m (→4A) |
(→5A) |
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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. | ||
Used in combos to to catch your bounced opponent after using d.5B5C and after a Throw and 214A. On counterhit it combos directly into 5B. | Used in combos to to catch your bounced opponent after using d.5B5C and after a Throw and 214A. On counterhit it combos directly into 5B. Combos directly into 2B on Tager and Blizttank (standing-only). | ||
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* Old 5B | * Old 5B | ||
Autocombo filler. Combos directly into 2B on Tager and | Autocombo filler. Combos directly into 2B on Tager, Hakumen and Blizttank (standing-only). | ||
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* Old 5C | * Old 5C | ||
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. | ||
On an already airborne opponent (either from throws, assists or 214A) 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). | |||
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Revision as of 19:27, 26 January 2020
Noel Vermillion |
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Overview
"Everything will be all right if we work together!"
"Bolverk, please!"
Backstory
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
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
Strengths | Weaknesses |
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Drive: Chain Revolver
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
4A
4A | Template:AttackDataHeader-BBTag | ||||
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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 (standing-only). |
5A
5A | Template:AttackDataHeader-BBTag |
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2A
2A | Template:AttackDataHeader-BBTag | ||||
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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 4A or 5A, but for both you can only chain 2A twice into itself at maximum. The low-profile can make it go under certain DPs (e.g. Makoto). |
4B
4B |
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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. Can be combo'd on counterhit into 5B or 2B. |
5B
5B | Template:AttackDataHeader-BBTag | ||||
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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. |
2B
2B | Template:AttackDataHeader-BBTag | ||||
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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
5C | Template:AttackDataHeader-BBTag | ||||
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Her universal standing overhead. Has decent speed but not very noteworthy. Use this to mixup your opponent while doing 2A staggers. |
2C
2C |
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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. Combos into 214B (safe blockstring-ender or Oki) and 236C (for combo-extensions) from most distances. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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It's best use is to actually whiff cancel straight into her chain revolver sequence when landing by doing a land-cancel. 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
j.C XIII. Revolver Blast |
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Drive Moves
d.5A
d.5A Press A during various B normals |
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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! |
d.AA
d.AA Press A during your 1st Chain Revolver normal |
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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! |
d.AAA
d.AAA Press A during your 2nd Chain Revolver normal |
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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. |
d.AAAA
d.AAAA Press A during your 3rd Chain Revolver |
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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
d.5B Press B during various B normals or 2nd Chain Revolver normal |
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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. 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
d.2B Press B during 1st or 3rd Chain Revolver normal |
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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. |
d.5C
d.5C Press C during various B normals or 2nd Chain Revolver normal |
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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. Ending Chain Revolver with d.5B5C allows you to continue to combo with 4A or 5A. |
d.2C
d.2C Press C during your 1st or 3rd Chain Revolver normal |
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The return of Noel's low mixup! Use this to open people up who are looking for Noel's overheads. Slower than her overhead and loses to quick low-attacks. The low-profile property together with mid-invulnerability frames makes it also possible to beat certain DPs with it (check here for details). No real usage in combos. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Basic throw. Can be followed with 5A or cancelled into 214A on successful throw for a combo. The backwards throw causes sliding knockdown putting them away a bit further. |
Type III: Spring Raid
Type III: Spring Raid 5A+D |
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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
Type XI: Optic Barrel
Type XI: Optic Barrel 236A/B |
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Type IX: Muzzle Flitter
Type IX: Muzzle Flitter 214A |
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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 be combo'd into from d.AA, 5B, and 4B. Combos into 5AAA > 5B . |
Type VI: Flash Suppressor
Type VI: Flash Suppressor 214B (Chargable) |
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Extra Skills
Type II: Bloom Trigger
Type II: Bloom Trigger 236C or Press A, B or C after chaining 4 Chain Revolver normals |
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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
Type V: Assault Through 214C |
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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. |
Partner Skills
5P
5P BBCF d.5C |
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Generic strike-type assist that has extended animation and wallbounces if it hits an enemy. Does have very good damage scaling so you can cash out some good damage with it. |
6P
6P BBCF d.6C |
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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
4P Type VI: Flash Suppressor |
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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
Zero Gun: Fenrir
Zero Gun: Fenrir 236B+C |
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Bullet Storm > Zero Gun: Thor
Bullet Storm > Zero Gun: Thor j.236B+C |
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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. |
Distortion Skill Duo
Zero Gun: Fenrir Finisher P during partner's distortion drive |
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Detailed description of the usefulness of the move go here |
Astral Heat
Valkyrie Veil 222B+C |
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Astral Heat. Similar to Noel's earlier astrals. It's a strike attack instead of a counter. |
Roadmap
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 •