll usually soar right over your opponent and whiff the move. 2D > d.5A is gapless.
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Overdrive
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250*6
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SR
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all
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19
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2*6
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25
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-8
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HP
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1-8F
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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6D
6D
Low, NOT a Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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720
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SR
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L
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25
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2
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14+24
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-23
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F
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7-26B
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Drive low, one of the three choices to start drive pressure, next to 5D and 2D. Can also catch some people blocking high if they're expecting a normal 6B.
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Overdrive
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720
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SR
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L
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20
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2
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14
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+1
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F
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6-21B
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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4D
4D
Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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700
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SOR
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all
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25
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7
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18+24
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-30
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HBFPr
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1-26B
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Use this as a reversal against Mid moves. Can be used offensively to bait most DPs and Counter Assaults. Can also be used to hit opponents who jump during their pressure, but must be done while the opponent is still rising, since 4D no longer has Head Invuln.
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Overdrive
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700
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SRO
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all
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20
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7
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12
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0
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HBFPr
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1-21B
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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j.D
j.D
Projectile, NOT an Overhead.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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400*2
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SOR
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all
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13
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4, 5
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till L+12+24
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-
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BP*2
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-
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Can be used as a crossup after an instant air dash, or as a grab bait into 214A if it counter hits. Also functions as a decent Anti-Anti-Air.
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Overdrive
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400*2
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SR
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all
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13
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4, 5
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till L+8
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-
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BP*2
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-
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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j.4D
j.4D
Projectile, NOT a Low.
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d.5A
d.5A
Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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350
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SR
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all
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8
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2
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20+22
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-27
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BP
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-
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The quickest drive followup in Noel's arsenal, normally used to keep an opponent blocking while transitioning into High/Low mixup.
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Overdrive
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350
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SR
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all
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8
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2
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20
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-5
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BP
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-
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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d.6A (d.4A)
d.6A (d.4A)
Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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450*2
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SR
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all
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13
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2(3)2
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16+22
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-19
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BP*2
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-
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Used to float opponents for drive combos, but can also be used like d.5A, though it is a bit slower, but is harder to poke afterwards due to more blockstun.
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Overdrive
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450*2
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SR
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all
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13
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2(3)2
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16
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+3
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BP*2
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-
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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d.5B
d.5B
Second Hit is a Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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600, 250
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SR
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HL
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11
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3(2)2
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14+22
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-21
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B, BP
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-
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Used only as a combo filler, or to create space during a drive blockstring.
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Overdrive
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600, 250
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SR
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HL
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11
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3(2)2
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14
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+1
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B, BP
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-
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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d.6B (d.4B)
d.6B (d.4B)
Overhead, NOT a Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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550
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SR
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H
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16
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3
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25+22
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-31
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B
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-
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Noel's Drive Overhead, it's extremely fast and has a similar startup to d.6D, this is half of Noel's High/Low drive mixup.
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Overdrive
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550
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SR
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H
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16
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3
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25
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-9
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B
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-
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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d.5C
d.6C (d.4C)
d.5D
d.2D
d.2D
Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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300*3
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SR
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all
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19
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4*3
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25+22
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-32
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HP*3
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1-8F
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The follow up version of 2D. This move has a lower arc, so it can be used to prevent certain attempts at poking out of drive strings.
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Overdrive
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300*3
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SR
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all
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17
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4*3
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25
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-10
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HP*3
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1-6F
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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d.6D
d.6D
Low, NOT a Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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650
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SR
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L
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24
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2
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12+22
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-37
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F
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-
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The follow up version of 6D, there's not much of a difference between this move and the starter version, though d.6D has a higher P1, leading to higher damage than it's starter variation. d.6D is a low drive hit that has similar startup to d.6B, this is half of Noel's High/Low drive mixup
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Overdrive
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650
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SR
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L
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18
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2
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12
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+3
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F
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-
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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d.4D
d.4D
Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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630
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SR
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all
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25
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4
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30+22
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-19
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HBFPr
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1-26BP
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- 1-26F Body and Projectile Invul.
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.
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Overdrive
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630
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SR
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all
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20
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4
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15
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0
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HBFPr
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1-21BP
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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Bloom Trigger
Bloom Trigger d.236D
Second Hit is a Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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600, 950
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R
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all
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15
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2(7)4
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31
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-14
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B, BP
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-
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Noel's most reliable drive ender. This is usually used to push back an opponent during drive pressure to make an escape, however if both hits are blocked, it can be punished. It's also an important combo filler in the corner.
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Overdrive
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600, 400*4
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R
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all
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15
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2(7)2*4
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27
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-8
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B, BP*4
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-
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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Assault Through
Assault Through d.214D
NOT a Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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900
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R
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all
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31
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7
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16
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-4
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B
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1-18 All
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Assault Through can be used as a weak crossup, though it gives you no real advantage on hit. On CH it wallbounces leading to a decent damage combo. This move is mainly used to punish opponents who are attempting to punish Noel whiffing drive, the goal is for this to counter hit.
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Overdrive
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900
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R
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all
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28
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7
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16
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0
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B
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1-15 All
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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Spring Raid
Spring Raid d.623D
NOT a Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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1150
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R
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HL
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8
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7
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29+12L
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-29
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B
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1-10 All
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This is a fully invincible move used to punish attempts at poking out of drive strings.
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Overdrive
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1150
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R
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HL
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8
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7
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29+12L
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-29
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B
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1-10 All
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
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Universal Mechanics
Forward Throw
Back Throw
Air Throw
Counter Assault
Counter Assault 6A+B
New Counter Assault.
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Crush Trigger
Crush Trigger A+B
Noel FINALLY has a way to Guard Crush.
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Specials
XI. Optic Barrel
XI. Optic Barrel 236A/B
Projectile.
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Chamber Shot
Chamber Shot 236C
Projectile.
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XIII. Revolver Blast
XIII. Revolver Blast j.236C
Projectile.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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300*5
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R
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all
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10
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3*5
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till L+8
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-
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HP
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-
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Used practically only as an air combo ender, as such you wont see this move much during high level play. Can also be used as combo filler for impractical CMV type combos.
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Additional Attack
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400
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R
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all
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9
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3
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till L+8
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-
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HP
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-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
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IX. Muzzle Flitter
IX. Muzzle Flitter 214A
Command Grab, only works on Standing Opponents.
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Silencer
Silencer 22B/C
Projectile.
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Distortion Drives
Zero Gun: Fenrir
Zero Gun: Fenrir 632146D
Bullets and Finisher are Projectiles, first hit is not.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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First Hit
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400
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R
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All
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1+5
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5
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149T
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-34
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HBFPr(2)
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1-10GP(A)
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Bullets
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140*24
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R
|
all
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1+25
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-
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150T
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-
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-
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-
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Finisher
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3600
|
R
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-
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-
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-
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56
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-
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HBFPr(2)
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-
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Finisher (OD)
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120*15, 4200
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R
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-
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-
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-
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56
|
-
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HBFPr(2)
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
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Bullet Storm > Zero Gun: Thor
Bullet Storm > Zero Gun: Thor j.236236D
Projectile.
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Astral Heat
Valkyrie Veil 236236C
Counter Attack.
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Astral Heat
Valkyrie Veil 214214C
You're Already Dead.
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Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
Combos
Combo Notation Guide:
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- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only