| 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 Rain ⇒ Zero-Gun: Thor (236236D) ➔ Zero-Gun: Fenrir (632146D) | 3297 | Midscreen, 100% Heat |
| 2D ➔ 5A + 5B + 5C + 6C ➔ Type III: 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 ➔ Type VI: Flash Hider (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 ➔ Type VI: Flash Hider (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 ➔ Type VI: Flash Hider (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 ➔ Type VI: Flash Hider (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) ➔ Type VI: Flash Hider (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 Rain ⇒ Zero-Gun: Thor (236236D) ➔ Dash (66) ➔ 2A ➔ 6C (both hits) ➔ Jump Cancel ➔ j.4D + 6B + 6C + Type V: Assault Through (214D) ➔ Type VI: Flash Hider (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]