BBTag/Noel Vermillion

From Dustloop Wiki
Jump to: navigation, search
Noel Vermillion
BBTag Noel Portrait.png

Health: 16,000

Jump Startup: 4F

Backdash Time 22F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run

Overview[edit]

"Everything will be all right if we work together!"

"Bolverk, please!"

Backstory[edit]

Noel Vermillion is a former Lieutenant of the Novus Orbis Librarium and the wielder of the Nox Nyctores dual transforming weapons "Arcus Diabolus: Bolverk." A nervous, but kindhearted young woman, Noel aims to help others wherever she goes.

Noel was initially created as a Murakumo Unit, like Nu-13, on December 25, 2194 by the "Sector Seven" organization. Named "Mu-12," she was made in Ikaruga to become the heart of a new Black Beast as the ultimate weapon for Sector Seven to use against NOL. However, Ikaruga is completely obliterated in the midst of the Ikaruga Civil War while Mu-12 is still being constructed. She was found as an amnesiac and adopted by the aristocratic Vermillion household and named Noel. Wishing to repay her family for saving her life, she decides to enroll in NOL's Military Academy in an attempt to save the Vermillions from being excommunicated from society. In the Military Academy, she met her current best and most dear friends, Makoto Nanaya and Tsubaki Yayoi. After graduating, Noel was noticed for her unique talents and became a part of the 4th Magic Division under Jin Kisaragi's command, thus restoring the Vermillion household's aristocratic rights.

Deciding to defect from NOL after learning about their true agenda, Noel has become the target of an organized manhunt established by Hazama/Terumi thanks to their authoritative abilities as a commanding intelligence officer within NOL. Hazama/Terumi are part of a very small number of people who know about her origins as Mu-12, and, ergo, realize her importance to their plans.

Playstyle[edit]

Noel is a rushdown character that focuses more on movement. She does not have much in terms of long reaching normals or even specials to help her approach. Instead, Noel must rely on combining her fast movement with fundamental movement to bait people into trying to stop her approaches and whiff, which will open up opportunities to close the gap and sometimes whiff punish the opponent. Once up close, Noel's drive offers good options to go for mixups and also possess invulnerability against attacks with particular attributes, rewarding good reads.

Strengths/Weaknesses[edit]

Drive: Chain Revolver[edit]

Noel's Chain Revolver makes a return in BlazBlue Cross Tag Battle in somewhat more simplified fashion. Noel's B normals all corespond to a different drive normal from the original Blazblue series. Once you enter the drive stance by pressing one of these normals, you can get a different drive normal by pressing A, 5B, 2B, 5C or 2C during the drive stance. Much like the original Chain Revolver drive, you can do up to a total of 4 drive normals once you enter the stance. After you reach the maximum of 4 drive normals, pressing A, B or C again will make Noel end the drive stance by doing Bloom Trigger.



Normal Moves[edit]

4A[edit]
4A
BBCP Noel 5A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All - - - -
  • Jump cancellable on block/hit
  • Old 5A

Generic standing jab. Useful for starting up close pressure and mashing out of your opponents gaps. You can also use this to catch your bounced opponent after using d.5C.


5A[edit]
5A
BBCP Noel 6A.png
Oh no
BBCP Noel 5B.png
BBCP Noel 5C.png
BBCP Noel Chamber Shot.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A - All - - - -
  • Head invulnerable
  • Old 6A

Her primary anti-air button and (sadly) her only good standing poke outside of drive. Has a tendency to whiff on crouchers. No longer launches but can be used to combo into chain revolver sequences on airborne opponents.

5AA - All 11 - - -
  • Old 5B

Autocombo filler.

5AAA - All - - - -
  • Old 5C

Autocombo filler.

5AAAA - All - - - -8
  • Old 236C

Auto combo ender. Counts as a special and cannot be cancelled into distortion drives outside of resonance blaze.


5B[edit]
5B
BBCP Noel 5D.png
Just keep pressing B my dude.
Version Damage Guard Startup Active Recovery Frame Adv.
5B - All - - - -
  • Old 5D

Her best chain revolver starter in terms of damage. Use this to punish DPs and start your combo. Has very little usage as a standing poke because of its slow startup. Has no invulnerability frames.


5C[edit]
5C
BBCP Noel CT.png
Damage Guard Startup Active Recovery Frame Adv.
800 High 22 - - -10
  • Old Crush Trigger

Her universal standing overhead. Has decent speed but not very noteworthy. Use this to mixup your opponent while doing 2A staggers.


2A[edit]
2A
BBCP Noel 2B.png
Damage Guard Startup Active Recovery Frame Adv.
- Low - - - -
  • Old 2B

Primary low attack. Has decent reach for a low and can be chained up to 3 times.


2B[edit]
2B
BBCF Noel 2D.png
Damage Guard Startup Active Recovery Frame Adv.
- All 20 - - -
  • Goes over low reaching attacks
  • Actually her old CP 2D

Primary move to beat low attacks in neutral. Will usually go over most crouching attacks without much issue. Can be combo'd into easily from a 5A anti-air.


2C[edit]
2C
BBCP Noel 3C.png
Damage Guard Startup Active Recovery Frame Adv.
- Low - - - -
  • Far reaching sweep
  • Old 3C

Noel's sweep attack. She actually slides very far compared to the old version of this move. Use it to knockdown your opponent and to help transition into assist combos. Combos into 214B and 236C from most distances.


4B[edit]
4B
BBCP Noel 4D.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Mid-body invul
  • Projectile invul
  • The pillar from 4D is considered a projetile
  • old 4D

One of Noel's most infamous moves. This version is most similar to the CF version which has mid and projectile invul. Use this to escape obvious pressure strings or to bait out standing pokes in neutral. It loses to lows, overheads, and throws so be mindful. Also forces standing on hit which allows for consistent combos into 214A.


j.A[edit]
j.A
BBCP Noel jC.png
BBCP Noel j2C.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A - High - - - -
  • Old j.C

Noel's primary jump in attack. It's now an overhead! If you're in the air you will be pressing this button for just about everything. Also still negates enemy projectiles.

j.AA - High - - - -
  • Old j.2C

Follow up filler to her j.A. Can't be used on it's own. Use it add extra damage to an air combo string.


j.B[edit]
j.B
BBCP Noel jD.png
Damage Guard Startup Active Recovery Frame Adv.
- High - - - -
  • Old j.D

Her air drive starter. It moves a set distance forward when used. Can be used as an unsafe cross up tool.

It's best use is to actually whiff cancel straight into her chain revolver sequence when landing.

How to do: Press j.B just as you are about to land from a jump. Noel will land with the silhouettes that follow her during chain revolver but the j.B animation won't fully complete. Since you're now in chain revolver you can immediately buffer the next chain revolver input letting you use moves you normally couldn't in neutral.


j.C[edit]
j.C
BBCP Noel Revolver Blast.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Old j.236C

Noel's old revolver blast. Used to end air combos and can now be cancelled into Thor since it counts as a normal now. Can be used as an occasional air-to-air given its size but generally not recommended. Press the attack button again during j.C to do a follow up that knocks the opponent down. Call an assist and you've got yourself a delicious combo extension.



Drive Moves[edit]

d.5A[edit]
d.5A
Press A during various B normals
BBCP Noel d5A.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -10
  • Same as old d.5A

Generic chain revolver filler. Can only be done as the first follow up of a chain revolver sequence.


d.AA[edit]
d.AA
Press A during your 1st Chain Revolver normal
BBCP Noel d5B.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -6
  • Old d.5B

Drive filler. Can only be used as the 2nd follow up to a chain revolver sequence. Unlike her previous d.5B this one doesn't wall bounce or have any special properties.


d.AAA[edit]
d.AAA
Press A during your 2nd Chain Revolver normal
BBCP Noel d6A.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • old d.6A

Drive filler. Can only be used as the 3rd follow up to a chain revolver sequence. Is a frametrap that beats fast attacks but loses to DP.


d.AAAA[edit]
d.AAAA
Press A during your 3rd Chain Revolver
BBCP Noel d5C.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • old d.5C

Drive filler. Can only be used as the 4th follow up to a chain revolver sequence. Useful to combo into Fenrir since Noel will move forward with a great distance and put her opponent into a significant amount of hitstun.


d.5B[edit]
d.5B
Press B during various B normals or 2nd Chain Revolver normal
BBCF Noel 6D.png
Toenail warning
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Body invul
  • Projectile invul
  • old 6D

Nearly identical to the CF version except no longer a low attack. This move has both body and projectile invul which make it useful for certain matchups (such as against Nu). Has a close and far variation which alters how far she moves and the startup. The farther version executes when she's more than half screen away and has longer startup while the close version is the opposite. Not super useful in combos.


d.2B[edit]
d.2B
Press B during 1st or 3rd Chain Revolver normal
BBCF Noel 2D.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Lower body invul
  • old d.2D

Noel's hop attack that can go over lows. Can be used to bait an opponent who is mashing low or throw during your chain revolver sequence. Also good for corner carry combos since it moves your opponent the most distance.


d.5C[edit]
d.5C
Press C during various B normals or 2nd Chain Revolver normal
BBCP Noel d6B.png
Watch your dome!
Damage Guard Startup Active Recovery Frame Adv.
- High - - - -
  • Overhead
  • old d.6B

Staple of Noel's chain revolver mixups. Fast overhead and useful as a combo extender since it ground bounces the opponent on hit. Ending Chain Revolver on this will allow you to continue to combo with 4A or 5A.


d.2C[edit]
d.2C
Press C during your 1st or 3rd Chain Revolver normal
BBCP Noel 6D.png
Damage Guard Startup Active Recovery Frame Adv.
- Low - - - -
  • Low
  • Body invul

The return of Noel's low mixup! Use this to open people up who are looking for Noel's overheads. Not much usage in combos though.



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCP Noel Forward Throw.png
Damage Guard Startup Active Recovery Frame Adv.
- Throw - - - -

Basic throw. Can be followed with normal attacks or cancelled into 214A on successful throw for a combo. The backwards throw causes sliding knockdown.


Type III: Spring Raid[edit]
Type III: Spring Raid
5A+D
BBCP Noel Spring Raid.png
Free from the clutches of chain revolver
Damage Guard Startup Active Recovery Frame Adv.
- Air Unblockable 10 - - -34
  • old d.623D

Noel's DP. Full invul and also air unblockable like most DPs. It's good for anti-airing opponents who are in front of you. Can easily be crossed up by your opponent though so be careful. It also doesn't have great horizontal range.



Skills[edit]

Type XI: Optic Barrel[edit]
Type XI: Optic Barrel
236A/B
BBCP Noel Optic Barrel.png
BBCP Noel Optic Barrel2.png
Version Damage Guard Startup Active Recovery Frame Adv.
A - All 34 - - +4

Noel's zoning/anti-zoning tool. No longer dash cancellable like in CP/CF but can still be used to snipe out opponents from time to time. This version of optic barrel will actually home into your opponent if they're between you and the move's max range. Can also be used to help extend certain combos. If you're close enough you can often call an assist to convert off of it.

B - All 30 - - 0

Like the A version but is a fixed distance further away (almost fullscreen). Use this to help counter zoning.


Type IX: Muzzle Flitter[edit]
Type IX: Muzzle Flitter
214A
BBCP Noel Muzzle Filter.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -

Noel's hooligan-style grab. Will only grab STANDING opponents (in or out of a combo). Use this when your opponent's is expecting to block an overhead such as 5C or d.5C. Can also be combo'd into from d.AA, 5B, and 4B.


Type VI: Flash Suppressor[edit]
Type VI: Flash Suppressor
214B
BBCP Noel Silencer A.png
Damage Guard Startup Active Recovery Frame Adv.
- All 17 - - -5 (-11 charged)
  • Chargeable

Noel's old OTG attack but can now be used whenever! Still retains some usage as a decent oki ender. Use this as combo filler to setup into an assist combo.



Extra Skills[edit]

Type II: Bloom Trigger[edit]
Type II: Bloom Trigger
236C or Press A, B or C after chaining 4 Chain Revolver normals
BBCP Noel Bloom Trigger.png
Finally as a regular special!
Damage Guard Startup Active Recovery Frame Adv.
- All 11 (9 with meter) - - -16 (-10 with meter)
  • old d.236D

Automatic ender to Noel's chain revolver sequences. It wallbounces the opponent so it can be follow up'd with an assist.

The metered version (236C) is fairly fast and can be combo'd into from most grounded normals. It also has a large disjointed hitbox so it can be used as a quick midscreen punish or poke vs unsafe far attacks. Deals unrecoverable damage like all EX moves.


Type V: Assault Through[edit]
Type V: Assault Through
214C
BBCP Noel Assault Through.png
Nothing personal kid
Damage Guard Startup Active Recovery Frame Adv.
- All 31 - - -1
  • old d.214D

Noel's grounded cross up tool. It's fairly slow on its own but if you pair it with an assist it creates a scarier mixup. Also useful for mid-chain revolver combo extensions. Deals unrecoverable damage like all EX moves.


Partner Skills[edit]

5P[edit]
5P
BBCF d.5C
BBCP Noel d5C.png
Damage Guard Startup Active Recovery Frame Adv.
- All 33 N/A N/A +34

Not very interesting. Just generic strike-type assist.


6P[edit]
6P
BBCF d.6C
BBCP Noel d6C.png
Damage Guard Startup Active Recovery Frame Adv.
- All 48 N/A N/A +81

Easily Noel's best assist. Good for okizeme situations since the gun boomerang covers a large distance and is fairly active. The gun itself is also considered a projectile so it can cancel out other projectiles while moving. It's fairly slow in neutral, but if you dash forward the screen will push Noel forward so you can push the assist into your opponent.


4P[edit]
4P
Type VI: Flash Suppressor
BBCP Noel Silencer A.png
Damage Guard Startup Active Recovery Frame Adv.
- All 30 N/A N/A +26

Pretty mediocre. It launches your opponent upwards. That's about it. Could be useful as a generic defensive move as with most 4P assists.



Distortion Skills[edit]

Zero Gun: Fenrir[edit]
Zero Gun: Fenrir
236B+C
BBCP Noel Fenrir1.png
BBCP Noel Fenrir2.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -

Super ender for most of your combos. Has invincibility on wakeup. The last missile will only happen if you hit with the barrel of the gun.


Bullet Storm > Zero Gun: Thor[edit]
Bullet Storm > Zero Gun: Thor
j.236B+C
BBCP Noel Thor1.png
Uh... don't do this on block.
BBCP Noel Thor2.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -112
  • They're released from blockstun before the missile.

Air super ender. Can be used an anti-anti-air still. The last hit knocks down now. If you TAG into your partner's super early you can get interesting combo follow ups after the missile knockdown.



Astral Heat[edit]

Valkyrie Veil
222B+C
BBCP Noel Astral.png
BBCP Noel Astral2.png
One of the safer Astrals in the game
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -9

Astral Heat. Similar to Noel's earlier astrals. It's a strike attack instead of a counter.



BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc