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Noel Vermillion/Combo List

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Combo Damage Type
2B ➔ 5B ➔ 5C ➔ 2C 1409 Midscreen, meterless
5D + 5A + 5B + 5C + 5D + Type II: Bloom Trigger (236D) 2497 Midscreen, meterless
(on jumping opponent) 6A ➔ Jump Cancel (9) ➔ j.5B ➔ Normal Jump Cancel ➔ j.5B ➔ j.5C ➔ Type XIII: Revolver Blast (j.236C) 1654 Midscreen, meterless
5B ➔ 5C ➔ Jump Cancel ➔ Bullet Storm ⇒ Zero-Gun: Thor (236236D) ➔ Zero-Gun: Fenrir (632146D) 3297 Midscreen, 100% Heat
2D ➔ 5A + 5B + 5C + 6C ➔ Type VI: Spring Raid (623D) ➔ Jump (9) ➔ j.5B ➔ Jump ➔ j.5B ➔ Type XIII: Revolver Blast (j.236C) 2702 Midscreen, meterless
Throw (B+C) ➔ Muzzle Flitter (214A) ➔ 2B ➔ 6C ➔ Jump Cancel ➔ j.5D ➔ 6D ➔ 6B ➔ 5D ➔ 5C ➔ Type II: Bloom Trigger (236D) 2197 Midscreen, meterless
Aerial Throw (j.B+C) ➔ 2B ➔ 6C ➔ Silencer (22C) ➔ Dash (66) ➔ 6C ➔ Jump Cancel ➔ j.5D ➔ 6D ➔ 6B ➔ 5D ➔ 5C ➔ Type II: Bloom Trigger (236D) 2998 Midscreen, meterless
Throw (B+C) ➔ Muzzle Flitter (214A) ➔ 2B ➔ 6C ➔ Silencer (22B) + B + B + B + C ➔ Dash ➔ 6C ➔ Jump Cancel ➔ j.5D ➔ 6D ➔ 6B ➔ 5D ➔ 5C ➔ Type II: Bloom Trigger (236D) 2660 Midscreen, meterless
(on crouching opponent) 6B ➔ 6C ➔ 2C ➔ 3C ➔ Silencer (22B) + B + C ➔ Dash (66) ➔ 6C ➔ Type XI: Optic Barrel (236A) ➔ Dash ➔ 6C ➔ Jump Cancel ➔ j.5D ➔ 6D ➔ 6B ➔ 5D ➔ 5C ➔ Type II: Bloom Trigger (236D) 3236 Midscreen, meterless
(on jumping opponent) 6A ➔ Jump Cancel ➔ Aerial Dash (j.66) ➔ j.5C ➔ 6C ➔ Type XI: Optic Barrel (236A) ➔ Dash (66) ➔ 6C ➔ Jump Cancel ➔ j.5D + 6D + 6B + 5D + 5C + Type II: Bloom Trigger (236D) ➔ Zero-Gun: Fenrir (632146D) 3458 Midscreen, 50% Heat
on crouching opponent) 6B ➔ 6C ➔ 2C ➔ 5C ➔ 3C ➔ Silencer (22B) + B (x6) + C ➔ Dash (66) ➔ 6C (both hits) ➔ Jump Cancel ➔ j.4D + 6B + 6C + Type V: Assault Through (214D) ➔ Dash (44) ➔ 6C ➔ Jump Cancel ➔ j.5D + 6D + 5D + 5C + Type II: Bloom Trigger (236D) ➔ Zero-Gun: Fenrir (632146D) 4976 Corner, gets 50% Heat
Throw (B+C) ➔ Silencer (22B) + B (x7) + C ➔ Dash (66) ➔ 6C (both hits) ➔ 6C ➔ 4D ➔ Type V: Assault Through (214D) ➔ Dash (44) ➔ 6C ➔ Jump Cancel ➔ j.5D + 6D + 5C + 5C + Type II: Bloom Trigger (236D) ➔ Zero-Gun: Fenrir (632146D) 5109 Corner, gets 50% Heat
2C ➔ 5C ➔ Jump Cancel ➔ Bullet Storm ⇒ Zero-Gun: Thor (236236D) ➔ Dash (66) ➔ 2A ➔ 6C (both hits) ➔ Jump Cancel ➔ j.4D + 6B + 6C + Type V: Assault Through (214D) ➔ Silencer (22B) + B (x5) + C ➔ Dash (66) ➔ 6C ➔ Jump Cancel ➔ j.5D + 6D + 5D + 5C + Type II: Bloom Trigger (236D) ➔ Zero-Gun: Fenrir (632146D) 5884 Corner, 50% Heat, gets another 50% Heat

Grabs

5BC: A simple grab attack where Noel grabs her opponent and knees him/her forward. The animation of this move can be canceled into 214A.

-4BC: Noel grabs her opponent, jumps on his/her back, and knocks him/her away with her foot, landing on the other side of the opponent. Has about the same usefulness as 5BC.

-j.5BC: A grab in midair, Noel grabs her opponent and throws him/her down to the ground. j.5BC is a good way to end short midair combos, as well as grabbing opponents from the air who are guarding.

2A combo

2A ➔ 2B ➔ B ➔ C ➔ 2C

2A ➔ 2B ➔ B ➔ C ➔ 236236D

2A ➔ 2B ➔ B ➔ C ➔ 3C ➔ 22C ➔ 6C ➔ D ➔ 6B ➔ C ➔ 6B ➔ C ➔ 236D

6A combo

Anti Air 6A ➔ JB ➔ jc ➔ JB ➔ JC(3) ➔ 236C

6A ➔ [6C ➔ B+C] x n ➔ 6C ➔ D ➔ 6B ➔ C ➔ 6B ➔ C ➔ 236D

6A ➔ [6C ➔ B+C] x 1/2 ➔ 6C ➔ D ➔ B ➔ 6B ➔ C ➔ 236D ➔ 6C ➔ D ➔ B ➔ 6B ➔ C ➔ 236D

6A ➔ [6C ➔ B+C] ➔ 6C ➔ D ➔ 6B ➔ 236D ➔ 6C ➔ D ➔ B ➔ 6B ➔ C ➔ 236D
^ Notes: Time Bloom Trigger, so that it hits the character high in air. Delay Bloom Trigger (236D) a bit after drive C. If you timed it right, you should be able to finish with 6C ➔ 2367C to hit with max damage.

Note 2: This combo does not work for Bang, Carl, or Arakune because of the weird hitboxes.

Note 3: On certain characters (like Litchi, Taokaka) during the first drive loop, after 6B, make sure you delay a little bit in order to hit both parts of Bloom Trigger.

Note 4: If you happen to get a corner combo going on Hakumen, Tager, Jin after the first bloom trigger, you instead can do 6C ➔ D ➔ B ➔ 6B ➔ B ➔ 6B ➔ 236D for more damage. Keep in mind you cannot do 6C ➔ 2367C because you're too far to connect 6C.

6B combo

6B ➔ 6C ➔ 2C ➔ 3C ➔ 22C ➔ 6C ➔ D ➔ 6B ➔ C ➔ 6B ➔ C ➔ 236D
^ does not work on Litchi and Carl

6B ➔ 3C ➔ 22C ➔ [6C ➔ B+C] xn ➔ 6C ➔ D ➔ 6B ➔ C ➔ 6B ➔ C ➔ 236D
^ hit confirm before 3C

6B ➔ 3C ➔ 22C ➔ 6C ➔ D ➔ 236D ➔ 6C ➔ D ➔ B ➔ 6B ➔ C ➔ 236D

6B ➔ 3C ➔ 22C ➔ dash [6C ➔ B+C] ➔ 6C(1) ➔ 22C ➔ dash 6C ➔ D ➔ 6B ➔ C ➔ 6B ➔ C ➔ 236D
^ does not work on Carl and Arakune

6B ➔ 3C ➔ 22C ➔ dash [6C ➔ B+C] ➔ 6C(1) ➔ 22C ➔ dash 6C(1) ➔ B+C ➔ 6C(1) ➔ 22C ➔ dash 6C(1) ➔ JB ➔ JC(3) ➔ 236C
^ does not work on Carl, Arakune, Tager and Bang

6B ➔ 3C ➔ 22C ➔ dash 6C(1) ➔ 22C ➔ dash 6C(1) ➔ 22C ➔ dash 6C(1) ➔ JB ➔ JC(3) ➔ 236C
^ stable on Tager and Bang

6B ➔ 3C ➔ 22C ➔ 6C(1) ➔ 22C ➔ 6C(1) ➔ D ➔ 236D ➔ 6C(1) ➔ 2D ➔ 28D
^ corner, does not work on Carl, Arakune, and Bang

6B ➔ 3C ➔ 22C ➔ 6C ➔ 22C ➔ 6C ➔ D ➔ 236D ➔ 6C ➔ D ➔ B ➔ 6B ➔ C ➔ 236D [4100 ~ 4200]
^ mid screen, works on Tager, Litchi and Taokaka

B / C counter hit combo

B / C CH ➔ 3C ➔ 22C ➔ [6C ➔ B+C] x n ➔ 6C ➔ D ➔ 6B ➔ C ➔ 6B ➔ C ➔ 236D

3C combo

3C ➔ 22C ➔ 6C(1) ➔ 22C ➔ 6C(1) ➔ D ➔ 236D ➔ 6C(1) ➔ D ➔ B ➔ 6B ➔ C ➔ 236D [5000]
^ corner, does not work on Carl, Arakune, and Bang

3C ➔ 22C ➔ 6C ➔ 22C ➔ 6C ➔ 22C ➔ 6C ➔ 22C ➔ JB ➔ jc ➔ JB ➔ JC ➔ 236C [4700]
^ corner, works on Tager, Bang, Arakune, Litchi, and Hakumen, may rapid cancel the last 22C to add 3 more {6C ➔ 22C} loop for 5200 damage

3C ➔ 22C ➔ 6C ➔ 22C ➔ 6C ➔ D ➔ 236D ➔ 6C ➔ D ➔ B ➔ 6B ➔ C ➔ 236D [4800 ~ 5000]
^ works on Tager, Rachel, Jin, Taokaka, Ragna, Litchi, Noel (unstable), and Hakumen

3C ➔ 22BC x2 ➔ dash 6C ➔ D ➔ 6B ➔ C ➔ 6B ➔ C ➔ 236D
^ midscreen, works on Rachel

3C ➔ 22BC x4 ➔ 6C ➔ D ➔ B ➔ 6B ➔ C ➔ 236D ➔ 6C ➔ 2367C [6000]
^ corner, works on Rachel, 236D must hit pretty high in order for 6C to connect

3C ➔ 22BC x5 ➔ JC ➔ 236C
^ corner, works on Rachel

3C ➔ 22BC x2 ➔ 6C ➔ D ➔ 236D ➔ 6C ➔ D ➔ B ➔ 6B ➔ C ➔ 6B ➔ 236D [5000]
^ works on Tager

Throw combo

Neutral Throw (1) ➔ 214A ➔ 2B ➔ 6C ➔ hjc ➔ JB ➔ JC(1) ➔ JB ➔ jc ➔ JB ➔ JC(3) ➔ 236C

Neutral Throw (1) ➔ 214A ➔ 2B ➔ 6C ➔ 2D ➔ 28D ➔ hjc ➔ JB ➔ jc ➔ JB ➔ JC(3) ➔ 236C

Neutral Throw (1) ➔ 214A ➔ 2B ➔ [6C ➔ B+C] ➔ 6C(1) ➔ 22C ➔ 6C(1) ➔ JB ➔ jc ➔ JB ➔ JC(3) ➔ 236C

Neutral Throw (1) ➔ 214A ➔ 2B ➔ [6C ➔ B+C] ➔ 6C(1) ➔ 22C ➔ JB ➔ jc ➔ JB ➔ JC(3) ➔ 236C

Neutral Throw (1) ➔ 236236D

Neutral Throw (2) ➔ 236236D (in air)
^ do this while she is in the air

Back Throw (1) ➔ 214A ➔ 2B ➔ 6C ➔ JB ➔ jc ➔ JB ➔ JC ➔ 236C

Back Throw (1) ➔ 214A ➔ 2B ➔ [6C ➔ B+C] ➔ 6C ➔ JB ➔ jc ➔ JB ➔ JC ➔ 236C

Back Throw (1) ➔ 214A ➔ 2B ➔ [6C ➔ B+C] ➔ 6C ➔ 22C ➔ JC ➔ 236C
^ works on tall characters, will not combo all of it on Carl, Rachel, maybe Arakune

Back Throw (1) ➔ 214A ➔ 2B ➔ 6C ➔ 22C ➔ 6C ➔ JC ➔ 236C
^ works on Tager, Hakumen, Arakune, and Bang.

Air Throw ➔ 2B ➔ 6C ➔ D ➔ 6B ➔ C ➔ 6B ➔ C ➔ 236D


Chain Drive Combo

D / 2D ➔ A ➔ 6A ➔ A ➔ 6A ➔ 236D
^ 2D must be crouch hit

JD ➔ 28D ➔ [6C ➔ B+C] xn ➔ 6C ➔ D ➔ 6B ➔ C ➔ 6B ➔ C ➔ 236D

D ➔ 6C ➔ 214A ➔ 2B ➔ 6C ➔ JB ➔ JC(3) ➔ 236C

D ➔ C ➔ 6C ➔ C ➔ 6C ➔ 214A ➔ 2B ➔ 6C ➔ IAD 236C
^ Jin only, works best vs Jin's D, switch to 236A from 236C to continue attacking

D ➔ 5A ➔ 5B ➔ 5C ➔ 6C ➔ 214A ➔ 2B ➔ 6C(1) ➔ jc ➔ JD ➔ 6D ➔ 6B ➔ 5C ➔ 6B ➔ 236D/623D/632146D [4000-5000~ dmg]

6D ➔ 236D ➔ 6C ➔ D ➔ 236D ➔ 6C ➔ D ➔ B ➔ 6B ➔ C ➔ 6B ➔ 236D [5000 dmg]

236D ➔ RC ➔ 6C ➔ D ➔ B ➔ 236D ➔ 6C ➔ D ➔ B ➔ C ➔ 6B ➔ 236D [6000 dmg]

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