NoelNoel Vermillion



Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Advantage Counter Hit Untechable Notes

Normals

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
5ACSJR200828084all1HB5310-1during move14
5BSJR5002079089HL3HB9316-21617
  • 15F hitstun on ground
5CS(J)R6802819092HL4HBP12517-3during move19
  • 12~16F hitbox on arm has projectile invul
2ASJR200828084all1F638+11214
2BCSR3401408086L2F721201214
  • Can only use 2 times in a gatling
2CSR420x2173x29088(once)L4FP142, 214+32519
  • Counter carries
6AS(J)R5502277089HL3HB10326-121624
  • 5~10F head invul
  • floats on hit
6BS(J)R6502697092H4HB241112-43719
  • Forces crouch on ground hit
  • grounds opponent on air hit
6CS(J)R450, 750186, 31010092, 89*HL4, 3HB, HBP811(16)420-1*4230, 38
  • 1st attack staggers for 32F on CH
  • 2nd attack blows back on hit
  • 2nd attack wall bounces in corner on hit, adds 60F of untechable time
  • 2nd attack has 22F guardstun
  • 2nd attack breaks 1 guard primer
  • 2nd attack has 120% bonus proration
  • 2nd attack has 0F hitstop
  • 10% repeat proration
  • -32 frame advantage if 2nd attack whiffs
3C(S)R7202989084L4FP20332-164940
  • 4~49F low profile
  • downs on hit
  • cannot emergency tech on ground hit
  • breaks 1 guard primer
  • 0F hitstop
  • 36~49F can cancel into Silencer on ground hit
j.ASJR200829084HA1H636-1114
j.BSJR4001659086HA2H8317-1614
j.CSR250x3103x39089all3HP102, 3, 116-1717
  • Counter carries
  • 3F hitstop
Forward Throw-, Rx20, 200, 11000, 82, 45590100x2, 551000, 3, 3ground throw7412-during move12, 17, 35
  • 2nd attack staggers for 30F on hit
  • 3rd attack downs on hit
  • 100% minimum damage
  • 2nd attack has 0F hitstop
Back Throw-, Rx20, 200, 11000, 82, 45590100x2, 551000, 0, 3ground throw7412-during move12, 12, 35
  • 2nd attack staggers for 30F on hit
  • 3rd attack downs on hit
  • 100% minimum damage
  • 2nd attack has 0F hitstop
Air Throw-, SR0, 13000, 538100100, 55900air throw7321-during move12, 40
  • 2nd attack grounds opponent on hit
  • cannot emergency tech
  • 100% minimum damage
  • 0F hitstop
  • hitbox height for throw is 60~280
Dash Cancel----------total 22F-during move-
Counter Assault----------total 30F-during move-
  • 1~22F fully invul
  • 1~15F passes through opponent
  • 180F Heat Gauge Cooldown



Drives

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Chain Revolver
  • Can only enter Chain Revolver with moves marked with (starter).
  • Can perform at most 4 Chan Revolver followups in a row.
  • When performing followups, can not do the same followup twice in a row.
5D (chain start)SR74030610085*HL4HBP27636-234430
  • 3~15F head and body invul
  • 23F hitstun on ground
  • staggers for 85F on ground CH
  • 65% repeat proration
  • 3F hitstop
  • 33~48F can cancel into Chain Revolver followups
2D (chain start)SR420x3173x310090(once)*all4HP194x345-304527
  • 1~8F invul below the knees
  • 5~30F in the air
  • 32F hitstun on ground
  • 65% repeat proration
  • 3F hitstop
  • 10~15F can cancel into Chain Revolver followups
  • hits standing opponent on 23F
6D (chain start)SR7202989089*L3F26132-163534
  • 3~12F head and body invul
  • floats on hit
  • 65% repeat proration
  • 29~35F can cancel into Chain Revolver followups
4D (chain start)SR70028910092*all4HBFP25738-264340
  • 1~19F invul above the knees
  • staggers for 21F on ground hit
  • fatal possible
  • 65% repeat proration
  • 0F hitstop
  • 29~43F can cancel into Chain Revolver followups
j.D (chain start)SR500x2207x210092*all4HP173(1)432-4445
  • 1~15F upper body invul
  • 45F hitstun on ground
  • ground bounces on air hit
  • cannot emergency tech
  • 40% repeat proration
  • 0F hitstop
  • if Noel lands while in CH state (lasts 44F), CH state remains until 12F after landing
  • 7~9F after landing can cancel into Chain Revolver followups
j.4D (chain start)SR6002489092*LA4BFP10F after landing250-3341F after landing19
  • 1~21F passes through opponent
  • 45F hitstun on ground
  • grounds opponent on air hit
  • cannot emergency tech
  • fatal possible
  • breaks 1 guard primer
  • 65% repeat proration
  • 0F hitstop
  • 12~36F after landing can cancel into Chain Revolver followups
5A (chain followup)SR4501869084*HL4HBP13438-233024
  • 28F hitstun on ground
  • 70% repeat proration
  • 3F hitstop
  • 17~30F can cancel into Chain Revolver followups
6A (chain followup)SR4001658084*HL4HBP15532-182728
  • 30F hitstun on ground
  • 70% repeat proration
  • 0F hitstop
  • 16~27F can cancel into Chain Revolver followups
5B (chain followup)SR350x2144x29084(once)*HL4HB, HBP143(1)432-172932
  • 21F hitstun on ground
  • 2nd attack blows back on air hit
  • counter carries
  • 75% repeat proration
  • 2nd attack has 3F hitstop
  • 24~29F can cancel into Chain Revolver followups
6B (chain followup)SR6402648085*H4HB21347-314340
  • 25F hitstun on ground
  • 65% repeat proration
  • 26~43F can cancel into Chain Revolver followups
5C (chain followup)SR64026410085*HL4HBP16450-353450
  • 28F hitstun on ground
  • staggers for 63F on CH
  • 70% repeat proration
  • 3F hitstop
  • 20~44F can cancel into Chain Revolver followups
6C (chain followup)SR120x949x910099*all3HBP235x8, 638-208617
  • 32F hitstun on ground
  • attacks 6~9 pull opponent in on ground hit or guard
  • counter carries
  • breaks 1 guard primer
  • deals chip damage
  • 65% repeat proration
  • projectile
  • 7F hitstop
  • 65~82F can cancel into Chain Revolver followups
5D (chain followup)SR7002898085*HL4HBP16636-233329
  • 24F hitstun on ground
  • 70% repeat proration
  • 3F hitstop
  • 22~37F can cancel into Chain Revolver followups
2D (chain followup)SR350x3144x38096(once)*all4HP194x345-304527
  • 1~8F invul below the knees
  • 5~30F in the air
  • 32F hitstun on ground
  • counter carries
  • 65% repeat proration
  • 3F hitstop
  • 10~15F after landing can cancel into Chain Revolver followups
  • hits standing opponent on 23F
6D (chain followup)SR7202988089*HL3F26132-163834
  • Floats on hit
  • 70% repeat proration
  • 29~35F can cancel into Chain Revolver followups
4D (chain followup)SR7002897592*HL4HBFP25738-264340
  • 1~19F invul above the knees
  • 25F hitstun on ground
  • 65% repeat proration
  • 0F hitstop
  • 29~43F can cancel into Chain Revolver followups
II. Bloom Trigger
during chain 236D
R600, 950248, 3939088*all4HB, P192(7)230-135119, 80
  • 1st attack staggers for 29F on ground hit
  • 2nd attack slides down on hit
  • 2nd attack wall bounces in corner on hit
  • counter carries
  • 50% repeat proration
  • 1st attack has 20F hitstop, 2nd attack has 0F hitstop
V. Assault Through
during chain 214D
R10004148092HL4HB31424-94319
  • 4~18F fully invul and passes through opponent
  • slides down on hit
  • breaks 1 guard primer
  • does not deal chip damage
III. Spring Raid
during chain 623D
R9503938080*HL4HB8431+18F landing-34till landing65
  • 8F~ in the air
  • floats on hit
  • breaks 1 guard primer
  • 65% repeat proration
  • (chain start) means using the move to start a chain in Chain Revolver
  • (chain followup) means using the move to followup a Chain Revolver move
  • (chain start) and (chain followup) versions of D moves do not qualify as the same move for repeat proration



Specials

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
(A) XI. Optic Barrel
236A
R6502699085*all3HBP224total 46F-33333
  • Floats on hit
  • 10% repeat proration (also applies to A~C versions)
  • projectile
  • 5F hitstop
  • projectile guaranteed to come out after startup
(B) XI. Optic Barrel
236B
R6502699085*all3HBP254total 52F-63733
  • Floats on hit
  • 10% repeat proration (also applies to A~C versions)
  • projectile
  • 5F hitstop
  • projectile guaranteed to come out after startup
(C) XI. Optic Barrel
236C
R6502699085*all3HBP254total 55F-93833
  • Floats on hit
  • 10% repeat proration (also applies to A~C versions)
  • projectile
  • 5F hitstop
  • projectile guaranteed to come out after startup
XIII. Revolver Blast
j.236C
R300x4248x410098all2HP103x3, 68F after landing-till landing20
  • 20F hitstun on ground
  • counter carries
IX. Muzzle Flitter
214A
-, R0, 8000, 33190100, 90400ground throw2669+16F landing-during move12
  • 13F~ in the air
  • downs on hit
  • cannot emergency tech
  • 100% minimum damage
  • 0F hitstop
  • can only throw standing opponents
B Silencer
22B
R30012410099*all1HB17[4]89-24[11]14
  • can only use when opponent is downed
  • Grounds opponent on hit
  • cannot emergency tech
  • 0F hitstop
  • 21~24F [8~11F] can repeat move or perform Dash Cancel
  • cannot cancel into Chain Revolver during move
  • [ ] values are for after using Silencer B
C Silencer
22C
R30012410080*all4HB17[5]119-27[15]42
  • can only use when opponent is downed
  • Ground bounces on hit
  • 120% bonus proration
  • 10% repeat proration
  • cannot cancel into Chain Revolver
  • 0F hitstop
  • 21~32F [9~20F] can repeat move or perform Dash Cancel
  • [ ] values are for after using Silencer B



Supers and Astral

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Zero Gun: Fenrir (1)
632146D
R200(46)10094all5HB1+55total 149F-during move50
  • 1~9F after superflash full body guardpoint
  • staggers for 31F on hit
  • breaks 1 guard primer
  • 20% minimum damage
  • Only performs finisher if first attack hits the opponent
  • 180F Heat Gauge Cooldown
Zero Gun: Fenrir (bullets)R70x16[145x24](16x16[33x24])10096all4HBP16---34during move70
  • Floats on hit
  • 20F guardstun
  • 20% minimum damage
  • projectile (Lv 2)
  • projectile guaranteed to come out after startup
  • 0F hitstop
  • projectiles attack in 3F intervals
  • values in [ ] are when first attack is blocked or whiffs
Zero Gun: Fenrir (finisher)-4900(1127)10040all5HB----25during move120
  • Blows back on hit
  • CH if 1st attack was also CH
  • breaks 1 guard primer
  • 20% minimum damage
  • 0F hitstop
Bullet Storm > Zero Gun: Thor
j.236236D
Rx10, -160x10, 1900(36x10, 437)10097x10, 92all4HBP4+6-till landing-122100, 120
  • 1F~superflash fully invul
  • floats on hit
  • 20F guardstun
  • 11th attack breaks 2 guard primers
  • 20% minimum damage
  • projectile (Lv 2)
  • projectile guaranteed to come out after startup
  • 0F hitstop
  • 180F Heat Gauge Cooldown
  • attacks 1~10 have 4F intervals
Valkyrie Veil
214214C
-death0--all4HB9+20426-1152-
  • 1~33F after superflash fully invul
  • 0F hitstop
  • 180F Heat Gauge Cooldown



Ground Revolver Action Table

5A5B5C2A2B2C6A6B6C3CDThrowSpecial & SuperJump
5AYes+YesYesYesYesYesYesYesYesYesYesYesYesYes
5B--Yes-1x Per
String
Yes-Yes-YesYesYesYesYes
5C-----1x Per
String
-Yes-YesYesYesYesOn Hit
2A-YesYesYesYesYes-YesYes-YesYesYesYes
2B-1x Per
String
Yes-2 times+Yes1x Per
String
-YesYesYesYesYes-
2C--1x Per
String
------YesYes-Yes-
6A-YesYes-YesYes-YesYesYesYesYesYesOn Hit
6B--------On HitYesYes-YesOn Hit
6C-----Yes----YesYesYesOn Hit
3C------------On Hit-

Air Revolver Action Table

j.Aj.Bj.CDThrowSpecial & SuperJump
j.AYesYesYesYesYesYesYes
j.BYesYesYesYesYesYesYes
j.CYesYesYesYesYesYes-
  • + Available even on whiff