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Health Double Jumps/Airdashes Dash Type
11,000 1 Run
Overdrive Duration (in frames)
100 – 90% 89 – 80% 79 – 70% 69 – 60% 59 – 50% 49 – 40% 39 – 30% 29 – 20% 19 – 10% 9 – 0%
180 210 240 270 300 390 420 450 480 600

Noel Vermillion’s Drive is Chain Revolver (チェーンリボルバー Chēn Riborubā), and can be extremely spammable and may even seem cheap at low levels of play, it is in fact fairly unsafe and demands that any player seeking to use Noel competitively becomes familiar with her move properties. Although Noel is fairly fast and has good range, she has nothing that actually combos out of most of her pokes on a standing opponent, and most of the moves that do combo are either fairly situational or have slow startup. When she does land a solid hit, however, Noel is capable of extremely high-damage combos.

Command list[]

Basic moves[]

Input Damage Heat gain
A 300 124
BBCP (Noel 5A) A fast jab.
Short range, but fast startup and decent priority.
Good for hitconfirming into 6A.
Now no longer + on block.
Input Damage Heat gain
B 500 207
BBCP (Noel 5B) Backhand strike with gun.
Relatively fast poke with decent range and priority.
Input Damage Heat gain
C 680 281
BBCP (Noel 5C) Fires gun straight forward.
Changed from BlazBlue: Calamity Trigger, comparatively faster and with better priority and longer hitstun.
Projectile property.
Input Damage Heat gain
2A 300 124
BBCP (Noel 2A) Standard crouching jab.
Decent poke, can lead into decent combos, especially in corner.
Input Damage Heat gain
2B 460 190
BBCP (Noel 2B) Pokes along the ground with her foot.
Hits low.
Gatlings into 5B.
Input Damage Heat gain
2C 420x2 173x2
BBCP (Noel 2C) Noel sweeps along the ground with one gun
Hits twice.
Projectile property.
Input Damage Heat gain
6A 550 227
BBCP (Noel 6A) Anti-air kick angled upwards.
Input Damage Heat gain
6B 650 269
BBCP (Noel 6B) Overhead pistol whip.
Hits overhead.
Slow startup and has an obvious telegraph.
Forces crouch on hit.
Basic mixup leading into Drive juggles.
Input Damage Heat gain
6C 450,750 186,310
BBCP (Noel 6C)BBCP (Noel 6C(2)) Noel twirls the gun, then fires a large shot into the air.
Compared to BlazBlue: Calamity Trigger, has a slower startup.
Can be canceled with throw or specials.
Second hit has projectile property.
Second hit wall bounces in the corner.
Input Damage Heat gain
3C 720 298
BBCP (Noel 3C) Sliding gunshot along the ground.
Hits low.

Low profiles.
Projectile property.
Combos out of 5C and 2C on crouching opponents.
Basic setup for combos involving 22B/C.

Input Damage Heat gain
A (in the air) 300 124
BBCP (Noel jA) Standard aerial jab.
Cancels into itself.
Input Damage Heat gain
B (in the air) 460 190
BBCP (Noel jB) Swings gun in a diagonal arc.
Vertical hitbox shrunk compared to BlazBlue: Calamity Trigger, now has trouble hitting opponents below Noel.
Input Damage Heat gain
C (in the air) 250x3 103x3
BBCP (Noel jC) Spinning shots from both guns.
Projectile property.
Input Damage Heat gain
2C (in the air) 400
BBCP (Noel j2C)BBCP (Noel j2C Classic) Can only really be used to end non-prorated air combos without using Revolver Blast, so that you can cancel j.2C into Thor, though honestly you’re better off just canceling j.C into Thor, since proration wont cause the combo to drop if it’s been prorated.

