BBTag/Noel Vermillion

From Dustloop Wiki
Jump to navigation Jump to search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview[edit]
Overview

"Everything will be all right if we work together!"
Lore: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.
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.
Drive: Chain Revolver
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.

Normal Moves[edit]

4A[edit]
4A
BBCP Noel 6A.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 All 8 3 26 -12 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[edit]
5A
BBCP Noel 5B.png
Oh no no more!
BBCP Noel 5C.png
BBCP Noel 6B.png
BBCP Noel Chamber Shot.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 12 2 19 -4 -
  • 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).

5AA 1500 All 12 2 19 -4 -
  • Jump cancelable on-hit

Autocombo filler. Combos directly into 2B on Tager, Hakumen and Blizttank (standing-only).

5AAA 1700 All 18 5 18 -4 -
  • Jump cancelable on-hit
  • Introduces a frametrap

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 (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 2000 All 15 6 23 -8 -

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[edit]
2A
BBCP Noel 2B.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 Low 7 2 12 -2 -
  • Low
  • Low-profile
  • Chains into itself and cancels into 5A on-block/hit (4A input also gives 5A)

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 5A, but for it you can only chain 2A twice into itself at maximum. The low-profile property of the move can make it go under certain DPs (e.g. Makoto).

4B[edit]
4B
BBCP Noel 4D.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 All 25 8 23 -16 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[edit]
5B
BBCP Noel 5D.png
Just keep pressing B my dude.
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All 23 4 23 -8 -
  • Drive Cancel on hit or 30-37f

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[edit]
2B
BBCF Noel 2D.png
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. 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 5-19 F
  • High-profile and considered airborne
  • Pseudo anti-air
  • Drive Cancel on 22-30f
  • Actually her old CP 2D

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[edit]
5C
BBCP Noel CT.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800+ High 22 3 24 -10 -
  • Overhead

Her universal standing overhead. Has decent speed but not very noteworthy. Use this to mixup your opponent while doing 2A staggers.

2C[edit]
2C
BBCP Noel 3C.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 Low 17 3 32 -18 -
  • Low
  • Low-profile

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[edit]
j.A
BBCP Noel jC.png
Has a few useful properties.
BBCP Noel j2C.png
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. 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 - -
  • 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 {j.B} into d.A. Against airborne opponents on counterhit it can also be combo'd into 5A and j.B.

j.AA 1700 High 9 3 24 - -
  • 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[edit]
j.B
BBCP Noel jD.png
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. 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 - -
  • 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[edit]
j.C
XIII. Revolver Blast
BBCP Noel Revolver Blast.png
BBCP Noel j2C.png
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. 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 - -
  • 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.

On counterhit it can be combo'd into a land-canceled {j.B}.A or an assist-call.

j.CC 1700 All 9 3 36 - -
  • 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[edit]

d.5A[edit]
d.5A
Press A during various B normals
BBCP Noel d5A.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 All 10 4 20 -10 -
  • Drive Cancel on 14-20f

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[edit]
d.AA
Press A during your 1st Chain Revolver normal
BBCP Noel d5B.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800*2 All 9 2(2)2 23 -6 -
  • Drive Cancel on 21-31f

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[edit]
d.AAA
Press A during your 2nd Chain Revolver normal
BBCP Noel d6A.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
900*2 All 13 2(2)2 25 -8 -
  • Drive Cancel on 19-28f

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[edit]
d.AAAA
Press A during your 3rd Chain Revolver
BBCP Noel d5C.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000*2 All 18 2(2)2 33 -11 -
  • Drive Cancel on 27-36f

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[edit]
d.5B
Press B during various B normals or 2nd Chain Revolver normal
BBCF Noel 6D.png
Toenail warning
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All 33 4 27 -12 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[edit]
d.2B
Press B during 1st or 3rd Chain Revolver normal
BBCF Noel 2D.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500*3 - 23 3,3,3 24L -8 3-32 F
  • High-profile and considered airborne
  • Drive Cancel on 39-48f

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[edit]
d.5C
Press C during various B normals or 2nd Chain Revolver normal
BBCP Noel d6B.png
Watch your dome!
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1200 High 16 3 27 -13 -
  • Overhead
  • Drive Cancel on 25-33f

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[edit]
d.2C
Press C during your 1st or 3rd Chain Revolver normal
BBCP Noel 6D.png
Watch your toes!
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1200 Low 22 7 25 -15 13-33 B
  • Low
  • Body invul and Low-profile
  • Drive Cancel on 28-39f

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[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCP Noel Forward Throw.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 1300, 700 Throw 7-30 3 23 - -
  • Minimum Damage 100%

Basic throw. Can be followed with 5A or cancelled into 214A on successful throw for a combo. Forward-throw puts them at greater distance.

Type III: Spring Raid[edit]
Type III: Spring Raid
5A+D
BBCP Noel Spring Raid.png
Free from the clutches of chain revolver
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2250 Air Unblockable 10 7 ??+20L -22 1-12 All

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[edit]

Type XI: Optic Barrel[edit]
Type XI: Optic Barrel
236A/B
BBCP Noel Optic Barrel.png
BBCP Noel Optic Barrel2.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 All 29 4 Total: 49 -4 -

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[edit]
Type IX: Muzzle Flitter
214A
BBCP Noel Muzzle Filter.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 2500 Throw 29 6 9+16L - -
  • Throw on standing opponents
  • High-profile and considered airborne

Noel's hooligan-style grab. Will only grab STANDING opponents (in or out of a combo) and jumps over them if they duck. 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[edit]
Type VI: Flash Suppressor
214B (Chargable)
BBCP Noel Silencer A.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Normal 230*1~5 All 14 2{(8)2}*4 22 -5 -
Charged 230*6, 1000 All 14 2{(8)2}*5,2(14)4 26 -11 -

Noel's old OTG attack but can now be used whenever! Still retains some usage as a decent oki ender. The last shot has increased pushback. The fewer shots Noel uses, the less disadvantaged she is on-block or the more advantaged she is on-hit.

Use this as combo-ender to setup into an universal assist-combo.



Extra Skills[edit]

Type II: Bloom Trigger[edit]
Type II: Bloom Trigger
236C or Press A, B or C after chaining 4 Chain Revolver normals
BBCP Noel Bloom Trigger.png
Finally as a regular special!
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
900*5 All 9 2(7)2,2,2,2 23 -4 -

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[edit]
Type V: Assault Through
214C
BBCP Noel Assault Through.png
Nothing personal kid
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 All 31 9 16 -4 7-18 All
  • Full invul after delay
  • Can pass through opponent 1-18f

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[edit]

5P[edit]
5P
BBCF d.5C
BBCP Noel d5C.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700*3, 500*4 All (18)+13 3(2)3
[3(2)3(18)2(7)2*4]
43 [34] -27 -

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[edit]
6P
BBCF d.6C
BBCP Noel d6C.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
450*9 All (18)+30 3*2,6*6,5 Total: (18)+90 +11 -

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[edit]
4P
Type VI: Flash Suppressor
BBCP Noel Silencer A.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1100, 1500 All (18)+12 2(6)2 30 -13 -

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[edit]

Zero Gun: Fenrir[edit]
Zero Gun: Fenrir
236B+C
BBCP Noel Fenrir1.png
BBCP Noel Fenrir2.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Clean Hit 2000, 100*16, 4100
[2000, 100*31, 4100]
All 1+(28 Flash)+5 5 - - 1-10 Guard All
Initial Hit Miss 2000, 100*24 All 1+(28 Flash)+5 5(16)X{(3)X}*23 53 -35 1-10 Guard All

Super ender for most of your combos. Has invincibility on wakeup. The last missile will only happen if you hit with the barrel of the gun. Amount of bullets varies between barrel hit and missing. 16(31 in RB) bullets on hit and 24 on miss.

Bullet Storm > Zero Gun: Thor[edit]
Bullet Storm > Zero Gun: Thor
j.236B+C
BBCP Noel Thor1.png
Uh... don't do this on block.
BBCP Noel Thor2.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
630*10, 4200
[630*15, 3800]
All 4+(21 Flash)+6 X{(4)X}*9 [*14](40)X Total: Until L+24 - 1-4 All
  • They're released from blockstun before the missile.

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[edit]

Zero Gun: Fenrir Finisher
P during partner's distortion drive
BBCP Noel Fenrir2.png
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
300,1700
[300,30*15,1750]
All 1+(49 Flash)+1 11 36 -27 1-6 All
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat[edit]

Valkyrie Veil
222B+C
BBCP Noel Astral.png
BBCP Noel Astral2.png
One of the safer Astrals in the game
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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- All 8+(74 Flash)+10 4 25 -10 1-31 All

Astral Heat. Similar to Noel's earlier astrals. It's a strike attack instead of a counter.



Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBTag/Noel Vermillion/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc