Noel Vermillion |
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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, 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.
- Noel may cancel any Drive move into any other move, with the exception that she may not repeat a move twice in a row.
- 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 drive state, Noel can use any special move she previously had access to, as well as 3 special moves exclusive to Drive: Spring Raid, Bloom Trigger, and Assault Through.
Overdrive: Chain Quasar
Activating Noel's Overdrive has numerous positive effects:
- Faster startup speed for drive moves
- Faster recovery on drive moves (Loses "Reload" animation)
- Distortion Drive damage increase
- Thor allows Noel to recover in the air after the missile fires
- Bloom Trigger hits more than twice
- Assault Through has increased invuln and short invisibility before going active
- Spring Raid has increased untech time allowing for combos
Strengths/Weaknesses
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Normal Moves
5A
5A |
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Noel's staple pressure starter and very unsafe when used by itself. It should be cancelled into itself or other attacks during stagger pressure and frame traps. Additionally it can be used to help create whiff pressure tactics if spaced right albeit risky. |
5B
5B |
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Noel's main spacing tool. Use this along with 5C to confirm mid to max range hits into Chamber Shot, or 3C on crouching opponents. At closer ranges it can be comboed into 6A and on CH also combos into 3C and 5D. |
5C
5C |
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5C is perhaps Noel's best spacing tool since it has a good hurtbox and slightly longer / larger hitbox compared to 5B, but it is slower. This is the only attack that will combo into 3C on a crouching opponent. On CH it also leads into damaging combos through 5D, 6B > 5D, or Muzzle Flitter. Overall 5C is your go to punish starter in most situations, which can lead to very damaging combos potentially up to 8K depending on conditions met and resources at your disposal. |
2A
2A |
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This move has longer range than 5A, but has shorter range than 5B while being a few frames faster. Not a bad move to use to poke out of pressure, and is a decent move to start pressure, but at -1 on block, it's a shadow of its former self. Can be used in conjunction with 5A to create stagger pressure and whiff pressure tactics. |
2B
2B |
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A decent low attack, and is best used as combo/blockstring filler for frametraps, however, it does have some uses in neutral since it makes Noel's hitbox pretty short. This move is slightly longer than 2A, but a tad shorter than 5B. |
2C
2C |
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This move is mostly used as a blockstring for frametraps or combo filler. If used early in a blockstring, it can be very good due to it being +1, but its pushback is a problem so it's a bit harder to capitalize on the frame advantage. |
6A
6A |
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Noel's sad excuse for an anti-air. Its hitbox isn't that great, and if it whiffs your opponent gets a free punish. However, it's not a good idea to neglect this move, since if used well it can be an asset. It's also a staple for hitconfirming on a standing opponent. |
6B
6B |
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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. |
6C
6C |
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6C is heavly nerfed in the juggle department as opponents will now tech a lot sooner than usual in prorated combos. This also means things like 6C > 6B knockdowns are no longer possible after the first few hits in a juggle combo. It is also no longer possible to jump cancel 6C(1) to bait bursts or transition into j.D routes mid combo as it is now a tool that forces you to commit fully into it's use as an option / combo filler. It is still possible to delay cancel the 2nd hit into a 2C or a throw but the window for this is now smaller due to the 2nd hit now coming out a lot faster in CF, effectively making this gimmick less reliable for opening up opponents when used along with the 6C > 6B gatling. Use this move only as a combo filler in normal situations. However, to punish DPs that recover crouching like Jin's 623C, use CH 6C > 214A or CH 6C > 6B > 5D > etc.. for a punish up to potentially 5k. Overall, 6C is your secondary go to punish starter behind 5C in the event you need a standing confirm. |
3C
3C |
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Only use to hitconfirm on crouching opponents. Its normally best to use this with rapid cancel to help back it up since its very unsafe on block and guarantees a free punish for the opponent otherwise. It is possible to combo CH 5B and CH 5C into 3C, though there are better options for both. |
j.A
j.A |
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Use j.A as an up close air-to-air tool. It's also the best jump-in overhead Noel has in terms of hitbox, though its damage potential is weak. It's speed also allows it to be used in jump-in fuzzy guard mix ups. |
j.B
j.B |
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A somewhat situational air spacing tool. Can be used preemptively to beat out or trade with some air normals when spaced well enough. Its best application is normally for air to ground routes in some combos in the corner leading into j.D, or into Revolver Blast air ender, which for Noel, Air combos are a last resort for situations where you cannot convert into a ground combo. It is also used occasionally to setup "Drive Landing Cancellation" tactics into d.6B on the way down offensively for a very fast overhead attempt if it is blocked. It can also be used after jumping in with j.C, to add a weak fuzzy guard overhead (since j.C itself is not). |
j.C
j.C |
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Noel's best air normal period. Its hitbox is relatively decent, when spaced well in the air you can get a nice CH combo. Its underwhelming as a jump in , also do take note that it is not an overhead. Like j.B you can use this normal preemptively to meet opponents ground to air for a considerable sized hitbox on the way up. On air CH, the untech time is long enough for you to land into a 5C pick up in most situations. Also is used in conjunction with "Drive Landing Cancellation" tactics leading into d.6B for an overhead on the way down. |
j.2C
j.2C |
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Overall, j.2C doesn't really see much use outside of corner combos. In the case of corner combos it is usually a combo extender leading to Noel's combo enders overall. However, if used near the beginning of a combo after 5C, it leads to some of Noel's highest damage cofirms up to potentially 5k or more making this a staple in corner combos. In neutral, you can use this as a unusual spacing tool when combined with an air dash or a second jump after it whiffs for some tricky footwork. Another way to use it is to preemptively go into it on rising jump startup near the opponent to simulate a jump in attempt. j.2C's recoil effect after it whiffs / hits helps halt your position in the air for a moment which can be used as a way to dodge an opponent's initial anti air attempt if used right, then you can air dash back in for a potential hit confirm after the recoil effect. It's a gimmicky tactic to use but it's risky so use sparingly |
Drive Moves
5D
5D |
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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. In Overdrive, 5D becomes faster, allowing you to combo 5C into 5D on standing hit. |
2D
2D |
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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. |
6D
6D |
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4D
4D |
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j.D
j.D |
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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. OD version moves Noel forward when used, so it can be used for crossups again. |
d.5A
d.5A | Template:AttackDataHeader-BBCF |
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d.6A (d.4A)
d.6A (d.4A) | Template:AttackDataHeader-BBCF |
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d.5B
d.5B | Template:AttackDataHeader-BBCF |
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d.6B (d.4B)
d.6B (d.4B) | Template:AttackDataHeader-BBCF |
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d.5C
d.5C | Template:AttackDataHeader-BBCF |
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d.6C (d.4C)
d.6C (d.4C) | Template:AttackDataHeader-BBCF |
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d.5D
d.5D | Template:AttackDataHeader-BBCF |
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d.2D
d.2D | Template:AttackDataHeader-BBCF |
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d.6D
d.6D | Template:AttackDataHeader-BBCF |
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d.4D
d.4D | Template:AttackDataHeader-BBCF |
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Bloom Trigger
Bloom Trigger d.236D |
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Assault Through
Assault Through d.214D |
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Spring Raid
Spring Raid d.623D |
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Universal Mechanics
Forward Throw
Forward Throw | Template:AttackDataHeader-BBCF |
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Back Throw
Back Throw | Template:AttackDataHeader-BBCF |
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Air Throw
Air Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault 6A+B |
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Crush Trigger
Crush Trigger A+B |
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Specials
XI. Optic Barrel
XI. Optic Barrel 236A/B |
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Chamber Shot
Chamber Shot 236C |
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XIII. Revolver Blast
XIII. Revolver Blast j.214C |
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IX. Muzzle Flitter
IX. Muzzle Flitter 214A |
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A Command Grab that can be combo'd into and out of. Can only hit standing opponents, and will whiff on Crouchers or Jumpers. Can be combo'd into with normal throw, Fatal 5D, CH 5C / 6C / d.4D, d.6C, d.4D during a Fatal combo, or 236D(1) > Rapid. Overall its not that good as its risky to do considering it puts Noel in Counter Hit state on whiff guaranteeing a punish for the opponent. It is primarily used to variate mix ups between d.6B and d.6D where MF can substitute for the d.6B to catch high blocking opponents. |
Silencer
Flash Suppressor 22B/C |
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Distortion Drives
Zero Gun: Fenrir
Zero Gun: Fenrir 632146D |
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Bullet Storm > Zero Gun: Thor
Bullet Storm > Zero Gun: Thor j.236236D |
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Thor overall is a super that is normally used to either stack a lot of damage upfront fro a strong 4- 5k combo (mostly in corners), midscreen counter hit OD combos that uses OD Thor for up tp 5K, and to help end rounds off by tiger Kneeing its input on moves that's jump cancellable on hit such as 5B or 5C. It is also sometimes used as a counter to anti air attempts in some situations but is risky depending on the opponent's character. Is also used for the Thor > Fenrir double super ender for corner combos. |
Exceed Accel
Zero Gun: Sleipnir ABCD during Overdrive |
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Astral Heat
Valkyrie Veil 236236C |
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Valkyrie Veil 214214C |
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External References
- Japanese Name: ノエル=ヴァーミリオン
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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