Input Damage Heat gain
A 300 124
BBCS (Noel 5A) A fast jab.
Short range, but fast startup and decent priority.
Good for hitconfirming into 6A.
Now no longer + on block.
Input Damage Heat gain
B 500 207
BBCS (Noel 5B) Backhand strike with gun.
Relatively fast poke with decent range and priority.
Input Damage Heat gain
C 680 281
BBCS (Noel 5C) Fires gun straight forward.
Changed from BlazBlue: Calamity Trigger, comparatively faster and with better priority and longer hitstun.
Projectile property.
Input Damage Heat gain
2A 300 124
BBCS (Noel 2A) Standard crouching jab.
Decent poke, but poor combo potential on standing opponents.
Input Damage Heat gain
2B 460 190
BBCS (Noel 2B) Pokes along the ground with her foot.
Hits low.
Gatlings into 5B and 6A.
Input Damage Heat gain
2C 420x2 173x2
BBCS (Noel 2C) Noel sweeps along the ground with one gun
Hits twice.
Projectile property.
Input Damage Heat gain
6A 550 227
BBCS (Noel 6A) Anti-air kick angled upwards.
Input Damage Heat gain
6B 650 269
BBCS (Noel 6B) Overhead pistol whip.
Hits overhead.
Slow startup and has an obvious telegraph.
Forces crouch on hit.
Basic mixup leading into Drive juggles.
Input Damage Heat gain
6C 450,750 186,310
BBCS (Noel 6C(1))
BBCS (Noel 6C(2))
Noel twirls the gun, then fires a large shot into the air.
Compared to BlazBlue: Calamity Trigger, has a slower startup.
Can be canceled with throw or specials.
Second hit breaks one primer.
Second hit has projectile property.
Second hit wall bounces in the corner.
Input Damage Heat gain
3C 720 298
BBCS (Noel 3C) Sliding gunshot along the ground.
Hits low.
Breaks one guard primer.

Low profiles.
Projectile property.
Combos out of 5C and 2C on crouching opponents.
Basic setup for combos involving 22B/C.

Input Damage Heat gain
A (in the air) 300 124
BBCS (Noel jA) Standard aerial jab.
Cancels into itself.
Input Damage Heat gain
B (in the air) 460 190
BBCS (Noel jB) Swings gun in a diagonal arc.
Vertical hitbox shrunk compared to BlazBlue: Calamity Trigger, now has trouble hitting opponents below Noel.
Input Damage Heat gain
C (in the air) 250x3 103x3
BBCS (Noel jC) Spinning shots from both guns.
Projectile property.
}}

Throws[]

Input Damage Heat gain
BC 0, 200, 1100 90
BBCP Noel Forward Throw 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 its 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.
Input Damage Heat gain
4BC 0, 200, 1100 90
BBCP (Noel Back Throw) 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.
Input Damage Heat gain
BC (in the air) 0, 1300 100
BBCP (Noel Air Throw) 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.

Input Damage Heat gain
BC 0, 200, 1100 90
BBCS (Noel FThrow) 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.
Input Damage Heat gain
4BC 0, 200, 1100 90
BBCS (Noel BThrow) 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.
Input Damage Heat gain
BC 0, 1300 100
BBCS (Noel AThrow) 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.

Counter Assault[]

Input Damage Heat gain
6AB -- --
BBCP (Noel d5B) It uses her Chain Revolver 5B animation to blow the opponent away.

Input Damage Heat gain
6AB -- --
BBCS (Noel CA) 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 its 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 Dead Spike 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”.

Crush Trigger[]

Input Damage Heat gain
AB 1000
BBCP (Noel CT)BBCP (Noel CT Classic) Use it to guard crush opponents who aren’t barrier blocking. While it can be used as combo filler, it really only adds about 200-300 damage to basic BnBs, so it’s best to just save your meter for more important things like making punishable moves safe by using Rapid Cancels, and Counter Assaulting to keep opponents off.


