Overview
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Health |
11,000 |
Prejump |
4F |
Backdash |
18F (1~5F Inv All, 2~25F airborne) |
Combo Rate |
100% |
Heat Gain Rate |
75% |
Guard Libra Rate:How resistant this character is to Guard Libra drain. |
100% |
Fastest Abare Option:This character's fastest attacks for mashing or scrambles. Excludes universal throws. |
5A/6C (5F) 2B (7F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. |
Noel Vermillion is a rushdown character with short reach offset by above average damage.
- Chain Revolver: Press D get mixup
- Not Bad Movement
- Some Nutty Buttons: Have you seen 2C?
- Good enough Zoning: Her ground super and her zoning specials work well enough, but they aren't crazy like the top tiers.
- Metered Answer to Carl: Like Arakune, Noel can also respond to Clap Loop with her Air Super.
Unique Mechanics
Using a Drive normal (5D, 2D, 6D, 4D, and j.D) puts Noel into Chain Revolver. This behaves almost like a stance in that she has a different set of options, but it's more like a rekka with a bunch of different options. After the initial Drive, Noel can pick four options before she has to end her sequence with a special move or a super. If she does not pick an option fast enough or does not cancel into a different option, Noel will do a reload animation that makes any Chain Revolver option highly punishable.
Noel has some restrictions with what she can do, with the main restriction being she cannot use the same move twice in a row. She can use the same move twice in a string, but there must be a different move between them. Drives cannot be jump cancelled, but they can be whiff cancelled into other Drive options (at least until she runs out of options. Chain Revolver will also autocorrect where Noel is facing depending on the opponent's position.
Normal Moves
5A
If the pushback in CT wasn't so high, this move would be utterly amazing. It's fast, +3, and actually hits crouching characters.
- Gatlings into itself on hit, block, and whiff.
- Jump cancelable on hit and block.
5B
5B is Noel's go-to neutral poke. It starts up quick and recovers just as fast, with barely enough hitstun to combo into 5C for a hitconfirm.
- Whiffs against crouching opponents anywhere except point blank.
- Hitstun 15F on standing hit.
5C
Combos into Drives on counterhit and leads to the best damage she can dish out. This is also one of her biggest moves, but that's not really saying much.
- Jump cancelable on hit and block.
- Hits on both sides of Noel.
2A
Functions more as a complement to 5B than a typical 2A, but still a great normal all-around. Its somewhat outclassed as a pressure tool by 2B but it does have slightly better frame advantage.
- Gatlings into itself on hit, block, and whiff.
2B
Noel's fastest low and best abare tool overall, despite being a B normal. Excellent for pressure as its only -2 on block and has some great cancel options to boot. Useful for combos as it hits off the ground.
- Links into itself on hit.
2C
Plus on block and hits twice. Being a projectile, it has no hitstop and is quite difficult to consistently IB on reaction. Make sure to use it unpredictably.
2C is also a great frame trap out of Noel's close range pressure buttons like 2A and 2B. The gap between both moves is 3 frames or less and 2C carries counterhit properties across both hits. 2C also hits low and somewhat easily confirms into 3C if the opponent is crouching.
6A
Noel's go-to anti-air. Anytime she can route into 6A, Noel can route into 6C(1) for a Chain Revolver combo.
- Jump cancellable on hit.
- Air unblockable.
- Untechable until landing on counterhit.
- 5~12 invincible from head attribute attacks, launches on hit.
6B
Noel's main non-Chain Revolver overhead. Safe and somewhat quick with a boatload of active frames. Comes with great reward on hit as she can do her 22C loops.
- Gatlings to 3C and Drives on hit and block.
- Gatlings to 2C and 6C on hit only.
- Force crouch when hit on the ground, knocks down when hit in the air.
6C
Purely combo filler, but amazing at what it does. Noel can cancel this move into throw, which allows the first hit to loop into itself on airborne opponents.
- Air unblockable.
- Both hits are jump cancelable on hit and block.
- Second hit is untechable until landing on counterhit.
- -35 on block if the 2nd hit whiffs.
- 2nd hit launches, 2nd hitstop 0, projectile property, 2nd hit -35 when whiffs.
3C
Very slow sliding sweep. CH 5B and CR 5C/2C are Noel's few ways of comboing into this move, but the reward is massive. Using this in neutral with 50 meter for RC also isn't a terrible idea as it confirms into huge damage on hit and RC on block leaves Noel plus.
- Low profiles almost everything.
- Knocks down, untechable when hit on the ground, hitstop 0, can cancel to 22B / 22C only.
j.A
Pretty average air jab. Noel's farthest downwards-hitting air normal that hits overhead.
j.B
Noel's main air combo filler. Has a hard time hitting crouching opponents.
j.C
Excellent blockstun but terrible as a mixup tool. Typically the second to last thing you see in an air combo.
- Does not hit overhead.
- Technically a projectile.
- Hitstop 3F, projectile property.
Drive Moves
5D
Noel slides forwards and shoots directly in front of her. Noel will pass through a lot of pokes and projectiles, with the bonus of 5D being very strong on counterhit. The stagger is long enough to completely recover from 5D and link into another one.
- Staggers on counterhit.
- Good Body invul for going through pokes.
5D:
- 6~19 invincible from head attribute attacks, staggers on standing opponent (35), hitstop 3F, 33~37 can cancel to follow ups. Able to cancel to special moves whenever drive revolver follow up cancelable. Canceling from whiffed attack is possible as well.
d5D:
- 6~19 invincible from head attribute attacks, standing hit stun 24, hitstop 3F, 31~35 can cancel to follow ups.
2D
Noel jumps into the air and sprays gunfire downwards. This move does pretty much everything. It's an overhead, has a great hitbox for beating IADs, beats lows and throws because of its invulnerability, and is easily hitconfirmable into a combo.
- Noel's only Drive with frame 1 Foot invulnerability.
- Airborne while active (but not frame 1) for beating throws.
2D:
- 1~18 lower body invincible, 5~30 airborne, hit crouching opponent at 24F, hitstop 3F, 40~45 can cancel to follow up. Able to cancel to special moves whenever drive revolver follow up cancelable. Canceling from whiffed attack is possible as well.
d2D:
- 1~18 lower body invincible, 5~30 airborne, standing hit stun 32, hit crouching opponent at 24F, hitstop 3F, 40~45 can cancel to follow ups.
6D
Noel's only Drive low. It's slow but the majority of the startup looks identical 5D which makes it very hard to react to. It's easy to open up with as the opponent must default high block due to the threat of 2D or d.6B but isn't all that useful outside of Chain Revolver.
6D:
- 6~18 invincible from head attribute attacks, launches on hit, 39~42 can cancel to follow ups. Able to cancel to special moves whenever drive revolver follow up cancelable. Canceling from whiffed attack is possible as well.
d6D:
- 6~18 invincible from head attribute attacks, launches on air hit, 39~42 can cancel to follow ups.
4D
Noel steps back and shoots the ground where she was. Leads to a basic combo on hit but is mostly useful for its invulnerability.
- Noel's only Drive with frame 1 Body invulnerability.
4D:
- 1~21 invincible above knee, staggers on hit (21), hitstop 0, 38~49 can cancel to follow ups. Able to cancel to special moves whenever drive revolver follow up cancelable. Canceling from whiffed attack is possible as well.
d4D:
- 1~21 invincible above knee, hit stun 21F, hitstop 0, 38~49 can cancel to follow ups.
j.D
Noel shoots the ground twice. Excellent as an anti-anti-air because of how Noel hops up a little bit. Noel lands in Chain Revolver, so even though its very unsafe on block she can opt to use a different Drive option to stay safe. Noel can also use this very close to the ground and whiff cancel into d.6B for an additional overhead.
- Carries air momentum.
- Knocks down when hit in the air, standing hit stun 45, counter hit vulnerable until 12F after landing,Hitstop 0, 7~9 can cancel to follow ups. Able to cancel to special moves whenever drive revolver follow up cancelable. Canceling from whiffed attack is possible as well.
d.5A
Basic stance filler, nothing more.
- Standing hit stun 22, hitstop 3F, 24~31 can cancel to follow ups. Able to cancel to special moves whenever drive revolver follow up cancelable. Canceling from whiffed attack is possible as well.
d.6A
Noel slides forwards before shooting, great for farther Drive hits.
- Standing hit stun 30, hit stop 0, 30~34 can cancel to follow ups. Able to cancel to special moves whenever drive revolver follow up cancelable. Canceling from whiffed attack is possible as well.
d.5B
Hits twice, once for the kick and once for the gun. Pushes opponents back very far.
- 2nd hit blasts away, standing hit stun 21, 2nd hit hitstop 3F, 25~32 can cancel to follow ups. Able to cancel to special moves whenever drive revolver follow up cancelable. Canceling from whiffed attack is possible as well.
d.6B
The feared overhead axe kick. This move is vicious.
- Ground bounces on air hit.
- Floor bounce on air hit, standing hit stun 25, 27~43 can cancel to follow ups. Able to cancel to special moves whenever drive revolver follow up cancelable. Canceling from whiffed attack is possible as well.
d.5C
Another advancing Drive move. Combos reliably into 214A for extending combos outside of Chain Revolver.
- Staggers on hit.
- Staggers on standing hit (36), hitstop 3F, projectile property, 32~47 can cancel to follow ups. Able to cancel to special moves whenever drive revolver follow up cancelable. Canceling from whiffed attack is possible as well.
d.6C
Not great on its own but is an excellent combo tool.
- Standing hit stun 32, 6~9 vacuum effect, hitstop 0, 65~76 can cancel to follow ups. Able to cancel to special moves whenever drive revolver follow up cancelable. Canceling from whiffed attack is possible as well.
Bloom Trigger
236D during Chain Revolver
Noel rams Bulvark's barrel into the opponent and fires it. Deals really high damage and cranks the guard bar. Excellent combo and Chain Revolver blockstring ender as it sets up good oki and can be safe with how much pushback it has.
- Wallbounces on hit.
- 1st hit staggers (37), 2nd hit wall bounce, 1st hitstop 20F, 2nd hitstop 0, projectile property.
Assault Through
214D during Chain Revolver
Noel dodges and performs a shoulder charge. The first part has invulnerability and loses its collision box, which means this move can cross up depending on the spacing. Not safe and not very rewarding, but its there.
- Passes through opponents.
- 4~18 invincible, 1~18 goes through opponent, slide effect.
Spring Raid
28D during Chain Revolver
It's a Flash Kick that leads to a combo, at the cost of only being usable during Chain Revolver. Useful as a last-minute frame trap from moves like j.D but very unsafe without 50 meter to cancel it.
- 1~11 invincible, 8~ airborne, launches on hit.
Universal Mechanics
Forward Throw
5B+C
This is a throw for sure. The only way for Noel to get a combo out of it meterlessly is with 214A, skipping the second hit and switching sides.
- 2nd hit staggers (30), 3rd hit knocks down, untechable.
Back Throw
4B+C
Completely redundant. No matter what Noel does, if she cancels the first hit into 214A, she'll still be on the opponent's side (in that it doesn't side switch twice, only once).
- 2nd hit staggers (30), 3rd hit knocks down, untechable.
Air Throw
j.B+C
- 2nd hit knocks down, untechable.
Counter Assault
6A+B while blocking
A unique Counter Assault where Noel gains invulnerability and loses her collision box. The last 8 frames are punishable, making this ideal for punishing slow moves and special moves (of which there are plenty in CT).
- 1~22 invincible, 1~27 goes through opponent.
Special Moves
Optic Barrel
236A/B/C
This is the closest thing Noel has to a neutral tool. Spoiler alert: you're not hitting anyone with this. With a positively gargantuan 41 frames of startup, the only person who can't react to this is the Dustloop editor writing this someone who's fallen asleep at the wheel. But if they block it that frame advantage number is real. Where this move hits is determined by button strength: A is the closest, C is the farthest, and B is in between them.
If this manages to hit someone, Noel can pick up into a combo if she's close (or farther away on counterhit). If they somehow block this, Noel can run in and establish offense or try to air unblockable them if they airblocked it.
- Untechable until landing on counterhit.
- Launches on hit, guaranteed execution after command input.
Revolver Blast
j.236C
- Hits four times maximum.
Well, this is an air combo ender of sorts. It doesn't knock down but Noel falls pretty quickly afterwards and the opponent will always tech above her.
- Maximum 4 hits.
Muzzle Flitter
214A
- Does not trigger a Purple Throw.
- Whiffs against crouching opponents.
Do not use this as a mixup. Other Noel pages and character pages with moves like this can say whatever they want, just use 2B or something instead (or 3C if you'd prefer to explode). This move is purely a combo tool, particularly useful after her throws.
- 14~ airborne, knocks down on hit, only works on standing opponent.
Silencer
22B/C on a downed opponent
- Data in [] is for the follow-up version.
- Possesses inverse proration.
Noel's main way to convert a 3C crouch confirm into a launch. The B version knocks opponents back down on hit, and the C version pops them up for a combo into 6C(1) or itself in the corner.
22B:
- Hitstop 0, can only use when opponent is knocked down, can cancel to 22B / 22C until opponent getting up, follow up version start up 4F.
22C:
- Launches on hit, hitstop 0, can only use when opponent is knocked down, follow up version start up 4F.
Distortion Drives
Zero Gun: Fenrir
236236D
Noel's invulnerable wake-up super. If the first part hits, she'll continue the super and deal a lot of damage. Due to how the super works, it'll actually do more damage on airborne opponents because more bullets will hit them. This can also be comboed out of against Tager in the corner, as if Tager couldn't have it any worse.
- First hit staggers (31)
- bullet launches on hit, and goes through other projectile
- last part only comes out if the first hit connects.
Bullet Storm > Zero Gun: Thor
j.236236D
Noel shoots a hail of bullets from the air to the ground and then fires a rocket launcher to end the super. Surprisingly safe as Noel can use air options after the last hit. If any bullet counterhits, the finisher is guaranteed. If some of the bullets miss, the finisher may whiff.
- Bullet launches on hit, and goes through other projectiles
- projectile property.
Astral Heat
Valkyrie Veil
214214C when Astral conditions are met

Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State