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* Jump cancelable on-block/hit | * Jump cancelable on-block/hit | ||
* Cancels into 5A and 2A on-block/hit | * Cancels into 5A and 2A on-block/hit | ||
Her standard anti-air move. Very mediocre speed and hitbox which doesn't hit above or behind her and has long recovery. Use it sparingly of will get punished for it. Do NOT use it for poking in grounded neutral as it can be ducked at range and even up-close by some short charaters (always use 5A instead). | Her standard anti-air move. Very mediocre speed and hitbox which doesn't hit above or behind her and has long recovery. Use it sparingly of will get punished for it. Do NOT use it for poking in grounded neutral as it can be ducked at range and even up-close by some short charaters (always use 5A instead). | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5A</span> ====== | ====== <span style="visibility:hidden;font-size:0">5A</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{Description|8|text=* Jump cancelable on-block/hit | {{Description|8|text=* Jump cancelable on-block/hit | ||
* Cancels into 4A, 2A and 5AA on-block/hit | * Cancels into 4A, 2A and 5AA on-block/hit | ||
Her quick close-up poke and pressure-starter. Decent move with good recovery. Can sometimes work as anti-air, may be even better than 4A against cross-ups. Cancel it to 4A and 2A to create longer, safer and jump-cancelable blockstrings instead of going for 5AA immediately. | Her quick close-up poke and pressure-starter. Decent move with good recovery. Can sometimes work as anti-air, may be even better than 4A against cross-ups. Cancel it to 4A and 2A to create longer, safer and jump-cancelable blockstrings instead of going for 5AA immediately. | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text=* Jump cancelable on-hit | {{Description|8|text=* Jump cancelable on-hit | ||
Autocombo filler. Combos directly into 2B on Tager, Hakumen and Blizttank (standing-only). | Autocombo filler. Combos directly into 2B on Tager, Hakumen and Blizttank (standing-only). | ||
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{{Description|8|text=* Jump cancelable on-hit | {{Description|8|text=* Jump cancelable on-hit | ||
* Introduces a frametrap | * Introduces a frametrap | ||
Since v2.0 includes now a natural frametrap which beats opponents mashing quick attacks but loses to DPs and Distortions. Therefore if you want to stay safe you have to end her autocombo before this move. Otherwise it can be used to reset pressure against defensive players or to active-switch into your partner. | Since v2.0 includes now a natural frametrap which beats opponents mashing quick attacks but loses to DPs and Distortions. Therefore if you want to stay safe you have to end her autocombo before this move. Otherwise it can be used to reset pressure against defensive players or to active-switch into your partner. | ||
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{{#lst:{{PAGENAME}}/Data|5AAAA}} | {{#lst:{{PAGENAME}}/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Auto combo ender. Counts as a special and cannot be canceled into distortion drives outside of resonance blaze. Pressing 5A during it enters Cross-Raid if the partner is in correct state. | Auto combo ender. Counts as a special and cannot be canceled into distortion drives outside of resonance blaze. Pressing 5A during it enters Cross-Raid if the partner is in correct state. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2A</span> ====== | ====== <span style="visibility:hidden;font-size:0">2A</span> ====== | ||
{{MoveData | {{MoveData | ||
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* Low-profile | * Low-profile | ||
* Chains into itself and cancels into 5A on-block/hit (4A input also gives 5A) | * Chains into itself and cancels into 5A on-block/hit (4A input also gives 5A) | ||
Primary low attack. Has decent reach for a low and can be chained into itself up to 3 times. It can also be canceled into 5A, but for it you can only chain 2A twice into itself at maximum. The low-profile property of the move can make it go under certain DPs (e.g. Makoto). | Primary low attack. Has decent reach for a low and can be chained into itself up to 3 times. It can also be canceled into 5A, but for it you can only chain 2A twice into itself at maximum. The low-profile property of the move can make it go under certain DPs (e.g. Makoto). | ||
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{{Description|7|text=* Mid-body invul | {{Description|7|text=* Mid-body invul | ||
* Projectile invul | * Projectile invul | ||
* The pillar from | * The pillar from 4B is considered a projectile | ||
* Drive Cancel on 33-44f | * Drive Cancel on 33-44f | ||
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. Can either be a great tool for neutral in certain match-ups or ensured death in others, spamming this can easily get you blown up. Also used sometimes on Oki where it can be made relatively safe with correct timing and spacing (whiffing A-moves). | 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. Can either be a great tool for neutral in certain match-ups or ensured death in others, spamming this can easily get you blown up. Also used sometimes on Oki where it can be made relatively safe with correct timing and spacing (whiffing A-moves). | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Drive Cancel on hit or 30-37f | {{Description|7|text=* Drive Cancel on hit or 30-37f | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2B</span> ====== | ====== <span style="visibility:hidden;font-size:0">2B</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Overhead | {{Description|7|text=* Overhead | ||
Her universal standing overhead. Has decent speed but not very noteworthy. Use this to mixup your opponent while doing 2A staggers. | Her universal standing overhead. Has decent speed but not very noteworthy. Use this to mixup your opponent while doing 2A staggers. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2C</span> ====== | ====== <span style="visibility:hidden;font-size:0">2C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{Description|7|text=* Low | {{Description|7|text=* Low | ||
* Low-profile | * Low-profile | ||
Noel's advancing slide-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. As it is low-profiling it can also go under certain attacks such as Nine's 5B wind breath. | Noel's advancing slide-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. As it is low-profiling it can also go under certain attacks such as Nine's 5B wind breath. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{Description|8|text=* Overhead (first hit only) | {{Description|8|text=* Overhead (first hit only) | ||