Drive[]

Input Japanese name English name Damage Heat gain
D チェーンリボルバー Chēn Riborubā Chain Revolver 740 306
BBCP (Noel 5D) Noel slides forward and fires her gun directly in front of her. Faster startup compared to BlazBlue: Calamity Trigger.
Now has full-body invulnerability (can still be thrown) in latter part of move.
Projectile property.
Input Damage Heat gain
2D 420x3 173x3
BBCP (Noel 2D) Overhead flip while firing guns.
No longer hits overhead.
Has lower-body invulnerability while airborne.

Projectile property.

Input Damage Heat gain
4D 700 289
BBCP (Noel 4D) Twirls back and shoots the grounds. Faster startup compared to BlazBlue: Calamity Trigger.
Now has upper-body invunerability from frame 1.
Staggers on hit.
Fatal counter will stagger opponent for much longer.
Projectile property.
Input Damage Heat gain
6D 720 296
BBCP (Noel 6D) Slides forward, then sweeps low. Faster startup compared to BlazBlue: Calamity Trigger.
Knocks down on hit.
Now has upper-body invulnerability from frame 1.
Input Damage Heat gain
A (during Chain Revolver) 450 186
BBCP (Noel d5A) Unremarkable forward shot. Basic combo filler.
Projectile property.
Input Damage Heat gain
6A (during Chain Revolver) 400 186
BBCP (Noel d6A) Fires guns in both directions. Resembles BlazBlue: Calamity Trigger 5C.
Basic combo filler.
Projectile property.
Input Damage Heat gain
B (during Chain Revolver) 350x2 144x2
BBCP (Noel d5B) Forward shot while bracing gun on foot. Blows opponent back on hit.
Projectile property.
Input Damage Heat gain
6B (during Chain Revolver) 640 264
BBCP (Noel d6B) Overhead axe kick. Hits overhead.
Good vertical hitbox for juggles and bounces opponent.
Input Damage Heat gain
C (during Chain Revolver) 640 264
BBCP (Noel d5C) Advances while shooting her gun. Resembles old BlazBlue: Calamity Trigger Drive 6A.
No longer jump cancelable as of BlazBlue: Continuum Shift II.
Projectile property.
Input Damage Heat gain
6C (during Chain Revolver) 120x9 49x9
BBCP (Noel d6C) Throws her gun forward like a boomerang. Hits multiple times.
First hit breaks one guard primer.
Input Damage Heat gain
D (in the air) 350x2 144x2
BBCP (Noel jD) Falls to the ground while firing both guns straight downward. Carries momentum.
Groundbounces airborne opponents and staggers on grounded opponents
On counter hit, can combo into 214A or 6A/3C after reload animation.
When used close to the ground, can be used to enter Chain Revolver state without a D opener.
Input Damage Heat gain
4D (in the air) 600 248
BBCP (Noel j4D) Performs an aerial combat dive behind opponent to deliver a shot to their back. Retains momentum if performed during a dash, sometimes causing Noel to land in front and whiff. Instantly grounds aerial opponent on hit.
No invulnerability
Fatal Counter.
Has start up upon reaching the ground and can be thrown
Input Damage Heat gain
D (during Chain Revolver) 670 (Normal/Overdrive)
BBCP (Noel 5D) New additional move in BlazBlue: Chronophantasma for Chain Revolver.
Input Damage Heat gain
2D (during Chain Revolver) 300•3 (Normal/Overdrive)
BBCP (Noel 2D) New additional move in BlazBlue: Chronophantasma for Chain Revolver.
Input Damage Heat gain
6D (during Chain Revolver) 650 (Normal/Overdrive)
BBCP (Noel 6D) New additional move in BlazBlue: Chronophantasma for Chain Revolver.
Input Damage Heat gain
4D (during Chain Revolver) 630 (Normal/Overdrive)
BBCP (Noel 4D) New additional move in BlazBlue: Chronophantasma for Chain Revolver.

Input Japanese name English name Damage Heat gain
D チェーンリボルバー Chēn Riborubā Chain Revolver 740 306
BBCS (Noel 5D) Noel slides forward and fires her gun directly in front of her. Faster startup compared to BlazBlue: Calamity Trigger.
Now has full-body invulnerability (can still be thrown) in latter part of move.
Projectile property.
Input Damage Heat gain
2D 420x3 173x3
BBCS (Noel 2D) Overhead flip while firing guns.
No longer hits overhead.
Has lower-body invulnerability while airborne.

Projectile property.

Input Damage Heat gain
4D 700 289
BBCS (Noel 4D) Twirls back and shoots the grounds. Faster startup compared to BlazBlue: Calamity Trigger.
Now has upper-body invunerability from frame 1.
Staggers on hit.
Fatal counter will stagger opponent for much longer.
Projectile property.
Input Damage Heat gain
6D 720 296
BBCS (Noel 6D) Slides forward, then sweeps low. Faster startup compared to BlazBlue: Calamity Trigger.
Knocks down on hit.
Now has upper-body invulnerability from frame 1.
Input Damage Heat gain
A (during Chain Revolver) 450 186
BBCS (Noel d5A) Unremarkable forward shot. Basic combo filler.
Projectile property.
Input Damage Heat gain
6A (during Chain Revolver) 400 186
BBCS (Noel d6A) Fires guns in both directions. Resembles BlazBlue: Calamity Trigger 5C.
Basic combo filler.
Projectile property.
Input Damage Heat gain
B (during Chain Revolver) 350x2 144x2
BBCS (Noel d5B) Forward shot while bracing gun on foot. Blows opponent back on hit.
Projectile property.
Input Damage Heat gain
6B (during Chain Revolver) 640 264
BBCS (Noel d6B) Overhead axe kick. Hits overhead.
Good vertical hitbox for juggles and bounces opponent.
Input Damage Heat gain
C (during Chain Revolver) 640 264
BBCS (Noel d5C) Advances while shooting her gun. Resembles old BlazBlue: Calamity Trigger Drive 6A.
No longer jump cancelable as of BlazBlue: Continuum Shift II.
Projectile property.
Input Damage Heat gain
6C (during Chain Revolver) 120x9 49x9
BBCS (Noel d6C)
BBCS (Noel d6C(2)
Throws her gun forward like a boomerang. Hits multiple times.
First hit breaks one guard primer.
Input Damage Heat gain
D (in the air) 350x2 144x2
BBCS (Noel jD) Falls to the ground while firing both guns straight downward. Carries momentum.
Groundbounces airborne opponents.
When used close to the ground, can be used to enter Chain Revolver state without a D opener.
Input Damage Heat gain
4D (in the air) 600 248
BBCS (Noel j4D) Performs an aerial combat dive behind opponent to deliver a shot to their back. Retains momentum if performed during a dash, sometimes causing Noel to land in front and whiff. Instantly grounds aerial opponent on hit.
No invulnerability
Fatal Counter.
Has start up upon reaching the ground and can be thrown
Starts with reverse facing from the position move was launched from regardless of where she lands

Overdrive[]

Input Japanese name English name Damage Heat gain
ABCD チェーンクェイサー Chēn Keisā Chain Quasar --- ---
BBCP (Noel Overdrive)BBCP (Noel Overdrive Classic) Drive attacks will be accelerated.


Exceed Accel[]

Input Japanese name English name Damage Heat gain
AB
CD
(during Overdrive)
零銃・スレイプニール Reijū: Sureipunīru Zero-Gun: Sleipnir 2000
4000 (Active Flow)
BBCF Noel Zero-gun Sleipnir New move in Centralfiction. Noel hits the opponent with the first blow of Bloom Trigger; upon connecting, she fires the missile from her Zero Gun: Thor which carries them off horizontally forward upon connecting. She then finishes them off with a powerful electric spear-head blast from Bolverk (formed into a giant railgun) which upon hitting the missile carrying the opponent, shoots through both the missile and the opponent (which also causes Noel to run in from the side of the screen she shot from).

The Active Flow version instead adds in her animations of 5D, Chamber Shot, then her machine gun portion of Zero Gun: Fenrir right into the Overdrive version of Zero Gun: Thor. The final blast instead causes an explosion while also still piercing through the missile and opponent while also whiting-out the screen for a brief moment upon occurring.


Special moves[]

Input Japanese name English name Damage Heat gain
236A/B/C 拾壱式・オプティックバレル Jitsuichi-Shiki: Oputikku Bareru Type XI: Optic Barrel 650 (A), 650 (B), 650 (C) 269 (A), 269 (B), 269 (C)
BBCP (Noel Optic Barrel)BBCS (Noel OB(2)) Sets a mark, which explodes soon after. Strength used determines placement of mark.
Now has faster startup, but significantly less blockstun and shorter untech time.
Launches on hit.
Input Japanese name English name Damage Heat gain
236C 拾漆式・チャンバーショット Jitsuurushi-Shiki: Chanbā Shotto Type XVII: Chamber Shot 1100
BBCP (Noel Chamber Shot)BBCP (Noel Chamber Shot Classic)
Input Japanese name English name Damage Heat gain
236C
(in the air)
拾参式・リボルバーブラスト Jitsusan-Shiki: Riborubā Burasuto Type XIII: Revolver Blast 400x4 331x4
BBCP (Noel Revolver Blast) Fires four shots while twirling in the air. Viable tiger knee option and has low pro-ration as a starter on counter hit.
Projectile Property.
Input Japanese name English name Damage Heat gain
214A 玖式・マズルフリッター Ku-Shiki: Mazuru Furittā Type IX: Muzzle Flitter 0, 800 0, 331
BBCP (Noel Muzzle Filter)BBCP (Noel Muzzle Filter(2)) Flips forward and catches the opponent with her legs. Only hits standing opponents (whiffs on crouching or airborne opponents).
Unblockable.
Resembles a throw, but cannot be teched even when comboed into.
Input Japanese name English name Damage Heat gain
236D
(While Chain Revolver activated)
弐式・ブルームトリガー Ni-Shiki: Burūmu Torigā Type II: Bloom Trigger 600,950 248,393
BBCP (Noel Bloom Trigger) Jams the barrel of her gun forward followed by large energy blast from gun. Now recovers faster than in BlazBlue: Calamity Trigger.
Wallbounces on hit. Second hit has projectile property.
Input Japanese name English name Damage Heat gain
623D
(While Chain Revolver activated)
参式・スプリングレイド San-Shiki: Supuringu Reido Type III: Spring Raid 1150 476
BBCP (Noel Spring Raid) Flash Kick. No longer has invulnerability.
Launches opponent on hit.
Breaks one guard primer.
Input used to be 28D back in BlazBlue: Calamity Trigger. In BlazBlue: Continuum Shift Extend, can combo after it even from midscreen with j.b or 6c in certain conditions.
Input Japanese name English name Damage Heat gain
214D
(while Chain Revolver activated)
伍式・アサルトスルー Go-Shiki: Asaruto Surū Type V: Assault Through 1000 414
BBCP (Noel Assault Through) Spins forward very quickly, then tackles with shoulder. Crosses over opponent.
Breaks one guard primer.
Unsafe on block. In BlazBlue: Continuum Shift Extend, it causes slide towards corner on normal hit and wall bounce in the corner or on counter hit allowing follow-ups midscreen.
Input Japanese name English name English localization Damage Heat gain
22B/C (on downed opponent) 陸式・フラッシュハイダー Roku-Shiki: Furasshu Haidā Type VI: Flash Hider Flash Suppressor 300 124
BBCP (Noel Silencer)BBCP (Noel Silencer (2)) Noel fires her gun at the ground. B version can be mashed for additional hits.
B version combos into C version.
B version keeps opponent grounded and has significant pushback.
C version launches opponent on hit.
Hitboxes improved overall compared to BlazBlue: Calamity Trigger.

Input Japanese name English name Damage Heat gain
236A/B/C 拾壱式・オプティックバレル Jitsuichi-Shiki: Oputikku Bareru Type XI: Optic Barrel 650 (A), 650 (B), 650 (C) 269 (A), 269 (B), 269 (C)
BBCS (Noel OB)
BBCS (Noel OB(2))
Sets a mark, which explodes soon after. Strength used determines placement of mark.
Now has faster startup, but significantly less blockstun and shorter untech time.
Launches on hit.
Input Japanese name English name Damage Heat gain
236C
(midair only)
拾参式・リボルバーブラスト Jitsusan-Shiki: Riborubā Burasuto Type XIII: Revolver Blast 400x4 331x4
BBCS (Noel RB) Fires four shots while twirling in the air. Viable tiger knee option and has low pro-ration as a starter on counter hit.
Projectile Property.
Input Japanese name English name Damage Heat gain
236A 玖式・マズルフリッター Ku-Shiki: Mazuru Furittā Type IX: Muzzle Flitter 0, 800 0, 331
BBCS (Noel MF)
BBCS (Noel MF(2))
Flips forward and catches the opponent with her legs. Only hits standing opponents (whiffs on crouching or airborne opponents).
Unblockable.
Resembles a throw, but cannot be teched even when comboed into.
Input Japanese name English name Damage Heat gain
236D
(While Chain Revolver activated)
弐式・ブルームトリガー Ni-Shiki: Burūmu Torigā Type II: Bloom Trigger 600,950 248,393
BBCS (Noel BT) Jams the barrel of her gun forward followed by large energy blast from gun. Now recovers faster than in BlazBlue: Calamity Trigger.
Wallbounces on hit. Second hit has projectile property.
Input Japanese name English name Damage Heat gain
623D
(While Chain Revolver activated)
参式・スプリングレイド San-Shiki: Supuringu Reido Type III: Spring Raid 1150 476
BBCS (Noel SR) Flash Kick. No longer has invulnerability.
Launches opponent on hit.
Breaks one guard primer.
Input used to be 28D back in BlazBlue: Calamity Trigger. In BlazBlue: Continuum Shift Extend, can combo after it even from midscreen with j.b or 6c in certain conditions.
Input Japanese name English name Damage Heat gain
214D
(while Chain Revolver activated)
伍式・アサルトスルー Go-Shiki: Asaruto Surū Type V: Assault Through 1000 414
BBCS (Noel AT) Spins forward very quickly, then tackles with shoulder. Crosses over opponent.
Breaks one guard primer.
Unsafe on block. In BlazBlue: Continuum Shift Extend, it causes slide towards corner on normal hit and wall bounce in the corner or on counter hit allowing follow-ups midscreen.
Input Japanese name English name English localization Damage Heat gain
22}B/C (on downed opponent) フラッシュハイダー Furasshu Haidā Flash Hider Silencer 300 124
BBCS (Noel haidaA)
BBCS (Noel haidaB)
Noel fires her gun at the ground. B version can be mashed for additional hits.
B version combos into C version.
B version keeps opponent grounded and has significant pushback.
C version launches opponent on hit.
Hitboxes improved overall compared to BlazBlue: Calamity Trigger.

Distortion Drives[]

Input Japanese name English name Damage Heat gain
632146D 零銃・フェンリル Reijū: Fenriru Zero-Gun: Fenrir 200 (First Hit), 70x16[145x24] (Bullets), 3600 (Finisher) 0
BBCP (Noel Fenrir)BBCS (Noel Fenrir(bullets))BBCP (Noel Fenrir(finisher)) Jams the barrel of the gun forward and, sprays them with machine gun fire, then blows them away with a charged shot from the Nemesis Stabilizer. Gun-butt startup has guardpoint on block. Cannot be thrown. Bullet spray fires for a while longer if the bayonet does not hit.
Final charged shot only occurs if the gunbutt hits.
Puts opponent in fallback on hit of the finisher. Normal bullets make the enemy fall vertically.

In Overdrive, she will perform a few more shorts before the Nemesis Stabilizer finisher.

Input Japanese name English name English localization Damage Heat gain
236236D (in the air) バレットレイン⇒零銃・トール Baretto Rein ⇒ Reijū: Tōru Bullet Rain ⇒ Zero-Gun: Thor Bullet Storm ⇒ Zero-Gun: Thor 160x10,1900 0
BBCP (Noel Thor)BBCP (Noel Thor (2)) Noel fires a volley of bullets, followed by a missile. Extremely fast startup.
Bullets stun the opponent in midair for a very long time if they hit.
Missile breaks 2 primers.
No longer can move or guard after the missile until landing

Input Japanese name English name Damage Heat gain
632146D 零銃・フェンリル Reijū: Fenriru Zero-Gun: Fenrir 200 (First Hit), 70x16[145x24] (Bullets), 3600 (Finisher) 0
BBCS (Noel Fenrir)
BBCS (Noel Fenrir(bullets))
BBCS (Noel Fenrir(finisher))
Jams the barrel of the gun forward and, sprays them with machine gun fire, then blows them away with a charged shot from the Nemesis Stabilizer. Gun-butt startup has guardpoint on block. Cannot be thrown. Bullet spray fires for a while longer if the bayonet does not hit.
Final charged shot only occurs if the gunbutt hits.
Puts opponent in fallback on hit of the finisher. Normal bullets make the enemy fall vertically.
Input Japanese name English name English localization Damage Heat gain
236236D (in the air) バレットレイン⇒零銃・トール Baretto Rein ⇒ Reijū: Tōru Bullet Rain ⇒ Zero-Gun: Thor Bullet Storm ⇒ Zero-Gun: Thor 160x10,1900 0
BBCS (Noel Thor)
BBCS (Noel Thor(2))
Noel fires a volley of bullets, followed by a missile. Extremely fast startup.
Bullets stun the opponent in midair for a very long time if they hit.
Missile breaks 2 primers.
No longer can move or guard after the missile until landing

Astral Heat[]

Input Japanese name English name Damage Heat gain
236236C ヴァルキリーベイル Varukirī Beiru Valkyrie Veil Death 0
BBCP (Noel Astral) Noel creates a shield in front, blocking the next attack. If Noel is hit during this time, she instantly counters the attack, followed by an anime sequence of Noel firing a barrage of shots at the opponent. Energy grows in the background, and then explodes, destroying the opponent.
Input Japanese name English name Damage Heat gain
214214C ヴァルキリーベイル Varukirī Beiru Valkyrie Veil Death 0
BBCS (Noel VVeil) Fires a single shot forward. If opponent is hit, Noel dances around while shooting her opponent with explosive needles while being binded by her glyph. Invulnerable startup. This Astral is only available in Noel’s Control Organization uniform.

Input Japanese name English name Damage Heat gain
214214C ヴァルキリーベイル Varukirī Beiru Valkyrie Veil Death 0
BBCS (Noel VVeil) Fires a single shot forward. If opponent is hit, Noel dances around while shooting her opponent with explosive needles while being binded by her glyph. Invulnerable startup.

Navigation[]

Command list
Ragna the Bloodedge · Jin Kisaragi · Noel Vermillion · Rachel Alucard · Taokaka · Iron Tager · Litchi Faye Ling · Arakune · Bang Shishigami · Carl Clover · Hakumen · ν-No.13- · Tsubaki Yayoi · Hazama · μ-No.12- · Makoto Nanaya · Valkenhayn R. Hellsing · Platinum the Trinity · Relius Clover · Izayoi · Amane Nishiki · Bullet · Azrael · Kagura Mutsuki · Kokonoe · Yūki Terumi · Celica A. Mercury · Λ-No.11- · Hibiki Kohaku · Naoto Kurogane · Nine the Phantom · Izanami · Es · Mai Natsume · Susanoo · Jūbei
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