BBTag/Noel Vermillion

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Overview

Overview
Noel is a rushdown character with unique call-out options. She does not have much in terms of long reaching normals or even specials to help her approach. Instead, Noel must rely on using her fast movement and her assist to make her way in. 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.
Noel Vermillion


BBTag Noel Portrait.png
Health
17,000
Prejump
4F
Backdash
22F (1~7F Inv All)
Fastest Attack
2A (7F)
Reversals
A+D (10F)
236B+C (6F)
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.
  • Poor 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

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 8 3 26 -12 B 6~8 H
  • 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).

Level P1 P2
3 90 80


5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 9 2 19 -4 B
5AA 1500 All 12 2 19 -4 B
5AAA 1700 All 18 5 18 -4 B
5AAAA 2000 All 15 6 23 -8 B
  • 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).


  • Jump cancelable on-hit

5AA is autocombo filler. Combos directly into 2B on Tager, Hakumen and Blizttank (standing-only).


  • Jump cancelable on-hit
  • Introduces a frametrap

5AAA is 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 is your 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.

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 4 100 85
5AAAA 5 100 90

5A:
5AA:
5AAA:
5AAAA:


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 2 12 -2 F
  • 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).

Level P1 P2
1 90 70


4B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 25 8 23 -16 P 5~32 BP
  • 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.

Level P1 P2
3 80 80
  • Crumple Duration 32F, Crumple Fall 53F


5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 23 4 23 -8 BP
  • 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.

Level P1 P2
4 100 85


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700×3 All 20 4,4,5 28 -14 HP 5~19 F
  • High-profile and considered airborne
  • Pseudo anti-air
  • Drive Cancel on 22-30f
  • Hitbox starts above her, only the last hitbox will hit low profiles.

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.

Level P1 P2
4 90 85


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 22 3 24 -10 B

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

Level P1 P2
3 100 100


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 17 3 32 -18 F
  • 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.

Level P1 P2
3 90 80


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 620×3 High, All 10 2,2,2 16 HP
j.AA 1700 High 9 3 24 HP
  • 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 2 into d.5A. Against airborne opponents on counterhit it can also be combo'd into 5A and j.B.


  • 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.

Version Level P1 P2
j.A 3 80 80
j.AA 4 80 85

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800×2 All 21 4,5 Until L+17L HP
  • 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.

Level P1 P2
4 80 85


j.C

XIII. Revolver Blast

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.C 370×5 All 10 3,3,3,2,2 14+7L 0 at best HP
j.CC 1700 All 9 3 36 HP

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. At super jump height, you recover fast enough to do another air action.

On counterhit it can be combo'd into a land-canceled d.5A.


  • j.CC 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.

Version Level P1 P2
j.C 4 80 85
j.CC 4 80 85

j.C:
j.CC:



Drive Moves

d.5A

Press A during various B normals

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 10 4 20 -10 BP
  • 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!

Level P1 P2
2 100 85


d.AA

Press A during your 1st Chain Revolver normal

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800×2 All 9 2(2)2 23 -6 B, BP
  • 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!

Level P1 P2
4 100 85


d.AAA

Press A during your 2nd Chain Revolver normal

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900×2 All 13 2(2)2 25 -8 BP
  • 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.

Level P1 P2
4 100 85


d.AAAA

Press A during your 3rd Chain Revolver

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2 All 18 2(2)2 33 -11 BP
  • 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.

Level P1 P2
4 100 85


d.5B

Press B during various B normals or 2nd Chain Revolver normal

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 33 4 27 -12 FP 3~36 BP
  • 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.

Level P1 P2
4 90 75


d.2B

Press 2B during 1st or 3rd Chain Revolver normal

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×3 All 23 3,3,3 24L -8 HP 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.

Level P1 P2
4 90 75


d.5C

Press C during various C normals or 2nd

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 High 16 3 27 -13 B
  • 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.

Level P1 P2
3 90 75

d.2C

Press 2C during your 1st or 3rd Chain Revolver normal

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 Low 22 7 25 -15 F 13~33 B
  • 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.

Level P1 P2
3 90 75


Type II: Bloom Trigger

Press A, B or C after chaining 4 Chain Revolver normals

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000, 1700 All 11 2(7)4 33 -16 B, BP

Automatic ender to Noel's chain revolver sequences. It wallbounces the opponent so it can be follow up'd with an assist.

