BBCF/Noel Vermillion: Difference between revisions

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Line 8: Line 8:
||{{CharData-BBCF
||{{CharData-BBCF
|health=11,000
|health=11,000
|comboRate=80%
|comboRate=60%
|jumpStartup=4
|jumpStartup=4
|backdashTime=18
|backdashTime=22
|backdashInv=1-5
|backdashInv=1-5
}}
}}
Line 72: Line 72:
  |damage=300
  |damage=300
  |cancel=CSOJR
  |cancel=CSOJR
|p1= -
|p2= -
|smp=
  |starter=S
  |starter=S
  |guard=all
  |guard=all
|level=0
  |attribute=B
  |attribute=B
  |startup=6?
  |startup=6
  |active=-
  |active=3
  |recovery=-
  |recovery=10
  |frameAdv=-2?
  |frameAdv=-1
|blockstun=-
|groundHit=-
|groundCH=-
|airHit=-
|airCH=-
|invul=
|hitbox=
  |description=
  |description=
* Noel's fastest normal
* Noel's fastest normal
* Works on crouching opponents
* Works on crouching opponents
* Very short range
* Very short range
* Might be 6f startup and -2 on block now


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.
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.
Line 107: Line 95:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage= 600
  |damage=600
  |cancel=SOJR
  |cancel=SOJR
|p1=-
|p2=-
|smp=
  |starter=N
  |starter=N
  |guard=HL
  |guard=HL
|level= -
  |attribute=B
  |attribute=B
  |startup= -
  |startup=9
  |active= -
  |active=3
  |recovery= -
  |recovery=16
  |frameAdv= -
  |frameAdv=-2
|blockstun= -
|groundHit= -
|groundCH= -
|airHit= -
|airCH= -
|invul=
|hitbox=
  |description=
  |description=
* Average range and speed
* Average range and speed
Line 143: Line 120:
  |damage=900
  |damage=900
  |cancel=SO(J)R
  |cancel=SO(J)R
|p1= -
|p2= -
|smp=
  |starter=N
  |starter=N
  |guard=HL
  |guard=HL
|level= -
  |attribute=B
  |attribute=B
  |startup= -
  |startup=12
  |active= -
  |active=2
  |recovery= -
  |recovery=19
  |frameAdv= -
  |frameAdv=-2
|blockstun= -
|groundHit= -
|groundCH= -
|airHit= -
|airCH= -
|invul=
|hitbox=
  |description=
  |description=
* Doesn't have projectile attribute anymore
* Doesn't have projectile attribute anymore
Line 181: Line 147:
  |damage=300
  |damage=300
  |cancel=SOR
  |cancel=SOR
|p1= -
  |starter=N
|p2=-
|smp=
  |starter=S
  |guard=all
  |guard=all
|level= =
  |attribute=F
  |attribute=F
  |startup=6
  |startup=6
  |active= -
  |active=3
  |recovery= -
  |recovery=10
  |frameAdv= -1
  |frameAdv=-1
|blockstun= -
|groundHit= -
|groundCH= -
|airHit= -
|airCH=
|invul=
|hitbox=
  |description=
  |description=
This move has longer range than 5A while being one frame slower, 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.
This move has longer range than 5A while being one frame slower, 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.
Line 213: Line 168:
  |damage=500
  |damage=500
  |cancel=CSOR
  |cancel=CSOR
|p1= -
  |starter=N
|p2= -
|smp=
  |starter=S
  |guard=L
  |guard=L
|level= -
  |attribute=F
  |attribute=F
  |startup=7
  |startup=7
  |active= -
  |active=2
  |recovery= -
  |recovery=12
  |frameAdv= 0
  |frameAdv=±0
|blockstun=-
|groundHit=-
|groundCH=-
|airHit=-
|airCH=-
|invul=
|hitbox=
  |description=
  |description=
*Is now a short starter
 
A decent low attack, and is best used as combo/blockstring filler, 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.
A decent low attack, and is best used as combo/blockstring filler, 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.
}}
}}
Line 246: Line 190:
  |damage=550,550
  |damage=550,550
  |cancel=SOR
  |cancel=SOR
|p1= -
|p2= -
|smp=
  |starter=N
  |starter=N
  |guard=L
  |guard=L
|level= -
  |attribute=F
  |attribute=F
  |startup= -
  |startup=13
  |active= -
  |active=2,2
  |recovery= -
  |recovery=14
  |frameAdv=+1
  |frameAdv=+1
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=17
|airCH=31
|invul=
|hitbox=
  |description=
  |description=
*Not a projectile anymore
*Clashes with projectiles
*Clashes with projectiles
*Might have less pushback on block
 
This move is mostly used as a blockstring or combo filler. If used early in a blockstring, it can be very good due to it being +1, but its pushback is much greater in BBCP so it's a bit harder to capitalize on the frame advantage.
This move is mostly used as a blockstring or combo filler. If used early in a blockstring, it can be very good due to it being +1, but its pushback is much greater in BBCP so it's a bit harder to capitalize on the frame advantage.
}}
}}
Line 281: Line 213:
  |damage=700
  |damage=700
  |cancel=SO(J)R
  |cancel=SO(J)R
|p1= -
|p2= -
|smp=
  |starter=N
  |starter=N
  |guard=HL
  |guard=HL
|level= -
  |attribute=B
  |attribute=B
  |startup= -
  |startup=11
  |active=-
  |active=3
  |recovery= -
  |recovery=26
  |frameAdv= -
  |frameAdv=-12
|blockstun= -
|groundHit= -
|groundCH= -
|airHit= -
|airCH= -
|invul=?-?H
|hitbox=
  |description=
  |description=
* Frames 6?-11? Head Invul.
* 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.
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.
Line 315: Line 236:
  |damage=800
  |damage=800
  |cancel=SOR
  |cancel=SOR
|p1= -
|p2= -
|smp=
  |starter=N
  |starter=N
  |guard=H
  |guard=H
|level= -
  |attribute=B
  |attribute=B
  |startup= -
  |startup=26
  |active= -
  |active=5
  |recovery= -
  |recovery=18
  |frameAdv= -
  |frameAdv=-6
|blockstun= -
|groundHit= -
|groundCH= -
|airHit= -
|airCH= -
|invul=
|hitbox=
  |description=
  |description=
*Forces crouching on hit
*Forces crouching on hit
Line 348: Line 258:
  |damage=550, 550
  |damage=550, 550
  |cancel=SO(J)R
  |cancel=SO(J)R
|p1= -
|p2= -
|smp= -
  |starter=N
  |starter=N
  |guard=HL
  |guard=HL
|level= -
  |attribute=B, B
  |attribute=B, B
  |startup= -
  |startup=5
  |active= -
  |active=11(9)4
  |recovery= -
  |recovery=25
  |frameAdv= -
  |frameAdv=-10
|blockstun= -
|groundHit= -
|groundCH= -
|airHit= -
|airCH= -
|invul=
|hitbox=
  |description=
  |description=
* No longer wall sticks
* No longer wall sticks
Line 390: Line 289:
  |damage=900
  |damage=900
  |cancel=(S*)R
  |cancel=(S*)R
|p1= -
|p2= -
|smp=
  |starter=N
  |starter=N
  |guard=L
  |guard=L
|level= -
  |attribute=F
  |attribute=F
  |startup= -
  |startup=20
  |active= -
  |active=3
  |recovery= -
  |recovery=32
  |frameAdv= -
  |frameAdv=-18
|blockstun= -
|groundHit= -
|groundCH= -
|airHit= -
|airCH= -
|invul=
|hitbox=
  |description=
  |description=
* Only possible to cancel into Silencer
* Only possible to cancel into Silencer
Line 425: Line 313:
  |damage=300
  |damage=300
  |cancel=SOJR
  |cancel=SOJR
|p1= -
  |starter=N
|p2= -
|smp=
  |starter=S
  |guard=HA
  |guard=HA
|level= -
  |attribute=H
  |attribute=H
  |startup= -
  |startup=6
  |active= -
  |active=3
  |recovery= -
  |recovery=8
  |frameAdv= -
  |frameAdv= -
|blockstun= -
|groundHit= -
|groundCH= -
|airHit= -
|airCH= -
|invul=
|hitbox=
  |description=
  |description=
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.
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.
Line 457: Line 334:
  |damage=600
  |damage=600
  |cancel=SOJR
  |cancel=SOJR
|p1= -
|p2= -
|smp=
  |starter=N
  |starter=N
  |guard=HA
  |guard=HA
|level= -
  |attribute=H
  |attribute=H
  |startup= -
  |startup=7
  |active= -
  |active=4
  |recovery= -
  |recovery=17
  |frameAdv= -
  |frameAdv= -
|blockstun= -
|groundHit= -
|groundCH= -
|airHit= -
|airCH= -
|invul=
|hitbox=
  |description=
  |description=
Practically useless, though it has a couple of situational uses. Its best application is as air combo filler, which for Noel, Air combos are a last resort for situations where you cannot convert into a ground combo. It can also be used after jumping in with j.C, to add a weak fuzzy guard overhead (since j.C itself is not).
Practically useless, though it has a couple of situational uses. Its best application is as air combo filler, which for Noel, Air combos are a last resort for situations where you cannot convert into a ground combo. It can also be used after jumping in with j.C, to add a weak fuzzy guard overhead (since j.C itself is not).
Line 489: Line 355:
  |damage=450*3
  |damage=450*3
  |cancel=SOR
  |cancel=SOR
|p1= -
|p2=-
|smp=
  |starter=N
  |starter=N
  |guard=all
  |guard=all
  |level=3
  |level=3
  |attribute=H
  |attribute=H
  |startup= -
  |startup=10
  |active= -
  |active=2*3
  |recovery= -
  |recovery=16
  |frameAdv= -
  |frameAdv= -
|blockstun= -
|groundHit= -
|groundCH= -
|airHit=17
|airCH=31
|invul=
|hitbox=
  |description=
  |description=
Noel's best air normal period. Its hitbox is pretty decent, when spaced well in the air you can get a nice CH combo. As a jump in, it's also really good, however it's not an overhead.
Noel's best air normal period. Its hitbox is pretty decent, when spaced well in the air you can get a nice CH combo. As a jump in, it's also really good, however it's not an overhead.
Line 521: Line 377:
  |damage=900
  |damage=900
  |cancel=SOR
  |cancel=SOR
|p1= -
|p2= -
|smp=
  |starter=N
  |starter=N
  |guard=all
  |guard=all
|level= -
  |attribute=H
  |attribute=H
  |startup= -
  |startup=13
  |active= -
  |active=3
  |recovery= -
  |recovery=24+4L
  |frameAdv=
  |frameAdv=
|blockstun= -
|groundHit= -
|groundCH= -
|airHit= -
|airCH= -
|invul=
|hitbox=
  |description=
  |description=
*Now wallsticks in the corner, allowing for j.2C>airdash>j.2C
*Now wallsticks in the corner, allowing for j.2C>airdash>j.2C
*110% Bonus Proration
}}
}}
}}
}}

Revision as of 23:16, 18 January 2017

Noel Vermillion
BBCF Noel Portrait.png
Health: 11,000

Combo Rate: 60%
Prejump:
Backdash Time 22 / Invul: 1-5


Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive playstyle specializing in Pressure
  

Overview

Following the events of Continuum Shift, Noel Vermillion has deserted the NOL and fled to the land of Ikaruga. Under the guidance of Sector Seven, Noel now seeks the strength to save her friend, Tsubaki Yayoi, who has been brainwashed by the NOL.

Drive: Chain Revolver

Noel's Drives function two different ways. Upon initial Drive press, Noel uses a Drive attack, once the attack is triggered, Drive functions more like an active stance, where every button is now a different drive move. Noel's Drive state has the potential to use one drive starter(Initial button press), up to 4 drive follow ups(Every normal button pressed after the initial button press), and one special drive ender(any special move used after the initial button press). In drive state, Noel can use any special move she previously had access to, as well as 3 new special moves exclusive to Drive: Spring Raid, Bloom Trigger, and Assault Through.

Overdrive: Chain Quasar

Activating Noel's Overdrive has numerous positive effects:

  • Faster startup speed for drive moves
  • Faster recovery on drive moves (Loses "Reload" animation)
  • Distortion Drive damage increase
  • Thor allows Noel to recover in the air after the missile fires
  • Bloom Trigger hits more than twice
  • Assault Through has increased invuln and short invisibility before going active
  • Spring Raid has increased untech time allowing for combos.

Pros/Strengths

  • Now very effective against projectile heavy characters (such as Nu-13, Lambda 11 etc.)
  • High Speed (Fast run, normals, etc.)
  • Effective Rushdown/Frame Trapping

Cons/Weaknesses

  • Short Range
  • Unsafe Mixup
  • Average Reversal Options
  • Works hard for mediocre damage


Ambox warning.png This data is all copied over from BBCP. Replace with CF data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCP Noel 5A.png
Quick gun jab.
300 all 6 3 10 - B -
5B
5B
BBCP Noel 5B.png
Mid-range spacing tool.
600 HL 9 3 16 - B -
5C
5C
BBCP Noel 5C.png
Farthest reaching normal.
900 HL 12 2 19 - B -
2A
2A
BBCP Noel 2A.png
300 all 6 3 10 - F -
2B
2B
BBCP Noel 2B.png
Her fastest Low.
500 L 7 2 12 - F -
2C
2C
BBCP Noel 2C.png
+1 on Block.
550,550 L 13 2,2 14 - F -
6A
6A
BBCP Noel 6A.png
Anti-Air.
700 HL 11 3 26 - B -
6B
6B
BBCP Noel 6B.png
Overhead.
800 H 26 5 18 - B -
6C
6C
BBCP Noel 6C.png
Second hit isn't a projectile anymore.
550, 550 HL 5 11(9)4 25 - B, B -
3C
3C
BBCP Noel 3C.png
Not a Projectile.
900 L 20 3 32 - F -
j.A
j.A
BBCP Noel jA.png
Overhead.
300 HA 6 3 8 - H -
j.B
j.B
BBCP Noel jB.png
Overhead.
600 HA 7 4 17 - H -
j.C
j.C
BBCP Noel jC.png
NOT an Overhead.
450*3 all 10 2*3 16 - H -
j.2C
j.2C
BBCP Noel j2C.png
NOT an Overhead.
900 all 13 3 24+4L - H -


Drive Moves

5D
5D
BBCP Noel 5D.png
Projectile.
740 all 23 4 18+24 - BP - 740 all 17 4 18 - BP -
2D
2D
BBCF Noel 2D.png
Projectile.
250*6 all 26 5, 2*4, 3 25+24 - HP - 250*6 all 19 2*6 25 - HP -
6D
6D
BBCF Noel 6D.png
Low, NOT a Projectile.
720 L 25 2 14+24 - F - 720 L 20 2 14 - F -
4D
4D
BBCP Noel 4D.png
Projectile.
700 all 25 7 18+24 - HBFPr - 700 all 20 7 12 - HBFPr -
j.D
j.D
BBCP Noel jD.png
Projectile, NOT an Overhead.
400*2 all 13 4, 5 till L+12+24 - BP*2 - 400*2 all 13 4, 5 till L+8 - BP*2 -
d.5A
d.5A
BBCP Noel d5A.png
Projectile.
350 all 8 2 20+22 - BP - 350 all 8 2 20 - BP -
d.6A (d.4A)
d.6A (d.4A)
BBCP Noel d6A.png
Projectile.
450*2 all 13 2(3)2 16+22 - BP*2 - 450*2 all 13 2(3)2 16 - BP*2 -
d.5B
d.5B
BBCP Noel d5B.png
Second Hit is a Projectile.
600, 250 HL 11 3(2)2 14+22 - B, BP - 600, 250 HL 11 3(2)2 14 - B, BP -
d.6B (d.4B)
d.6B (d.4B)
BBCP Noel d6B.png
Overhead, NOT a Projectile.
550 H 16 3 25+22 - B - 550 H 16 3 25 - B -
d.5C
d.5C
BBCP Noel d5C.png
Projectile.
350*2 all 17 2(2)2 33+22 - BP*2 - 350*2 all 17 2(2)2 33 - BP*2 -
d.6C (d.4C)
d.6C (d.4C)
BBCP Noel d6C.png
Projectile.
100*N all 23 4*9 19+22 - HBFPr - 100*N all 23 4*9 19 - HBFPr -
d.5D
d.5D
BBCP Noel 5D.png
Projectile.
670 all 18 6 16+22 - BP - 670 all 14 6 16 - BP -
d.2D
d.2D
BBCF Noel 2D.png
Projectile.
300*3 all 19 4*3 25+22 - HP*3 - 300*3 all 17 4*3 25 - HP*3 -
d.6D
d.6D
BBCF Noel 6D.png
Low, NOT a Projectile.
650 L 24 2 12+22 - F - 650 L 18 2 12 - F -
d.4D
d.4D
BBCP Noel 4D.png
Projectile.
630 all 25 4 30+22 - HBFPr - 630 all 20 4 15 - HBFPr -
Bloom Trigger
Bloom Trigger
d.236D
BBCP Noel Bloom Trigger.png
Second Hit is a Projectile.
600, 950 all 15 2(7)4 31 - B, BP - 600, 400*4 all 15 2(7)2*4 27 - B, BP*4 -
Assault Through
Assault Through
d.214D
BBCP Noel Assault Through.png
NOT a Projectile.
900 all 31 7 16 - B - 900 all 28 7 16 - B -
Spring Raid
Spring Raid
d.623D
BBCP Noel Spring Raid.png
NOT a Projectile.
1150 HL 8 7 29+12L - B - 1150 HL 8 7 29+12L - B -


Universal Mechanics

Forward Throw
Forward Throw
BBCP Noel Forward Throw.png
0, 300, 1100 T (70) 7 4 15 - T -
Back Throw
Back Throw
BBCP Noel Back Throw.png
0, 300, 1100 T (70) 7 4 15 - T -
Air Throw
Air Throw
BBCP Noel Air Throw.png
0, 1400 T (90) 7 3 21+3L - T -
Counter Assault
Counter Assault
6A+B
BBCP Noel d5B.png
New Counter Assault.
0 all 13 6 30 - B -
Crush Trigger
Crush Trigger
A+B
BBCP Noel CT.png
Noel FINALLY has a way to Guard Crush.
1000 B 30~59 1 23 - B -


Specials

XI. Optic Barrel
XI. Optic Barrel
236A/B
BBCP Noel Optic Barrel.png
Projectile.
BBCP Noel Optic Barrel2.png
650 all 27 4 51T - HBFPr - 650 all 29 4 51T - HBFPr -
Chamber Shot
Chamber Shot
236C
BBCP Noel Chamber Shot.png
Projectile.
1100 all 17 6 28 - BP -
XIII. Revolver Blast
XIII. Revolver Blast
j.236C
BBCP Noel Revolver Blast.png
Projectile.
300*5 all 10 3*5 till L+8 - HP - 400 all 9 3 till L+8 - HP -
IX. Muzzle Flitter
IX. Muzzle Flitter
214A
BBCP Noel Muzzle Filter.png
Command Grab, only works on Standing Opponents.
0, 1600 UNB 26 6 9+16L - HT -
Silencer
Silencer
22B/C
BBCP Noel Silencer.png
Projectile.
200 all 11 2[(5)2]*N 16 - FP - 300 all 21 4 22 - FP -


Distortion Drives

Zero Gun: Fenrir
Zero Gun: Fenrir
632146D
BBCP Noel Fenrir.png
Bullets and Finisher are Projectiles, first hit is not.
400 All 1+5 5 149T - HBFPr(2) - 140*24 all 1+25 150T - - - 3600 56 - HBFPr(2) - 120*15, 4200 56 - HBFPr(2) -
Bullet Storm > Zero Gun: Thor
Bullet Storm > Zero Gun: Thor
j.236236D
BBCP Noel Thor.png
Projectile.
160*10, 1900 all 4+6 till L - HBFPr(2) - 160*15, 2400 all 4+6 148T - HBFPr(2) -


Exceed Accel

Zero Gun: Sleipnir
ABCD during Overdrive
BBCF Noel Sleipnir.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 2040 - All - - - - - - Click!
Active Flow 4070 - All - - - - - - Click!
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger with Active Flow.


Astral Heat

Valkyrie Veil
236236C
BBCP Noel Astral.png
Counter Attack.
DESTROY UNB 8+0 48 21 - HBFT -
Valkyrie Veil
214214C
BBCS Noel VVeil.png
You Are Already Dead.
DESTROY ALL 9+20 4 26 - HBFT -


External References