Noel Vermillion/Combo List

Combos
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 charcter 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 doesn't work for Bang, Carl, or Arakune because of the weird hitboxes.

Note 3: On certain charcters (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 can't 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

^ Doesn't 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

^ doesn't 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

^ doesn't 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, doesn't 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, doesn't 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's 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]

Tips

 * Dont use Muzzle Filter on Tager or Hakumen because you can't combo after it. This is due to their height
 * 6C can only be used 3-4 times in a vaild combo.