* Chains into j.AA and j.C | * Chains into j.AA and 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. Can hit standing or tall opponents if pressed right after jumping. | 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. Can hit standing or tall opponents if pressed right after jumping. | ||
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{{Description|8|text=* Overhead | {{Description|8|text=* Overhead | ||
* Chains into j.C | * Chains into j.C | ||
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 or as double-overhead after a jump-in. | 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 or as double-overhead after a jump-in. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | ||
{{MoveData | {{MoveData | ||
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* Cross-up tool | * Cross-up tool | ||
* Drive Cancel after landing 1-15f | * Drive Cancel after landing 1-15f | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text=* NOT an overhead! | {{Description|8|text=* NOT an overhead! | ||
Noel's old revolver blast. Great air-control tool thanks to its huge horizontal hitbox and also a decent roundstarter. Used to end air combos and can now be cancelled into Thor since it counts as a normal now. Press any attack button again during j.C to do the j.CC follow-up which knocks the opponent down, doesn't give any combos without assists though. Can also hit standing or tall opponents if pressed right after jumping. | Noel's old revolver blast. Great air-control tool thanks to its huge horizontal hitbox and also a decent roundstarter. Used to end air combos and can now be cancelled into Thor since it counts as a normal now. Press any attack button again during j.C to do the j.CC follow-up which knocks the opponent down, doesn't give any combos without assists though. Can also hit standing or tall opponents if pressed right after jumping. | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text=* Comes out only if j.C hit | {{Description|8|text=* Comes out only if j.C hit | ||
Follow up knockdown to her j.C. Can't be used on it's own. Call an assist and you've got yourself a delicious combo extension. Can also be used for easy Cross-combos. | Follow up knockdown to her j.C. Can't be used on it's own. Call an assist and you've got yourself a delicious combo extension. Can also be used for easy Cross-combos. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Drive Cancel on 14-20f | {{Description|7|text=* Drive Cancel on 14-20f | ||
Generic chain revolver filler. Can only be done as the first follow up of a chain revolver sequence. Unsafe on-block, use d.AA if you want to be safe! | Generic chain revolver filler. Can only be done as the first follow up of a chain revolver sequence. Unsafe on-block, use d.AA if you want to be safe! | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">d.AA</span> ====== | ====== <span style="visibility:hidden;font-size:0">d.AA</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Drive Cancel on 21-31f | {{Description|7|text=* Drive Cancel on 21-31f | ||
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. Best option to safely end her drive and to bait DPs! | 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. Best option to safely end her drive and to bait DPs! | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">d.AAA</span> ====== | ====== <span style="visibility:hidden;font-size:0">d.AAA</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Drive Cancel on 19-28f | {{Description|7|text=* Drive Cancel on 19-28f | ||
Can only be used as the 3rd follow up to a chain revolver sequence. Introduces a frametrap that beats fast attacks and people jumping back but loses to DP. | Can only be used as the 3rd follow up to a chain revolver sequence. Introduces a frametrap that beats fast attacks and people jumping back but loses to DP. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">d.AAAA</span> ====== | ====== <span style="visibility:hidden;font-size:0">d.AAAA</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Drive Cancel on 27-36f | {{Description|7|text=* Drive Cancel on 27-36f | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">d.5B</span> ====== | ====== <span style="visibility:hidden;font-size:0">d.5B</span> ====== | ||
{{MoveData | {{MoveData | ||
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* Projectile invul | * Projectile invul | ||
* Drive Cancel on 37-42f | * Drive Cancel on 37-42f | ||
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. Don't use this too freely as it is unsafe on-block and also loses the invulnerability frames near the end where you can still get hit out of. Land-canceling j.B without pressing any button will transition into d.5B. | |||
Used in combos on grounded opponents to bounce the enemy up a notch higher before using d.5C, so they are high enough for 4A or 5A to connect. Can also make some combos more stable. | Used in combos on grounded opponents to bounce the enemy up a notch higher before using d.5C, so they are high enough for 4A or 5A to connect. Can also make some combos more stable. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">d.2B</span> ====== | ====== <span style="visibility:hidden;font-size:0">d.2B</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{Description|7|text=* High-profile and considered airborne | {{Description|7|text=* High-profile and considered airborne | ||
* Drive Cancel on 39-48f | * Drive Cancel on 39-48f | ||
Noel's hop attack that can go over lows and throws. Can be used to bait an opponent who is mashing low or throw during your chain revolver sequence. No real combo-usage. | Noel's hop attack that can go over lows and throws. Can be used to bait an opponent who is mashing low or throw during your chain revolver sequence. No real combo-usage. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">d.5C</span> ====== | ====== <span style="visibility:hidden;font-size:0">d.5C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{Description|7|text=* Overhead | {{Description|7|text=* Overhead | ||
* Drive Cancel on 25-33f | * Drive Cancel on 25-33f | ||
