BBCSE/Noel Vermillion

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Overview

Noel Vermillion is a lieutenant of the Novus Orbis Librarium who is assigned to return the AWOL Jin Kisaragi to his post, and a playable character in Calamity Trigger and Continuum Shift. Noel also serves as the main heroine of the series.
Drive: Chain Revolver
Chain Revolver puts Noel into a new state which changes all of her normals into unique gun-slinger style attacks. She can string together a chain of up to four different Chain Revolver attacks by pressing either 5A/B/C or 6A/B/C before she has to either stop and reload or use one of her three Chain Revolver enders (Bloom Trigger, Assault Through and Spring Raid). However, Noel cannot chain any two identical Chain Revolver attacks in succession and she also loses the ability to block while in this state, which leaves her very open in the event that one of her attacks miss. Careful and effective use of Noel's Chain Revolver will be a key part to playing her and leads to her most rewarding combos.
Noel Vermillion

BBCSE Noel Portrait.png

Health: 11,000
Guard Primers: 4
Movement Options: 1 Double Jump/Airdash, Run-type Dash

 Noel Vermillion is Offensive, Rushdown

Pros
Cons
See also: Noel Full Frame Data

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • A: can block while in the air without using barrier
  • All: can be blocked however

All attacks can be blocked with aerial barrier unless stated otherwise.

Move List

Normal Moves

5A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 5 3 10 -1 Click!

Noel's fastest normal move, if timed right it can interrupt a lot of other attacks, its main disadvantage though is its range, you need to be extremely close to your opponent for it to connect.

Another big plus about 5A is the fact that it hits crouching opponents of any size, most characters do not have a 5A like that.

5A can sort of be used as an anti-air, but since its hitbox is small, it's a big risk, this should only be done when an opponent is low enough to the ground, since a well spaced air attack will stuff 5A easily, if they are low enough, 5A can hit they out of their attack before it even comes out.

5B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
500 207 90 89 9 3 16 -2 Click!

5B is Noel's main spacing tool, since it is quick and has a pretty decent range.

The main goal of using 5B for footsies is to fish for Counter Hits, since on CH 5B will combo into 3C or Optic Barrel for a combo, be careful with the 3C combo though, since if you don't confirm correctly and your 5B wasn't a CH, then 3C can be blocked and punished, so it's better to go with Optic Barrel just to be safe.

5C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
680 281 90 89 12 6 17 -6 Click!

5C can also be used for spacing, but it is much slower, so it's effectiveness comes from it's hitbox, it has a much bigger attack hitbox than 5B, and during it's active frames Noel's hitbox ends at her shoulder, so it's really hard to stuff.

However, 5C is slower to startup and recover, so if it is jumped over you may not have time to defend, along with the fact that 5C is also a projectile, so anything with projectile invuln will beat it out clean, like Tager's sledge. So take care in using this, and don't be afraid to instead use 5B to be safer.

2A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 6 3 8 +1 Click!

2A is a decent approach tool, it's got more range than 5A, but less than 5B, though despite it's slight range flaw it is +1 on block. Sadly the only way to hitconfirm a standing max range 2A is with a simple 2A > 5B > 2C > 5C combo, it's real hitconfirm is off of a crouching opponent, since you can go into a 3C type combo.

2A is also really good for frame traps, after you're opponent blocks 2C or another 2A, then you can let it recover and hit 2A, and if your opponent has no invincible moves they are forced to block, or eat a frame trap. Note however that this can be beaten by IBing the previous attack, and correctly calling out the frame trap with their own fastest move.

2B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
460 190 80 86 7 2 12 0 Click!

2B is a very good move, while not the best move for spacing, it is still a very fast low, which makes empty jump mixup more viable on respectful opponents. Due to 2B > 6A being a natural combo on any hit, if you are close enough to your opponent and they eat a 2B, then you get the same kind of combo you would get off of 5A, only it will do more damage. Make no mistake, if you connect a 2B > 6A in the corner, your opponent has a reason to be alarmed.

2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
420×2 173×2 90 88(Once) 14 2,2 14 +1 Click!

2C got nerfed a bit since CS2, but it is still a monster, it's got minor frame advantage on block, allowing you to use frame traps if up close, and a potential dash in if you're farther away. On Counter Hit you can combo directly into 3C for a high damage combo, and in the corner a 2C > 3C hitconfirm turns into a very large amount of damage. 2C also combos into 3C on Crouching hit as well, and due to 2C's longer animation and rather big hitstop, it allows you to "See" if you're opponent is crouching or not rather easily, so I suggest ending your strings in 2C if you believe there is even a chance of your opponent getting hit, just to be safe.

Also note however that when used as the last move in a blockstring, you will generally be pushed back very far from your opponent, if this happens, dashing in will be a gamble, because by the time you get to your opponent your frame advantage will be gone. In this situation, it is a good idea to just throw out a 5A without moving, it will whiff on a blocking opponent, but a lot of times if they decide to throw out a move, they will extend their hitbox into 5A's range, thus getting you your advantage back.

6A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
550 227 70 89 10 3 26 -12 Click!

Noel's 6A is her Normal Anti-Air, and as such is air unblockable. The main issue with 6A is it's very poor Risk/Reward, 6A is very bad on block, and basically gives your opponent free reign on punishing you on whiff, while the payoff for landing it is very small. However it is still useful for quick Anti-Air snipes when 4D would usually be a bad idea.

There is still a few pseudo Option-Selects with 6A: 6A > 5B: On Block, you get to apply pressure with more gatlings or at least a free jump out since 5B is jump cancelable. On Hit, you can go into an air combo for a small amount of damage, no Counter hit required. 6A > Throw Whiff On block, you either whiff a throw and your opponent needs to guess your next move, or you get a Purple Throw if they were too close to the ground when blocking, which essentially will reset the situation to neutral. On hit, you can combo with 662A if the 6A hit was a Counter, on normal hit however, you get a minor advantage on an opponent who will end up in the air.

Throw whiffing is obviously the much more risky option, but both of these have their uses.

6B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
650 269 70 92 24 11 12 -4 Click!

6B is Noel's overhead, it's very basic and very slow, but it's payoff is really good, so it's worth it to throw it out every once in awhile, but if you get predictable with it you WILL be called out, 6B is not hard to expose.

6B can also be used as an effective meaty attack on wakeup if you suspect your opponent will neutral tech, however it is very easy to roll tech away from, so be wary of that.

There is an Option-Select with 6B, which I highly recommend using: If you didn't already use 6C in the gatling before it, you should ALWAYS autopilot the input 6B > 6C, in this case, if the opponent is hit by the overhead, the 6C will come out, giving you ample time to hitconfirm into 2C > 3C for a full combo. If your opponent blocked the attack however, the 6C will not come out, and the 4B will recover, on normal block 6B is -4 meaning on Instablock it can be punished, however 6B can gatling into Noel's drives, so any attempt to punish it is taking a big risk, since Noel can easily choose to cancel 6B into drive and punish the attempted punish... MINDGAMES!!!

Though obviously you should NOT always cancel a Blocked 6B into a drive, learn to mixup the things you do in any given situation, because if your opponent blocks 6B and lets it go unpunished out of fear for Noel's drive, if gives you the chance to reset pressure, resetting pressure with a -4 move is usually a terrible idea, but all things considered, Noel makes it very possible, albeit very risky.

6C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450,750 186,310 100 92,89 8 11(16)14 20 -1 Click!

6C is mainly used as a very reliable combo tool, however due to it having 100p1, it is one of her best starters, so when used as a meaty on wakeup, or as a CH punisher, it can lead to really good combos.

Your options after a blocked 6C is essentially 2C/Drive, Drive is always risky on block, and 2C has frame advantage, so 2C is usually the safest option, and can lead into her frame traps if you used it up close.

The second hit of 6C has bonus proration, and as such it is an even better starter than 6C by itself, since it takes a very long time to get out that last hit, it will normally only be used in combos, however in some VERY RARE situations it can be used as an anti-air due to it's massive hitbox and Air-Unblockable status, in the corner, this will lead to huge damage, a guaranteed 5k if you're lazy, but has the potential to turn into 5.8k meterless.

3C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720 298 90 84 19 3 32 -18 Click!

3C is one of our best starters, and thus is one of our better punishing tools.

However, keep in mind that it is also our most unsafe move, on whiff and on block. Noel is in Counter Hit status during the entire recovery period, meaning that depending on the character, a blocked 3C can lead to a guaranteed Fatal combo.

Despite it's flaws though, it is relatively safe when blocked at max range, though if our opponent jumps, then even at max range it can be punished. Thanks to Noel's dash cancel-able 22C, we can pick up off of a max range 3C, even thought the damage will be less due to the lack of 22Bs in the combo.

It is also really effective as a frame trap after a blocked 2C or 5C, bringing up a nice mindgame that can get us pressure even when we shouldn't be able to do so. If you notice your opponent likes to jump out or poke out of your block strings after you end your string in 2C, throw out a 3C afterwards, this is a tight frametrap that catches jump outs and pokes, this loses to All DPs, Tager's Sledge, and Noel's 2D though, so be careful, and obviously this tactic also loses to just an opponent who is blocking.

j.A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 90 84 6 3 6 -- Click!

j.A is Noel's most practical overhead while in the air, and is also her fastest air normal. As such, you will be using this move a lot to cover ground, it's level is pretty low so you don't have a huge amount of time to hitconfirm on a normal hit, however it is still possible to combo a Jump-in j.A > 5A > 6A into a full 5A style BnB, even her longest 5A BnB is possible in the corner is possible. She doesn't get much off of an air-hit j.A, other than an air combo, however if the planets align and the moon is full, it is very possible to do j.A > dj.C > dj.D to go into a ground combo for actual knockdown, though it is very rare.

j.B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
460 190 90 86 8 3 17 -- Click!

j.B is a terrible jump in, however it leads to Noel's most damaging jump-in Overhead combos, so if you want to take the risk, then go for it. it's main use however is for air-spacing, and combo filler.

j.C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
250×3 103×3 90 89(Once) 10 2,3,1 16 -- Click!

Noel's j.C is her best overall air move for it's hitbox and it's damage potential, however it is not an overhead, and it is also a projectile, so be wary of that. When in the corner, it is very possible to get 4.8k meterless off of a jump-in j.C on standing, so it's great to use as a punisher for such things like a Whiffed 360/720 from Tager, or a similar move that has a lot of recovery after jumpung over it.

This is still Noel's slowest air normal however, so make sure when you use it, you're not trying to compete with a j.A or something similar.

Counter Assault

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 30 -- Click!

Noel's Counter Assault is perhaps one of the best in the game. When you have 50 Heat, simply press Forward+A+B while in blockstun and Noel will phase through her opponent, which if done through certain moves, you can actually get a free punish, which can turn the tide of battle very quickly, especially if you punished an opponent's move while putting them in the corner, which even with a combo off of 5A can still potentially give you back all the heat you lost doing the Counter Assault anyway.

Noel's Counter Assault is not without it's flaws however, Noel will only travel a certain distance, so against foes who are spacing well, you could end up getting Counter Hit out of your Counter Assault, leading of course to a free corner combo for them if you were in the corner at the time. Ragna's DeadSpike is the biggest threat for this example, since it's big hitbox, decent range, and a larger active window, it can punish Noel's Counter Assault Hard.

Noel's Counter Assault also loses to grabs, so a proper tick grab setup will beat a CA, as well as Tager's command grabs and grab super. So keep all this in mind, and make sure you think before you Counter Assault, and don't get to predictable with it, since it is certainly not a "Free Out".

Drive Moves

5D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
740 306 100 85 27 6 36 -23 Click!

5D has very little invuln, and loses to lows, add the fact that the move is very slow and you have a move that doesn't really have much of a use outside of combos. In the off chance that you do land a 5D, it's 100p1 makes it a very strong starter, if 5D CHs then you have time to reload and follow up with anything you want, making for really nice combos.

2D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
420×3 173×3 80 90(Once) 19 4×3 45 -30 Click!

2D is nowhere near as strong as it used to be, however due to it's 1 frame low invuln 2D is a very good low reversal move. Be careful though, since 2D loses to any anti-air for free, and most characters' jabs will beat it out as well, so only use it if you're trying to beat a low.

6D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720 296 90 89 30 1 32 -16 Click!

6D is a low hitting move that is mainly used in combos, but has uses outside of them too due to the fact that it hits low. Since it has slow startup it's good to use against people who react to the gap in blockstrings instead of actually reacting to an overhead. But keep in mind that if it's blocked, an opponent can punish you for trying to follow it up.

4D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 289 100 92 25 7 38 -26 Click!

Noel's 4D is by far her best drive, it's good against jump-ins, beats any move that doesn't have foot property, and Fatals. However remember that 4D isn't invulnerable forever, so if you timed it wrong, it can still be beaten by any move. Also, like all drives it loses to grabs.

j.D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
350×2 144×2 100 92(Once) 17 3(1)4 32(After Landing) -- Click!

j.D now has projectile invuln, but it's true strength is the fact that it is great for throw baiting. In the corner a CH j.D can lead to 5.5k~6k damage meterless. However j.D is very punishable on block, and most of the time you can be punished before you even have time to throw out another drive move, so this move is best used when you have meter to rapid cancel it.

j.4D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 248 90 92 10(After Landing) 2 50 -33 Click!

j.4D has no invuln, but it crosses up, hits low and Fatals. Don't be fooled though, the move is very slow and easy to react to, and most of the time you're not going to get this move to actually fatal anyone. This move is best used in rare occasions where you think your opponent has forgotten about it, though just like all of Noel's other drives, you're in a bad position if it gets blocked.

d.5A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450 186 90 84 13 4 38 -23 Click!

d.6A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400 186 90 84 18 5 32 -18 Click!

d.5B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
350×2 144×2 90 84(Once) 14 3(1)4 32 -17 Click!

d.6B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
640 264 80 85 21 3 47 -33 Click!

d.5C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
640 264 100 85 18 4 50 -35 Click!

d.6C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
120×9 49×9 100 99 23 5×8,6 38 -20 Click!

d.5D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 289 80 85 18 6 36 -23 Click!

d.2D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
350×3 144×3 80 96(Once) 19 4×3 45 -30 Click!

d.6D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720 298 80 89 23 3 32 -18 Click!

d.4D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 289 75 92 25 7 38 -26 Click!

II. Bloom Trigger

d.236D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600,950 248,393 90 88 18 2(6)2 30 -13 Click!

Bloom Trigger is Noel's main combo ender and in the corner it can be followed up with 6C, and Fenrir.

On block, the move is punishable, however if done at a far enough range, it will push your opponent back too far to do anything, certain characters require you to be more far back for this to work however, such as Ragna, who has the ability to punish BT more easily.

V. Assault Through

d.214D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000 414 80 92 31 4 24 -8 Click!

Assault Through has replaced Spring Raid as Noel's primary Combo Filler while in the corner, which also has managed to make her corner combos to look more stylish as a result.

Assault Through also Crosses Up your opponent, but it is very easy to react to, so use it very sparingly, unless you have meter to rapid it. On CH, Assault Through wall bounces midscreen, leading to a 3.5k combo.

Assault Through has invuln from startup until she completes her cross over, so it can be used to call out players who are trying to poke out of Noel's drive strings, however it can be called out by delaying the attack a bit so that it autocorrect's to Noel's new position.

Assault Through is also punishable on block, however it usually only leads to a small punish combo, but regardless, use it sparingly.

III. Spring Raid

d.623D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1150 476 80 80 8 4 31+18(After Landing) -34 Click!

Spring Raid is mainly used to follow up Fatal Combos, in CSX Spring Raid's use is much more limited.

Spring Raid can be used after 2D as a frame trap, but it has no invuln, so a DP will beat it clean, on a Successful Counter Hit, you can follow up Spring Raid with 6C, leading to a basic midscreen combo, and a 4+k corner combo.

Throws

Forward Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 200, 1100 90 100×2, 55 GR.T 0, 3, 3 7 4 12 Click!

Noel's forward throw is very quick, but has very short range, though it has deadly tick throw potential when used with Staggered 5As, due to the starting animation for both moves can look very similar when in the heat of battle under the pressure of Noel's staggers.

Damage-wise, it is very weak midscreen, however 2.5k off of a throw combo is nothing to ignore when it's off of simple mixup, but be wary when doing a Throw combo midscreen, as you will need to use 214A to follow it up, meaning you will end up on the other side, so if you have your opponent close to the corner, be sure to just let the throw go through it's full animation.

When the throw is used standalone without the aid of canceling it into 214A for the followup, it has great forward corner carry, and if close enough to the corner, it can be followed up with a Dash > 2B > 6C. If used directly in the corner however, it can be followed up with 22B, and leads easily into a 4.3k combo meterless, with the potential to add a super at the end to break 5k, so corner pressure with Noel, when mixed with proper tick-throws, can be VERY scary.

Back Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 200, 1100 90 100×2, 55 GR.T 0, 0, 3 7 4 12 Click!

Noel's backthrow can be used exactly like her forward throw, however it sends your opponent behind you instead of in front of you, however you don't switch sides until the throw animation finishes, so if you combo into 214A, then you will have the same combo and positioning as you would if it were a forward throw combo.

Noel's Back throw can be used to turn the tides on an opponent when he has you in the corner as well, so backthrowing an opponent out of a slow startup move can lead to 4k meterless, as well as putting Noel right where she loves to be: Pressuring her opponent in the corner.

Air Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1300 100 100, 55 AIR.T 0 7 3 21 Click!

Noel's air throw is an all purpose tool that can be followed up easily without much thought for a little over 3k meterless. it's only downside(in most cases) however, is that it switches sides with the opponent when landed, so if you call out your opponent's jump-out while they are in the corner, you will have to modify your combo to make sure you put them back in the corner after you're done with them, alot of times this means cutting your combo short, so you don't place yourself too far away from the corner after the combo.

Special Moves

XI. Optic Barrel

input236A/B/C

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
A 650 269 90 85 22 4 46 -3 Click!
B 650 269 90 85 25 4 52 -6 Click!
C 650 269 90 85 25 4 55 -9 Click!

Optic Barrel is used as a spacing tool, since it's not a traditional projectile that travels across the screen, it can be punished even from full screen if your opponent calls out the correct Optic Barrel.

Optic Barrel summons a projectile a certain distance ahead of Noel depending on the Button used: 236A: Summons a projectile one character length away from Noel. 236B: Summons a projectile about three character lengths away from Noel. 236C: Summons a projectile about six character lengths away from Noel.

As stated, these can be used as a decent spacing tool, and if your opponent is hit by one while standing, they will be knocked down, giving Noel a free run-in to press the advantage on wakeup.

XIII. Revolver Blast

j.236C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400×4 331×4 100 98 10 3×3,6 8(After Landing) -- Click!

Revolver Blast is mainly used as an air combo ender, however due to it's disjointed hitbox, it can actually be used to halt certain air approaches, this is risky though, since Revolver Blast is punishable on block, and has a decent amount of startup, so if you get predictable, your opponent can call you out with an anti-air and other faster air attacks. It's recommended to only use this method if you have meter to cancel it just in case.

Despite the riskiness of the move at neutral, it has 100p1, and thus leads to crazy amounts of damage when a successful counter hit is scored on an air opponent, especially in the corner, since it can lead to about 7k.

IX. Muzzle Flitter

214A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,800 0,331 90 100,90 26 6 9+16(After Landing) -- Click!

Muzzle Filter is Noel's Command Grab, though it's different from every other command grab in the game.

Muzzle Filter is: Unbreakable(As per usual for Command Grabs) Only works on a standing opponent (Whiffs on crouching) You can combo into it (No purple grab variation) Whiffs on a jumping opponent (Unlike Tao's Super Command grab, which has the same Properties listed above) Can be followed up with 2B > 6C, or 2A > 6C.

Muzzle Filter is like every other command grab in the sense that if it whiffs, it lets your opponent punish you for free, so only use VERY SPARINGLY.

Silencer

22B/C

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
B 300 124 100 99 17[4] 8 9 -- Click!
C 300 124 100 80 17 11] 9 -- Click!

Noel's Silencer is only used for combos and can only be used if your opponent has hit the ground at some point during the combo. The 22B variation can be held for more shots to fire off, and the 22C variation will pop the opponent off of the ground.

You can also follow up 22B by pressing the C button at any time during the 22B string, so 22BC, or 22BBBC or 22[B]C etc, to pop your opponent up after the initial string of 22B.

Both variations of Silencer can be dash canceled on Hit OR Whiff.

Distortion Drives

Zero Gun: Fenrir

632146D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
First Hit 200 0 100 94 1+5 5 149 -- Click!
Bullets 70×16[145×24] 0 100 96 16 -- -- -- Click!
Finisher 3600 0 100 80 -- -- -- -- Click!

Fenrir (1) Fenrir (Bullets)

  • values in [ ] are when first attack is blocked or whiffs

Fenrir (Finisher)

Fenrir is a decent Reversal Super with both invuln and Guard Point, but it isn't perfect, it is beaten by attacks from the air, including Jump-Ins, Gauntlet Hades, and Noel's own 2D.

If the initial strike whiffs or is blocked, Noel will shoot slightly more bullets than normal, however she will not fire the final missile unless the initial strike connects.

Fenrir's main Purpose is to end combos to add more damage when going for the kill, Fenrir usually does around 900 total minimum damage when the optimal amount of bullets connect before the final missile.

Bullet Storm > Zero Gun: Thor

j.236236D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
160×10,1900 0 100 97×10,92 4+6 -- 0(After Landing) -- Click!

Thor has a few uses, but it's safest use is to extend certain corner combos, if you're opponent is high up enough in the air, you can combo into TK Thor, and run all the way back into the corner with 6C, if they are not high enough, you can still catch them with 2A > 6C. Very few combos however can end with a Double Super by doing j.D > d.6D > d.5B > d.6B > d.5C > d.236D(2) > 6C > TK Thor > 66~ > Fenrir. However this is very rare and requires very specific combos with no Same Move Proration.

Thor can also be used as an anti-anti-air, some players will react to an Instant Air Dash by throwing out an anti-air, if you notice your opponent is doing this, then an IAD Thor will punish the Anti-Air, in the corner, this can lead to 5-6k easy.

Noel recovers from Thor as soon as she lands, meaning she can only be punished on whiff/block if her opponent catches her in the air. Noel can be punished by every character if she has her back to the corner, however if she's far enough away from the corner, very few characters can punish her, although she's still at a disadvantage so it's best to block if you're in this situation.

Astral Heat

Valkyrie Veil

214214C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Death 0 -- -- 9+20 4 26 -11 Click!

Noel's astral completely removes her hitbox from her sprite, so it can be used as a reversal, however certain moves will pass right through her over to the other side, thus making the actual Astral whiff.

Noel's astral can be combo'd into after 6C, 6C(2) in the corner, Assault Through when a certain distance into the corner, d.5C, and d.6B. All of these moves require your opponent to be in the air.


Strategy

Offense


Defense


Combos

These are just some important combos, for an extensive list of Noel's combos visit The CSX Noel Vermillion Combo Thread on Dustloop: http://www.dustloop.com/forums/showthread.php?12578-CSX-Noel-Vermillion-C-C-C-COMBO-COMPILATION!!!


Midscreen

Close Range 5A Combo:

  • 5A > 6A > 6C > 6D > 236A > 66C > j.D > d.6B > d.6C > d.5B > d.5C > d.236D (Does not work on Arakune)
  • 5A > 6A > 6C > 6D > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > d.236D (Works best on Arakune, but is possible on all characters)
  • 5A > 6A > 6C > 6D > 236A > 66C > j.D > d.6D > d.5D > d.5C > d.6B > Fenrir


Poking confirm on a crouching opponent:

  • Any starter into 5C or 2C > 3C > 22[B]C~66 > 66C > 236A > 66C > j.D > d.6B > d.6C > d.5B > d.5C > d.236D (Does not work on Arakune)
  • Any starter into 5C or 2C > 3C > 22[B]C~66 > 66C > 236A > 66C > j.D > d.6B > d.6C > d.5B > d.5C > d.236D (Works best on Arakune)
  • Any starter into 5C or 2C > 3C > 22[B]C~66 > 66C > 236A > 66C > j.D > d.6D > d.5D > d.5C > d.6B > Fenrir


