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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Noel Vermillion|discord=https://discord.gg/0uAWkNE5uy0qqEPT|forums=http://www.dustloop.com/forums/index.php?/forums/forum/75-noel-vermillion/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_NO.html}}
==Overview==
======<span style="visibility:hidden;font-size:0">overview</span>======
{{BBCF/CharacterLinks}}
{{FlexContainer}}
<div id="home-content" class="home-grid">
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
{{card|width=4
{{FP Box|header=Overview
|header=Overview
|content=
|content=
{{Bio
Noel is a rushdown character that makes up for her short range with fast dashes and invulnerable options with her drive that can be used for hard reads. Once close to her opponent, Noel boasts a variety of good pressure normals like her {{clr|A|5A}} that hits on crouching opponents, a self-cancelable {{clr|B|2B}} and a {{clr|C|2C}}  that is + on block, as well as a varied array of jump cancelable normals, that can lead to a mixup using a Drive Land Cancel (DLC). Her unique drive, although risky, allows for Noel to call out certain moves like reversals while keeping her offense, and in the right scenarios allows her to turn a defensive position into an offensive one.
| name = Noel Vermillion
 
| game = BBCF
While Noel is an easy character to get into at first, it is very easy to hit a progress wall due to the unorthodox nature of her tools, odd confirms, character-specific combos and bad habits that can be gained out of the miss-use of drive, therefore it's important to not play Noel like a standard rushdown character.
| voice =
| quote =
| lore =
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.
}}
{{StrengthsAndWeaknesses
|intro=
|pros=
*High mobility.
*Good corner carry.
*Decent ground normals.
*4D allows Noel to bait reversal options on the spot while continuing pressure.
*Instant d.6b canceling provides potent high-low mixup when Noel is landing from the air.


|cons=
Despite this, Noel hosts a large variety of combos and offense through creative use of her drive, and her fluid movement is perfect for players who are looking for a fast character with unorthodox tools that require them to be creative on how they approach the game.
*Short effective range, can't really contest most other characters from far away.
*Unreliable reversal options.
*Heavily meter dependent - usually a rapid is needed to do any sophisticated mixup attempts.
*Really inconsistent combo transitions from stray hits.
*Careless drive usage is easily punishable.
*Drive loses heavily to DEF Overdrive usage.
}}
}}
{{BBCF/Infobox
| fastestAttack = [[#5A|5A]] (6F)<br/>[[#2A|2A]] (6F)
| reversal = [[#Zero Gun: Fenrir|632146D]] (6F)<br/>[[#Valkyrie Veil|236236C]] (Catch 8~55F) (Astral)
| fatalStarter = [[#3C|3C]]<br/>[[#5D|5D]]<br/>[[#d.5A|d.5A]]
}}
}}
{{FP Box|header=Drive: Chain Revolver
{{card|width=4
| content=
|header=Drive: Chain Revolver
Noel's Drives function two different ways. Upon initial Drive press, Noel uses a Drive attack, and then she is in a a chain revolver state where all of her normal commands are different and three more special moves are available. The chain revolver state lasts until you stop inputting commands or perform a special/distortion cancel.  
|content=
Noel's Drives function in two different ways. Upon pressing the D button, Noel uses a Drive attack that is basically just a normal attack. Afterwards however, Noel's normal moves are effectively replaced with a different set of normal moves until she returns to neutral again.
 
* Noel may cancel any chain revolver move into any other chain revolver move, even if it misses entirely, with the exception that she may not repeat any move twice in a row.
* Noel is limited to 4 normal commands after the initial drive starter. Attempts to perform more will be ignored, but she may still perform a special cancel at this point.
* If chain revolver ends without a special or distortion cancel, Noel performs a short reload animation before being able to perform any other commands again.
*During Chain Revolver, Noel can cancel into any special and distortion drive move she previously had access to, as well as 3 special moves exclusive this state: Spring Raid, Bloom Trigger, and Assault Through.
* Noel is in a counterhit state throughout, including during her reload animation.
* Only the opening drive move may be overdrive cancelled.
* Since Rapid cancels instantly return a character to neutral, they also immediately end the Chain Revolver state.


* Noel may cancel any Drive move into any other move, with the exception that she may not repeat a move twice in a row.
Generally speaking, Noel's drive allows for very flexible pressure strings, as there is no fixed order to what moves she uses and a long cancel window to stagger moves out if desired. However given her lengthy recovery if she is forced to reload and that all special cancels are negative on block, ultimately Noel needs to either take risks during drive pressure or lose the initiative if her pressure is successfully defended.
* If chain revolver ends without a special cancel, Noel performs a short reload animation before being able to perform any other commands again.
 
* Noel is limited to 4 normal commands after the initial drive stater. Attempts to perform more will be ignored, but she may still perform a special cancel at this point.
In notation, since they use the same inputs, moves performed during Chain Revolver are denoted by a lowercase "d". e.g. {{clr|C|5C}} is her normal attack, but d{{clr|C|5C}} is the move performed during chain revolver.
* 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.
|header2= Overdrive: Chain Quasar
| subheader1=Overdrive: Chain Quasar
|content2=
| content2=
Activating Noel's Overdrive has numerous positive effects:
Activating Noel's Overdrive has numerous positive effects:
*Faster startup speed and faster recovery for drive moves (Loses "Reload" animation)
 
*Thor (air super) allows Noel to recover in the air after the missile fires
*The usual improved damage to all Distortion Drives that every character gets.
*Bloom Trigger hits more than twice
*Faster startup speed for drive moves and no reload animation if Noel doesn't input anything, making her drive moves considerably safer on block, (Although not always entirely safe).
*Assault Through has increased invuln and short invisibility before going active
*Bloom Trigger ({{clr|D|d.236D}}) hits more than twice.
*Spring Raid has increased untech time allowing for combos
*Assault Through ({{clr|D|d.214D}}) has faster startup and short invisibility before going active.
*Spring Raid ({{clr|D|d.623D}}) has increased untech time allowing for combos.
*Thor ({{clr|D|j.236236D}}) allows Noel to recover in the air after the missiles fire.
}}
}}
{{Closediv}}<!--END TOP SECTION-->
</div>
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
 
{{FP TOC|game=BBCF}}
==Normal Moves==
{{FP Box
{{FrameChartKey}}
| padding=no
 
| content={{CharaInfo
===<big>{{clr|A|5A}}</big>===
| game=BBCF
{{BBCF Move Card
| fullname=Noel Vermillion
|input=5A
| health={{#lst:BBCF/Noel Vermillion/Data|health}}
|description=
| comborate={{#lst:BBCF/Noel Vermillion/Data|comborate}}
{{#invoke:FrameChart|drawFrameData
| prejump={{#lst:BBCF/Noel Vermillion/Data|prejump}}
|startup  = 6
| backdash={{#lst:BBCF/Noel Vermillion/Data|backdash}}
|active  = 3
| movement={{#lst:BBCF/Noel Vermillion/Data|movementoptions}}
|recovery = 10
}}
}}
}}
Noel's staple pressure starter. Can hit crouching opponents.
{{Closediv}}<!--END FLEX OTHER SECTION-->
 
{{Closediv}}
Good button to start {{keyword|stagger pressure}} and set up {{keyword|tick throw}}s. This normal is especially useful against those who are trying to keep you out with {{keyword|barrier block}}, as the low pushback and decent frame data allows for stagger pressure with micro dashes. Despite the short range, this normal has a large enough vertical hitbox to roll catch everyone in the corner with the exception of {{Character Label|BBCF|Es|label=Es}}, {{Character Label|BBCF|Hibiki|label=Hibiki}}, and {{Character Label|BBCF|Jubei|label=Jubei}}.
 
* Cancels into itself up to 3 times, even on whiff.
* Jump and throw cancellable on hit or block.


==Normal Moves==
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
====== <span style="visibility:hidden;font-size:0">5A</span> ======
{{MoveData
|image=BBCP_Noel_5A.png |caption=Quick gun jab.
|name=5A
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|5A}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}
===<big>{{clr|B|5B}}</big>===
{{BBCF Move Card
|input=5B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 5
|recovery = 14
}}
}}
<nowiki/>
Noel's main poke used for spacing and {{keyword|neutral}}. Can be easily {{keyword|low profile}}'d.
====== <span style="visibility:hidden;font-size:0">5B</span> ======
 
{{MoveData
Noel will want to use this along with {{clr|C|5C}} in neutral to confirm mid to max range hits into Chamber Shot, or {{clr|C|3C}} on crouching opponents. At closer ranges it can be confirmed into {{clr|A|6A}} and on counter hit it also combos into {{clr|C|3C}} and {{clr|D|5D}}. {{color|B|5B}} being only -2 on block while also having a large cancel window and a wide variety of options on block means that it is also decent for {{keyword|stagger pressure}}.
|image=BBCP_Noel_5B.png |caption=Mid-range spacing tool.
 
|name=5B
* Jump and throw cancellable on hit or block.
|data=
* Whiffs at max range on some crouching characters.
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|5B}}
{{!}}-
{{Description|8|text=
* 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.
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
===<big>{{clr|C|5C}}</big>===
{{BBCF Move Card
|input=5C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 2
|recovery = 19
}}
}}
<nowiki/>
A large poke with deceptive reach. {{color|C|5C}} is Noel's primary tool to punish with a counter hit.
====== <span style="visibility:hidden;font-size:0">5C</span> ======
 
{{MoveData
Overall, {{clr|C|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. On a normal hit it will combo into {{clr|C|3C}} on crouching opponents. On a counter hit it also leads into damaging combos through {{clr|D|5D}}, {{clr|B|6B}} > {{clr|D|5D}}, or {{clr|A|214A}}.
|image=BBCP_Noel_5C.png |caption=Farthest reaching normal.
 
|name=5C
It can be used in neutral as the hitboxes on {{color|C|5C}} are better and larger than {{color|B|5B}}. It is however slower, so Noel must space herself out appropriately to use it. Note that it also does not have significant vertical reach above her so it can also be easily jumped over. Be warned that the muzzle flash visual effect is random, leading this move to be visually deceptive as it may give off the impression that {{clr|C|5C}} is larger than it really is.
|data=
 
{{AttackDataHeader-BBCF}}
* Jump cancellable on hit. Throw cancellable on hit or block.
{{!}}-
* Flare clashes with projectiles.
{{#lst:BBCF/Noel Vermillion/Data|5C}}
{{!}}-
{{Description|8|text=
* 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)
* 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.
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
===<big>{{clr|A|2A}}</big>===
{{BBCF Move Card
|input=2A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|recovery = 10
}}
}}
<nowiki/>
Noel's crouching jab and her most versatile button.
====== <span style="visibility:hidden;font-size:0">2A</span> ======
 
{{MoveData
{{clr|A|2A}} having natural {{keyword|frame trap}}s into both {{color|C|5C}} and {{color|C|2C}} for high reward while also having the ability to throw cancel means that this button is excellent as a pressure starter and for {{keyword|stagger pressure}}. It is also a decent defensive button, as being one of the faster {{clr|A|2A}}s with 6F startup and having longer range than {{clr|A|5A}} lets Noel have the ability to challenge pressure that most characters wouldn't be able to otherwise. The only major downside with this button is that the hurtbox is much larger than the hitbox, which can often cause Noel to trade unfavorably with other characters.
|image=BBCP_Noel_2A.png |caption=
 
|name=2A
* Cancels into itself 3 times.
|data=
* Throw cancellable on hit or block.  
{{AttackDataHeader-BBCF}}
* Faster than average {{clr|A|2A}}.
{{!}}-
 
{{#lst:BBCF/Noel Vermillion/Data|2A}}
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
{{!}}-
{{Description|8|text=
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.
}}
}}
===<big>{{clr|B|2B}}</big>===
{{BBCF Move Card
|input=2B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 2
|recovery = 12
}}
}}
<nowiki/>
A low hitting jab. Effectively a second {{color|A|2A}}.
====== <span style="visibility:hidden;font-size:0">2B</span> ======
 
{{MoveData
This move is slightly longer than {{clr|A|2A}}, but a tad shorter than {{clr|B|5B}} which makes it decent low attack, and is best used as combo or {{keyword|block string}} filler for {{keyword|frame trap}}s. It also sees some use in {{keyword|neutral}} and against certain character's reversals on wakeup like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=623B|label=Panzer Strike}} or {{Character Label|BBCF|Makoto_Nanaya|label=Makoto's}} {{MiniMoveCard|game=BBCF|chara=Makoto Nanaya|input=623C|label=Corona Upper}} since it makes Noel's hurtbox relatively short and allow her to {{keyword|low profile}}. Can be repeated twice per string.
|image=BBCP_Noel_2B.png |caption=Her fastest Low.
 
|name=2B
Being able to whiff cancel and having relatively low recovery allows Noel to also bait out twitch reactions in a similar manner to {{clr|A|5A}} but with a much better reward and less risk. For example, {{clr|B|5B}} > {{clr|B|2B}}(w) on block comes in at -4, but it allows Noel to make her pressure much more threatening and less linear with proper reads and conditioning.
|data=
 
{{AttackDataHeader-BBCF}}
* Limit 2 uses per gatling sequence.
{{!}}-
* Throw cancellable on hit or block.
{{#lst:BBCF/Noel Vermillion/Data|2B}}
* Whiff cancellable into itself.
{{!}}-
{{Description|8|text=


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.
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
===<big>{{clr|C|2C}}</big>===
{{BBCF Move Card
|input=2C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 4
|recovery = 14
}}
}}
<nowiki/>
A slow low that hits twice and is plus on block. Noel's main crouching {{keyword|hit confirm}} and roll catch button in the corner.
====== <span style="visibility:hidden;font-size:0">2C</span> ======
 
{{MoveData
{{color|C|2C}} itself is mostly used for {{keyword|block string}}s for {{keyword|frame trap}}s or combo filler. If used early in a block string, it can be very strong due to it having +1 frame advantage, but due to its pushback it is often hard to capitalize on. Thankfully since BBCF2.0, {{clr|C|2C}} has enough {{keyword|hitstun}} to always combo into {{clr|C|3C}} on a crouching hit as long as Noel didn't press too many buttons before.
|image=BBCP_Noel_2C.png |caption=+1 on Block.
 
|name=2C
This button also acts as one of the ways Noel can catch roll attempts in the corner. One of the main setups to do this is to end a combo with with {{clr|C|j.214C}} > {{clr|C|j.2C}} and then do {{clr|C|2C}} > {{clr|A|2A}}. Ideally, {{clr|C|2C}} will catch forward rolls and on neutral tech {{clr|A|2A}} will let Noel {{keyword|meaty}} her opponent.
|data=
 
{{AttackDataHeader-BBCF}}
Interestingly enough, if the opponent instant blocks the first hit of {{clr|C|2C}}, the the game will visually indicate that the second hit of {{clr|C|2C}} was automatically instant blocked due to there being no gap in between both hits. However, unless the opponent manually inputs an instant block on the second hit, Noel will still maintain her +1 frame advantage despite the game showing that she should be negative instead of plus.
{{!}}-
 
{{#lst:BBCF/Noel Vermillion/Data|2C}}
* Clashes with projectiles.
{{!}}-
* Second hit must be manually {{keyword|instant block}}'d for frame advantage to decrease.
{{Description|8|text=
*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.
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|C|5C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
===<big>{{clr|A|6A}}</big>===
{{BBCF Move Card
|input=6A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 3
|recovery = 26
}}
}}
<nowiki/>
Noel's sad excuse for an anti-air.
====== <span style="visibility:hidden;font-size:0">6A</span> ======
 
{{MoveData
While {{clr|A|6A}}'s head invulnerability kicks in early, it only lasts for one frame during its active frames meaning that Noel has to be on point to properly anti-air her opponent with this move. The weak head invulnerability combined with {{clr|A|6A}}'s poor hitboxes often means that Noel can't challenge common disjointed jump ins from other characters such as {{Character Label|BBCF|Ragna|label=Ragna's}} {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=j.C|label={{clr|C|j.C}}}}, {{Character Label|BBCF|Jin|label=Jin's}} {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=j.C|label={{clr|C|j.C}}}}, {{Character Label|BBCF|Nine|label=Nine's}} {{MiniMoveCard|game=BBCF|chara=Nine the Phantom|input=j.2C|label={{clr|C|j.2C}}}} and so on without heavy risk. To add on top of that, the recovery of this move significant and exposes Noel to common anti-air baits such as delayed double jumping. If Noel does not land {{clr|A|6A}} on the opponent whether it be due bad spacing, having the wrong read, or even just being unlucky with the hitboxes, it is very likely that she will get whiff punished. 
|image=BBCP_Noel_6A.png |caption=Anti-Air?
 
|name=6A
On the other hand, it's not a good idea to neglect this move, since if used well it can be an asset. At the end of the day it is still her most reliable anti-air and can work often given enough practice using it. It is also a decent move to use on block in pressure due to having a wide variety of options on block such as jump cancelling, {{clr|B|5B}}, {{clr|C|5C}}, or {{clr|C|2C}}. Notably, Noel can {{keyword|reverse beat}} from both {{clr|B|5B}} and {{clr|B|2B}} to do strings such as {{clr|B|5B}} > {{clr|A|6A}} > {{clr|C|2C}} to throw the opponent off. It isn't that bad as a {{keyword|hit confirm}} either, as it is her main way to combo standing opponents midscreen.
|data=
 
{{AttackDataHeader-BBCF}}
* Frames 6-11 head invulnerable.
{{!}}-
* Jump and throw cancellable on hit or block.
{{#lst:BBCF/Noel Vermillion/Data|6A}}
* Launches on hit.
{{!}}-
{{Description|8|text=
* 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.
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
===<big>{{clr|B|6B}}</big>===
{{BBCF Move Card
|input=6B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 26
|active  = 5
|recovery = 18
}}
}}
<nowiki/>
Noel's only standing overhead outside of drive. Pretty average as overheads go and is telegraphed, but has above average scaling compared to other characters', leading to good meterless damage. Noel can also gatling into {{clr|B|6B}} from a large amount of normals which can make it harder for the opponent to react to.
====== <span style="visibility:hidden;font-size:0">6B</span> ======
 
{{MoveData
If blocked, Noel will have to play RPS to continue her pressure: going into drives will enable further mixups, {{clr|B|6B}} →  {{clr|D|5D}} is the quickest, though it has a 7f gap that can be mashed. Her other drives have larger gaps, although the invul will kick in by the time the opponent can press, making it much riskier for them to do so.
|image=BBCP_Noel_6B.png |caption=SOKOH
 
|name=6B
Other ways to discourage mashing is cancelling into {{clr|C|3C}} which naturally frametraps and has good reward with its fatal property, although it's not recommended without RC due to heavy frame disadvantage. Another cancel option is  {{clr|C|236C}} which is gapless on normal block, and can be delayed to frametrap. Relatively safe if Noel was pushed out beforehand, but can also be punished if at close range.
|data=
 
{{AttackDataHeader-BBCF}}
*Advances Noel forward; useful for kara throws.
{{!}}-
*Forces crouching on hit.
{{#lst:BBCF/Noel Vermillion/Data|6B}}
*Hard knockdown on air hit.
{{!}}-
 
{{Description|8|text=
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
*Forces crouching on hit
*Forces knockdown state on air hit
Noel's main overhead outside of drive. It's slow but somewhat ambiguous, and since it's possible to cancel into it from many other normals, it has to be reacted to, rather than anticipated. Leads to mediocre damage midscreen, and respectable damage in the corner. Can be kara canceled into throw.
}}
}}
===<big>{{clr|C|6C}}</big>===
{{BBCF Move Card
|input=6C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 8
|inactive2= 9
|active3  = 4
|recovery = 25
}}
}}
<nowiki/>
A two hit move that acts as Noel's main combo filler and as an alternative {{keyword|reversal|2}} punish.
====== <span style="visibility:hidden;font-size:0">6C</span> ======
{{MoveData
|image=BBCP_Noel_6C.png |caption=Looks cool and that's all there is to it
|name=6C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|6C}}
{{!}}-
{{Description|8|text=
* 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.
While it goes active quickly and has loads of active frames, it is horribly punishable if blocked (Opponents can simply duck under the second hit and freely punish). Noel will mainly use this move only to link parts of her combos together both in midscreen and corner. In certain cases, it may be preferable to use this move as a reversal punish over {{clr|C|5C}} when the opponent uses reversals where they end up crouching such as {{Character Label|BBCF|Jin Kisaragi|label=Jin's}} {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=623C|label=Rehhyou}}. In these cases, use counter hit {{clr|C|6C}} > {{clr|A|214A}} or counter hit {{clr|C|6C}} > {{clr|B|6B}} > {{clr|D|5D}} for a damaging punish. Overall, {{clr|C|6C}} is Noel's secondary go to punish starter behind {{clr|C|5C}} in the event she needs a standing confirm.


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.
It is possible to delay cancel the second hit into {{color|C|2C}} or throw as a gimmick to open her opponents up similar to older versions of the game but the window to do so now is very small.


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.
* Second hit of {{clr|C|6C}} can't hit crouching.
* Causes crumple stun on counter hit, forcing them to stand, allowing the followup to always hit.
* Second hit is jump cancellable on block or hit.
* Throw cancellable on block or hit.
 
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}, Throw
}}
}}
===<big>{{clr|C|3C}}</big>===
{{BBCF Move Card
|input=3C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 20
|active  = 3
|recovery = 32
}}
}}
<nowiki/>
A committal sweep that moves Noel forward. Usually only seen in combos.
====== <span style="visibility:hidden;font-size:0">3C</span> ======
 
{{MoveData
Only used to hit confirm on crouching opponents. Its normally best to use this with {{keyword|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 counter hit {{clr|B|5B}} and counter hit {{clr|C|5C}} into {{clr|C|3C}}, though there are better options for both.
|image=BBCP_Noel_3C.png |caption=Not a Projectile.
|name=3C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|3C}}
{{!}}-
{{Description|8|text=
* 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.
If Noel has committed to a dash, it can be used as high risk alternative to {{clr|D|6D}} in neutral to {{keyword|low profile}} certain projectiles that don't reach all the way to the ground such as {{Character Label|BBCF|Lambda-11|label=Lambda's}} {{MiniMoveCard|game=BBCF|chara=Lambda-11|input=5D|label={{clr|D|5D}}}}, {{Character Label|BBCF|Nu-13|label=Nu's}} {{MiniMoveCard|game=BBCF|chara=Nu-13|input=5D|label={{clr|D|5D}}}}, or {{Character Label|BBCF|Tsubaki Yayoi|label=Tsubaki's}} {{MiniMoveCard|game=BBCF|chara=Tsubaki Yayoi|input=421D|label=Lux Macto}}. Compared to {{clr|D|6D}}, {{clr|C|3C}}'s startup is much faster but if not properly applied, it is almost certain that Noel will eat a whiff punish.
 
* Begins to low-profile f1, then further on f10-18.
* Only possible to cancel into {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=22B|label={{clr|B|22B}}}} or {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=22C|label={{clr|C|22C}}}} on hit.
* {{keyword|Fatal Counter}}s.
}}
}}
===<big> {{clr|A|j.A}} </big>===
{{BBCF Move Card
|input=j.A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 2
|recovery = 9
}}
}}
<nowiki/>
A short jab in the air that hits below Noel. Her main up close air-to-air tool.  
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
 
{{MoveData
Decent at baiting {{keyword|Throw Reject Miss}} in the air. Due to its speed, it can be used as an alternative {{keyword|abare}} anti-air while rising to challenge opponents directly above her or to preemptively catch jumping attacks that {{clr|A|6A}} would not be able to reach. It's also the best jump-in overhead Noel has in terms of hitbox, though its damage potential is weak. The downward hitbox also allows Noel to use it for jump-in {{keyword|F-Shiki}} mix ups.
|image=BBCP_Noel_jA.png |caption=Overhead.
 
|name=j.A
* Jump and throw cancellable on hit or block.
|data=
* Cancels into itself infinitely on hit or block.
{{AttackDataHeader-BBCF}}
 
{{!}}-
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}
{{#lst:BBCF/Noel Vermillion/Data|j.A}}
{{!}}-
{{Description|8|text=
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.
}}
}}
===<big>{{clr|B|j.B}}</big>===
{{BBCF Move Card
|input=j.B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 4
|recovery = 17
}}
}}
<nowiki/>
A horizontal swipe that hits in front of Noel in the air. Has a back hitbox that enables {{keyword|crossup}} mixups when jumping in on her opponent from up close.
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
 
{{MoveData
It can be used preemptively while rising as an {{keyword|abare}} to beat out or trade with some air normals when spaced well enough as it is her most disjointed air normal. Additionally, the ability to {{keyword|reverse beat}} into {{clr|A|j.A}} enables Noel to keep her opponent blocking if {{clr|B|j.B}} is blocked and allows for baiting an air {{keyword|throw reject miss}}. The only real problem is that when used this way, the continued momentum makes it tricky to convert the hit into a full combo. Generally, this move sees more use to add stability in air to ground routes in some combos in the corner leading into {{clr|D|j.D}} or into her {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=j.214C|label=Revolver Blast}} knockdown.
|image=BBCP_Noel_jB.png |caption=Overhead.
 
|name=j.B
As a jump in, {{clr|B|j.B}} is okay but {{clr|C|j.C}} tends to be better despite being able to be blocked mid. The reason for this is that {{clr|B|j.B}}'s hitboxes do not reach that far down vertically so Noel will often have to delay {{clr|B|j.B}} long enough for her to fall on to the opponent which gives them more time to react. If the overhead is desired, it is more common to see Noel first jump with {{clr|C|j.C}} then reverse beat into {{clr|B|j.B}} on block to get a weak {{keyword|F-Shiki}} overhead since {{clr|C|j.C}} itself is not. It is also used occasionally to set up a [[/Strategy#Drive_Landing_Cancel|Drive Landing Cancel]] into {{clr|B|d.6B}} on the way down offensively for a very fast overhead attempt if it is blocked.
|data=
 
{{AttackDataHeader-BBCF}}
* Jump and throw cancellable on hit or block.
{{!}}-
* Reverse beats into {{clr|A|j.A}}.
{{#lst:BBCF/Noel Vermillion/Data|j.B}}
 
{{!}}-
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}
{{Description|8|text=
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).
}}
}}
===<big>{{color|C|j.C}}</big>===
{{BBCF Move Card
|input=j.C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 6
|recovery = 16
}}
}}
<nowiki/>
A slow multi-hit normal with disjoints that hits mid. Noel's strongest air normal.
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
 
{{MoveData
The hitbox on {{color|C|j.C}} is relatively decent and when spaced well it can be used to combat her opponents in the air. Like {{color|B|j.B}} it can be used preemptively to meet opponents with a considerably sized hitbox on the way up but it tends to be a bit on the slower side so it can be beaten when used reactively. If Noel lands a counter hit, the {{keyword|untechable time}} is large enough for Noel to land and use {{color|C|5C}} to continue the combo.
|image=BBCP_Noel_jC.png |caption= NOT an Overhead.
 
|name=j.C
It is also Noel's main normal to jump in with. Note that it is not an {{keyword|overhead}} so it is often the case that Noel will want to {{keyword|reverse beat}} into either {{color|A|j.A}} or {{color|B|j.B}} to hit them overhead. Often used in conjunction with [[/Strategy#Drive_Landing_Cancel|Drive Landing Cancel]] into {{color|B|d.6B}} for an overhead on the way down.
|data=
 
{{AttackDataHeader-BBCF}}
*Reverse beats into {{clr|A|{{clr|A|j.A}}}} or {{clr|B|{{clr|B|j.B}}}}.
{{!}}-
 
{{#lst:BBCF/Noel Vermillion/Data|j.C}}
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|j.A}}, {{color|B|j.B}}, {{clr|C|j.2C}}, {{clr|D|j.D}}
{{!}}-
{{Description|8|text=
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.  
}}
}}
===<big>{{clr|C|j.2C}}</big>===
{{BBCF Move Card
|input=j.2C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 3
|recovery = 24
|specialRecovery = 4
}}
}}
<nowiki/>
A diagonal hitting gun flare in the air. A staple part of Noel's corner combos and niche {{keyword|neutral}} tool.
====== <span style="visibility:hidden;font-size:0">j.2C</span> ======
 
{{MoveData
Overall, {{clr|C|j.2C}} doesn't really see much use outside of corner combos. It is a key component of her corner {{keyword|BnB}} as it allows her to route into her combo enders. It also sees use in her more optimized routes, usually near the beginning of a combo after {{color|C|5C}} as it leads into some of Noel's highest damaging confirms.
|image=BBCP_Noel_j2C.png |caption=NOT an Overhead.
 
|name=j.2C
In neutral, Noel can use this as a unusual spacing tool when combined with an air dash or a second jump after it recovers in the air for some tricky footwork. Another way to use it is to preemptively go into it while falling down onto the opponent to simulate a jump in attempt. {{clr|C|j.2C}}'s recoil effect after it recovers helps halt her position in the air for a moment which can be used as a way to dodge an opponent's initial anti air attempt. After that, she can continue falling or air dash back in for a potential punish after.
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|j.2C}}
{{!}}-
{{Description|8|text=
*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
* Bounces against the wall in the corner, allowing for {{clr|C|j.2C}} > air dash > {{clr|C|j.2C}}
}}
* Causes a {{keyword|soft knockdown}} state on hit.
* Floats the opponent on hit against a ground opponent.
* 110% Bonus Proration
 
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|D|j.D}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
====== <span style="visibility:hidden;font-size:0">5D</span> ======
===<big>{{clr|D|5D}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Noel_5D.png |caption=Projectile.
|input=5D
|input=
|description=
|name=5D
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 23
{{AttackDataHeader-BBCF}}
|active  = 4
{{!}}-
|recovery = 37
{{#lst:BBCF/Noel Vermillion/Data|5D}}
}}
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{Description|8|text=
|startup  = 17
* Fatal Counter
|active  = 4
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.
|recovery = 18
}}
Noel's only drive starter with no invincibility. Also her fastest drive move to start drive {{keyword|pressure}}.
 
{{color|D|5D}} is Noel's main way to enter drive without leaving a massive gap during her pressure. Note however that while it is her fastest way to enter drive, there will always be at least a five frame gap between any previous button and this one, and if known it can be abused in the opponent's favor. It also serves as a niche {{keyword|okizeme}} tool in certain setups. When used against a knocked down opponent in the corner, it will catch all rolls for a decent amount of damage.
 
Additionally, it {{keyword|fatal counter}}s and is her main way to punish the opponent outside of {{color|C|5C}} and {{color|C|6C}}. It will force the opponent to stand up and then fall into a crumple state which allows Noel to route into a significant amount of damage. The only major downside is that it is clunky to use as a punish due to its significant {{keyword|startup}}.


In Overdrive, 5D becomes faster, allowing you to combo 5C into 5D on standing hit.
In Overdrive, {{color|D|5D}} becomes faster. This allows Noel to make most pressure strings leading into {{color|D|5D}} gapless and allows Noel to combo {{clr|C|5C}} into {{clr|D|5D}} on standing hit.
 
Also note that the muzzle flare effect is random just like {{color|C|5C}}.
* Fatal Counters.
* Forces Crumple stun into Hard KD on CH.  
}}
}}
===<big>{{clr|D|2D}}</big>===
{{BBCF Move Card
|input=2D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 26
|active  = 9
|recovery = 2
|specialRecovery = 34
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 26
|active  = 9
|recovery = 2
|specialRecovery = 15
}}
A slow forward moving hop with foot invulnerability. An alternative drive {{keyword|pressure}} starter usually only seen in combos.
Because {{color|D|2D}} moves forward a decent amount, Noel can be use it as an alternative to {{color|D|5D}} to re-enter back into range to start drive pressure after being being push backed on block. With meter, Noel can also use this move to force a {{keyword|50/50}} by using {{keyword|rapid cancel}} into either a high with {{color|B|d.6B}} using [[/Strategy#Drive_Landing_Cancel|Drive Landing Cancel]] or a low with {{color|B|2B}}. The tradeoff with this is that {{color|D|2D}} is a lot slower than {{color|D|5D}}, which leaves a bigger gap for Noel's opponent to either jump out of pressure or even challenge her for attempting to enter drive. Note that since it has head property, Noel's opponents can use {{keyword|anti-air}}s or even throw out large pokes to stop Noel in her tracks.
Due to its large foot invulnerability and the ability to move forward a decent amount, it sometimes sees use in {{keyword|neutral}} or as an {{keyword|abare}} tool against opponents who use a lot of lows. In some very rare cases, it can also be used to clash with projectiles. More generally however, Noel will find herself using the other version of this move, {{color|D|d.2D}} with {{color|B|d.5B}} for corner combos that end in a {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=j.214C|label=Revolver Blast}} knockdown.
* Frame 4-till landing frames foot invulnerable.
* Forces crouching on hit.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">2D</span> ======
{{MoveData
|image=BBCF_Noel_2D.png |caption=Projectile.
|name=2D
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|2D}}
{{!}}-
{{Description|8|text=
*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
<br/>
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.
===<big>{{clr|D|6D}}</big>===
{{BBCF Move Card
|input=6D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 39
|active   = 2
|recovery = 44
|frcStart = 26
|frcEnd = 38
}}
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 39
|active  = 2
|recovery = 25
|frcStart = 26
|frcEnd = 38
}}
}}
<nowiki/>
A slow sweep with body and projectile invulnerability that moves Noel forward. A situational tool with a variety of uses.
====== <span style="visibility:hidden;font-size:0">6D</span> ======
 
{{MoveData
Although it's a bit on the slow side, Noel can use {{color|D|6D}} to dodge a considerable amount of projectile or body based attacks while covering ground. This makes {{clr|D|6D}} an effective tool in certain situations against {{keyword|zoner}}s and the body and projectile invulnerability on the move also makes it as a situationally useful counter poke in {{keyword|neutral}}.
|image=BBCF_Noel_6D.png |caption=
 
|name=6D
It is also one of the three choices for Noel to start drive {{keyword|pressure}}. However, this one is the weakest out of the three due it being the slowest to the point where the opponent is able to easily {{keyword|fuzzy jump}} the gap. {{color|D|5D}} is generally better for both catching fuzzy jumps due to having a decent horizontal hitbox and catching {{keyword|mash}}ing with it having the fastest startup. {{color|D|2D}} also is generally the better button to close the gap if Noel desires to initiate drive pressure up close due to it also being situationally decent at catching fuzzy jump.
|data=
{{AttackDataHeader-BBCF|}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|6D}}
{{!}}-
{{Description|8|text=
*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.


<br/>
Due to its invulnerability, Noel can also utilize {{color|D|6D}} as a reversal to call out bad pressure, but {{color|D|4D}} usually ends up being the better button for this purpose. It losing out invulnerability two frames before it becomes active usually means that very active or well timed buttons can beat {{color|D|6D}}.
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 secondary reversal option next to 4D. However, 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.
 
* Frame 4-2F before active body and projectile invulnerable.
* Forces knockdown state on hit.
}}
}}
===<big>{{clr|D|4D}}</big>===
{{BBCF Move Card
|input=4D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 25
|active  = 7
|recovery = 37
}}
}}
<nowiki/>
{{#invoke:FrameChart|drawFrameData
====== <span style="visibility:hidden;font-size:0">4D</span> ======
|startup  = 20
{{MoveData
|active  = 7
|image=BBCP_Noel_4D.png |caption=Projectile.
|recovery = 12
|name=4D
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|4D}}
{{!}}-
{{Description|8|text=
*1-31F 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
<br/>
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 CP. 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.
}}
}}
* Frame 1-31 body and projectile invulnerable
* Crumple stuns on hit.
* CH forces crumple stun into hard KD.
{{clr|D|4D}} is Noel's main reversal option. Nerfed compared to older versions of Blazblue, but still useful. You can use this reversal option at its best by using an option select to help along with proper reads and judgment calls (1 > 4+AB~{{clr|D|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.
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">j.D</span> ======
===<big>{{clr|D|{{clr|D|j.D}}}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Noel_jD.png |caption=Projectile, NOT an Overhead.
|input=j.D
|name=j.D
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-BBCF}}
|startup  = 16
{{!}}-
|active  = 9
{{#lst:BBCF/Noel Vermillion/Data|j.D}}
|specialRecovery = 31
{{!}}-
}}
{{Description|8|text=
{{#invoke:FrameChart|drawFrameData
*Forward momentum returned but travels slightly farther than usual
|startup  = 16
|active  = 9
|specialRecovery = 12
}}
*Can't cancel into air specials
**Can cancel into ground moves upon landing
*Increased forward momentum in OD
*Knocks down on hit
*Knocks down on hit
*Can no longer be cancelled into Thor Distortion or Revolver Blast on hit or block
*If performed very low to the ground, Noel will land almost immediately, cancelling this move, but leaving Noel in the Chain Revolver state. This allows her to quickly transition into other Chain Revolver moves with little warning such as d.6B.


A fantastic jump in move. With Body invul that starts early and lasts for 12 frames, combined with lengthy actives, Noel’s {{clr|D|j.D}} can and will beat most anti airs in the game. It's a great button for establishing respect as the threat of it can make opponents relucatant to challenge her doing jump resets mid-pressure as to beat it requires risky callouts.


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.
On block, it can't be cancelled until she lands on the ground which leaves quite a sizeable gap where the opponent can counter attack. Although, unless Noel was very high in the air, she has time to go into Drives and play further mindgames with the invul RPS. With 50 meter, the risk-reward turns significantly into her favor as she can do {{clr|D|623D}} that's fully invul and leads to a combo on hit, or RC on reaction if blocked.


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.
For combos, the knockdown is good for air to ground routes. In most cases, it's used near the beginning or end of corner combos that use the {{clr|C|j.2C}} → air dash → {{clr|C|j.2C}} route that transitions into {{clr|D|j.D}} right afterwards. Trying to go into {{clr|D|j.D}} after a certain amount of hits will cause it to whiff in a lot of combos after {{clr|C|j.C}}(1) or on a short starter / prorated combo.
}}


OD version moves Noel forward when used, so it can be used for crossups again.
===<big>{{clr|A|d.5A}}</big>===
{{BBCF Move Card
|input=d.5A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 2
|recovery = 39
}}
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 2
|recovery = 20
}}
}}
<nowiki/>
* Fatal Counters
====== <span style="visibility:hidden;font-size:0">d.5A</span> ======
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 {{clr|D|d.6D}} from {{clr|A|d.5A}}. It will cause {{clr|D|d.6D}} to inadvertently perform the slow cross up variation when up close, unless you delay the {{clr|D|d.6D}} input.
{{MoveData
|image=BBCP_Noel_d5A.png |caption=Projectile.
|name=d.5A
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|d5A}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}
===<big>{{clr|A|d.6A}} or {{clr|A|d.4A}}</big>===
{{BBCF Move Card
|input=d.6A
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 2
|inactive2= 3
|active3  = 2
|recovery = 35
}}
}}
<nowiki/>
{{#invoke:FrameChart|drawFrameData
====== <span style="visibility:hidden;font-size:0">d.6A (d.4A)</span> ======
|startup  = 13
{{MoveData
|active  = 2
|image=BBCP_Noel_d6A.png |caption=Projectile.
|inactive2= 3
|name=d.6A (d.4A)
|active3  = 2
|data=
|recovery = 16
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|d6A}}
{{!}}-
{{Description|8|text=
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.
}}
}}
Used to float opponents for drive combos, but can also be used like {{clr|A|d.5A}}, though it is a bit slower and is harder to poke afterwards due to more blockstun. It is more consistent at getting out non cross up {{clr|D|d.5D}} for a high low mix up with {{clr|B|d.6B}} after {{clr|D|5D}} and {{clr|D|6D}} drive starters.
}}
}}
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">d.5B</span> ======
 
{{MoveData
===<big>{{clr|B|d.5B}}</big>===
|image=BBCP_Noel_d5B.png |caption=Second Hit is a Projectile.
{{BBCF Move Card
|name=d.5B
|input=d.5B
|data=
|description=
{{AttackDataHeader-BBCF}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 11
{{#lst:BBCF/Noel Vermillion/Data|d5B}}
|active  = 3
{{!}}-
|inactive2= 2
{{Description|8|text=
|active3  = 3
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}}
|recovery = 33
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 3
|inactive2= 2
|active3  = 3
|recovery = 14
}}
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 {{clr|D|5D}} > {{clr|B|d.5B}} > Optic Barrel / Bloom Trigger / Chamber shot. Also is an essential part of Noel's Overdrive combos, both at midscreen and in the corner as its untech time allows for links to optimal routes such as {{clr|B|d.6B}} > {{clr|B|d.5B}} > {{clr|B|665B}} > {{clr|C|5C}} midscreen or {{clr|B|d.5B}} > TK OD Thor in the corner.
}}
 
===<big>{{clr|B|d.6B}} or {{clr|B|d.4B}}</big>===
{{BBCF Move Card
|input=d.6B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 16
|active  = 3
|recovery = 44
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 16
|active  = 3
|recovery = 25
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">d.6B (d.4B)</span> ======
{{MoveData
|image=BBCP_Noel_d6B.png |caption=Overhead, NOT a Projectile.
|name=d.6B (d.4B)
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|d6B}}
{{!}}-
{{Description|8|text=
*110% Bonus Proration added
*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.
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.
}}
}}
===<big>{{clr|C|d.5C}}</big>===
{{BBCF Move Card
|input=d.5C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|active  = 2
|inactive2= 2
|active3  = 2
|recovery = 52
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|active  = 2
|inactive2= 2
|active3  = 2
|recovery = 33
}}
Noel takes a step forward and a deceptively small gun flare erupts from Bolverk. Only used as combo filler.
{{color|C|d.5C}} is usually only seen in combos due to having the largest the second largest base damage and decent {{keyword|proration}} out of all of Noel's drive normals. Also sees some situational use as a {{keyword|block string}} filler due to it having low push back.
*Crumple stuns on CH
}}
===<big>{{clr|C|d.6C}} or {{clr|C|d.4C}}</big>===
{{BBCF Move Card
|input=d.6C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 23
|active  = 36
|recovery = 26
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 23
|active  = 36
|recovery = 7
}}
}}
<nowiki/>
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. The absurd blockstun also allows her to Crush Trigger with only about a 3 frame gap. You can use this move to attempt a pressure reset in drive by allowing the reload frames to occur and follow up with {{clr|A|5A}} or {{clr|A|2A}} since the reload frames are much faster.
====== <span style="visibility:hidden;font-size:0">d.5C</span> ======
{{MoveData
|image=BBCP_Noel_d5C.png |caption=Projectile.
|name=d.5C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|d5C}}
{{!}}-
{{Description|8|text=
Used only as combo filler.
}}
}}
===<big>{{clr|D|d.5D}}</big>===
{{BBCF Move Card
|input=d.5D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active  = 6
|recovery = 35
}}
}}
<nowiki/>
{{#invoke:FrameChart|drawFrameData
====== <span style="visibility:hidden;font-size:0">d.6C (d.4C)</span> ======
|startup  = 14
{{MoveData
|active  = 6
|image=BBCP_Noel_d6C.png |caption=Projectile.
|recovery = 16
|name=d.6C (d.4C)
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|d6C}}
{{!}}-
{{Description|8|text=
*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.
}}
}}
The follow up version of {{clr|D|5D}}, there's no real difference between the two moves.
}}
}}
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">d.5D</span> ======
 
{{MoveData
===<big>{{clr|D|d.2D}}</big>===
|image=BBCP_Noel_5D.png |caption=Projectile.
{{BBCF Move Card
|name=d.5D
|input=d.2D
|data=
|description=
{{AttackDataHeader-BBCF}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 26
{{#lst:BBCF/Noel Vermillion/Data|d5D}}
|active  = 9
{{!}}-
|recovery = 2
{{Description|8|text=
|specialRecovery = 34
The follow up version of 5D, there's no real difference between the two moves.
}}
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 26
|active  = 9
|recovery = 2
|specialRecovery = 15
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">d.2D</span> ======
{{MoveData
|image=BBCF_Noel_2D.png |caption=Projectile.
|name=d.2D
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|d2D}}
{{!}}-
{{Description|8|text=
*Frame 4 - till landing Foot Invul.
*Frame 4 - till landing Foot Invul.
<br/>
<br/>
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}}
The follow up version of {{clr|D|2D}}. Pretty much the same as the {{clr|D|2D}} starter, other than the fact that it can be distortion and air special cancelled on hit or block, unlike {{clr|D|2D}}.
}}
 
 
===<big>{{clr|D|d.6D}}</big>===
{{BBCF Move Card
|input=d.6D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 34
|active  = 2
|recovery = 44
|frcStart = 24
|frcEnd = 33
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 34
|active  = 2
|recovery = 25
|frcStart = 24
|frcEnd = 33
}}
The follow up version of {{clr|D|6D}}. Doesn't have a long dash with and startup that varies with distance like the starter version. Instead, it has a shorter fixed startup normally, or has an added dash through the opponent when used up close, turning it into a crossup. This is more useful when you become familiar with the {{clr|D|j.D}} landing cancel, allowing you to perform a surprise crossup.
 
{{clr|D|d.6D}} is a low drive hit that has a slower startup compared to {{clr|B|d.6B}}, meaning that opponents need to know to block Noel's Drive pressure high by default and switch to low on reaction to this move (or crouch under {{clr|A|214A}}, since she has no faster low options in Drive.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">d.6D</span> ======
{{MoveData
|image=BBCF_Noel_6D.png |caption=Low, NOT a Projectile. Crossup when near opponent.
|name=d.6D
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|d6D}}
{{!}}-
{{Description|8|text=
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}}
===<big>{{clr|D|d.4D}}</big>===
{{BBCF Move Card
|input=d.4D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 25
|active  = 4
|recovery = 49
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 25
|active  = 4
|recovery = 15
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">d.4D</span> ======
{{MoveData
|image=BBCP_Noel_4D.png |caption=Projectile.
|name=d.4D
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|d4D}}
{{!}}-
{{Description|8|text=
*5-28F Body & Projectile Invul.
*5-28F Body & Projectile Invul.
<br/>
<br/>
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.  
Used mainly to help bait certain DPs during drive pressure. As combo filler, it produces a higher elevation launch after {{clr|D|6D}}, {{clr|D|d.6D}}, or a {{clr|B|d.5B}} in the corner.  
}}
}}
===<big>Bloom Trigger</big>===
{{InputBadge|{{clr|D|d.236D}}}}
{{BBCF Move Card
|input=d.236D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 2
|inactive2= 7
|active3  = 4
|recovery = 32
}}
}}
<nowiki/>
{{#invoke:FrameChart|drawFrameData
====== <span style="visibility:hidden;font-size:0">Bloom Trigger</span> ======
|startup  = 15
{{MoveData
|active  = 2
|image=BBCP_Noel_Bloom_Trigger.png |caption=Second Hit is a Projectile.
|inactive2= 7
|input=d.236D
|active3  = 8
|name=Bloom Trigger
|recovery = 28
|data=
}}
{{AttackDataHeader-BBCF}}
*Wallbounces midscreeen & in the corner
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|236D}}
{{!}}-
{{Description|8|text=
*Wallbounces midscreeen & in corner
*First hit causes stagger, 2nd hit causes blowback effect
*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, but is punishable on Instant Block. It can  also decently set up a safe jump attempt as a follow up midscreen by IAD into {{clr|C|j.C}} as long as the opponent neutral techs into this situation. However, the opponent can roll tech out of the safe jump attempt, which Noel cannot answer to outside of just chasing them afterwards.
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.


In overdrive Bloom Trigger is usable in corner combos with a prerequisite of a little bit of height to your juggle.
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.
The overdrive version adds more hits to Bloom Trigger.
}}
}}
===<big>Assault Through</big>===
{{InputBadge|{{clr|D|d.214D}}}}
{{BBCF Move Card
|input=d.214D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 31
|active  = 7
|recovery = 16
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 7
|recovery = 16
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Assault Through</span> ======
{{MoveData
|image=BBCP_Noel_Assault_Through.png |caption=NOT a Projectile.
|input=d.214D
|name=Assault Through
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|214D}}
{{!}}-
{{Description|8|text=
*1-18F Fully Invul.
*1-18F Fully Invul.
*Causes blowback ground slide effect on air normal hit
*Causes blowback ground slide effect on air normal hit
*Causes blowback wallbounce effect on Counter Hit
*Causes blowback wallbounce effect on Counter Hit
<br/>
<br/>
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.
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 {{clr|B|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.


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.
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.
}}
}}
===<big>Type III: Spring Raid</big>===
{{InputBadge|{{clr|D|d.623D}}}}
{{BBCF Move Card
|input=d.623D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 7
|recovery = 20
|specialRecovery= 12
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Spring Raid</span> ======
{{MoveData
|image=BBCP_Noel_Spring_Raid.png |caption=NOT a Projectile.
|input=d.623D
|name=Spring Raid
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|623D}}
{{!}}-
{{Description|8|text=
*1-10F Fully Invuln.  
*1-10F Fully Invuln.  
*Can now be used in combos meterless & without counter hit
*Can be used in combos meterless & without counter hit
*Now has a lower hop effect on Noel leaving her closer to the ground


<br/>
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 {{clr|D|j.D}} but its risky so be careful not to find yourself in this situation often. Can also be used as an answer to when your opponent activates their overdrive or some slow reversal during your drive pressure, but it's a big risk. Remember you can still whiff-cancel into this.
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.


The overdrive version of Spring Raid launches the opponent higher than usual allowing for follow ups with 5C, 6C, or 5D
The overdrive version of Spring Raid launches the opponent higher than usual allowing for follow ups with {{clr|C|5C}}, {{clr|C|6C}}, or {{clr|D|5D}}
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
====== <span style="visibility:hidden;font-size:0">Forward Throw</span> ======
===<big>Forward Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}
|name=Forward Throw
{{BBCF Move Card
|image=BBCP_Noel_Forward_Throw.png |caption=
|input=B+C
|data=
|description=
{{AttackDataHeader-BBCF}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 7
{{#lst:BBCF/Noel Vermillion/Data|BC}}
|active  = 3
{{!}}-
|recovery = 23
{{Description|8|text=
}}
* 100% minimum damage (1400)
* 100% minimum damage (1500)


Standard throw, can follow up midscreen with 214A.
Standard throw. At midscreen you must cancel the first hit into {{clr|A|214A}} to combo from it.
}}
}}
===<big>Back Throw</big>===
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=4B+C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 3
|recovery = 23
}}
}}
<nowiki/>
* 100% minimum damage
====== <span style="visibility:hidden;font-size:0">Back Throw</span> ======
{{MoveData
|name=Back Throw
|image=BBCP_Noel_Back_Throw.png |caption=
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|4BC}}
{{!}}-
{{Description|8|text=
* 100% minimum damage (1400)


Standard throw, can follow up midscreen with 214A.
Standard throw. At midscreen you must cancel the first hit into {{clr|A|214A}} to combo from it.
}}
}}
===<big>Air Throw</big>===
{{InputBadge|{{clr|B|{{clr|B|j.B}}}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=j.B+C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 3
|recovery = 23
|specialRecovery= 3
}}
}}
<nowiki/>
* 100% minimum damage
====== <span style="visibility:hidden;font-size:0">Air Throw</span> ======
{{MoveData
|name=Air Throw
|image=BBCP_Noel_Air_Throw.png |caption=
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|j.BC}}
{{!}}-
{{Description|8|text=
* 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.
 
Standard air throw, can be followed up with {{clr|B|5B}} and {{clr|B|2B}} after landing. If done too high though, {{clr|B|5B}} and {{clr|B|2B}} will not combo. At some heights you can use {{clr|D|j.D}}, but at super jump height you must use {{clr|C|j.C}} to pick up from the ground.
}}
}}
===<big>Counter Assault</big>===
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
{{BBCF Move Card
|input=6A+B
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 6
|recovery = 30
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ======
{{MoveData
|image=BBCP_Noel_d5B.png |caption=New Counter Assault.
|input=6A+B
|name=Counter Assault
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|6AB}}
{{!}}-
{{Description|8|text=
* Frames 1-20 Fully Invul.
* Frames 1-20 Fully Invul.
* 180F Heat Gauge Cooldown.
* 180F Heat Gauge Cooldown.


New Counter Assault animation that uses her d.5B animation to blow the opponent away.
Unusually long reaching Counter Assault that uses her {{clr|B|d.5B}} animation to blow the opponent away.
}}
 
===<big>Crush Trigger</big>===
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
{{BBCF Move Card
|input=5A+B,5[A+B] |versioned=input
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small>
|startup  = 20
|active  = 1
|recovery = 25
}}
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>Max Charge</small>
|startup  = 61
|active  = 1
|recovery = 25
|frcStart = 30
|frcEnd = 60
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ======
{{MoveData
|image=BBCP_Noel_CT.png |caption=Noel FINALLY has a way to Guard Crush.
|input=A+B
|name=Crush Trigger
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Uncharged}}
{{#lst:BBCF/Noel Vermillion/Data|5AB}}
{{!}}-
{{AttackVersion|name=Charged}}
{{#lst:BBCF/Noel Vermillion/Data|5[AB]}}
{{!}}-
{{Description|9|text=
* Possible to charge.
* Possible to charge.
* Hard KD on air hit.
* 180F Heat Gauge Cooldown.
* 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.
Outside of causing Guard Crush, it's rarely used by Noel because there are not many places to fit it in effectively. In combos, the charged variation is also rare outside of 5K confirms off of CH {{clr|C|5C}} on crouching and CH {{clr|C|6C}} (both in corner). For the most part it's better to save your meter for more important things. It can occasionally be used as a method of exiting drive pressure without being at frame disadvantage or using {{clr|C|d.6C}}.
}}
 
===<big>Dash Cancel</big>===
{{InputBadge|66 after specific moves}}
{{BBCF Move Card
|input=66
|description=
{{#invoke:FrameChart|drawFrameData
|recovery = 22
}}
}}
*Used instead of Noels's normal forward dash whenever you input 66 during moves that allow dash cancels.
*Only possible after {{clr|C|22C}} on hit or {{clr|A|236A}}{{clr|B|/B}} on hit, block, or whiff.
An important part of Noel's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Noel will run for a fixed duration during which she '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Specials==
==Specials==
====== <span style="visibility:hidden;font-size:0">XI. Optic Barrel</span> ======
===<big>Type XI: Optic Barrel</big>===
{{MoveData
{{InputBadge|{{clr|A|236A}}}} or {{InputBadge|{{clr|B|236B}}}}
|name=XI. Optic Barrel
{{BBCF Move Card
|input=236A/B
|input=236A,236B |versioned=input
|image=BBCP_Noel_Optic_Barrel.png |caption=Projectile.
|description=
|image2=BBCP_Noel_Optic_Barrel2.png |caption2=
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 27
{{AttackDataHeader-BBCF|version=yes}}
|active  = 4
{{!}}-
|recovery = 21
{{AttackVersion|name=A}}
{{#lst:BBCF/Noel Vermillion/Data|236A}}
{{!}}-
{{AttackVersion|name=B}}
{{#lst:BBCF/Noel Vermillion/Data|236B}}
{{!}}-
{{Description|9|text=
* 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.
}}
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 29
|active  = 4
|recovery = 19
}}
}}
<nowiki/>
Noel "fires her gun", creating an explosion a set distance away from her. {{clr|A|236A}} hits about half a screen away, missing behind normal-size characters at round start distance {{clr|B|236B}} hits at basically the maximum distance both characters can be from each other.
====== <span style="visibility:hidden;font-size:0">Chamber Shot</span> ======
{{MoveData
|image=BBCP_Noel_Chamber_Shot.png |caption=Projectile.
|input=236C
|name=Chamber Shot
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|236C}}
{{!}}-
{{Description|8|text=
*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


Both versions are dash cancellable on hit, block or whiff at the same time, but the {{clr|B|B}} version hits slightly later. Earliest possible dash cancel from {{clr|A|236A}} is -1 on block, allowing {{clr|A|2A}} to at worst trade against characters whose fastest buttons to hit crouching characters are 7-frame startup.


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.
Neither version of Optic Barrel causes a knockdown on a ground hit, nor do they have enough hitstun to start a combo. The goal is to hit them in the air, which will cause a knockdown.
}}
}}
===<big>Type XVII: Chamber Shot</big>===
{{InputBadge|{{clr|C|236C}}}}
{{BBCF Move Card
|input=236C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 6
|recovery = 23
}}
}}
<nowiki/>
*Causes a launch effect similar to Noel's {{clr|A|6A}} on hit
====== <span style="visibility:hidden;font-size:0">XIII. Revolver Blast </span> ======
{{MoveData
|name=XIII. Revolver Blast
|input=j.214C
|image=BBCP_Noel_Revolver_Blast.png |caption=Projectile.
|image2=BBCP_Noel_j2C.png |caption2= Follow up j.2C attack
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Attack}}
{{#lst:BBCF/Noel Vermillion/Data|j.214C}}
{{!}}-
{{Description|9|text=
*Knockdown distance after j.2C follow up is closer to Noel midscreen


Combos off of {{clr|C|5C}} and {{clr|C|2C}} for a basic knockdown. Noel's best choice for midscreen short confirms in which going into drive conversions into Bloom Trigger isn't an option. Chamber Shot serves as Noel's secondary combo ender and also as a combo extender for corner confirms which is typically followed up with {{clr|B|5B}} or a dashing {{clr|A|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.
}}


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.
===<big>Type XIII: Revolver Blast </big>===
}}
{{InputBadge|{{clr|C|j.214C}}}}
{{!}}-
{{BBCF Move Card
{{AttackVersion|name=Additional Attack}}
|input=j.214C,j.214C~2C |versioned=input
{{#lst:BBCF/Noel Vermillion/Data|j.214C 2C}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{Description|9|text=
|startup  = 10
*No longer has 120% Bonus Proration
|active  = 15
|specialRecovery = 8
}}
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 3
|specialRecovery = 8
}}
}}
<nowiki/>
Noel's air ender to end air combos. Essential to Noel's corner combos (i.e. {{clr|B|d.5B}} > {{clr|D|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 {{clr|C|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.
====== <span style="visibility:hidden;font-size:0">IX. Muzzle Flitter </span> ======
*Knockdown distance after {{clr|C|j.2C}} follow up is closer to Noel midscreen
{{MoveData
** Follow up has a hard knockdown opposed to default {{clr|C|j.2C}}
|name=IX. Muzzle Flitter
}}
 
===<big>Type IX: Muzzle Flitter </big>===
{{InputBadge|{{clr|A|214A}}}}
{{BBCF Move Card
|input=214A
|input=214A
|image=BBCP_Noel_Muzzle_Filter.png |caption=Command Grab, only works on Standing Opponents.
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-BBCF}}
|startup  = 26
{{!}}-
|active  = 6
{{#lst:BBCF/Noel Vermillion/Data|214A}}
|recovery = 9
{{!}}-
|specialRecovery = 16
{{Description|8|text=
}}
* Combo throw, can hit enemies in hitstun without incurring purple exclaimation marks.
* Combo throw, can hit enemies in hitstun without incurring purple exclaimation marks.
* Can only grab standing opponents
* Can only grab standing opponents


A Command Grab that can be combo'd into and out of. Can only hit standing opponents, and will whiff on crouching or jumping opponents. 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.
A Command Grab that can be combo'd into and out of. Can only hit standing opponents, and will whiff on crouching or jumping opponents. Can be combo'd into with normal throw, Fatal {{clr|D|5D}}, CH {{clr|C|5C}}/{{clr|C|6C}}/{{clr|D|d.4D}}, {{clr|C|d.6C}}, {{clr|D|d.4D}} during a Fatal combo, or {{clr|D|d.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 {{clr|B|d.6B}} and {{clr|D|d.6D}} where MF can substitute for the {{clr|B|d.6B}} to catch high blocking opponents.
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">Silencer </span> ======
 
{{MoveData
===<big>Type VI: Flash Suppressor </big>===
|name=Flash Suppressor
{{InputBadge|{{clr|B|22B}} or {{clr|C|22C}} on downed opponent}}
|input=22B/C
{{BBCF Move Card
|image=BBCP_Noel_Silencer_A.png |caption=Projectile.
|input=22B,22C |versioned=input
|image2=BBCP_Noel_Silencer_B.png
|description=
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=B}}
{{#lst:BBCF/Noel Vermillion/Data|22B}}
{{!}}-
{{Description|9|text=
*200% Heat Gain
*200% Heat Gain
*Both versions can only be used if the opponent has already been knocked down once in the combo.
*Both versions can only be used if the opponent has already been knocked down once in the combo.
<br/>
----
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
'''{{clr|B|22B}}'''
}}
*Hold B for more shots
{{!}}-
{{clr|B|22B}} is used as a combo extender in some cases. Is also used as a combo ender to set up Noel's {{clr|B|22B}} oki, since it gives a hard knockdown. Can be chained into the {{clr|C|C}} version by hitting {{clr|C|C}} while holding down {{clr|B|B}}, which is useful when a faster startup or different timing is required in a combo.
{{AttackVersion|name=C}}
 
{{#lst:BBCF/Noel Vermillion/Data|22C}}
Can be held as long as shots keep hitting, but Noel will continue to be pushed back until it starts whiffing, and the move can no longer be extended after a total of 5 shots fail to hit. Scales damage with every hit, so unless using it as an ender there is little reason to let it go that long anyway.
{{!}}-
 
{{Description|9|text=
----
Used as a combo filler after 3C ,6D ,d.6D or any general knockdown to continue a combo.
'''{{clr|C|22C}}'''
}}
*Dash cancellable
*Ground bounces
{{clr|C|22C}} is used as a combo filler after {{clr|C|3C}}, {{clr|D|6D}}, {{clr|D|d.6D}} or any general knockdown to continue a combo.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Drives==
==Distortion Drives==
====== <span style="visibility:hidden;font-size:0">Zero Gun: Fenrir </span> ======
{{MoveData
|name=Zero Gun: Fenrir
|input=632146D
|image=BBCP_Noel_Fenrir.png
|image2=BBCP_Noel_Fenrir2.png |caption2=Bullets and Finisher are Projectiles, first hit is not.
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=on Hit}}
{{#lst:BBCF/Noel Vermillion/Data|632146D on Hit}}
{{!}}-
{{AttackVersion|name=on Block/Whiff}}
{{#lst:BBCF/Noel Vermillion/Data|632146D on Block}}
{{!}}-
{{Description|9|text=
*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.
===<big>Zero Gun: Fenrir </big>===
{{InputBadge|{{clr|D|632146D}}}}
{{BBCF Move Card
|input=632146D Clean Hit,632146D on Block |versioned=input
|description=
Noel rams her gun forward, sprays a stream of bullets while gradually aiming upwards and, if the initial gun ram hit, finishes off with a final shot with big damage. Comes out extremely quickly overall.
 
Noel's main reversal super. It's extremely fast and the guardpoint is negligible as the hitstop is one-sided— opponents can rarely RC it, let alone jump upback. It's more reliable than CA or {{clr|D|4D}}, but is punishable on block.
 
Fenrir is also used to tack on damage at the end of combos, Ideally you want to to have the gun ram of the move to hit as it adds way more damage but sometimes, if you ''really'' need to squeeze out that extra bit, you can use it fullscreen for the bullets.
 
}}
}}
}}
 
<nowiki/>
===<big>Bullet Storm > Zero Gun: Thor </big>===
====== <span style="visibility:hidden;font-size:0">Bullet Storm > Zero Gun: Thor </span> ======
{{InputBadge|{{clr|D|j.236236D}}}}
{{MoveData
{{BBCF Move Card
|name=Bullet Storm > Zero Gun: Thor
|input=j.236236D
|input=j.236236D
|image=BBCP_Noel_Thor.png
|description=
|image2=BBCP_Noel_Thor2.png |caption2=Projectile.
Noel Pauses in midair, fires a stream of bullets from both pistols diagonally downwards before launching a rocket.
|data=
 
{{AttackDataHeader-BBCF}}
Overall, Thor is a super that is normally used to either stack a lot of damage upfront for a strong 4- 5k combo (mostly in corners), midscreen counter hit OD combos that use OD Thor for up to 5K, or to tack on damage to close out a round. It is also sometimes used to counter anti air attempts in some situations but is risky depending on the opponent's character. You can combo Thor into Fenrir as a double super ender for corner combos.
{{!}}-
 
{{#lst:BBCF/Noel Vermillion/Data|j.236236D}}
{{!}}-
{{Description|8|text=
* 1-4F Fully Invul.
* 1-4F Fully Invul.
* Invincibility disappears after superflash
* Invincibility disappears after super flash
* 15% minimum damage (Normal: 525 OD: 720)
* 15% minimum damage (Normal: 710 OD: 895)
* 180F Heat Gauge Cooldown
* 180F Heat Gauge Cooldown
* Last hit is airdash cancellable in Overdrive
* Last hit is airdash cancellable in Overdrive
<!--An earlier version mentioned tiger kneeing this off of a jump cancel, but that sounds impractical and rarely used?-->
}}


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.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
===<big>Zero Gun: Sleipnir</big>===
|image=BBCF_Noel_Sleipnir.png |caption=
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
|name=Zero Gun: Sleipnir
{{BBCF Move Card
|input=ABCD during Overdrive
|input=A+B+C+D
|data=
|description=
{{AttackDataHeader-BBCF}}
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
{{!}}-
*296/618 Minimum Damage
{{#lst:BBCF/Noel Vermillion/Data|ABCD}}
*Good Pushback
{{!}}-
{{Description|8|text=
*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)
*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.
*Positions Noel & opponent about the same distance as Optic Barrel A version range from each other afterwards.
Noel's only true meterless reversal. Puts Noel and the opponent at about midscreen.
}}
}}
}}
 
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Valkyrie Veil</big>===
|image=BBCP_Noel_Astral.png |caption=Counter Attack.
{{InputBadge|{{clr|C|236236C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
|image2=BBCP_Noel_Astral2.png |caption2=
{{BBCF Move Card
|input=236236C
|input=236236C
|name=Valkyrie Veil
|description=
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|Astral}}
{{!}}-
{{Description|8|text=
* 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.
Counter Astral. Somewhat awkward input to use on reaction to anything but very obvious attacks, so you'll be using this to call out attacks in advance, particularly reversals, if you want to use this at all. Be aware that, unlike Hakumen's Astral, this won't actually catch anything in the first 7 frames, since the attack will just pass through the normal invulnerability, making it a poor choice to use on wakeup against meaty attacks. Any move that's still active past those 7 frames will still trigger the astral and the guard point has a surprisingly long duration that can catch some punishes but don't expect miracles.
}}
}}
}}
 
{{MoveData
===<big>Valkyrie Veil (Classic Noel)</big>===
|name=Valkyrie Veil
{{InputBadge|{{clr|C|214214C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
{{BBCF Move Card
|input=214214C
|input=214214C
|image=BBCS_Noel_VVeil.png |caption=You Are Already Dead.
|description=
|data=
Classic Noel Only: Noel's astral has full invul, so it can be used as a reversal, however it completely disables her collision box. This means 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. No longer links of juggle {{clr|C|6C}}. Can juggle off {{clr|C|d.6C}} but standing hit {{clr|C|d.6C}} may cause the opponent to pass through your character and whiff. Guaranteed off first hit of throw, juggle {{clr|B|d.5B}} in corner. Very limited combo options off mid-screen.
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Noel Vermillion/Data|Old Astral}}
{{!}}-
{{Description|8|text=
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. No longer links of juggle 6C. Can juggle off d.6C but standing hit d.6C may cause the opponent to pass through your character and whiff. Guaranteed off first hit of throw, juggle d.5b in corner. Very limited combo options off mid-screen.
}}
}}
}}


<br style="clear:both;"/>
<br style="clear:both;"/>


==External References==
==Colors==
*Japanese Name: ノエル=ヴァーミリオン
<tabber>
*[http://www42.atwiki.jp/noeruvamirion/ Japanese Wiki]
Default =
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1372771960/ Japanese BBS]
{{BBCFColors|Size=120|Character=Noel}}
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=no&pref=0 Arcade Profile Dan Rankings]
<br style="clear:both;"/>
*[http://www.dustloop.com/forums/showthread.php?15565 Character Video Thread]
|-|
Classic =
{{BBCFColors|Size=120|Character=Classic_Noel}}
<br style="clear:both;"/>
</tabber>


==Navigation==
<center>{{Character Label|BBCF|Noel Vermillion|size=42px}}</center>
{{BBCF/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}


<br style="clear:both;"/>
{{BBCF/Navigation}}
==Navigation==
{{#lst:BBCF/Noel Vermillion/Data|Links}}
{{notice|To edit frame data, edit values in [[BBCF/Noel Vermillion/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBCF}}

Latest revision as of 10:51, 28 March 2024

Overview

Overview

Noel is a rushdown character that makes up for her short range with fast dashes and invulnerable options with her drive that can be used for hard reads. Once close to her opponent, Noel boasts a variety of good pressure normals like her 5A that hits on crouching opponents, a self-cancelable 2B and a 2C that is + on block, as well as a varied array of jump cancelable normals, that can lead to a mixup using a Drive Land Cancel (DLC). Her unique drive, although risky, allows for Noel to call out certain moves like reversals while keeping her offense, and in the right scenarios allows her to turn a defensive position into an offensive one.

While Noel is an easy character to get into at first, it is very easy to hit a progress wall due to the unorthodox nature of her tools, odd confirms, character-specific combos and bad habits that can be gained out of the miss-use of drive, therefore it's important to not play Noel like a standard rushdown character.

Despite this, Noel hosts a large variety of combos and offense through creative use of her drive, and her fluid movement is perfect for players who are looking for a fast character with unorthodox tools that require them to be creative on how they approach the game.
BBCF Noel Vermillion Nameplate.png


BBCF Noel Portrait.png
Health
11,000
Prejump
4F
Backdash
22F (1~5F Inv All, 2~15 airborne)
Fastest Attack
5A (6F)
2A (6F)
Reversals
632146D (6F)
236236C (Catch 8~55F) (Astral)
Fatal Starters
3C
5D
d.5A
Drive: Chain Revolver

Noel's Drives function in two different ways. Upon pressing the D button, Noel uses a Drive attack that is basically just a normal attack. Afterwards however, Noel's normal moves are effectively replaced with a different set of normal moves until she returns to neutral again.

  • Noel may cancel any chain revolver move into any other chain revolver move, even if it misses entirely, with the exception that she may not repeat any move twice in a row.
  • Noel is limited to 4 normal commands after the initial drive starter. Attempts to perform more will be ignored, but she may still perform a special cancel at this point.
  • If chain revolver ends without a special or distortion cancel, Noel performs a short reload animation before being able to perform any other commands again.
  • During Chain Revolver, Noel can cancel into any special and distortion drive move she previously had access to, as well as 3 special moves exclusive this state: Spring Raid, Bloom Trigger, and Assault Through.
  • Noel is in a counterhit state throughout, including during her reload animation.
  • Only the opening drive move may be overdrive cancelled.
  • Since Rapid cancels instantly return a character to neutral, they also immediately end the Chain Revolver state.

Generally speaking, Noel's drive allows for very flexible pressure strings, as there is no fixed order to what moves she uses and a long cancel window to stagger moves out if desired. However given her lengthy recovery if she is forced to reload and that all special cancels are negative on block, ultimately Noel needs to either take risks during drive pressure or lose the initiative if her pressure is successfully defended.

In notation, since they use the same inputs, moves performed during Chain Revolver are denoted by a lowercase "d". e.g. 5C is her normal attack, but d5C is the move performed during chain revolver.
Overdrive: Chain Quasar

Activating Noel's Overdrive has numerous positive effects:

  • The usual improved damage to all Distortion Drives that every character gets.
  • Faster startup speed for drive moves and no reload animation if Noel doesn't input anything, making her drive moves considerably safer on block, (Although not always entirely safe).
  • Bloom Trigger (d.236D) hits more than twice.
  • Assault Through (d.214D) has faster startup and short invisibility before going active.
  • Spring Raid (d.623D) has increased untech time allowing for combos.
  • Thor (j.236236D) allows Noel to recover in the air after the missiles fire.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 10 -1 B
Total: 18

Noel's staple pressure starter. Can hit crouching opponents.

Good button to start stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. and set up tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s. This normal is especially useful against those who are trying to keep you out with barrier block A special type of blocking in BlazBlue that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. It also increase blockstun by 1 frame., as the low pushback and decent frame data allows for stagger pressure with micro dashes. Despite the short range, this normal has a large enough vertical hitbox to roll catch everyone in the corner with the exception of  Es,  Hibiki, and  Jubei.

  • Cancels into itself up to 3 times, even on whiff.
  • Jump and throw cancellable on hit or block.

Gatling Options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 9 5 14 -2 B
Total: 27

Noel's main poke used for spacing and neutral When neither player is in an advantageous position in terms of stage position.. Can be easily low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.'d.

Noel will want to use this along with 5C in neutral to confirm mid to max range hits into Chamber Shot, or 3C on crouching opponents. At closer ranges it can be confirmed into 6A and on counter hit it also combos into 3C and 5D. 5B being only -2 on block while also having a large cancel window and a wide variety of options on block means that it is also decent for stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals..

  • Jump and throw cancellable on hit or block.
  • Whiffs at max range on some crouching characters.

Gatling Options: 6A, 2B, 6B, 5C, 2C, 3C, 5D, 2D, 6D, 4D

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 Mid 12 2 19 -2 BP
Total: 32

A large poke with deceptive reach. 5C is Noel's primary tool to punish with a counter hit.

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. On a normal hit it will combo into 3C on crouching opponents. On a counter hit it also leads into damaging combos through 5D, 6B > 5D, or 214A.

It can be used in neutral as the hitboxes on 5C are better and larger than 5B. It is however slower, so Noel must space herself out appropriately to use it. Note that it also does not have significant vertical reach above her so it can also be easily jumped over. Be warned that the muzzle flash visual effect is random, leading this move to be visually deceptive as it may give off the impression that 5C is larger than it really is.

  • Jump cancellable on hit. Throw cancellable on hit or block.
  • 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)

Gatling Options: 6B, 2C, 6C, 3C, 5D, 2D, 6D, 4D

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 10 -1 F
Total: 18

Noel's crouching jab and her most versatile button.

2A having natural frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s into both 5C and 2C for high reward while also having the ability to throw cancel means that this button is excellent as a pressure starter and for stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. It is also a decent defensive button, as being one of the faster 2As with 6F startup and having longer range than 5A lets Noel have the ability to challenge pressure that most characters wouldn't be able to otherwise. The only major downside with this button is that the hurtbox is much larger than the hitbox, which can often cause Noel to trade unfavorably with other characters.

  • Cancels into itself 3 times.
  • Throw cancellable on hit or block.
  • Faster than average 2A.

Gatling Options: 5A, 2A, 5B, 2B, 6B, 5C, 2C, 6C, 5D, 2D, 6D, 4D

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500 Low 7 2 12 ±0 F
Total: 20

A low hitting jab. Effectively a second 2A.

This move is slightly longer than 2A, but a tad shorter than 5B which makes it decent low attack, and is best used as combo or block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. filler for frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s. It also sees some use in neutral When neither player is in an advantageous position in terms of stage position. and against certain character's reversals on wakeup like  Azrael's Panzer StrikeBBCF Azrael PanzerStrike.pngGuardHigh/Low, AllStartup18Recovery30Advantage- or  Makoto's Corona UpperBBCF Makoto Nanaya 623C.pngGuardMidStartup9Recovery28+17Advantage-42 since it makes Noel's hurtbox relatively short and allow her to low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.. Can be repeated twice per string.

Being able to whiff cancel and having relatively low recovery allows Noel to also bait out twitch reactions in a similar manner to 5A but with a much better reward and less risk. For example, 5B > 2B(w) on block comes in at -4, but it allows Noel to make her pressure much more threatening and less linear with proper reads and conditioning.

  • Limit 2 uses per gatling sequence.
  • Throw cancellable on hit or block.
  • Whiff cancellable into itself.

Gatling Options: 6A, 5B, 2B, 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550×2 Low 14 2,2 14 +1 FP
Total: 31

A slow low that hits twice and is plus on block. Noel's main crouching hit confirm This keyword does not have an entry in the Glossary and roll catch button in the corner.

2C itself is mostly used for block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.s for frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s or combo filler. If used early in a block string, it can be very strong due to it having +1 frame advantage, but due to its pushback it is often hard to capitalize on. Thankfully since BBCF2.0, 2C has enough hitstun When a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. to always combo into 3C on a crouching hit as long as Noel didn't press too many buttons before.

This button also acts as one of the ways Noel can catch roll attempts in the corner. One of the main setups to do this is to end a combo with with j.214C > j.2C and then do 2C > 2A. Ideally, 2C will catch forward rolls and on neutral tech 2A will let Noel meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. her opponent.

Interestingly enough, if the opponent instant blocks the first hit of 2C, the the game will visually indicate that the second hit of 2C was automatically instant blocked due to there being no gap in between both hits. However, unless the opponent manually inputs an instant block on the second hit, Noel will still maintain her +1 frame advantage despite the game showing that she should be negative instead of plus.

  • Clashes with projectiles.
  • Second hit must be manually instant block A special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both.'d for frame advantage to decrease.

Gatling Options: 5C, 3C, 5D, 2D, 6D, 4D

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 Mid 11 3 26 -12 B 6~11 H
Total: 39

Noel's sad excuse for an anti-air.

While 6A's head invulnerability kicks in early, it only lasts for one frame during its active frames meaning that Noel has to be on point to properly anti-air her opponent with this move. The weak head invulnerability combined with 6A's poor hitboxes often means that Noel can't challenge common disjointed jump ins from other characters such as  Ragna's j.CBBCF Ragna the Bloodedge jC.pngGuardHigh/AirStartup12Recovery32Advantage-,  Jin's j.CBBCF Jin Kisaragi jC.pngGuardHigh/AirStartup10Recovery20+4LAdvantage-,  Nine's j.2CBBCF Nine j2C.pngGuardHigh/AirStartup17RecoveryUntil LAdvantage- and so on without heavy risk. To add on top of that, the recovery of this move significant and exposes Noel to common anti-air baits such as delayed double jumping. If Noel does not land 6A on the opponent whether it be due bad spacing, having the wrong read, or even just being unlucky with the hitboxes, it is very likely that she will get whiff punished.

On the other hand, it's not a good idea to neglect this move, since if used well it can be an asset. At the end of the day it is still her most reliable anti-air and can work often given enough practice using it. It is also a decent move to use on block in pressure due to having a wide variety of options on block such as jump cancelling, 5B, 5C, or 2C. Notably, Noel can reverse beat The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves. from both 5B and 2B to do strings such as 5B > 6A > 2C to throw the opponent off. It isn't that bad as a hit confirm This keyword does not have an entry in the Glossary either, as it is her main way to combo standing opponents midscreen.

  • Frames 6-11 head invulnerable.
  • Jump and throw cancellable on hit or block.
  • Launches on hit.

Gatling Options: 5B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 High 26 5 18 -6 B
Total: 48

Noel's only standing overhead outside of drive. Pretty average as overheads go and is telegraphed, but has above average scaling compared to other characters', leading to good meterless damage. Noel can also gatling into 6B from a large amount of normals which can make it harder for the opponent to react to.

If blocked, Noel will have to play RPS to continue her pressure: going into drives will enable further mixups, 6B5D is the quickest, though it has a 7f gap that can be mashed. Her other drives have larger gaps, although the invul will kick in by the time the opponent can press, making it much riskier for them to do so.

Other ways to discourage mashing is cancelling into 3C which naturally frametraps and has good reward with its fatal property, although it's not recommended without RC due to heavy frame disadvantage. Another cancel option is 236C which is gapless on normal block, and can be delayed to frametrap. Relatively safe if Noel was pushed out beforehand, but can also be punished if at close range.

  • Advances Noel forward; useful for kara throws.
  • Forces crouching on hit.
  • Hard knockdown on air hit.

Gatling Options: 3C, 5D, 2D, 6D, 4D

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550×2 Mid 8 8 (9) 4 25 -10 B, BP
Total: 53

A two hit move that acts as Noel's main combo filler and as an alternative reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. punish.

While it goes active quickly and has loads of active frames, it is horribly punishable if blocked (Opponents can simply duck under the second hit and freely punish). Noel will mainly use this move only to link parts of her combos together both in midscreen and corner. In certain cases, it may be preferable to use this move as a reversal punish over 5C when the opponent uses reversals where they end up crouching such as  Jin's RehhyouBBCF Jin Kisaragi 623C.pngGuardMidStartup13Recovery49Advantage-33. In these cases, use counter hit 6C > 214A or counter hit 6C > 6B > 5D for a damaging punish. Overall, 6C is Noel's secondary go to punish starter behind 5C in the event she needs a standing confirm.

It is possible to delay cancel the second hit into 2C or throw as a gimmick to open her opponents up similar to older versions of the game but the window to do so now is very small.

  • Second hit of 6C can't hit crouching.
  • Causes crumple stun on counter hit, forcing them to stand, allowing the followup to always hit.
  • Second hit is jump cancellable on block or hit.
  • Throw cancellable on block or hit.

Gatling Options: 6B, 2C, 3C, 5D, 2D, 6D, 4D, Throw

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 Low 20 3 32 -18 FP
Total: 54

A committal sweep that moves Noel forward. Usually only seen in combos.

Only used to hit confirm on crouching opponents. Its normally best to use this with rapid cancel A mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter. 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 counter hit 5B and counter hit 5C into 3C, though there are better options for both.

If Noel has committed to a dash, it can be used as high risk alternative to 6D in neutral to low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. certain projectiles that don't reach all the way to the ground such as  Lambda's 5DBBCP Lambda 5D.pngGuardAllStartup15RecoveryTotal: 48Advantage-,  Nu's 5DBBCP Nu 5D.pngGuardAllStartup15RecoveryTotal 48Advantage-12 [-4], or  Tsubaki's Lux MactoBBCP Tsubaki Shingi.pngGuardAllStartup13RecoveryTotal: 47Advantage-7. Compared to 6D, 3C's startup is much faster but if not properly applied, it is almost certain that Noel will eat a whiff punish.

  • Begins to low-profile f1, then further on f10-18.
  • Only possible to cancel into 22BBBCF Noel Vermillion 22B.pngGuardAllStartup11Recovery15Advantage-5 or 22CBBCF Noel Vermillion 22C.pngGuardAllStartup17 (5)Recovery22Advantage-7 on hit.
  • Fatal Counter A more powerful version of a Counter Hit in the BlazBlue series that only occurs if certain moves counter hit the opponent. Fatal counter adds 3f of hitstun to every move in the combo. Some moves forces fatal counter and do not require a counter hit.s.

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 6 2 9 H
Total: 16

A short jab in the air that hits below Noel. Her main up close air-to-air tool.

Decent at baiting Throw Reject Miss A state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt. in the air. Due to its speed, it can be used as an alternative abare An attack during the opponent's pressure, intended to interrupt it. anti-air while rising to challenge opponents directly above her or to preemptively catch jumping attacks that 6A would not be able to reach. It's also the best jump-in overhead Noel has in terms of hitbox, though its damage potential is weak. The downward hitbox also allows Noel to use it for jump-in F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. mix ups.

  • Jump and throw cancellable on hit or block.
  • Cancels into itself infinitely on hit or block.

Gatling Options: j.A, j.B, j.C, j.2C, j.D

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 High/Air 7 4 17 H
Total: 27

A horizontal swipe that hits in front of Noel in the air. Has a back hitbox that enables crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. mixups when jumping in on her opponent from up close.

It can be used preemptively while rising as an abare An attack during the opponent's pressure, intended to interrupt it. to beat out or trade with some air normals when spaced well enough as it is her most disjointed air normal. Additionally, the ability to reverse beat The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves. into j.A enables Noel to keep her opponent blocking if j.B is blocked and allows for baiting an air throw reject miss A state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.. The only real problem is that when used this way, the continued momentum makes it tricky to convert the hit into a full combo. Generally, this move sees more use to add stability in air to ground routes in some combos in the corner leading into j.D or into her Revolver BlastBBCF Noel Vermillion j214C.pngGuardAllStartup10RecoveryUntil L+8LAdvantage- knockdown.

As a jump in, j.B is okay but j.C tends to be better despite being able to be blocked mid. The reason for this is that j.B's hitboxes do not reach that far down vertically so Noel will often have to delay j.B long enough for her to fall on to the opponent which gives them more time to react. If the overhead is desired, it is more common to see Noel first jump with j.C then reverse beat into j.B on block to get a weak F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. overhead since j.C itself is not. It is also used occasionally to set up a Drive Landing Cancel into d.6B on the way down offensively for a very fast overhead attempt if it is blocked.

  • Jump and throw cancellable on hit or block.
  • Reverse beats into j.A.

Gatling Options: j.A, j.C, j.2C, j.D

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
450×3 All 10 2,2,2 16 HP
Total: 31

A slow multi-hit normal with disjoints that hits mid. Noel's strongest air normal.

The hitbox on j.C is relatively decent and when spaced well it can be used to combat her opponents in the air. Like j.B it can be used preemptively to meet opponents with a considerably sized hitbox on the way up but it tends to be a bit on the slower side so it can be beaten when used reactively. If Noel lands a counter hit, the untechable time Minimal hitstun before teching is possible. is large enough for Noel to land and use 5C to continue the combo.

It is also Noel's main normal to jump in with. Note that it is not an overhead An attack that the opponent must block high. so it is often the case that Noel will want to reverse beat The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves. into either j.A or j.B to hit them overhead. Often used in conjunction with Drive Landing Cancel into d.6B for an overhead on the way down.

  • Reverse beats into j.A or j.B.

Gatling Options: j.A, j.B, j.2C, j.D

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 All 13 3 24+4L HP
Total: 43

A diagonal hitting gun flare in the air. A staple part of Noel's corner combos and niche neutral When neither player is in an advantageous position in terms of stage position. tool.

Overall, j.2C doesn't really see much use outside of corner combos. It is a key component of her corner BnB A staple combo that is simple yet effective. as it allows her to route into her combo enders. It also sees use in her more optimized routes, usually near the beginning of a combo after 5C as it leads into some of Noel's highest damaging confirms.

In neutral, Noel can use this as a unusual spacing tool when combined with an air dash or a second jump after it recovers in the air for some tricky footwork. Another way to use it is to preemptively go into it while falling down onto the opponent to simulate a jump in attempt. j.2C's recoil effect after it recovers helps halt her position in the air for a moment which can be used as a way to dodge an opponent's initial anti air attempt. After that, she can continue falling or air dash back in for a potential punish after.

  • Bounces against the wall in the corner, allowing for j.2C > air dash > j.2C
  • Causes a soft knockdown A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense. state on hit.
  • Floats the opponent on hit against a ground opponent.
  • 110% Bonus Proration

Gatling Options: j.D


Drive Moves

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 All 23 [17] 4 37 [18] -24 [-5] BP
Total: 63
Total: 38

Noel's only drive starter with no invincibility. Also her fastest drive move to start drive pressure To attack the opponent continuously and leave little room for counter attacks..

5D is Noel's main way to enter drive without leaving a massive gap during her pressure. Note however that while it is her fastest way to enter drive, there will always be at least a five frame gap between any previous button and this one, and if known it can be abused in the opponent's favor. It also serves as a niche okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. tool in certain setups. When used against a knocked down opponent in the corner, it will catch all rolls for a decent amount of damage.

Additionally, it fatal counter A more powerful version of a Counter Hit in the BlazBlue series that only occurs if certain moves counter hit the opponent. Fatal counter adds 3f of hitstun to every move in the combo. Some moves forces fatal counter and do not require a counter hit.s and is her main way to punish the opponent outside of 5C and 6C. It will force the opponent to stand up and then fall into a crumple state which allows Noel to route into a significant amount of damage. The only major downside is that it is clunky to use as a punish due to its significant startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame..

In Overdrive, 5D becomes faster. This allows Noel to make most pressure strings leading into 5D gapless and allows Noel to combo 5C into 5D on standing hit.

Also note that the muzzle flare effect is random just like 5C.

  • Fatal Counters.
  • Forces Crumple stun into Hard KD on CH.

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
460×3 All 26 3,3,3 2+34 [2+15] -20 [-1] HP 4~36 F
Total: 70
Total: 51

A slow forward moving hop with foot invulnerability. An alternative drive pressure To attack the opponent continuously and leave little room for counter attacks. starter usually only seen in combos.

Because 2D moves forward a decent amount, Noel can be use it as an alternative to 5D to re-enter back into range to start drive pressure after being being push backed on block. With meter, Noel can also use this move to force a 50/50 A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly. by using rapid cancel A mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter. into either a high with d.6B using Drive Landing Cancel or a low with 2B. The tradeoff with this is that 2D is a lot slower than 5D, which leaves a bigger gap for Noel's opponent to either jump out of pressure or even challenge her for attempting to enter drive. Note that since it has head property, Noel's opponents can use anti-air A grounded attack that hits the opponent out of the airs or even throw out large pokes to stop Noel in her tracks.

Due to its large foot invulnerability and the ability to move forward a decent amount, it sometimes sees use in neutral When neither player is in an advantageous position in terms of stage position. or as an abare An attack during the opponent's pressure, intended to interrupt it. tool against opponents who use a lot of lows. In some very rare cases, it can also be used to clash with projectiles. More generally however, Noel will find herself using the other version of this move, d.2D with d.5B for corner combos that end in a Revolver BlastBBCF Noel Vermillion j214C.pngGuardAllStartup10RecoveryUntil L+8LAdvantage- knockdown.

  • Frame 4-till landing frames foot invulnerable.
  • Forces crouching on hit.

6D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 Low 27~39 2 44 [25] -27 [-8] FP 4~(2F Before Active) BP
Total: 84
Total: 65

A slow sweep with body and projectile invulnerability that moves Noel forward. A situational tool with a variety of uses.

Although it's a bit on the slow side, Noel can use 6D to dodge a considerable amount of projectile or body based attacks while covering ground. This makes 6D an effective tool in certain situations against zoner A character in a fighting game who's primary gameplan is to stay far away keep distance from their opponent. The two main sub-archetypes are projectile zoners and spacers.s and the body and projectile invulnerability on the move also makes it as a situationally useful counter poke in neutral When neither player is in an advantageous position in terms of stage position..

It is also one of the three choices for Noel to start drive pressure To attack the opponent continuously and leave little room for counter attacks.. However, this one is the weakest out of the three due it being the slowest to the point where the opponent is able to easily fuzzy jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. the gap. 5D is generally better for both catching fuzzy jumps due to having a decent horizontal hitbox and catching mash To press button(s) rapidly without little thought.ing with it having the fastest startup. 2D also is generally the better button to close the gap if Noel desires to initiate drive pressure up close due to it also being situationally decent at catching fuzzy jump.

Due to its invulnerability, Noel can also utilize 6D as a reversal to call out bad pressure, but 4D usually ends up being the better button for this purpose. It losing out invulnerability two frames before it becomes active usually means that very active or well timed buttons can beat 6D.

  • Frame 4-2F before active body and projectile invulnerable.
  • Forces knockdown state on hit.

4D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 All 25 [20] 7 37 [12] -25 [0] P 1~31 BP
[1~26 BP]
Total: 68
Total: 38
  • Frame 1-31 body and projectile invulnerable
  • Crumple stuns on hit.
  • CH forces crumple stun into hard KD.

4D is Noel's main reversal option. Nerfed compared to older versions of Blazblue, but still useful. You can use this reversal option at its best by using an 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.

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
650×2 All 16 4,5 Until L+31
[Until L+12]
-25 [-6] HP 4~15 B
Total: 55
Total: 36
  • Can't cancel into air specials
    • Can cancel into ground moves upon landing
  • Increased forward momentum in OD
  • Knocks down on hit
  • If performed very low to the ground, Noel will land almost immediately, cancelling this move, but leaving Noel in the Chain Revolver state. This allows her to quickly transition into other Chain Revolver moves with little warning such as d.6B.

A fantastic jump in move. With Body invul that starts early and lasts for 12 frames, combined with lengthy actives, Noel’s j.D can and will beat most anti airs in the game. It's a great button for establishing respect as the threat of it can make opponents relucatant to challenge her doing jump resets mid-pressure as to beat it requires risky callouts.

On block, it can't be cancelled until she lands on the ground which leaves quite a sizeable gap where the opponent can counter attack. Although, unless Noel was very high in the air, she has time to go into Drives and play further mindgames with the invul RPS. With 50 meter, the risk-reward turns significantly into her favor as she can do 623D that's fully invul and leads to a combo on hit, or RC on reaction if blocked.

For combos, the knockdown is good for air to ground routes. In most cases, it's used near the beginning or end of corner 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.

d.5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
450 All 8 2 39 [20] -24 [-5] BP
Total: 48
Total: 29
  • Fatal Counters

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. It will cause d.6D to inadvertently perform the slow cross up variation when up close, unless you delay the d.6D input.

d.6A or d.4A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400×2 All 13 2(3)2 35 [16] -16 [+3] BP
Total: 54
Total: 35

Used to float opponents for drive combos, but can also be used like d.5A, though it is a bit slower and is harder to poke afterwards due to more blockstun. It is more consistent at getting out non cross up d.5D for a high low mix up with d.6B after 5D and 6D drive starters.


d.5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400×2 Mid, All 11 3 (2) 2 33 [14] -16 [+3] B, BP
Total: 51
Total: 32

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 5D > d.5B > Optic Barrel / Bloom Trigger / Chamber shot. Also is an essential part of Noel's Overdrive combos, both at midscreen and in the corner as its untech time allows for links to optimal routes such as d.6B > d.5B > 665B > 5C midscreen or d.5B > TK OD Thor in the corner.

d.6B or d.4B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
650 High 16 3 44 [25] -28 [-9] B
Total: 62
Total: 43
  • 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.


d.5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
450×2 All 17 2 (2) 2 52 [33] -30 [-11] BP
Total: 74
Total: 55

Noel takes a step forward and a deceptively small gun flare erupts from Bolverk. Only used as combo filler.

d.5C is usually only seen in combos due to having the largest the second largest base damage and decent proration A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount. out of all of Noel's drive normals. Also sees some situational use as a block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. filler due to it having low push back.

  • Crumple stuns on CH

d.6C or d.4C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
150×9 All 23 4×9 Total: 84 [Total: 65] 0 [+19] P1
Total: 84
Total: 65

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. The absurd blockstun also allows her to Crush Trigger with only about a 3 frame gap. You can use this move to attempt a pressure reset in drive by allowing the reload frames to occur and follow up with 5A or 2A since the reload frames are much faster.

d.5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 18 [14] 6 35 [16] -24 [-5] BP


d.2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
420×3 All 26 3,3,3 2+34
[2+15]
-20 [-1] HP 4~36 F
Total: 70
Total: 51
  • Frame 4 - till landing Foot Invul.


The follow up version of 2D. Pretty much the same as the 2D starter, other than the fact that it can be distortion and air special cancelled on hit or block, unlike 2D.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Long 80 92 4
  • Values in [] are during OD
  • Forces crouching on ground hit
  • Airborne from frame 11, invuln ends on landing
  • Airborne recovery/invuln duration can be altered by external forces
  • Cancellable into Drive attacks and specials/CT/EA on frames 41-48 (5-12 frames after landing)
  • Cancellable into j.214C and j.236236D on hit/block


d.6D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Low 24 {34} 2 44 [25] -27 [-8] FP 4~22 BP
{4~32 BP}
Total: 79
Total: 60

The follow up version of 6D. Doesn't have a long dash with and startup that varies with distance like the starter version. Instead, it has a shorter fixed startup normally, or has an added dash through the opponent when used up close, turning it into a crossup. This is more useful when you become familiar with the j.D landing cancel, allowing you to perform a surprise crossup.

d.6D is a low drive hit that has a slower startup compared to d.6B, meaning that opponents need to know to block Noel's Drive pressure high by default and switch to low on reaction to this move (or crouch under 214A, since she has no faster low options in Drive.

d.4D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 25 [20] 4 49 [15] -34 [0] P 5~28 BP
Total: 77
Total: 43
  • 5-28F Body & Projectile Invul.


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


Bloom Trigger

d.236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800, 1300
[800, 400×4]
All 15 2(7)4
[2(7)2,2,2,2]
32 [28] -15 [-9] B, BP[×4]
Total: 59
Total: 59
  • Wallbounces midscreeen & in the 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, but is punishable on Instant Block. It can also decently set up a safe jump attempt as a follow up midscreen by IAD into j.C as long as the opponent neutral techs into this situation. However, the opponent can roll tech out of the safe jump attempt, which Noel cannot answer to outside of just chasing them afterwards.

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

d.214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 All 31 [28] 7 16 -4 [0] B 1~18 All [1~16 All]
Total: 53
Total: 50
  • 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.

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.


Type III: Spring Raid

d.623D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1300 Mid 8 7 20+12 -20 B 1~10 All
Total: 46
  • 1-10F Fully Invuln.
  • Can be used in combos meterless & without counter hit

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. Can also be used as an answer to when your opponent activates their overdrive or some slow reversal during your drive pressure, but it's a big risk. Remember you can still whiff-cancel into this.

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


Universal Mechanics

Forward Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 600, 900 Throw(70) 7 3 23 T

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 600, 900 Throw(70) 7 3 23 T


Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(120) 7 3 23+3L T


Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 6 30 -17 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B
                    
Total: 45
Max Charge
Total: 86
  • Possible to charge.
  • Hard KD on air hit.
  • 180F Heat Gauge Cooldown.

Outside of causing Guard Crush, it's rarely used by Noel because there are not many places to fit it in effectively. In combos, the charged variation is also rare outside of 5K confirms off of CH 5C on crouching and CH 6C (both in corner). For the most part it's better to save your meter for more important things. It can occasionally be used as a method of exiting drive pressure without being at frame disadvantage or using d.6C.

Dash Cancel

66 after specific moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
22
Total: 22
  • Used instead of Noels's normal forward dash whenever you input 66 during moves that allow dash cancels.
  • Only possible after 22C on hit or 236A/B on hit, block, or whiff.

An important part of Noel's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Noel will run for a fixed duration during which she can be counterhit and is unable to do anything until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.



Specials

Type XI: Optic Barrel

236A or 236B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A 650 All 27 4 Total: 51 0 P1
236B 650 All 29 4 Total: 51 +2 P1
Total: 51
Total: 51

Noel "fires her gun", creating an explosion a set distance away from her. 236A hits about half a screen away, missing behind normal-size characters at round start distance 236B hits at basically the maximum distance both characters can be from each other.

Both versions are dash cancellable on hit, block or whiff at the same time, but the B version hits slightly later. Earliest possible dash cancel from 236A is -1 on block, allowing 2A to at worst trade against characters whose fastest buttons to hit crouching characters are 7-frame startup.

Neither version of Optic Barrel causes a knockdown on a ground hit, nor do they have enough hitstun to start a combo. The goal is to hit them in the air, which will cause a knockdown.

Type XVII: Chamber Shot

236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1100 All 15 6 23 -10 BP
Total: 43
  • Causes a launch effect similar to Noel's 6A on hit

Combos off of 5C and 2C for a basic knockdown. Noel's best choice for midscreen short confirms in which going into drive conversions into Bloom Trigger isn't an option. 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.

Type XIII: Revolver Blast

j.214C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.214C 200×5 All 10 3×5 Until L+8L HP
j.214C~2C 1200 9 3 Until L+8L HP
Total: 32
Total: 19

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.

  • Knockdown distance after j.2C follow up is closer to Noel midscreen
    • Follow up has a hard knockdown opposed to default j.2C

Type IX: Muzzle Flitter

214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 2000 Unblockable 26 6 9+16L H
Total: 56
  • Combo throw, can hit enemies in hitstun without incurring purple exclaimation marks.
  • Can only grab standing opponents

A Command Grab that can be combo'd into and out of. Can only hit standing opponents, and will whiff on crouching or jumping opponents. Can be combo'd into with normal throw, Fatal 5D, CH 5C/6C/d.4D, d.6C, d.4D during a Fatal combo, or d.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.


Type VI: Flash Suppressor

22B or 22C on downed opponent

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
22B 200 {×N} All 11 2
{2(5)2(5)2...}
15 -5 FP
22C 300 All 17 (5) 4 22 -7 FP
  • 200% Heat Gain
  • Both versions can only be used if the opponent has already been knocked down once in the combo.

22B

  • Hold B for more shots

22B is used as a combo extender in some cases. Is also used as a combo ender to set up Noel's 22B oki, since it gives a hard knockdown. 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.

Can be held as long as shots keep hitting, but Noel will continue to be pushed back until it starts whiffing, and the move can no longer be extended after a total of 5 shots fail to hit. Scales damage with every hit, so unless using it as an ender there is little reason to let it go that long anyway.


22C

  • Dash cancellable
  • Ground bounces

22C is used as a combo filler after 3C, 6D, d.6D or any general knockdown to continue a combo.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
22B Long 100 90 {×N} 1
22C Long 100 92 4

22B:

  • Checks for held B or C button on 3rd frame of recovery (frame 15)
  • If B is held, returns to frame 9, hits every 7 frames
  • If C is held, cancels into 22C (fast version)
  • Check is disabled if 5 hits are whiffed/blocked


22C:

  • Values in () are when cancelled into from 22B
  • Dash cancellable on frames 21-29 (9-17)


Distortion Drives

Zero Gun: Fenrir

632146D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146D Clean Hit 800, 100×16, 3000
[800, 100×31, 3000]
All 1+(28 Flash)+5 5 B, P2 1~10 Guard All
632146D On Block 800, 300×24 All 1+(28 Flash)+5 5(12)P{(3)P}×23 Total 148 -34 B, P2×24 1~10 Guard All

Noel rams her gun forward, sprays a stream of bullets while gradually aiming upwards and, if the initial gun ram hit, finishes off with a final shot with big damage. Comes out extremely quickly overall.

Noel's main reversal super. It's extremely fast and the guardpoint is negligible as the hitstop is one-sided— opponents can rarely RC it, let alone jump upback. It's more reliable than CA or 4D, but is punishable on block.

Fenrir is also used to tack on damage at the end of combos, Ideally you want to to have the gun ram of the move to hit as it adds way more damage but sometimes, if you really need to squeeze out that extra bit, you can use it fullscreen for the bullets.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
632146D Clean Hit Normal 80 80 5, 4×17
632146D On Block Normal 80 80, 92×24 4

632146D Clean Hit:

  • On Guard Point, hitstop for Noel is 0F. Opponent hitstop unchanged
  • Values in [] are during OD
  • First and last hit have Minimum Damage 20%, other hits 10%: 920 [1070]
  • guardpoint reversal
  • Crumple Duration 36F, Crumple Fall 64F


632146D On Block:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 10%: 720
  • On Guard Point, hitstop for Noel is 0F. Opponent hitstop unchanged

Bullet Storm > Zero Gun: Thor

j.236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
330×10, 1900
[330×19, 2000]
All 4+(21 Flash)+14 P{(4)P}×9 [×18] Until L [Total 157] P2 1~4 All

Noel Pauses in midair, fires a stream of bullets from both pistols diagonally downwards before launching a rocket.

Overall, Thor is a super that is normally used to either stack a lot of damage upfront for a strong 4- 5k combo (mostly in corners), midscreen counter hit OD combos that use OD Thor for up to 5K, or to tack on damage to close out a round. It is also sometimes used to counter anti air attempts in some situations but is risky depending on the opponent's character. You can combo Thor into Fenrir as a double super ender for corner combos.

  • 1-4F Fully Invul.
  • Invincibility disappears after super flash
  • 15% minimum damage (Normal: 710 OD: 895)
  • 180F Heat Gauge Cooldown
  • Last hit is airdash cancellable in Overdrive


Exceed Accel

Zero Gun: Sleipnir

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 660, 1700, 0
{600, 500×3, 80×16, 660, 1700, 0}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
  • Behaves the same as every other Exceed Accel.
  • 296/618 Minimum Damage
  • Good Pushback
  • 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.

Noel's only true meterless reversal. Puts Noel and the opponent at about midscreen.


Astral Heat

Valkyrie Veil

236236C when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Unblockable 8+(60 Flash)+79 HBF 1~7 All
8~55 Guard HBF

Counter Astral. Somewhat awkward input to use on reaction to anything but very obvious attacks, so you'll be using this to call out attacks in advance, particularly reversals, if you want to use this at all. Be aware that, unlike Hakumen's Astral, this won't actually catch anything in the first 7 frames, since the attack will just pass through the normal invulnerability, making it a poor choice to use on wakeup against meaty attacks. Any move that's still active past those 7 frames will still trigger the astral and the guard point has a surprisingly long duration that can catch some punishes but don't expect miracles.

Valkyrie Veil (Classic Noel)

214214C when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
8+(64 Flash)+20 4 25 -10 B 1~41 All

Classic Noel Only: Noel's astral has full invul, so it can be used as a reversal, however it completely disables her collision box. This means 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. No longer links of juggle 6C. Can juggle off d.6C but standing hit d.6C may cause the opponent to pass through your character and whiff. Guaranteed off first hit of throw, juggle d.5B in corner. Very limited combo options off mid-screen.



Colors

BBCF Noel color 1.png
BBCF Noel color 2.png
BBCF Noel color 3.png
BBCF Noel color 4.png
BBCF Noel color 5.png
BBCF Noel color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Noel color 7.png
BBCF Noel color 8.png
BBCF Noel color 9.png
BBCF Noel color 10.png
BBCF Noel color 11.png
BBCF Noel color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Noel color 13.png
BBCF Noel color 14.png
BBCF Noel color 15.png
BBCF Noel color 16.png
BBCF Noel color 17.png
BBCF Noel color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Noel color 19.png
BBCF Noel color 20.png
BBCF Noel color 21.png
BBCF Noel color 22.png
BBCF Noel color 23.png
BBCF Noel color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

BBCF Classic Noel color 1.png
BBCF Classic Noel color 2.png
BBCF Classic Noel color 3.png
BBCF Classic Noel color 4.png
BBCF Classic Noel color 5.png
BBCF Classic Noel color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Classic Noel color 7.png
BBCF Classic Noel color 8.png
BBCF Classic Noel color 9.png
BBCF Classic Noel color 10.png
BBCF Classic Noel color 11.png
BBCF Classic Noel color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Classic Noel color 13.png
BBCF Classic Noel color 14.png
BBCF Classic Noel color 15.png
BBCF Classic Noel color 16.png
BBCF Classic Noel color 17.png
BBCF Classic Noel color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Classic Noel color 19.png
BBCF Classic Noel color 20.png
BBCF Classic Noel color 21.png
BBCF Classic Noel color 22.png
BBCF Classic Noel color 23.png
BBCF Classic Noel color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

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 Noel Vermillion


To edit frame data, edit values in BBCF/Noel Vermillion/Data.


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