BBCF/Noel Vermillion

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Noel Vermillion
BBCF Noel Portrait.png

Health: 11,000

Combo Rate: 60%

Jump Startup: 4

Backdash Time 22 / Invul: 1-5

Movement Options: Double Jump, Air Dash, Dash type: Run

Play-style
Balanced

Overview[edit]

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[edit]

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 special moves exclusive to Drive: Spring Raid, Bloom Trigger, and Assault Through.

Overdrive: Chain Quasar[edit]

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

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Speed based character
  • Can somewhat nullify the threat of Exceed Accel with 6D / d.6D & 4D / d.4D drives without sacrificing offensive momentum
  • Has a variety of Sideswitch & Corner Push Combo methods leading into the corner most of the time
  • Has a somewhat decent matchup against Zoner characters (such as Nu-13, Lambda 11 etc.)
  • Short Range
  • Unsafe Mixup
  • Average Reversal Options
  • Heavily Meter Dependent; Is needed to do any sophisticated mix up attempts to effectively open up opponents
  • Inconsistent hit confirm transitions into practical combos especially off of odd stray hits


Normal Moves[edit]

5A[edit]
5A
BBCP Noel 5A.png
Quick gun jab.
Damage Guard Startup Active Recovery Frame Adv Attribute
300 all 6 3 10 -1 B
  • 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. Additionally it can be used to help create whiff pressure tactics if spaced right albeit risky.


5B[edit]
5B
BBCP Noel 5B.png
Mid-range spacing tool.
Damage Guard Startup Active Recovery Frame Adv Attribute
600 Mid 9 4 16 -2 B
  • Average range and speed
  • Whiffs at max range on some crouching characters

Noel's main spacing tool. Use this along with 5C to confirm mid to max range hits into Chamber Shot, or 3C on crouching opponents. At closer ranges it can be comboed into 6A and on CH also combos into 3C and 5D.


5C[edit]
5C
BBCP Noel 5C.png
Farthest reaching normal.
Damage Guard Startup Active Recovery Frame Adv Attribute
900 Mid 12 2 19 -2 BP
  • Doesn't have projectile attribute anymore
  • Mostly used as combo/blockstring filler
  • Important for crouching confirms
  • Flare clashes with projectiles
  • Can now sometimes miss if it hits offscreen in corners or if certain characters are within a very close proximity to Noel during the animation. (Inside of the space between Noel and Noel's muzzle flash)

5C is perhaps Noel's best spacing tool since it has a good hurtbox and slightly longer / larger 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, 6B > 5D, or Muzzle Flitter. Overall 5C is your go to punish starter in most situations, which can lead to very damaging combos potentially up to 8K depending on conditions met and resources at your disposal.


2A[edit]
2A
BBCP Noel 2A.png
Damage Guard Startup Active Recovery Frame Adv Attribute
300 all 6 3 10 -1 F

This move has longer range than 5A, 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. Can be used in conjunction with 5A to create stagger pressure and whiff pressure tactics.


2B[edit]
2B
BBCP Noel 2B.png
Her fastest Low.
Damage Guard Startup Active Recovery Frame Adv Attribute
500 Low 7 2 12 ±0 F

A decent low attack, and is best used as combo/blockstring filler for frametraps, however, it does have some uses in neutral since it makes Noel's hitbox pretty short. This move is slightly longer than 2A, but a tad shorter than 5B.


2C[edit]
2C
BBCP Noel 2C.png
+1 on Block.
Damage Guard Startup Active Recovery Frame Adv Attribute
550,550 Low 13 2,2 14 +1 FP
  • Clashes with projectiles

This move is mostly used as a blockstring for frametraps or combo filler. If used early in a blockstring, it can be very good due to it being +1, but its pushback is a problem so it's a bit harder to capitalize on the frame advantage.


6A[edit]
6A
BBCP Noel 6A.png
Anti-Air?
Damage Guard Startup Active Recovery Frame Adv Attribute
700 Mid 11 3 26 -12 B
  • Frames 6-11 Head Invul.

Noel's sad excuse for an anti-air. Its hitbox isn't that great, and if it whiffs your opponent gets a free punish. However, it's not a good idea to neglect this move, since if used well it can be an asset. It's also a staple for hitconfirming on a standing opponent.


6B[edit]
6B
BBCP Noel 6B.png
Overhead.
Damage Guard Startup Active Recovery Frame Adv Attribute
800 High 26 5 18 -6 B
  • Forces crouching on hit
  • Forces knockdown state on air hit

Noel's normal overhead. It's extremely slow, but when used sparingly in conjunction with 214A - since both moves look similar on startup - it can be a somewhat decent gimmick mixup. 6B leads to mediocre damage midscreen, and overall good damage in the corner. It can also be kara canceled into throw.


6C[edit]
6C
BBCP Noel 6C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
550, 550 Mid 8 11(9)4 25 -10 B, BP
  • No longer wall sticks on 2nd hit
  • Forces standing on counter hit
  • First hit is not jump cancellable anymore
  • Second hit of 6C cannot hit crouches
  • Second hit is now jump cancellable on block
  • Will now stagger the opponent long enough for the muzzle flash to hit without needing a counter

6C is heavly nerfed in the juggle department as opponents will now tech a lot sooner than usual in prorated combos. This also means things like 6C > 6B knockdowns are no longer possible after the first few hits in a juggle combo. It is also no longer possible to jump cancel 6C(1) to bait bursts or transition into j.D routes mid combo as it is now a tool that forces you to commit fully into it's use as an option / combo filler.

It is still possible to delay cancel the 2nd hit into a 2C or a throw but the window for this is now smaller due to the 2nd hit now coming out a lot faster in CF, effectively making this gimmick less reliable for opening up opponents when used along with the 6C > 6B gatling.

Use this move only as a combo filler in normal situations. However, to punish DPs that recover crouching like Jin's 623C, use CH 6C > 214A or CH 6C > 6B > 5D > etc.. for a punish up to potentially 5k. Overall, 6C is your secondary go to punish starter behind 5C in the event you need a standing confirm.


3C[edit]
3C
BBCP Noel 3C.png
Not a Projectile.
Damage Guard Startup Active Recovery Frame Adv Attribute
900 Low 20 3 32 -18 FP
  • Only possible to cancel into Silencer
  • Now fatal counters

Only use to hitconfirm on crouching opponents. Its normally best to use this with rapid cancel to help back it up since its very unsafe on block and guarantees a free punish for the opponent otherwise. It is possible to combo CH 5B and CH 5C into 3C, though there are better options for both.


j.A[edit]
j.A
BBCP Noel jA.png
Overhead.
Damage Guard Startup Active Recovery Frame Adv Attribute
300 High/Air 6 3 8 - H

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. It's speed also allows it to be used in jump-in fuzzy guard mix ups.


j.B[edit]
j.B
BBCP Noel jB.png
Overhead.
Damage Guard Startup Active Recovery Frame Adv Attribute
600 High/Air 7 4 17 - H

A somewhat situational air spacing tool. Can be used preemptively to beat out or trade with some air normals when spaced well enough. Its best application is normally for air to ground routes in some combos in the corner leading into j.D, or into Revolver Blast air ender, which for Noel, Air combos are a last resort for situations where you cannot convert into a ground combo. It is also used occasionally to setup "Drive Landing Cancellation" tactics into d.6B on the way down offensively for a very fast overhead attempt if it is blocked. It can also be used after jumping in with j.C, to add a weak fuzzy guard overhead (since j.C itself is not).


j.C[edit]
j.C
BBCP Noel jC.png
NOT an Overhead.
Damage Guard Startup Active Recovery Frame Adv Attribute
450*3 all 10 2*3 16 - HP

Noel's best air normal period. Its hitbox is relatively decent, when spaced well in the air you can get a nice CH combo. Its underwhelming as a jump in , also do take note that it is not an overhead. Like j.B you can use this normal preemptively to meet opponents ground to air for a considerable sized hitbox on the way up. On air CH, the untech time is long enough for you to land into a 5C pick up in most situations. Also is used in conjunction with "Drive Landing Cancellation" tactics leading into d.6B for an overhead on the way down.


j.2C[edit]
j.2C
BBCP Noel j2C.png
NOT an Overhead.
Damage Guard Startup Active Recovery Frame Adv Attribute
900 all 13 3 24+4L - HP
  • Now wallsticks in the corner, allowing for j.2C > air dash > j.2C
  • No longer causes a hard knockdown state on air hit (previously did in CPEX)
  • Now causes soft knockdown state on hit (opponents can neutral tech immediately now)
  • Now floats the opponent on hit against a ground opponent
  • 110% Bonus Proration

Overall, j.2C doesn't really see much use outside of corner combos. In the case of corner combos it is usually a combo extender leading to Noel's combo enders overall. However, if used near the beginning of a combo after 5C, it leads to some of Noel's highest damage cofirms up to potentially 5k or more making this a staple in corner combos. In neutral, you can use this as a unusual spacing tool when combined with an air dash or a second jump after it whiffs for some tricky footwork. Another way to use it is to preemptively go into it on rising jump startup near the opponent to simulate a jump in attempt. j.2C's recoil effect after it whiffs / hits helps halt your position in the air for a moment which can be used as a way to dodge an opponent's initial anti air attempt if used right, then you can air dash back in for a potential hit confirm after the recoil effect. It's a gimmicky tactic to use but it's risky so use sparingly


Drive Moves[edit]

5D[edit]
5D
BBCP Noel 5D.png
Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 740 all 23 4 18+24 -29 BP
  • Fatal Counter

No invincibility, fastest drive move used to start drive mixup. When used against a knocked down opponent in the corner, it will catch all rolls for a 3K corner combo. Your most damaging punish on Fatal Counter for invulnerable reversals that leave the opponent standing.

Overdrive 740 all 17 4 18 -5 BP

In Overdrive, 5D becomes faster, allowing you to combo 5C into 5D on standing hit.


2D[edit]
2D
BBCF Noel 2D.png
Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 250*6 all 26 3, 3, 3 25+24 -21 HP
  • Foot Invuln. from frame 4 - till landing frames
  • Now only hits 3 times (5 hits in CPEX previously)
  • Now forces crouching state on hit
  • Can no longer be cancelled into Thor Distortion or Revolver Blast on hit or block


2D has had an animation change that changes it from a huge drive cart wheel into a little drive hop that closely resembles her old 2D from older Blazblue iterations before CP, but hits differently now. It is a useful drive move for dodging a lot of low hitting attacks in the game while travelling forward a considerable amount of distance at the same time but is pretty slow on start up. It's a decent drive to use to re-enter back in range for drive mix ups after a long pressure string with Noel's normals on pushback on a blocking opponent. You will also find yourself doing this a lot in corner combos along side things like D.5B for the wall bounce that leads into Revolver Blast. If you can get the height midscreen you can also use this as a useful viable screen carry also.

It is also possible to clash kill projectiles with 2D but is not a prominent tactic to do concerning this drive as its rare to do this in general. This is also quite punishable by Anti-airs or general pokes from fast reacting opponents as it does take a split second for the animation to go active in terms of an actual hit box after the hop.

Overdrive 250*6 all 19 2*6 25 -8 HP
  • Foot Invul. from frame 4 - till landing frames

The Overdrive version of 2D has no noticeable difference in CF


6D[edit]
6D
BBCF Noel 6D.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 720 Low 26 - 39 2 44 -27 FP
  • 4 - 22F Body & Projectile Invul. Short upclose variation is 26 frame startup
  • 4 - 35F Body & Projectile Invul. Long travelling variation is 39 frame startup
  • Now forces knockdown state on hit, using 22B or 22C after it hits is now possible.


A low hitting drive attack. Although its a bit on the slow side, 6D is a very useful move to dodge a considerable amount of attacks that are projectile, body based attacks or even a few overheads while covering ground as well, making it a effective tool to use against zoner matchups or even against long range spacing situations that Noel has trouble dealing with due to her short range in general. It is also 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. Defensively, it is Noel's go to main reversal option over 4D (since it is 1 invuln frame faster than 4D which is frame 5 invuln) but both loses to low hitting attacks so be careful about using it as such. It is most helpful to Instant Block into 6D when on the defensive to maximize its use as a reversal attempt.

Overdrive 720 Low 20 2 25 -8 FP
  • 4 - 21F Body & Projectile Invul.

No notable difference between the Normal version and Overdrive version of 6D.


4D[edit]
4D
BBCP Noel 4D.png
Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 700 all 25 7 18+24 -30 HBFP
  • 5-31F Body & Projectile Invul.
  • No longer causes float on hit (floats opponents in CPEX)
  • Does not cause Fatal Counter on Counter Hit
  • Now staggers the opponent on hit


4D is Noel's secondary reversal option defensively. Overall it is not as good as it us to be in previous iterations of Blazblue since its recent nerfs in CF. However, it still has its uses to an extent. You can use this reversal option at its best by using a option select to help along with proper reads and judgment calls (1 > 4+AB~D~1) to dodge some body attacks and overheads. Can be used offensively to bait most DPs, reversals, Exceed Accel, 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.

Overdrive 700 all 20 7 12 0 HBFP
  • 5-31F Body & Projectile Invul.

No notable difference between the normal version and overdrive version of 4D.


j.D[edit]
j.D
BBCP Noel jD.png
Projectile, NOT an Overhead.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 650*2 all 16 4, 5 till L+12+19 - HP
  • Forward momentum returned but travels slightly farther than usual
  • Knocks down on hit
  • Can no longer be cancelled into Thor Distortion or Revolver Blast on hit or block


j.D is mostly an important drive combo filler that helps convert air combos to ground combos. In most combos it is normally used near the beginning of the combo or near the end of coner combos that use the j.2C > air dash > j.2C route that transitions into j.D right afterwards. Trying to go into j.D after a certain amount of hits will cause it to whiff in a lot of combos after j.C(1) or on a short starter / prorated combo.

It should be noted that j.D is a hurtbox has a tendency to extend to the guns meaning somebody can hit the muzzle flash and it will occasionally hit her out of j.D sometimes. Can be used as a cross up gimmick via IAD > j.D but don't rely on it too much as it can quickly get you killed if blocked.

Overdrive 400*2 all 13 4, 5 till L+8 - HP

Moves Noel forward when used, so it can be used for crossups again.


d.5A[edit]
d.5A
BBCP Noel d5A.png
Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 350 all 8 2 20+22 -27 BP
  • Is now a fatal counter

The quickest drive followup in Noel's arsenal, normally used to keep an opponent blocking while transitioning into High/Low mixup. Be careful when attempting to transition into d.6D from d.5A as it will cause d.6D to perform the slow cross up variation inadvertently when upclose unless you delay the d.6D input afterwards.

Overdrive 350 all 8 2 20 -5 BP

No notable difference between the normal version and the overdrive version of d.5A


d.6A (d.4A)[edit]
d.6A (d.4A)
BBCP Noel d6A.png
Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 450*2 all 13 2(3)2 16+22 -19 BP

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. It is more consistent at getting out non cross up d.6D for a high low mix up with d.6B after 5D and 6D drive starters.

