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.
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
500
207
Backhand strike with gun. Relatively fast poke with decent range and priority.
Input
Damage
Heat gain
680
281
Fires gun straight forward. Changed from BlazBlue: Calamity Trigger, comparatively faster and with better priority and longer hitstun. Projectile property.
Input
Damage
Heat gain
300
124
Standard crouching jab. Decent poke, can lead into decent combos, especially in corner.
Input
Damage
Heat gain
460
190
Pokes along the ground with her foot. Hits low. Gatlings into 5B.
Input
Damage
Heat gain
420x2
173x2
Noel sweeps along the ground with one gun Hits twice. Projectile property.
Input
Damage
Heat gain
550
227
Anti-air kick angled upwards.
Input
Damage
Heat gain
650
269
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
450,750
186,310
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
720
298
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
(in the air)
300
124
Standard aerial jab. Cancels into itself.
Input
Damage
Heat gain
(in the air)
460
190
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
(in the air)
250x3
103x3
Spinning shots from both guns. Projectile property.
Input
Damage
Heat gain
(in the air)
400
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
300
124
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
500
207
Backhand strike with gun. Relatively fast poke with decent range and priority.
Input
Damage
Heat gain
680
281
Fires gun straight forward. Changed from BlazBlue: Calamity Trigger, comparatively faster and with better priority and longer hitstun. Projectile property.
Input
Damage
Heat gain
300
124
Standard crouching jab. Decent poke, but poor combo potential on standing opponents.
Input
Damage
Heat gain
460
190
Pokes along the ground with her foot. Hits low. Gatlings into 5B and 6A.
Input
Damage
Heat gain
420x2
173x2
Noel sweeps along the ground with one gun Hits twice. Projectile property.
Input
Damage
Heat gain
550
227
Anti-air kick angled upwards.
Input
Damage
Heat gain
650
269
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
450,750
186,310
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
720
298
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
(in the air)
300
124
Standard aerial jab. Cancels into itself.
Input
Damage
Heat gain
(in the air)
460
190
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
(in the air)
250x3
103x3
Spinning shots from both guns. Projectile property.
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
0, 200, 1100
90
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
(in the air)
0, 1300
100
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
0, 200, 1100
90
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
0, 200, 1100
90
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
0, 1300
100
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.
It uses her Chain Revolver 5B animation to blow the opponent away.
Input
Damage
Heat gain
--
--
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
1000
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.
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
420x3
173x3
Overhead flip while firing guns. No longer hits overhead. Has lower-body invulnerability while airborne.
Projectile property.
Input
Damage
Heat gain
700
289
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
720
296
Slides forward, then sweeps low. Faster startup compared to BlazBlue: Calamity Trigger. Knocks down on hit. Now has upper-body invulnerability from frame 1.
Fires guns in both directions. Resembles BlazBlue: Calamity Trigger 5C. Basic combo filler. Projectile property.
Input
Damage
Heat gain
(during Chain Revolver)
350x2
144x2
Forward shot while bracing gun on foot. Blows opponent back on hit. Projectile property.
Input
Damage
Heat gain
(during Chain Revolver)
640
264
Overhead axe kick. Hits overhead. Good vertical hitbox for juggles and bounces opponent.
Input
Damage
Heat gain
(during Chain Revolver)
640
264
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
(during Chain Revolver)
120x9
49x9
Throws her gun forward like a boomerang. Hits multiple times. First hit breaks one guard primer.
Input
Damage
Heat gain
(in the air)
350x2
144x2
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
(in the air)
600
248
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
(during Chain Revolver)
670 (Normal/Overdrive)
New additional move in BlazBlue: Chronophantasma for Chain Revolver.
Input
Damage
Heat gain
(during Chain Revolver)
300•3 (Normal/Overdrive)
New additional move in BlazBlue: Chronophantasma for Chain Revolver.
Input
Damage
Heat gain
(during Chain Revolver)
650 (Normal/Overdrive)
New additional move in BlazBlue: Chronophantasma for Chain Revolver.
Input
Damage
Heat gain
(during Chain Revolver)
630 (Normal/Overdrive)
New additional move in BlazBlue: Chronophantasma for Chain Revolver.
Input
Japanese name
English name
Damage
Heat gain
チェーンリボルバー Chēn Riborubā
Chain Revolver
740
306
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
420x3
173x3
Overhead flip while firing guns. No longer hits overhead. Has lower-body invulnerability while airborne.
Projectile property.
Input
Damage
Heat gain
700
289
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
720
296
Slides forward, then sweeps low. Faster startup compared to BlazBlue: Calamity Trigger. Knocks down on hit. Now has upper-body invulnerability from frame 1.
Fires guns in both directions. Resembles BlazBlue: Calamity Trigger 5C. Basic combo filler. Projectile property.
Input
Damage
Heat gain
(during Chain Revolver)
350x2
144x2
Forward shot while bracing gun on foot. Blows opponent back on hit. Projectile property.
Input
Damage
Heat gain
(during Chain Revolver)
640
264
Overhead axe kick. Hits overhead. Good vertical hitbox for juggles and bounces opponent.
Input
Damage
Heat gain
(during Chain Revolver)
640
264
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
(during Chain Revolver)
120x9
49x9
Throws her gun forward like a boomerang. Hits multiple times. First hit breaks one guard primer.
Input
Damage
Heat gain
(in the air)
350x2
144x2
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
(in the air)
600
248
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
チェーンクェイサー Chēn Keisā
Chain Quasar
---
---
Drive attacks will be accelerated.
Exceed Accel[]
Input
Japanese name
English name
Damage
Heat gain
(during Overdrive)
零銃・スレイプニール Reijū: Sureipunīru
Zero-Gun: Sleipnir
2000 4000 (Active Flow)
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.
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
拾漆式・チャンバーショット Jitsuurushi-Shiki: Chanbā Shotto
Type XVII: Chamber Shot
1100
Input
Japanese name
English name
Damage
Heat gain
(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
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
玖式・マズルフリッター Ku-Shiki: Mazuru Furittā
Type IX: Muzzle Flitter
0, 800
0, 331
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
(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
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
(While Chain Revolver activated)
参式・スプリングレイド San-Shiki: Supuringu Reido
Type III: Spring Raid
1150
476
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
(while Chain Revolver activated)
伍式・アサルトスルー Go-Shiki: Asaruto Surū
Type V: Assault Through
1000
414
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
/ (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
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
//
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)
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
(midair only)
拾参式・リボルバーブラスト Jitsusan-Shiki: Riborubā Burasuto
Type XIII: Revolver Blast
400x4
331x4
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
玖式・マズルフリッター Ku-Shiki: Mazuru Furittā
Type IX: Muzzle Flitter
0, 800
0, 331
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
(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
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
(While Chain Revolver activated)
参式・スプリングレイド San-Shiki: Supuringu Reido
Type III: Spring Raid
1150
476
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
(while Chain Revolver activated)
伍式・アサルトスルー Go-Shiki: Asaruto Surū
Type V: Assault Through
1000
414
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
}/ (on downed opponent)
フラッシュハイダー Furasshu Haidā
Flash Hider
Silencer
300
124
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.
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
(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
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
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
(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
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
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
ヴァルキリーベイル Varukirī Beiru
Valkyrie Veil
Death
0
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
ヴァルキリーベイル Varukirī Beiru
Valkyrie Veil
Death
0
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.