Noel Vermillion/Move List

Overview
Although Noel's Drive, Chain Revolver, is 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 become 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.

As of Continuum Shift, Noel's damage output has actually increased, but in exchange it is even more difficult for her to get into her damaging combos.

Normal

 * NOTE: All of her normals can be canceled into throws except for 2C and 3C and her drives.

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

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]