Overdrive 450*2 all 13 2(3)2 16 +3 BP

No notable difference between the normal version and the overdrive version of d.6A


d.5B[edit]
d.5B
BBCP Noel d5B.png
Second Hit is a Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 600, 250 Mid 11 3(2)2 14+22 -21 B, BP

Used only as a combo filler, or to create space during a drive blockstring. You can also attempt to use this as a pseudo poke gesture in certain blockstrings or in neutral via 4D > d.5B > Optic barrel / Bloom trigger / Chamber shot

Overdrive 600, 250 Mid 11 3(2)2 14 +1 B, BP

No notable difference between the normal version and the overdrive version of d.5B


d.6B (d.4B)[edit]
d.6B (d.4B)
BBCP Noel d6B.png
Overhead, NOT a Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 550 High 16 3 25+22 -31 B
  • 110% Bonus Proration added

Noel's Drive Overhead, it's extremely fast and is half of Noel's High/Low drive mixup. It is also commonly used with "Drive Landing Cancellation" tactics to help open up her opponents on the way down from her air normals.

Overdrive 550 High 16 3 25 -9 B

No notable difference between the normal version and the overdrive version of d.6B


d.5C[edit]
d.5C
BBCP Noel d5C.png
Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 350*2 all 17 2(2)2 33+22 -33 BP*2

Used only as combo filler.

Overdrive 350*2 all 17 2(2)2 33 -11 BP*2

No notable difference between the normal version and the overdrive version of d.5C


d.6C (d.4C)[edit]
d.6C (d.4C)
BBCP Noel d6C.png
Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 100*N all 23 4*9 19+22 0 P1*
  • No longer a 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. In CF, you can now use this move to attempt a pressure reset in drive by allowing the reload frames to occur and follow up with a 5A or 2A since the reload frames in CF is now a lot faster.

Overdrive 100*N all 23 4*9 19 +8 P1*

No notable difference between the normal version and the overdrive version of d.6C, save for the frame advantage.


d.5D[edit]
d.5D
BBCP Noel 5D.png
Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 670 all 18 6 16+22 -27 BP

The follow up version of 5D, there's no real difference between the two moves.

Overdrive 670 all 14 6 16 -5 BP

No notable difference between the normal version and the overdrive version of d.5D


d.2D[edit]
d.2D
BBCF Noel 2D.png
Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 300*3 all 19 4*3 25+22 -32 HP
  • Frame 4 - till landing Foot Invul.


The follow up version of 2D. Pretty much the same as the 2D starter no differences to note other than it can be distortion and air special cancelled on hit or block unlike 2D

Overdrive 300*3 all 17 4*3 25 -10 HP
  • Frame 4 - till landing Foot Invul.

No notable difference between the normal version and the overdrive version of d.2D


d.6D[edit]
d.6D
BBCF Noel 6D.png
Low, NOT a Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 650 Low 24 2 12+22 -37 F

The follow up version of 6D, there's not much of a difference between this move and the starter version, though d.6D has a higher P1, leading to higher damage than it's starter variation. d.6D is a low drive hit that has similar startup to d.6B, this is half of Noel's High/Low drive mixup

Using d.6D while in very close proximity to your opponent will cause Noel to shadow step through the opponent and hit from behind. This becomes extremely useful when you become very familiar with skipping the initial drives on landings. This means you can do things like dropping directly or diagonally on your opponent while using J5C on the way down forcing them to block, quickly inputting the desired drive making your first drive the shadow step (d.6D) instead of the regular slower and a short drive 6D

Overdrive 650 Low 18 2 12 +3 F

No notable difference between the normal version and the overdrive version of d.6D


d.4D[edit]
d.4D
BBCP Noel 4D.png
Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 630 all 25 4 30+22 -19 HBFP
  • 5-28F Body & Projectile Invul.


Used mainly to help bait certain DPs during drive pressure outside of combo filler to help produce a higher elevation launch after 6D, d.6d, or a d.5B in the corner.

Overdrive 630 all 20 4 15 0 HBFP
  • 5-28F Body & Projectile Invul.

No notable difference between the normal version and the overdrive version of d.4D


Bloom Trigger[edit]
Bloom Trigger
d.236D
BBCP Noel Bloom Trigger.png
Second Hit is a Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 600, 950 all 15 2(7)4 31 -14 B, BP
  • Wallbounces midscreeen & in corner
  • First hit causes stagger, 2nd hit causes blowback effect


Noel's normal drive ender for midscreen combos. On the offensive, this is usually used to help push back an opponent on block to make enough space to escape back into neutral, however if the last hit is Instant Blocked, it can be punished. It also is known to decently set up a safe jump attempt as a follow up midscreen by IAD into a j.1C as long as the opponent neutral techs into this situation. However despite this, the opponent can roll tech out of the safe jump attempt, which unfortunately Noel doesn't posses an answer for this outside of just chasing after them afterwards.

Overdrive 600, 400*4 all 15 2(7)2*4 27 -8 B, BP*4

In overdrive Bloom Trigger is usable in corner combos with a prerequisite of a little bit of height to your juggle. The overdrive version adds more hits to Bloom Trigger.


Assault Through[edit]
Assault Through
d.214D
BBCP Noel Assault Through.png
NOT a Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 900 all 31 7 16 -4 B
  • 1-18F Fully Invul.
  • Causes blowback ground slide effect on air normal hit
  • Causes blowback wallbounce effect on Counter Hit


Assault Through is a drive special that is occasionally used as a method to produce corner push in midscreen to corner combos, help put the opponent back in the corner in specific corner combos, and lastly help setup 22B corner oki as it provides a hard sliding knockdown state for the setup. It can be used as a weak crossup, though it gives you no real advantage on hit or on block. On CH it wallbounces leading to a decent combo. This move is mainly used to punish opponents who are attempting to punish Noel whiffing drive outside of combo use, the goal is for this to counter hit overall.

Overdrive 900 all 28 7 16 0 B
  • 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.


Spring Raid[edit]
Spring Raid
d.623D
BBCP Noel Spring Raid.png
NOT a Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 1300 Mid 8 7 20+12L -20 B
  • 1-10F Fully Invuln.
  • Can now be used in combos meterless & without counter hit
  • Now has a lower hop effect on Noel leaving her closer to the ground


Spring raid is mostly used in corner combos to help maximize Noel's corner damage overall. Can be used in combos midscreen as well but is less prominently used there as opposed to the corner. It is also a somewhat decent way to potentially CH then opponent from trying to hit you on the way down from something like j.D but its risky so be careful not to find yourself in this situation often.

Overdrive 1300 Mid 8 7 20+12L -29 B
  • 1-10F Fully Invuln.

The overdrive version of Spring Raid launches the opponent higher than usual allowing for follow ups with 5C, 6C, or 5D


Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
BBCP Noel Forward Throw.png
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 300, 1100 Throw (70) 7 4 15 - T
  • 100% minimum damage (1400)

Standard throw, can follow up midscreen with 214A.

Back Throw[edit]
Back Throw
BBCP Noel Back Throw.png
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 300, 1100 Throw (70) 7 4 15 - T
  • 100% minimum damage (1400)

Standard throw, can follow up midscreen with 214A.

Air Throw[edit]
Air Throw
BBCP Noel Air Throw.png
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1400 Throw (90) 7 3 21+3L - T
  • 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.

Counter Assault[edit]
Counter Assault
6A+B
BBCP Noel d5B.png
New Counter Assault.
Damage Guard Startup Active Recovery Frame Adv Attribute
0 all 13 6 30 -17 B
  • Frames 1-20 Fully Invul.
  • 180F Heat Gauge Cooldown.

New Counter Assault animation that uses her d.5B animation to blow the opponent away.

Crush Trigger[edit]
Crush Trigger
A+B
BBCP Noel CT.png
Noel FINALLY has a way to Guard Crush.
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 Barrier 25 ~ 61 1 23 0 B
  • Possible to charge.
  • 180F Heat Gauge Cooldown.

Outside of it being a Guard Crush enabler, it is rarely used in CF overall in Noel's case since there's not a lot of places to fit it in effectively on a charged variation outside of CH 5C on crouching and CH 6C both in the corner that produce 5k results. For the most part it's best to just save your meter for more important things like making punishable moves safe by using Rapid Cancels, and Counter Assaults to keep opponents off majority of the time. It can occasionally be used as a method of exiting drive pressure without being at frame disadvantage or using d.6C.


Specials[edit]

XI. Optic Barrel[edit]
XI. Optic Barrel
236A/B
BBCP Noel Optic Barrel.png
Projectile.
BBCP Noel Optic Barrel2.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
A 650 all 27 4 51T -8 P1*
B 650 all 29 4 51T -8 P1*
  • 236A: Old 236B, shoots at a midscreen distance from noel
  • 236B: Old 236C, Shoots at basically the maximum distance both characters can be from each other.
  • Can now dash cancel on hit or whiff

Severely weakened on frame advantage on block as following it up with a dash cancel into 5A / 2A is now a very risky option as it loses to 6 frame responses and trades with 7 frame responses. Neither Optic Barrels causes a knockdown on a ground hit. The goal is to hit them in the air, which will cause a knockdown.


Chamber Shot[edit]
Chamber Shot
236C
BBCP Noel Chamber Shot.png
Projectile.
Damage Guard Startup Active Recovery Frame Adv Attribute
1100 all 15 6 28 -15 BP
  • No longer wall sticks in corner
  • No longer ground slide from a blowback effect midscreen
  • Causes a launch effect similar to Noel's 6A on hit


Combos off of 5C and 2C for a basic knockdown. Noel's closest thing to Ragna's Hell's Fang for midscreen short confirms in which going into drive conversions into Bloom Trigger isn't availiable. Chamber Shot serves as Noel's secondary combo ender and also as a combo extender for corner confirms which is typically followed up with 5B or a dashing 2A. You can also use Chamber Shot as a poke gesture in neutral and a somewhat unconventionally situational anti air if spaced and timed right against some IAD jump ins as it does have a sizable hitbox.


XIII. Revolver Blast [edit]
XIII. Revolver Blast
j.214C
BBCP Noel Revolver Blast.png
Projectile.
BBCP Noel j2C.png
Follow up j.2C attack
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 300*5 all 10 3*5 till L+8 - HP
  • Knockdown distance after j.2C follow up is closer to Noel midscreen


Noel's air ender to end air combos. Essential to Noel's corner combos (i.e. d.5B > d.2D) to increase overall combo damage. Midscreen it isn't that great of an ender as the opponent is able to just roll out after due to recovery and spacing after the follow up attack j.2C. Due to this its mainly just used in corner combos. Noel's air ender to end air combos. Can also be used to create a big hitbox around her during it's animation to potentially hit incoming opponents who approach her by Tiger Kneeing its input close to the ground. The multiple hits can also be used situationally to clash kill multihit projectiles.

Additional Attack 400 all 9 3 till L+8 - HP
  • No longer has 120% Bonus Proration


IX. Muzzle Flitter [edit]
IX. Muzzle Flitter
214A
BBCP Noel Muzzle Filter.png
Command Grab, only works on Standing Opponents.
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1200 Unblockable 26 6 9+16L - HT
  • Combo throw, can hit enemies in hitstun without incurring purple exclaimation marks.
  • 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 normal throw, Fatal 5D, CH 5C / 6C / d.4D, d.6C, d.4D during a Fatal combo, or 236D(1) > Rapid. Overall its not that good as its risky to do considering it puts Noel in Counter Hit state on whiff guaranteeing a punish for the opponent. It is primarily used to variate mix ups between d.6B and d.6D where MF can substitute for the d.6B to catch high blocking opponents.


Silencer [edit]
Flash Suppressor
22B/C
BBCP Noel Silencer A.png
Projectile.
BBCP Noel Silencer B.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
B 200 all 11 2[(5)2]*N 16 -6 FP
  • 200% Heat Gain
  • Both versions can only be used if the opponent has already been knocked down once in the combo.


Used as a combo extender in some cases. Is also used as a combo ender to set up Noel's 22B oki. Can be chained into the C version by hitting C while holding down B which is useful when a faster startup or different timing is required in a combo

C 300 all 21 4 22 -7 FP

Used as a combo filler after 3C ,6D ,d.6D or any general knockdown to continue a combo.


Distortion Drives[edit]

Zero Gun: Fenrir [edit]
Zero Gun: Fenrir
632146D
BBCP Noel Fenrir1.png
BBCP Noel Fenrir2.png
Bullets and Finisher are Projectiles, first hit is not.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
First Hit 400 All 1+5 5 149T -34 B
Bullets 140*24 All 1+25 - 150T - P2*
Finisher 3600 - - - 56 - P2*
Finisher (OD) 120*15, 4200 - - - 56 - P2*
  • Last attack has 20% minimum damage (1200)
  • Final attack only triggers if the initial ram with the gun barrel hit.

Damage super, used at the end of combos, can also be used as a reversal.


Bullet Storm > Zero Gun: Thor [edit]
Bullet Storm > Zero Gun: Thor
j.236236D
BBCP Noel Thor1.png
BBCP Noel Thor2.png
Projectile.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 160*10, 1900 all 4+6 - till L - P2*
Overdrive 160*15, 2400 all 4+6 - 148T - P2*
  • 1-4F Fully Invul.
  • Invincibility disappears after superflash
  • 15% minimum damage (Normal: 525 OD: 720)
  • 180F Heat Gauge Cooldown
  • Last hit is airdash cancellable in Overdrive

Thor overall is a super that is normally used to either stack a lot of damage upfront fro a strong 4- 5k combo (mostly in corners), midscreen counter hit OD combos that uses OD Thor for up tp 5K, and to help end rounds off by tiger Kneeing its input on moves that's jump cancellable on hit such as 5B or 5C. It is also sometimes used as a counter to anti air attempts in some situations but is risky depending on the opponent's character. Is also used for the Thor > Fenrir double super ender for corner combos.


Exceed Accel[edit]

Zero Gun: Sleipnir
ABCD during Overdrive
BBCF Noel Sleipnir.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 600, 660, 1700 - All Fast: 10
Slow: 20
3 34 -10 B - Click!
Active Flow 600, 500*3, 80*16, 660, 1700 - All Fast: 10
Slow: 20
3 34 -10 B - Click!
  • Immediately ends Overdrive if used.
  • Becomes stronger with Active Flow.
  • Repositions both Noel & opponent about 1/3rd of the stage (Half stage instead if Noel is in corner)
  • Positions Noel & opponent about the same distance as Optic Barrel A version range from each other afterwards.


Astral Heat[edit]

Valkyrie Veil
236236C
BBCP Noel Astral.png
Counter Attack.
BBCP Noel Astral2.png
Damage Guard Startup Active Recovery Frame Adv Attribute
18800 (DESTROY) - 8+0 48 21 - -
  • 1-7F Fully Invul.
  • 8-55F Catches
  • 180F Heat Gauge Cooldown
  • Can now trigger on Barrier Bursts
  • Catches everything except firearm projectiles, throws, Nirvana, and Ignis

Counter Astral. Classic Noel retains her old astral (214214C) while still being able to combo it into nearly any situation.


Valkyrie Veil
214214C
BBCS Noel VVeil.png
You Are Already Dead.
Damage Guard Startup Active Recovery Frame Adv Attribute
DESTROY ALL 9+20 4 26 -11 B

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 safer.



External References[edit]




BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc