BBCPE/Noel Vermillion

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Revision as of 21:51, 11 February 2016 by 128.119.233.22 (talk) (→‎4D)
Noel Vermillion
BBCP Noel Portrait.png

Health: 11,000

Combo Rate: 80%

Jump Startup: 4

Backdash Time: 18

Backdash Invincibility: 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

  • Above Average Damage
  • High Speed (Fast run, normals, etc.)
  • Effective Rushdown/Frame Trapping

Cons/Weaknesses

  • Short Range
  • Unsafe Mixup
  • Average Reversal Options
  • Has some trouble against zoners and long ranged characters


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCP Noel 5A.png
Quick gun jab.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 5 3 10 -3 B -
  • Noel's fastest normal
  • 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.

5B
5B
BBCP Noel 5B.png
Mid-range spacing tool.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOJR HL 9 3 16 -2 B -
  • Average range and speed
  • Whiffs at max range on some crouching characters

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

5C
5C
BBCP Noel 5C.png
Farthest reaching normal.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 SO(J)R HL 12 6 17 -4 BP -
  • Mostly used as combo/blockstring filler
  • Important for crouching confirms
  • Projectile guard point on arm

5C can also be used as a spacing tool since it has a good hurtbox and 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 or Muzzle Flitter. Since 5C has projectile attribute, it gets beat by attacks with projectile invuln such as Tager's Sledge Hammer.

2A
2A
BBCP Noel 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOR all 6 3 10 -1 F -

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.

2B
2B
BBCP Noel 2B.png
Her fastest Low.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
460 CSOR L 7 2 12 0 F -

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.

2C
2C
BBCP Noel 2C.png
Projectile, +1 on Block.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
420*2 SOR L 14 2, 2 14 +1 FP -

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.

6A
6A
BBCP Noel 6A.png
Anti-Air.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 SO(J)R HL 11 3 26 -12 B 6-11H
  • Frames 6-11F Head Invul.

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

6B
6B
BBCP Noel 6B.png
Overhead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 SOR H 26 5 18 -6 B -
  • Forces crouching on hit

Noel's normal overhead. It's extremely slow, but when used sparingly in conjunction with 214A - since both moves look similar on startup - it can be a deadly gimmick mixup. 6B leads to decent damage midscreen, and good damage in the corner. On a certain few characters, it can lead to 4.5k in the corner (and midscreen on Jin).

6C
6C
BBCP Noel 6C.png
Second hit is a Projectile.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450, 650 SO(J)R HL 8 8(13)4 20 -2 B, BP -
  • Second hit of 6C cannot hit crouchers.

Use this move only as a combo filler in normal situations. However, to punish DPs that recover crouching like Jin's 623C, or DPs that can't be CH punished by 5C like Azrael's Growler, use CH 6C > 214A to punish for a high damage combo.

3C
3C
BBCP Noel 3C.png
Projectile.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 (S*)R L 20 3 32 -18 FP -
  • Only possible to cancel into Silencer

Only use to hitconfirm on crouching opponents. It is possible to combo CH 5B and CH 5C into 3C, though there are better options for both.

j.A
j.A
BBCP Noel jA.png
Overhead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOJR HA 6 2 9 - H -

Use j.A as an up close air-to-air tool. It's also the best jump-in overhead Noel has in terms of hitbox, though its damage potential is weak.

j.B
j.B
BBCP Noel jB.png
Overhead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
460 SOJR HA 7 4 17 - H -

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) – this also keeps Tager from sledging your jump ins for free.

j.C
j.C
BBCP Noel jC.png
Projectile, NOT an Overhead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
250*3 SOR all 10 2, 3, 2 16 - HP -

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.

j.2C
j.2C
BBCP Noel j2C.png
Projectile, NOT an Overhead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 SOR all 12 3 30 - HP -

When cancelled into j.4D, this move lets you convert air combos into ground combos for better damage and oki.


Drive Moves

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

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

Overdrive 740 SR all 17 4 18 -5 BP -

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

2D
2D
BBCP Noel 2D.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 250*6 SOR all 26 5, 2*4, 3 25+24 -33 HP 1-10F
  • 1-10F Foot Invul.


ACCROSS THE EARTHHH!!! You can use this to catch jumpers during pressure, and as a combo filler. While it has Foot invuln, it pretty bad as a reversal, since you'll usually soar right over your opponent and whiff the move. 2D > d.5A is gapless.

Overdrive 250*6 SR all 19 2*6 25 -8 HP 1-8F
  • 1-8F Foot Invul.

The Overdrive version of 2D returns to it's normal arc, thus it can effectively be used as a low/grab reversal.

6D
6D
BBCP Noel 6D.png
Low, NOT a Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 720 SOR L 25 2 14+24 -23 F 7-26B
  • 7-26F Body Invul.


Drive low, 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.

Overdrive 720 SR L 20 2 14 +1 F 6-21B
  • 6-21F Body Invul.

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

4D
4D
BBCP Noel 4D.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 700 SOR all 25 7 18+24 -30 HBFPr 1-26B
  • 1-26F Body Invul.


Use this as a reversal against Mid moves. Can be used offensively to bait most DPs and Counter Assaults. Can also be used to hit opponents who jump during their pressure, but must be done while the opponent is still rising, since 4D no longer has Head Invuln.

Overdrive 700 SR all 20 7 12 0 HBFPr 1-21B
  • 1-26F Body Invul.

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

j.D
j.D
BBCP Noel jD.png
Projectile, NOT an Overhead.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 400*2 SOR all 13 4, 5 till L+12+24 - BP*2 -
  • No longer retains air momentum
  • Now knocks down on hit

The loss of air momentum took away a lot of this move's crossup potential, but it still works as a decent Anti-Anti-Air.

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

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

j.4D
j.4D
BBCP Noel j4D.png
Projectile, NOT a Low.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 600 SOR all till L+10 3 30+24 -38 FP -

Used after j.2C or a rapid cancelled Revolver Blast followup to convert air combos into ground combos. Can also be used as a crossup.

Overdrive 600 SR all till L+6 3 30 -14 FP -

The Overdrive version does not autocorrect its direction like the regular j.4D.

d.5A
d.5A
BBCP Noel d5A.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 350 SR all 8 2 20+22 -27 BP -

The quickest drive followup in Noel's arsenal, normally used to keep an opponent blocking while transitioning into High/Low mixup.

Overdrive 350 SR all 8 2 20 -5 BP -

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

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

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.

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

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

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

Used only as a combo filler, or to create space during a drive blockstring.

Overdrive 600, 250 SR HL 11 3(2)2 14 +1 B, BP -

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

d.6B (d.4B)
d.6B (d.4B)
BBCP Noel d6B.png
Overhead, NOT a Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 550 SR H 16 3 25+22 -31 B -

Noel's Drive Overhead, it's extremely fast and has a similar startup to d.6D, this is half of Noel's High/Low drive mixup.

Overdrive 550 SR H 16 3 25 -9 B -

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

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

Used only as combo filler.

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

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

d.6C (d.4C)
d.6C (d.4C)
BBCP Noel d6C.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 100*N SR all 23 4*9 19+22 -14 HBFPr -
  • 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.

Overdrive 100*N SR all 23 4*9 19 +8 HBFPr -

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

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

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

Overdrive 670 SR all 14 6 16 -5 BP -

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

d.2D
d.2D
BBCP Noel 2D.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 300*3 SR all 19 4*3 25+22 -32 HP*3 1-8F
  • 1-8F Foot Invul.


The follow up version of 2D. This move has a lower arc, so it can be used to prevent certain attempts at poking out of drive strings.

Overdrive 300*3 SR all 17 4*3 25 -10 HP*3 1-6F
  • 1-6F Foot Invul.

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

d.6D
d.6D
BBCP Noel 6D.png
Low, NOT a Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 650 SR L 24 2 12+22 -37 F -

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

Overdrive 650 SR L 18 2 12 +3 F -

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

d.4D
d.4D
BBCP Noel 4D.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 630 SR all 25 4 30+22 -19 HBFPr 1-26B
  • 1-26F Body Invul.


Used mainly to bait certain DPs during drive pressure. The main difference between d.4D and 4D is that d.4D doesn't launch on hit, leading to more damaging combos since you can combo CH d.4D > d.6C > 214A.

Overdrive 630 SR all 20 4 15 0 HBFPr 1-21B
  • 1-21F Body and Projectile Invul.

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

Bloom Trigger
Bloom Trigger
d.236D
BBCP Noel Bloom Trigger.png
Second Hit is a Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 600, 950 R all 15 2(7)4 31 -14 B, BP -
  • No longer causes wall stick

Noel's most reliable drive ender. This is usually used to push back an opponent during drive pressure to make an escape, however if both hits are blocked, it can be punished.

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

The overdrive version adds more hits to Bloom Trigger.

Assault Through
Assault Through
d.214D
BBCP Noel Assault Through.png
NOT a Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 900 R all 31 7 16 -4 B 1-18 All
  • 1-18F Fully Invul.


Assault Through can be used as a weak crossup, though it gives you no real advantage on hit. On CH it wallbounces leading to a decent damage combo. This move is mainly used to punish opponents who are attempting to punish Noel whiffing drive, the goal is for this to counter hit.

Overdrive 900 R all 28 7 16 0 B 1-15 All
  • 1-15F Fully Invul.

Assault Through in overdrive causes a wall bounce on air hit, and allows a standing combo on normal hit. The invuln frames of the overdrive version also cause Noel's sprite to disappear, making it a little harder to block as a crossup, though not much.

Spring Raid
Spring Raid
d.623D
BBCP Noel Spring Raid.png
NOT a Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1150 R HL 8 7 29+12L -29 B 1-10 All
  • 1-10F Fully Invul.


This is a fully invincible move used to punish attempts at poking out of drive strings.

Overdrive 1150 R HL 8 7 29+12L -29 B 1-10 All
  • 1-10F Fully Invul.

The overdrive version of Spring Raid allows you to combo off of it on normal hit.


Universal Mechanics

Forward Throw
Forward Throw
BBCP Noel Forward Throw.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 300, 1100 --, SOR*2 T (70) 7 4 15 - T -
  • 100% minimum damage (1400)

Standard throw, can follow up midscreen with 214A.

Back Throw
Back Throw
BBCP Noel Back Throw.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 300, 1100 --, SOR*2 T (70) 7 4 15 - T -
  • 100% minimum damage (1400)

Standard throw, can follow up midscreen with 214A.

Air Throw
Air Throw
BBCP Noel Air Throw.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 --, SOR T (90) 7 3 21+3L - T -
  • 100% minimum damage (1400)

Standard air throw, can be followed up with 5B and 2B after landing. If done too high though, 5B and 2B will not combo, so you must use j.D before landing.

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

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

Crush Trigger
Crush Trigger
A+B
BBCP Noel CT.png
Noel FINALLY has a way to Guard Crush.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~59 1 23 +2 B -
  • Possible to charge.
  • 180F Heat Gauge Cooldown.

Use it to guard crush opponents who aren't barrier blocking. While it can be used as combo filler, it really only adds about 200-300 damage to basic BnBs, so it's best to just save your meter for more important things like making punishable moves safe by using Rapid Cancels, and Counter Assaulting to keep opponents off.


Specials

XI. Optic Barrel
XI. Optic Barrel
236A/B
BBCP Noel Optic Barrel.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 650 RDa all 27 4 51T +3 HBFPr -
B 650 RDa all 29 4 51T +5 HBFPr -
  • 236A: Old 236B
  • 236B: Old 236C
  • Can now dash cancel on hit or whiff

Severely weakened. Now there's only a mid range and long range version, with neither knocking the opponent down on a ground hit. The goal this time is to hit them in the air, which will cause knockdown. If hit in the air with the mid range version, you can combo with dash 5B. Still decent zoning.

Chamber Shot
Chamber Shot
236C
BBCP Noel Chamber Shot.png
Projectile.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1100 R all 17 6 28 -15 BP -

Combos off of 5C and 2C for knock back. Noel's closest thing to Ragna's Hell's Fang.

  • Now causes wall stick in the corner, replacing Bloom Trigger in her corner combos
XIII. Revolver Blast
XIII. Revolver Blast
j.236C
BBCP Noel Revolver Blast.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 300*5 R all 10 3*5 till L+8 - HP -

Used practically only as an air combo ender, as such you wont see this move much during high level play. Can also be used as combo filler for impractical CMV type combos, which, while impractical, are almost always hilarious.

Additional Attack 400 R all 9 3 till L+8 - HP -
  • 120% bonus proration

Used after Revolver Blast to end air combos. If you Rapid Cancel it, you can follow up with j.4D into a ground combo that will benefit from the bonus proration.

IX. Muzzle Flitter
IX. Muzzle Flitter
214A
BBCP Noel Muzzle Filter.png
Command Grab, only works on Standing Opponents.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1600 --, R UNB 26 6 9+16L - HT -
  • 100% minimum damage (1500)
  • Cannot hit crouching opponents

A Command Grab that can be combo'd into and out of. Can only hit standing opponents, and will whiff on Crouchers or Jumpers. Can be combo'd into with Fatal 5D, CH 5C/6C/d.4D, d.6C, d.4D during a Fatal combo, or 236D(1) > Rapid. Can also be used after Rapid Canceling the first hit of Fenrir, and since you'd need 100 meter to do this there's a good chance the resulting combo would kill by the time you get the resources.

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


Used as a combo ender to set up Noel's wakeup game.

C 300 R, Da all 21 4 22 -7 FP -

Used as a combo filler after 3C or juggled d.6B to continue a combo.


Distortion Drives

Zero Gun: Fenrir
Zero Gun: Fenrir
632146D
BBCP Noel Fenrir.png
Bullets and Finisher are Projectiles, first hit is not.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
First Hit 400 R All 1+5 5 149T -34 HBFPr(2) 1-10GP(A)
Bullets 140*24 R all 1+25 - 150T - - -
Finisher 3600 R - - - 56 - HBFPr(2) -
Finisher (OD) 120*15, 4200 R - - - 56 - HBFPr(2) -

Last attack has 20% minimum damage (1200)

Damage super, used at the end of combos, can also be used as a reversal. If you don't fuck someone up with this at least once, you will make Noel sad.

Bullet Storm > Zero Gun: Thor
Bullet Storm > Zero Gun: Thor
j.236236D
BBCP Noel Thor.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 160*10, 1900 R*10, - all 4+6 - till L - HBFPr(2) 1-4 All
Overdrive 160*15, 2400 R*15, - all 4+6 - 148T - HBFPr(2) 1-4 All
  • 1-4F Fully Invul.
  • Invincibility disappears after superflash
  • 15% minimum damage (Normal: 525 OD: 720)
  • 180F Heat Gauge Cooldown

Pretty much only used as a "YOLO" type move to hit anti-air attempts, can also be used to end air combos for a small amount of extra damage.


Astral Heat

Valkyrie Veil
236236C
BBCP Noel Astral.png
Counter Attack.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - UNB 8+0 48 21 - HBFT 1-7 All, 8-55C
  • 1-7F Fully Invul.
  • 8-55F Catches
  • 180F Heat Gauge Cooldown
  • Catches everything except firearm projectiles, Nirvana, and Ignis

Counter Astral. RIP Astral finishes. :( (unless you do a super awesome read I guess) Classic Noel retains her old astral (214214C) while still being able to combo it into nearly any situation.

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

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 much safer.

Classic Noel's astral can be combo'd into after 6C, 6C(2) in the corner, d.6C (depends on juggle height), and d.6B (at certain bounce heights). All of these moves require your opponent to be in the air. She can also land it from any regular throw, starter version of 6D, 4D and 6D; and d.6C on a crouching opponent (standing if d.6C was counterhit or as part of a fatal j.4D). The following can only be combo'd into from counterhit from d.6C, 5C, 6B, 6A in the corner, non-starter 4D(most of the time the pushback will keep them out of range), the starter versions of 5D, 6.D, 2.D and fatal j.4D.


External References




BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc