BBCP/Noel Vermillion

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Noel Vermillion
BBCP Noel Portrait.png

Health: 11,000

Combo Rate: 80%

Jump Startup: 4

Backdash Time: 18

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive playstyle specializing in Pressure
Full Frame Data
BBCP/Noel Vermillion/Frame Data

Overview

Following the events of Continuum Shift, Noel Vermillion has deserted the NOL and fled to the land of Ikaruga. Under the guidance of Sector Seven, Noel now seeks the strength to save her friend, Tsubaki Yayoi, who has been brainwashed by the NOL.

Drive: Chain Revolver
Noel's Drives function two different ways. Upon initial Drive press, Noel uses a Drive attack, once the attack is triggered, Drive functions more like an active stance, where every button is now a different drive move. Noel's Drive state has the potential to use one drive starter(Initial button press), up to 4 drive follow ups(Every normal button pressed after the initial button press), and one special drive ender(any special move used after the initial button press). In drive state, Noel can use any special move she previously had access to, as well as 3 new special moves exclusive to Drive: Spring Raid, Bloom Trigger, and Assault Through.

Overdrive: Chain Quasar
Activating Noel's Overdrive has numerous positive effects:

  • Faster startup speed for drive moves
  • Faster recovery on drive moves (Loses "Reload" animation)
  • Distortion Drive damage increase
  • Fenrir recovers faster after missile (Allows for double Fenrir in the corner)
  • Thor allows Noel to recover in the air after the missile fires
  • Bloom Trigger hits more than twice
  • Assault Through has increased invuln and short invisibility before going active
  • Spring Raid has increased untech time allowing for combos.


Pros/Strengths:

  • Above Average Damage
  • High Speed (Fast run, normals, etc.)
  • Effective Rushdown/Frame Trapping


Cons/Weaknesses:

  • Short Range
  • Unsafe Mixup
  • Average Reversal Options


External References:


Move List

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR all 5 3 10 -3 B - -
  • Noel's fastest normal
  • Works on crouching opponents
  • Very short range


Noel's staple pressure starter and very unsafe when used by itself. It should be cancelled into itself or other attacks during stagger pressure and frame traps.

5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 SOJR HL 9 3 16 -2 B - -
  • Average range and speed
  • Whiffs at max range on some crouching characters


Noel's main spacing tool. Use this along with 5C to confirm mid to max range hits into Chamber Shot, or 3C on crouching opponents. At closer ranges it can be comboed into 6A and on CH also combos into 3C.

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
680 SO(J)R HL 12 6 17 -4 BP 11-17GP -
  • Mostly used as combo/blockstring filler
  • Important for crouching confirms


5C can also be used as a spacing tool since it has a good hurtbox and hitbox compared to 5B, but it is slower. This is the only attack that will combo into 3C on a crouching opponent. On CH it also leads into damaging combos through 5D or Muzzle Flitter. Since 5C has projectile attribute, it gets beat by attacks with projectile invuln such as Tager's Sledge Hammer.

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 SOR all 6 3 10 -1 F - -

This move best used as a longer ranged 5A. It has longer range than 5A while being one frame slower, but has shorter range than 5B while being a few frames faster. Not a bad move to use to poke out of pressure, and is a decent move to start pressure, but at -1 on block, it's a shadow of it's former self.

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
460 CSOR L 7 2 12 0 F - -

A decent low attack, and is best used as combo/blockstring filler, however it does have some uses at neutral, since it makes Noel's hitbox pretty short. This move is slightly longer than 2A, but a tad shorter than 5B.

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
420*2 SOR L 14 2, 2 14 +1 FP - -

This move is mostly used as a blockstring or combo filler, however if used early in a blockstring, it can be very good due to it being +1, but it's pushback is much greater in BBCP, so it's a tad harder to capitalize on the frame advantage.

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
550 SO(J)R HL 11 3 26 -12 B 6-11H -
  • Frames 6-11F Head Invul.


Noel's sad excuse for an anti-air. It's hitbox isn't that great, and if it whiffs your opponent gets a free punish. However, it's not a good idea to neglect this move, since if used well it can be an asset. It's also a staple for hitconfirming on a standing opponent.

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
650 SOR H 26 5 18 -6 B - -

Noel's normal overhead, at 26 frames it's extremely slow, however when used sparingly in conjunction with 214A, since both moves look similar on startup, it can be a deadly gimmick mixup. 6B leads to decent damage midscreen, and good damage in the corner. On a certain few characters, it can lead to 4.5k in the corner, and midscreen on Jin.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
450, 650 SO(J)R HL 8 8(13)4 20 -2 B, BP - -
  • Second hit of 6C cannot hit crouchers.