Overhead Combo:

  • 6B > 6C > 2C > 3C > 22[B]C~66 > 66C > 236A > 66C > j.D > d.6B > d.6C > d.5B > d.5C > d.236D (Does not work on Arakune)
  • 6B > 6C > 2C > 3C > 22[B]C~66 > 66C > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > d.236D (Works best on Arakune)
  • 6B > 6C > 2C > 3C > 22[B]C~66 > 66C > 236A > 66C > j.D > d.6D > d.5D > d.5C > d.6B > Fenrir


Air Combo:

  • * j.A > j.B > dj.B > dj.C > dj.236C
  • * j.C > j.B > dj.B > dj.C > dj.236C
  • * j.A > j.B > dj.B > dj.C > Thor
  • * j.C > j.B > dj.B > dj.C > Thor


Drive Confirm:

  • 5D/2D/4D/j.4D > d.6A > d.6C > d.6D > d.6B > d.236D/d.214D
  • 5D/2D/4D/j.4D > d.6A > d.6C > d.6D > d.6B > Fenrir


Fatal Combo:

  • 4D/j.4D > d.6C > d.2D > d.623D > 66C > 236A > 66C > j.D > d.6D > d.6A > d.6B > d.5C > d.236D
  • 4D/j.4D > d.6C > d.2D > d.623D > 66C > 236A > 66c > j.D > d.6D > d.5D > d.5C > d.6B > Fenrir

Corner

Close Range 5A Combo:

  • 5A > 6A > 6C(2) > 66C > 4D > d.6C > d.214D > 446C > 5D > d.4D > d.236D > 66C > 236A > 66C > j.D > d.6D > d.5B > d.6B > d.5C > d.236D(1)
  • 5A > 6A > 6C(2) > 66C > 4D > d.6C > d.214D > 446C > 5D > d.4D > d.236D > 66C > 236A > 66C > j.D > d.6D > d.5B > d.6B > d.5C > d.236D(1) > 6C > Fenrir


Poking confirm on a crouching opponent:

  • Any starter into 5C or 2C > 3C > 22[B]C~66 > 66C > 4D > d.214D > 446C > 236A > 66C > j.D > d.6D > d.5B > d.6B > d.5C > d.236D(1)
  • Any starter into 5C or 2C > 3C > 22[B]C~66 > 66C > 4D > d.214D > 446C > 236A > 66C > j.D > d.6D > d.5B > d.6B > d.5C > d.236D(1) > 6C > Fenrir


Overhead Combo:

  • 6B > 6C > 2C > 3C > 22[B]C~66 > 66C > 4D > d.6C > d.214D > 446C(2) > 6C > 236A > 66C > j.D > d.6D > d.5B > d.6B > d.5C > d.236D(1)
  • 6B > 6C > 2C > 3C > 22[B]C~66 > 66C > 4D > d.6C > d.214D > 446C(2) > 6C > 236A > 66C > j.D > d.6D > d.5B > d.6B > d.5C > d.236D(1) > 6C > Fenrir


Drive Confirm:

  • 5D/2D/4D/j.4D > d.6A > d.6C > d.6D > d.6B > d.214D > 6A > 6C(2) > Walk Back Slightly > 6C > 236A > 66C > j.D > d.5D > d.5B > d.5C > d.236D
  • 5D/2D/4D/j.4D > d.6A > d.6C > d.6D > d.6B > d.214D > 6A > 6C(2) > Walk Back Slightly > 6C > 236A > 66C > j.D > d.5D > d.5B > d.5C > d.236D > 6C > Fenrir


Fatal Combo:

  • 4D/j.4D > d.6C > d.2D > d.623D > 66C(2) > 6C > j.D > d.4D > d.214D > 446C > 22[B]C~66 > 6C > 236A > 66C > j.D > d.6D > d.5B > d.6B > d.5C > d.236D(1)
  • 4D/j.4D > d.6C > d.2D > d.623D > 66C(2) > 6C > j.D > d.4D > d.214D > 446C > 22[B]C~66 > 6C > 236A > 66C > j.D > d.6D > d.5B > d.6B > d.5C > d.236D(1) > 6C > Fenrir

Navigation

BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc