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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.


When used as a jump-in can usually be combo'd into {{clr|1|5A}} or Drive by land-canceling {{{clr|2|j.B}}} into {{clr|1|d.A}}. Against airborne opponents on counterhit it can also be combo'd into {{clr|1|5A}} and {{clr|2|j.B}}.
When used as a jump-in can usually be combo'd into {{clr|1|5A}} or Drive by land-canceling {{{clr|2|j.B}}} into {{clr|1|d.5A}}. Against airborne opponents on counterhit it can also be combo'd into {{clr|1|5A}} and {{clr|2|j.B}}.
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* Overhead
* Overhead

Revision as of 04:22, 16 May 2022

Overview
Overview

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.

Pros
Cons
  • 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.
Noel's B normals all put her in Chain Revolver stance. During Chain Revolver, you get unique attacks by pressing 5/2 + A/B/C during the drive stance. While most are combo filler, many of her B Chain Revolver attacks also have invincibility, and can even be done on whiff! 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.


Noel Vermillion
BBTag Noel Portrait.png
Health
17,000
Prejump
4F
Backdash
22F (1~7F Inv All)
Fastest Attack
Reversals

Normal Moves

4A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 All 8 3 26 -12 B 6~8 H

  • Head invulnerable
  • Jump cancelable 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).

Used in combos to to catch your bounced opponent after using d.5B5C and against an airborne opponent. On counterhit it combos directly into 5B. Combos directly into 2B on Tager and Blitztank (standing-only).

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 9 2 19 -4 B
5AA 1500 All 12 2 19 -4 B
5AAA 1700 All 18 5 18 -4 B
5AAAA 2000 All 15 6 23 -8 B

  • Jump cancelable 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.

Used in combos to catch your bounced opponent after using d.5B5C and after a Throw and 214A. On counterhit it combos directly into 5B which is important for DPs with quick recovery. Combos directly into 2B on Tager and Blizttank (standing-only).


  • Jump cancelable on-hit

5AA is autocombo filler. Combos directly into 2B on Tager, Hakumen and Blizttank (standing-only).


  • Jump cancelable on-hit
  • Introduces a frametrap

5AAA is 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.

On an already airborne opponent (e.g. from throws, assists, 214A, etc.) this can combo a jump-canceled j.B which can be again be looped into 5AA allowing for big damage. Combos directly into 2B on Tager and Blizttank (standing-only).


5AAAA is your 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.

2A

4B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 All 25 8 23 -16 P 5~32 BP

  • Mid-body invul
  • Projectile invul
  • The pillar from 4B is considered a projectile
  • 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).

Forces standing on-hit which allows for consistent combos into 214A. Combos on counterhit into 5B.

5B

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700×3 All 20 4,4,5 28 -14 HP 5~19 F

  • High-profile and considered airborne
  • Pseudo anti-air
  • Drive Cancel on 22-30f
  • Actually her old CP 2D
  • Hitbox starts above her, only the last hitbox will hit low profiles.

One of her best normals and a great way to safely get into Drive while also providing some anti-air-style hitboxes. Noel is high-profiling meaning this is a great move to beat low attacks in neutral such as Yu's slide or slow low-attacks up-close. As she is considered airborne it also beats grounded throws.

Can be combo'd into easily from a 4A anti-air.

5C

2C

j.A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 620×3 High, All 10 2,2,2 16 HP
j.AA 1700 High 9 3 24 HP

  • Overhead (first hit only)
  • 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.

When used as a jump-in can usually be combo'd into 5A or Drive by land-canceling 2 into d.5A. Against airborne opponents on counterhit it can also be combo'd into 5A and j.B.


  • Overhead
  • 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.

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800×2 All 21 4,5 Until L+17L HP

  • NOT an overhead!
  • Cross-up tool
  • Drive Cancel after landing 1-15f


Her air drive starter. It halts her momentum and 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 by doing a land-cancel. Can combo into delayed 5AAA which then can again be looped into j.B allowing for big damage.

Land-cancels: 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 (with her shouting "Fail". 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. This fills all useful roles from using it in neutral from a back-jump to get straight into d.5B for advancing while dodging projectiles, to being able to combo j.A into her Drive d.A attacks, or to directly transitioning into her mixup options in Drive after landing from a jump-in.

j.C

XIII. Revolver Blast

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.C 370×5 All 10 3,3,3,2,2 14+7L 0 at best HP
j.CC 1700 All 9 3 36 HP

  • 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. At super jump height, you recover fast enough to do another air action.

On counterhit it can be combo'd into a land-canceled 1.


  • j.CC 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.


Drive Moves

d.5A

Press A during various B normals

d.AA

Press A during your 1st Chain Revolver normal

d.AAA

Press A during your 2nd Chain Revolver normal

d.AAAA

Press A during your 3rd Chain Revolver

d.5B

Press B during various B normals or 2nd Chain Revolver normal

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All 33 4 27 -12 FP 3~36 BP

  • Body invul
  • Projectile invul
  • 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.

d.2B

Press 2B during 1st or 3rd Chain Revolver normal

d.5C

Press C during various C normals or 2nd Chain Revolver normal

d.2C

Press 2C during your 1st or 3rd Chain Revolver normal

Type II: Bloom Trigger

Press A, B or C after chaining 4 Chain Revolver normals


Universal Mechanics

Ground Throw

5B+C

Type III: Spring Raid

5A+D



Skills

Type XI: Optic Barrel

236A/B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236A 1500 All 29 4 Total: 49 -4 P1
236B 1500 All 30 4 Total: 54 0 P

Noel's zoning/anti-zoning tool. No longer dash cancelable 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.

The B version hits further away (almost fullscreen). Use this to help counter zoning. Can also be used as an ender after d.5B5C to get tech-chasing Oki. Also useful to active-switch to your partner.

Type IX: Muzzle Flitter

214A

Type VI: Flash Suppressor

214B (Chargable)


Extra Skills

Type II: Bloom Trigger

236C

Type V: Assault Through

214C


Partner Skills

5P

BBCF d.5C

6P

BBCF d.6C

4P

Type VI: Flash Suppressor


Distortion Skills

Zero Gun: Fenrir

236B+C

Bullet Storm > Zero Gun: Thor

j.236B+C

Distortion Skill Duo

Zero Gun: Fenrir Finisher

P during Partner's Distortion Drive


Astral Heat

Valkyrie Veil

222B+C


External References

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 Noel Vermillion
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