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Thread: Noel Vermillion General Guide!! READ FIRST BEFORE MAKING A THREAD!

  1. #1
    Okay here is the basic guide to Noel Vermillion in Blazblue Calamity Trigger. All her moves, BNBs, and frame data can be found in this thread. If you can not find what you are looking for then refer to the other threads below.



    Noel General Discussion Thread


    Noel Videos and Discussion for (CS for the most part)



    Noel Player Directory



    Anything CT Related


    Do not make a new thread to ask one little question. Just ask about it in the existing General Discussion Thread.


    Last edited by Tae Seong Kim; 07-28-2010 at 06:17 AM.
    "You require more O"

  2. #2
    NOEL IN CONTINUUM SHIFT (Last edited on July 30, 2010)

    Noel Frame Data


    Changes made from CT to CS:

    Normals!

    - It has the same start up speed and amount of active frame, but now has slower recover. Due to the slower recovery, it is now -1 on block instead of +3.

    - Unchanged.

    - Unchanged for the most part. It just has less head invulnerable attribute (5 - 10 invulnerable instead of 5 - 12 in CT). Does not hit crouching characters except for Hakumen, Tager. Whiffs on some running hitboxes too.

    j. - Unchanged.

    - For the most part unchanged. You can jump cancel on block now, and opponents can not crouch under it anymore.

    - Unchanged.

    - Unchanged.

    j. - Starts up 1 frame slower (8 frames), has longer recovery, worse hitbox*

    - Different move altogether. Much faster than previous version with better horizontal and vertical range, but does not hit both sides and is NOT jump cancellable on block anymore. Can be used to make a far counter hit poke into for punish.

    - Nerfed quite a bit. It has slower start up, is less active, and is worse on block. First hit does less damage, but the follow up hit does a lot more and takes away one guard primer. It also has a smaller vertical hitbox but wider horizontal hitbox. Can not be used as an anitair anymore.

    - Unchanged for the most part, it just does less damage. But with the new multi hit counter hit system in CS, the second hit will continue the counter hit. So when you get in a counter hit on the first hit of , the following 2nd hit of will have the added effects of the counter hit, allowing you to combo into even when the 2nd hit wasn't a counter hit. This will make hit confirms to much easier.

    - Unchanged.

    j. - Unchanged, but again, the new multi hit counter hit properties allow or other followups to connect.



    Drives!

    *Keep in mind that all Drive moves have 65% same move proration.


    - Different animation. Same start up as previous version, a little worse on block, but it is more active and is now full body invulnerable to strikes from 5 - 19.

    - Faster start up, but it has less head invulnerability.

    - Pretty much better in every way for the most part. Just has a little less above the knee invulnerability. Has a fatal counter properties.

    - Does less damage and is no longer an overhead.

    j. - Unchanged for the most part, but causes bounce on air hit and is untechable for 45 frames! Mainly used in combos.

    j. - New move. Has a very slow startup and takes away one primer. Has fatal counter properties.

    Chain - Old (non drive) motion from CT. Much faster than it's predecessor. Used mainly in combos.

    Chain - Faster. Combos to chain on grounded opponent.

    Chain - Unchanged for the most part. Does a lot less damage.

    Chain - Unchanged for the most part. Doesn't ground bounce like in the last game and is untechable for a shorter duration.

    Chain - Old Chain A from CT. Jump cancelable on hit.

    Chain - Breaks guard primer. Combos from Chain and does not combo from anymore. Can follow with into Spring Raid against grounded opponents. Still connects to but does less damage from that route, and it does not force crouching opponents to stand! So will not connect if you combo a crouching opponent!

    Chain (Bloom Trigger) - Does less damage but recovery is shortened.

    Chain (Assault Through) - Breaks guard primer, but unchanged otherwise.

    Chain (Spring Raid) - It is the old from CT. For the most part unchanged except for the fact that it is not invincible anymore! Takes a guard primer though.



    Specials!

    // (Optic Barrel) - Faster, but loses frame advantage on block. Still disappears if Noel is hit.

    (Muzzle Flitter) - Big nerf on damage in combo.

    j. (Revolver Blast) - Does less damage.

    (B Silencer) - Now deals a decent amount of damage but has the proration of a normal move. Used in Haida loop to deal a large part of the damage.

    (C Silencer) - Deals negative proration of 120%. Used together with B Silencer and for new Haida loop.

    (Zero-gun: Fenrir) - It is the old Distortion from CT. Deals a decent amount of minimum damage. Good to throw in at the end of a combo.

    j. (Zero-gun: Thor) - You are now unable to move after the Distortion. In fact you are in recovery state until you land, so most characters can punish pretty easily. Last hit breaks 2 guard primer.

    (Valkyrie's Veil) - It is the old . Easier to input, easier to combo into. Usually done after ground throw.

    Throw - Now best to combo straight into 22b/c in the corner, leads to significantly less damage mid-screen.

    Air Throw - Slower, not a blazing 4 frames like before. Now it is 7 frames like everyone else.

    Counter Assault - decrease in the invincibility frames*


    Miscellaneous!

    - 6C loop doesn't exist anymore except in some cases you do 1 rep very early for spacing, new drive>chain5C>JD loops replaces current combo

    - chain moves are faster in general

    - 22c loop replaced with 22bc loop, less character specific

    (note) * : unconfirmed
    Last edited by Tae Seong Kim; 08-13-2010 at 09:45 AM.
    "You require more O"

  3. #3
    NOEL IN CALAMITY TRIGGER

    Noel's Move Data:
    http://rclacas.googlepages.com/noel.html [translation:hellmonkey(2/28/09) thanks: zinac, veteru]

    http://s1.zetaboards.com/blazblue/pages/noel_data/

    Normals
    - Quick 5 frame start up. +3 on block!
    - Jump cancellable on hit or block.
    - Special cancellable.
    - Cancels into itself.
    - Short range, hits relatively high.
    - Combos into 6A for a launch.
    - Special cancellable.
    - Cancels into itself.
    - Moderate range with fast start up.
    - 5~12 invincible from head attribute attacks. Not invincible to projectiles!
    - Launches the opponent on ground hit.
    - Can be jump canceled on hit but not on block.
    - Good range so it's useful as an anti-air.
    - Can go directly into 6C(1)>BC loop.
    - Mid-ranged attack. Used in combos.
    - Can whiff against smaller crouching hit boxes.
    - Whiffs against Rachel, Taokaka (When she is in her 2 and 1 position). Also whiffs if prior hit was a counter hit against Jin and Carl. Otherwise, it whiffs if you did not chain into 5B during their hit stun.
    - Special cancellable.
    - Cancels into itself.
    - Hits low, her fastest low hit (7 frames).
    - Slightly slower than 2A.
    - Fairly fast start up overhead.
    - Can be jump canceled on hit but not on block.
    - Gatlings from any A ground attack or 5B.
    - Puts opponent into crouching position when hit. (Although unlikely, since that means they were not guarding at all!)
    - Combos to 3C, 6C, or Zero-gun Fenrir Distortion Drive.
    - Jump cancellable.
    - Special cancellable.
    - Hits both sides.
    - Cancels to 3C, 2C, and Zero-gun Fenrir Distortion Drive.
    - Combos into 3C against crouching opponents.
    - Hits low.
    - Two hits.
    - Can be used decently to bait mashing.
    - Combos to 3C against crouching.
    - First hit, if CH can combo to 5D.
    - Great for building up Guard Libra against your opponent.
    - Sometimes used to end block strings due to frame advantage and is safe on block.
    - Very quick start up of 5 frames.
    - Hits twice, first hit does not launch but keeps them relatively close in the air.
    - If it is not canceled it will finish with the second shot that is air unblockable.
    - Can be canceled with a whiff throw (BC) after the first hit.
    - Can be jump canceled on hit but not on block for both hits.
    - Used in combos after 6A, OTG 2A/2B, 22C. First hit combos to 5D/2D or jump cancellable for air combo.
    - Sliding shot that hits low.
    - Doesn't seem terribly useful for pressure but great for combos.
    - Can only be chained to against crouching characters, can be followed up with 22C.
    - It is low stance and can go under many moves that do not hit low. (Example: Jin's ground Hishouken projectiles, Ragna's 5B and Hell's Fang, and Nu's Calamity Sword)
    • j.
    - Cancels into itself.
    - Has low start up.
    - Good for air-to-air and in combos when a quick attack is needed.
    • j.
    - Decent horizontal priority.
    - Used in pretty much all of her air combos.
    - Best used to hit near the end of it's hit box.
    • j.
    - Not jump cancellable.
    - Hits 3 times. Can be canceled into j.B before it completes.


    Specials
    • // - Type XI: Optic Barrel
    - Shoots a projectile that explodes at either a close, mid, or far range.
    - Explosions have a fairly large range.
    - Explosions launch techable on hit.
    - You can get in for a C throw cancel loop into combo if you are close enough after hit.
    - Use cautiously! It takes 42 frames to comes out!
    • j. - Type XIII: Revolver Blast
    - Shoots multiple times in the air. Possible not to hit with all of the shots by getting out of range.
    - Combo ender in the air, gives her decent meter gain.
    - No way to combo into it from the air after a certain number of hits.
    • - Type IX: Muzzle Flitter
    - A hop command grab that can also be used for combos.
    - Leaves them knocked down and can be followed up with an OTG attack.
    - Drive 6C and back throw combo into it. Great damage.
    • - B Silencer
    - Can only be used when the opponent is knocked down.
    - Haven't seen this used but apparently you can keep hitting B to shoot them on the ground.
    • - C Silencer
    - Can only be used when the opponent is knocked down.
    - Launches them from the ground with one shot, can be followed up with j.bcb on larger hit boxes or dash 6C.
    - After knocking an opponent down in a combo, you can do 22C at any point in the combo afterwards (leads to 6C>22C loop).


    Supers (Distortion Drive)
    • - Zero-gun: Fenrir
    - Combos from almost any ground string.
    - If your opponent physically gets hit by the barrel of the minigun, then she will do a final shot at the end of the super.
    • j. - Bullet Storm -> Zero Gun: Thor
    - Combos from air normals or from her throw after becoming airborne.


    Astral Heat
    • Hold () - Valkyrie Veil
    - Must be done on the final round, and your opponent must have less than 20% health.


    Drive: Chain Revolver

    - Begins with an attack which activates and leaves her in Drive.
    - Can be canceled out of with specials after any Drive attack.
    - Will reload with recovery if it is not canceled into anything.
    - Can continue into 4 continuing Drive attacks which leave her in Drive.
    - Cannot be canceled into the same Drive attack twice in a row.
    - Can finish into Drive ending attacks unless canceled by a special or allowed to reload.

    Starters:
    - High invincible, can beat out overheads. Used in both air and ground combos.
    - Moves forward and hits low. Doesn't knock down, hits them up.
    - Attack that moves her back, can be used to make attackers whiff.
    - Two-hit hop that hits high. Low invincible.
    j. - Air attack that hits directly below her in the air. Can be used to guard crush or potential use as a fake cross up because it moves her quite a bit before it comes out in the air.

    Continuing attacks:
    - Quick attack, used to chain drive attacks together.
    - Another quick attack in which she steps forward before hitting, also used to chain drive attacks together.
    - Kicks that move forward, fair amount of push back.
    - Quick overhead 1 hit attack.
    - Shot that she moves up to do. Has a fair amount of push back.
    - 9 hit revolving attack that moves them away. Combos into 214A
    - Same as starter
    - Same as starter
    - Same as starter
    - Same as starter

    Ending attacks:
    - Type III: Bloom Trigger: Finishing attack that moves forward and hits. Good to end with after Drive 6B. Supposedly doesn't put her at disadvantage on block.
    - Type V: Assault Through: Moves forward a lot and attacks from behind. Dangerous if read.
    - Type VI: Spring Raid: Launching attack that allows aerial followup depending on spacing. Will get punished on block.




    COMBOS (CALAMITY TRIGGER) Last revised July 27, 2010!

    A.) Air Combos:

    When you see in combos it means throw, and is used after to make it hit once and then cancel it after the first hit into a throw whiff. when you see jc in small case, it means jump cancel, not jump C (Jump C is shown as J.)

    1. J. > J. > jc > J. > J. > or

    2. J. > J.(1) > J. > jc > J. > J. > or

    * Will change according to opponent's weight and their height in relation to you in the air.*


    * J. > jc > J. will whiff if they are at your height or lower. J. > J. and even j.C 236C won't whiff if you have too many hits in your combo.


    B.) Combos against standing opponents:

    1. > > > > >

    *Character specific! Only works on Bang (If you cancel into the Distortion Drive after the first hit of 2C), Ragna, and Tager. For every other character, just use Distortion Drive after 5C instead.

    2. > > () > () > into BNB Chain Revolver combo.

    Unfortunately for Noel, her combos are quite limited against a standing opponent when she has less than 50% heat gauge. is her only normal that will allow here to go into BNB Chain Revolver combos and air combo without the use of meter (Unless if your opponent randomly wanted to jump into your combo).


    C.) Against crouching opponents:

    1. > > > > > > Dash () > Dash ~ BNB Chain Revolver Combos (Check list below)

    * whiffs on smaller crouching hit boxes, see above for specifics on . Adjust accordingly. But any combo that will lead to 3C will do.


    D.) BNB Chain Revolver and air combo follow ups after

    *If you want to do full BNB Chain Revolver and air combos afterwards, then try to limit the amount of hits, or else it may be hard and sometimes impossible, to connect Chain Revolver strings together without having the opponent recover out.

    - Route 1 (Basic midscreen or corner) - > > > > >

    * Try to get Route 1 combo off on, or before the 7th hit of your combo.

    - Route 2 (Midscreen or corner): > > J. > J. > jc > J. > J. > or

    * When you get too many hits from her normal air combos, just use J. > J. > .

    - Route 3: > > > > (Character specific.)

    - Route 4 (Corner): > > > > >

    - Route 5 (Corner): > > > J. >

    - Route 6 (Corner): > > > > > > > >

    - Route 7 (Corner): > > > > > > > >

    * Try to get Route 5 and route 6 combo off on, or before the 5th hit of your combo. Depending on the conditions, you may need to use Route 5 or Route 6. If you want to guarantee hit, then Bloom Trigger after the .

    - Route 8 (Corner): > > > > > > J. >

    * Hard to come by since you have to start the Chain Revolver section really early (on or before the 3 hit of a combo), or else they will recover off the second Bloom Trigger.


    E.) Combos off a hit:

    1. > > > dash () > (dash) (1) > BNB Chain Revolver and air combo follow ups

    2. > > > > > (dash) > BNB Chain Revolver and air combos


    F.) Combos off a hit:

    1. > (BC) > (dash) (1) > BNB Chain Revolver and air combos


    G.) Combos off a hit (Standing opponent):

    1. > > > > () > (1) > Short air combo

    * Do not try to attempt a Chain Revolver combo after you life them off the ground or else you will die! When you pick up your opponent off the ground it is better to do > ( > ). That way, you do not accidentally Optic Barrel when you go from to .

    2. > > > > dash (1) > >

    *For Carl and Arakune chance > into > .

    3. > > > > > (dash) > BNB Chain Revolver or air combos.

    or

    > > > > > (dash) > BNB Chain Revolver or air combos.

    *You can add one more () into the combo, but you won't be allowed to do her basic midscreen combos. Use it however if you want to some of her corner combos like Route 4 or Route 5.

    H.) Combo off a hit (Crouching opponent, using one rapid cancel):


    1. > > > > > (RC on first hit) > > > > > >

    * Tiger Kneeing her Revolver Blast is the only thing you can combo with at the end. You can't even connect a J. > Revolver Blast.


    I.) Combo off a or hit (Crouching opponent):


    1. or > > > > > or

    *Bloom Trigger may not hit some characters if you started the combo with 2D.

    2. or > > > > (dash) (1) > >

    * Same as above note on Carl and Arakune, finish with >


    J.) Combo off a ground throw:


    1. Throw > cancel into before jumping > > () > dash (1) > J. > jc > J. > J. > J.

    When inputting > ... It may be best to input > instead. That way, you do not accidentally throw out an Optic Barrel.


    K. Combo off an air throw:

    1. Air throw > or > () > () > (1) > J. > jc > J. > J. > J.

    2. Air throw > or > > > > J. > jc > J. > J. > J.


    L.) Other combos:

    Bloom Trigger Combo (Corner):

    > > > > > > > > >

    *Character specific, starting low. Hard to pull off on someone because is like 33 frames (second slowest move) of start up and is only active for 1 frame! Really nice payoff if they get hit though.


    M.) A little more advanced stuff!

    > Combo:
    After knocking down, > > > etc. can combo as long as you hit with as low as possible (but not too low to tech) about 3 times max depending on how many hits before you start it, and then to an aerial combo. You want your 6C to hit as far away as possible, as low as possible generally. This means moving slightly forward by simply holding forward after (like for > > > on Jin, you can just hold forward for your first after making him one of the easiest to land the first rep correctly on) or what you must do against most of the cast, run immediately before doing the next after , the distance depending on your spacing from the previous rep. As a reminder, you can only do this if you knocked down in the combo to be able to use at all, which generally she will only get off of a or air throw.

    Jump Landing Recovery Techique

    J. landing recovery cancel into ground , , Chain Revolver follow up.

    Although you normally have to start Chain Revolver combos with a , you can actually get around this by using J.D right before you land to nullify it and begin ground combos with any Chain Revolver attack including finishers!

    Video: http://www.youtube.com/watch?v=PZN9bRvw7uE
    Last edited by Tae Seong Kim; 07-28-2010 at 06:21 AM.
    "You require more O"

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