Noel Vermillion/Combo List

CSEX= CSII= CS= CT= 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]