Use this move only as a combo filler in normal situations. However, To punish DPs that recover crouching like Jin's 623C, or DPs that can't be CH punished by 5C like Azrael's Growler, use CH 6C > 214A to punish for a high damage combo.

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 (S*)R L 20 3 32 -18 FP - -
  • Only possible to cancel into Silencer


Only use to hitconfirm on crouching opponents. It is possible to combo CH 5B and CH 5C into 3C, though there are better options for both.

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 SOJR HA 6 2 9 - H - -

Use j.A as an up close air-to-air tool. It's also the best jump-in overhead Noel has in terms of hitbox, though it's damage potential is weak.

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
460 SOJR HA 7 4 17 - H - -

Practically useless, though has a couple of situational uses. It's best application is as air combo filler, which for Noel, Air combos are a last resort for situations where you cannot convert into a ground combo. It can also be used after jumping in with j.C, to add a weak fuzzy guard overhead, since j.C itself is not, this also keeps Tager from sledging your jump ins for free.

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
250*3 SOR all 10 2, 3, 2 16 - HP - -

Noel's best air normal period. It's hitbox is pretty decent, when spaced well in the air you can get a nice CH combo. As a jump in, it's also really good, however it's not an overhead.

j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
400 SOR all 12 3 30 - HP - -

Practically useless. Can only really be used to end non-prorated air combos without using Revolver Blast, so that you can cancel j.2C into Thor, though honestly you're better off just canceling j.C into Thor, since proration wont cause the combo to drop if it's been prorated.


Drive Moves

5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 740 SR all 23 4 18+24 -29 BP - -
Overdrive 740 SR all 17 4 18 -5 BP - -

No invincibility, fastest drive move used to start drive mixup. When used against a knocked down opponent in the corner, it will catch all rolls for a big corner combo.

In Overdrive, 5D becomes faster, allowing you to combo 5C into 5D on standing hit.

2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 250*6 SR all 26 5, 2*4, 3 25+24 -33 HP 1-10F -
Overdrive 250*6 SR all 19 2*6 25 -8 HP 1-8F -

ACCROSS THE EARTHHH!!! You can use this to catch jumpers during pressure, and as a combo filler. While it has Foot invuln, it pretty bad as a reversal, since you'll usually soar right over your opponent and whiff the move. 2D > d.5A is gapless.

The Overdrive version of 2D returns to it's normal arc, thus it can effectively be used as a low/grab reversal.

6D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 720 SR L 25 2 14+24 -23 F 7-26B -
Overdrive 720 SR L 20 2 14 +1 F 6-21B -

Drive low, one of the three choices to start drive pressure, next to 5D and 2D. Can also catch some people blocking high if they're expecting a normal 6B.

4D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 700 SR all 25 7 18+24 -30 HBFPr 1-26BP -
Overdrive 700 SR all 20 7 12 0 HBFPr 1-21BP -
  • Fatal Counter


Use this as a reversal against Mid and Projectile moves. Can be used offensively to bait most DPs and Counter Assaults. Can also be used to hit opponents who jump during their pressure, but must be done while the opponent is still rising, since 4D no longer has Head Invuln.

j.D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 400*2 SR all 13 4, 5 till L+12+24 - BP*2 - -
Overdrive 400*2 SR all 13 4, 5 till L+8 - BP*2 - -

Can be used as a crossup after an instant air dash, or as a grab bait into 214A if it counter hits. Also functions as a decent Anti-Anti-Air. }}

j.4D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 600 SR all till L+10 3 30+24 -38 FP - -
Overdrive 600 SR all till L+6 3 30 -14 FP - -
  • Fatal Counter


Can be used as a crossup.

d.5A

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 350 SR all 8 2 20+22 -27 BP - -
Overdrive 350 SR all 8 2 20 -5 BP - -

The quickest drive followup in Noel's arsenal, normally used to keep an opponent blocking while transitioning into High/Low mixup.

d.6A (d.4A)

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 450*2 SR all 13 2(3)2 16+22 -19 BP*2 - -
Overdrive 450*2 SR all 13 2(3)2 16 +3 BP*2 - -

Used to float opponents for drive combos, but can also be used like d.5A, though it is a bit slower, but is harder to poke afterwards due to more blockstun.

d.5B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 600, 250 SR HL 11 3(2)2 14+22 -21 B, BP - -
Overdrive 600, 250 SR HL 11 3(2)2 14 +1 B, BP - -

Used only as a combo filler, or to create space during a drive blockstring.

d.6B (d.4B)

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 550 SR H 16 3 25+22 -31 B - -
Overdrive 550 SR H 16 3 25 -9 B - -

Noel's Drive Overhead, it's extremely fast and has a similar startup to d.6D, this is half of Noel's High/Low drive mixup.

d.5C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 350*2 SR all 17 2(2)2 33+22 -33 BP*2 - -
Overdrive 350*2 SR all 17 2(2)2 33 -11 BP*2 - -

Used only as combo filler.

d.6C (d.4C)

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 100*N SR all 23 4*9 19+22 -14 HBFPr - -
Overdrive 100*N SR all 23 4*9 19 +8 HBFPr - -

Used only as Combo Filler.

d.5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 670 SR all 18 6 16+22 -27 BP - -
Overdrive 670 SR all 14 6 16 -5 BP - -

The follow up version of 5D, there's no real difference between the two moves.

d.2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 300*3 SR all 19 4*3 25+22 -32 HP*3 1-8F -
Overdrive 300*3 SR all 17 4*3 25 -10 HP*3 1-6F -

The follow up version of 2D. This move has a lower arc, so it can be used to prevent certain attempts at poking out of drive strings. }}

d.6D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 650 SR L 24 2 12+22 -37 F - -
Overdrive 650 SR L 18 2 12 +3 F - -

The follow up version of 6D, there's not much of a difference between this move and the starter version, though d.6D has a higher P1, leading to higher damage than it's starter variation. d.6D is a low drive hit that has similar startup to d.6B, this is half of Noel's High/Low drive mixup

d.4D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 630 SR all 25 4 30+22 -19 HBFPr 1-26BP -
Overdrive 630 SR all 20 4 15 0 HBFPr 1-21BP -

Used mainly to bait certain DPs during drive pressure. The main difference between d.4D and 4D is that d.4D doesn't launch on hit, leading to more damaging combos since you can combo CH d.4D > d.6C > 214A.

Bloom Trigger

d.236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 600, 950 R all 15 2(7)4 31 -14 B, BP - -
Overdrive 600, 400*4 R all 15 2(7)2*4 27 -8 B, BP*4 - -

Noel's most reliable drive ender. This is usually used to push back an opponent during drive pressure to make an escape, however if both hits are blocked, it can be punished. It's also an important combo filler in the corner.

Assault Through

d.214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 900 R all 31 7 16 -4 B 1-18 All -
Overdrive 900 R all 28 7 16 0 B 1-15 All -

Assault Through can be used as a weak crossup, though it gives you no real advantage on hit. On CH it wallbounces leading to a decent damage combo. This move is mainly used to punish opponents who are attempting to punish Noel whiffing drive, the goal is for this to counter hit.

Assault Through in overdrive causes a wall bounce on air hit, and allows a standing combo on normal hit. The invuln frames of the overdrive version also cause Noel's sprite to disappear, making it a little harder to block as a crossup, though not much.

Spring Raid

d.623D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 1150 R HL 8 7 29+12L -29 B 1-10 All -
Overdrive 1150 R HL 8 7 29+12L -29 B 1-10 All -

This is a fully invincible move used to punish attempts at poking out of drive strings. }} The overdrive version of Spring Raid allows you to combo off of it on normal hit.


Universal Mechanics

Forward Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 300, 1100 --, SOR*2 T (70) 7 4 15 - T - -
  • 100% minimum damage (1400)


Standard throw, can follow up midscreen with 214A.

Back Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 300, 1100 --, SOR*2 T (70) 7 4 15 - T - -
  • 100% minimum damage (1400)


Standard throw, can follow up midscreen with 214A.

Air Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 --, SOR T (90) 7 3 21+3L - T - Click!
  • 100% minimum damage (1400)


Standard air throw, can be followed up with 5B and 2B after landing. If done too high though, 5B and 2B will not combo, so you must use j.D before landing.

Counter Assault

6A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 - all 13 6 30 -17 B 1-20 All -

New Counter Assault animation that uses her d.5B animation to blow the opponent away.

Crush Trigger

A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R B 30~59 1 23 +2 B - -
  • Possible to charge.
  • 180F Heat Gauge Cooldown.


Use it to guard crush opponents who aren't barrier blocking. While it can be used as combo filler, it really only adds about 200-300 damage to basic BnBs, so it's best to just save your meter for more important things like making punishable moves safe by using Rapid Cancels, and Counter Assaulting to keep opponents off.


Specials

XI. Optic Barrel

236A/B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
A 650 R all 27 4 51T +3 HBFPr - -
B 650 R all 29 4 51T +5 HBFPr - -
  • 236A: Old 236B
  • 236B: Old 236C


Severely weakend, now there's only a mid range and long range version, and does not knock down on ground hit, making OB during neutral ALMOST pointless, the goal this time is to hit them in the air, which will cause knockdown. If hit in the air with the mid range version, you can combo with dash 5B.

Chamber Shot

236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1100 R all 17 6 28 -15 BP - -

Combos off of 5C and 2C for knock back. Noel's closest thing to Ragna's Hell's Fang.

XIII. Revolver Blast

j.236C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 300*5 R all 10 3*5 till L+8 - HP - -
Additional Attack 400 R all 9 3 till L+8 - HP - -

Used practically only as an air combo ender, as such you wont see this move much during high level play. Can also be used as combo filler for impractical CMV type combos.

Used after Revolver Blast to end air combos. It's bonus proration would be nice, but since you must Rapid Cancel to follow up, it doesn't make it worth it, usually ending a combo in Fenrir will net more damage, and there's no REAL reason to use Revolver Blast at the height needed to make the confirm work.

IX. Muzzle Flitter

214A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1500 --, R UNB 26 6 9+16L - HT - -
  • 100% minimum damage (1500)
  • Cannot hit crouching opponents


A Command Grab that can be combo'd into and out of. Can only hit standing opponents, and will whiff on Crouchers or Jumpers. Can be combo'd into with d.6C, d.4D during a Fatal combo, or 236D(1) > Rapid. Can also be used after Rapid Canceling the first hit of Fenrir, since you'd need 100 meter to do this, there's a good chance the resulting combo would kill by the time you get the resources.

Silencer

22B/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
B 200 R all 11 2[(5)2]*N 16 -6 FP - -
C 300 R, Da all 21 4 22 -7 FP - -
B version

Used as a combo ender to set up Noel's wakeup game.

C version

Used as a combo filler after 3C or juggled d.6B to continue a combo.


Distortion Drives

Zero Gun: Fenrir

632146D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
First Hit 400 R All 1+5 5 149T -34 HBFPr(2) 1-10GP(A) Click!
Bullets 140*24 R all 1+25 - 150T - - - -
Finisher 3600 R - - - 56 - HBFPr(2) - -
Finisher (OD) 120*15, 4200 R - - - 56 - HBFPr(2) - -

Damage super, used at the end of combos, can also be used as a reversal.

Bullet Storm > Zero Gun: Thor

j.236236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 160*10, 1900 R*10, - all 4+6 - till L - HBFPr(2) 1-4 All -
Overdrive 160*15, 2400 R*15, - all 4+6 - 148T - HBFPr(2) 1-4 All -
  • 1-4F Fully Invul.
  • Invincibility disappears after superflash
  • 15% minimum damage (Normal: 525 OD: 720)
  • 180F Heat Gauge Cooldown

Pretty much only used as a "YOLO" type move to hit anti-air attempts, can also be used to end air combos for a small amount of extra damage.


Astral Heat

Valkyrie Veil

236236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
DESTROY - UNB 8+0 48 21 - HBFT 1-7 All, 8-55C -
  • 1-7F Fully Invul.
  • 8-55F Catches
  • 180F Heat Gauge Cooldown
  • Catches everything except firearm projectiles, Nirvana, and Ignis


Counter Astral. RIP Astral finishes. :(
Classic Noel retains her old astral (214214C) while still being able to combo it into nearly any situation.

Valkyrie Veil

214214C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
DESTROY - ALL 9+20 4 26 -11 HBFT - Click!

Classic Noel Only: Noel's astral completely removes her hitbox from her sprite, so it can be used as a reversal, however certain moves (Invulnerable moves with forward momentum) will pass right through her over to the other side, thus making the actual Astral whiff. In most cases, if you're attempting to use this as a reversal, you're more likely to catch with her counter astral although this option is much safer.

Classic Noel's astral can be combo'd into after 6C, 6C(2) in the corner, d.6C (depends on juggle height), and d.6B (at certain bounce heights). All of these moves require your opponent to be in the air. She can also land it from any regular throw, starter version of 6D, 4D and 6D; and d.6C on a crouching opponent (standing if d.6C was counterhit or as part of a fatal j.4D). The following can only be combo'd into from counterhit from d.6C, 5C, 6B, 6A in the corner, non-starter 4D(most of the time the pushback will keep them out of range), the starter versions of 5D, 6.D, 2.D and fatal j.4D.


Strategy

Offense

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only

Navigation

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