Level P1 P2
5 100 90
  • Crumple Duration 31F, Crumple Fall 64F


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1300, 700 Throw 7-30 3 23 T

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

Level P1 P2
0, 3×2 100 50
  • Minimum Damage 2000
  • Crumple Duration 35F, Crumple Fall 83F
  • Maximum Slide duration 20F

Type III: Spring Raid

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2250 Air Unblockable 10 7 14+20L -22 H 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.

Level P1 P2
4 80 60
  • Minimum Damage 112


Skills

Type XI: Optic Barrel

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1500 All 29 4 Total: 49 -4 P1
236B 1500 All 30 4 Total: 54 0 P

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.

Version Level P1 P2
236A 3 80 80
236B 3 80 80

236A:

  • Minimum Damage 75


236B:

  • Minimum Damage 75


Type IX: Muzzle Flitter

214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2500 Throw 29 6 9+16L T
  • 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 .

Level P1 P2
0 100 100, 80
  • Minimum Damage 1250

Type VI: Flash Suppressor

214B (Chargable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 230×1~5 All 14 2{(8)2}×4 22 -5 F
214[B] 230×6, 1000 All 14 2{(8)2}×5,(14)4 26 -11 F

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.

Version Level P1 P2
214B 4 100 85
214[B] 4 100 85, 100

214B:

  • Hold button for more hits
  • Minimum Damage 11×1~5 (11~55)


214[B]:

  • Hold button for more hits
  • Final hit is considered separate hit with P2: 100%
  • Minimum Damage 11×6, 50 (111)


Extra Skills

Type II: Bloom Trigger

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900×5 All 9 2(7)2,2,2,2 23 -4 B

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.

Level P1 P2
5 80 90
  • Minimum Damage 90×5 (450)
  • Crumple Duration 31F, Crumple Fall 64F


Type V: Assault Through

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All 31 9 16 -4~+4 B 7~18 All
  • 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.

Level P1 P2
5 80 80
  • Minimum Damage 200
  • Maximum Slide duration 15F


Partner Skills

5P

BBCF d.5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700×3, 500×4 All (18)+13 3(2)3
[(18)2(7)2×4]
43 [34] -27 B

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.

Level P1 P2
4×2, 5×5 70 85
  • Only does followup attack (Values in []) on hit
  • Minimum Damage 35×3, 25×5 (230)
  • Crumple Duration 31F, Crumple Fall 64F


6P

BBCF d.6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
450×9 All (18)+30 3×2,6×6,5 Total: (18)+90 +11 P1

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.

Level P1 P2
4 70 85
  • Minimum Damage 22×9 (198)


4P

Type VI: Flash Suppressor

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100, 1500 All (18)+12 2(6)2 30 -13 F

Pretty mediocre. It launches your opponent upwards. That's about it. Could be useful as a generic defensive move as with most 4P assists.

Level P1 P2
4 70 85
  • Minimum Damage 55, 75 (130)



Distortion Skills

Zero Gun: Fenrir

236B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC Clean Hit 2000, 100×16, 4100
[2000, 100×31, 4100]
All 1+(28 Flash)+5 5 B, P2×17
[B, P2×32]
1~10 Guard All
236BC Miss 2000, 100×24 All 1+(28 Flash)+5 5(16)X{(3)X}×23 53 -35 B, P2×24 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.

Version Level P1 P2
236BC Clean Hit 5, 4×16, 5
[5, 4×31, 5]
80 100×17, 60
[100×31, 60]
236BC Miss 5, 4×24 80 80×25

236BC Clean Hit:
236BC Miss:


Bullet Storm > Zero Gun: Thor

j.236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
630×10, 4200
[630×15, 3800]
All 4+(21 Flash)+6 X{(4)X}×9 [×14](40)X Total: Until L+24 P2 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.

Level P1 P2
4 80×10 [×15], 48 60, 100
  • Values in [] are for Enhanced version
  • Minimum damage 63×10, 630 (1260) [63×15, 570 (1515)]
  • Final hit is considered separate hit with P2: 100%
  • Maximum Slide duration 40F


Distortion Skill Duo

Zero Gun: Fenrir Finisher

P during Partner's Distortion Drive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300,1700
[300,30×15,1750]
All 1+(49 Flash)+1 11 36 -27 B, P2
[B, P2×16]
1~6 All
Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]


Astral Heat

Valkyrie Veil

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 8+(74 Flash)+10 4 25 -10 B 1~31 All
Level P1 P2
4


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