Staple of Noel's chain revolver mixups. Fast overhead (faster than her low) and useful as a combo extender since it ground bounces the opponent on hit. Is also a tight string if used after 2B starter making it the go-to mixup option. | Staple of Noel's chain revolver mixups. Fast overhead (faster than her low) and useful as a combo extender since it ground bounces the opponent on hit. Is also a tight string if used after 2B starter making it the go-to mixup option. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">d.2C</span> ====== | ====== <span style="visibility:hidden;font-size:0">d.2C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{#lst:{{PAGENAME}}/Data|AD}} | {{#lst:{{PAGENAME}}/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. | 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. | ||
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{{#lst:{{PAGENAME}}/Data|236C}} | {{#lst:{{PAGENAME}}/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Automatic ender to Noel's chain revolver sequences. It wallbounces the opponent so it can be follow up'd with an assist. | Automatic ender to Noel's chain revolver sequences. It wallbounces the opponent so it can be follow up'd with an assist. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Type V: Assault Through</span> ====== | ====== <span style="visibility:hidden;font-size:0">Type V: Assault Through</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{Description|7|text=* Full invul after delay | {{Description|7|text=* Full invul after delay | ||
* Can pass through opponent 1-18f | * Can pass through opponent 1-18f | ||
Noel's grounded cross-up tool. It's fairly slow on its own but if you pair it with an assist it creates a scary mixup. Also useful for mid-chain revolver combo extensions. Deals unrecoverable damage like all EX moves. Can occassionally be used as a Burst-punish tool. | Noel's grounded cross-up tool. It's fairly slow on its own but if you pair it with an assist it creates a scary mixup. Also useful for mid-chain revolver combo extensions. Deals unrecoverable damage like all EX moves. Can occassionally be used as a Burst-punish tool. | ||
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{{#lst:{{PAGENAME}}/Data|6P }} | {{#lst:{{PAGENAME}}/Data|6P }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text=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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">4P</span> ====== | ====== <span style="visibility:hidden;font-size:0">4P</span> ====== | ||
{{MoveData | {{MoveData |
Revision as of 18:28, 9 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
"Everything will be all right if we work together!" | |
Lore: | 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. |
Noel Vermillion 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.
- Strong mixup options, as long as she gets into her Drive.
- Can be extremely oppressing up-close.
- Her unique invincibility options can turn certain matchups up on their heads.
- Good lockdown assist.
- Noob-crusher: Just like Tager or Yang, the enemy not knowing the matchup can give Noel an easy free win.
- Poor range on all her moves.
- Difficulty getting in against most of the cast, especially against top-tier characters. Also difficulty staying in thanks to pushblock.
- Invincibility moves are easily negated by more experienced players.
- Extremely weak ground-to-air game.
- Can't combo into B-moves without assist or air-hit/CH.
- Basically no burst-punish combo-routes.
Normal Moves
4A | Template:AttackDataHeader-BBTag |
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5A | Template:AttackDataHeader-BBTag |
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2A | Template:AttackDataHeader-BBTag |
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4B | Template:AttackDataHeader-BBTag |
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5B | Template:AttackDataHeader-BBTag |
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2B | Template:AttackDataHeader-BBTag |
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5C | Template:AttackDataHeader-BBTag |
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2C | Template:AttackDataHeader-BBTag |
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j.A | Template:AttackDataHeader-BBTag |
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j.B | Template:AttackDataHeader-BBTag |
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j.C XIII. Revolver Blast |
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Drive Moves
d.5A Press A during various B normals |
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d.AA Press A during your 1st Chain Revolver normal |
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d.AAA Press A during your 2nd Chain Revolver normal |
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d.AAAA Press A during your 3rd Chain Revolver |
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d.5B Press B during various B normals or 2nd Chain Revolver normal |
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d.2B Press B during 1st or 3rd Chain Revolver normal |
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d.5C Press C during various B normals or 2nd Chain Revolver normal |
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d.2C Press C during your 1st or 3rd Chain Revolver normal |
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Universal Mechanics
Ground Throw 5B+C |
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Type III: Spring Raid 5A+D |
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Skills
Type XI: Optic Barrel 236A/B |
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Type IX: Muzzle Flitter 214A |
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Type VI: Flash Suppressor 214B (Chargable) |
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Extra Skills
Type II: Bloom Trigger 236C or Press A, B or C after chaining 4 Chain Revolver normals |
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Type V: Assault Through 214C |
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Partner Skills
5P BBCF d.5C |
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6P BBCF d.6C |
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4P Type VI: Flash Suppressor |
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Distortion Skills
Zero Gun: Fenrir 236B+C |
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Bullet Storm > Zero Gun: Thor j.236B+C |
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Distortion Skill Duo
Zero Gun: Fenrir Finisher P during partner's distortion drive |
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Astral Heat
Valkyrie Veil 222B+C |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •