BlazBlue for Xbox360 - Noel Vermillion Guide Version 1.0 by Joshua Vaughn, a.k.a. Mikadok on GameFAQs/GameSpot and YouTube and I Kei I on Xbox Live and Shoryuken.com YouTube page - http://www.youtube.com/user/Mikadok = = = = = = = = Copyright info = = = = = = = = Copyright 2010 Joshua Vaughn All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. = = = = = = = = = = = = = = = = Why'd you make this guide? = = = = = = = = = = = = = = = = When BlazBlue first dropped, I was drawn to using Litchi Faye-Ling. I did everything I could to learn her as well as I could, as well as the other characters, but Noel remained beneath my radar until a much later point in time, during which I finally began to understand everything that she had at her disposal, which I'll do my best to detail in this guide. This guide assumes that the general notations for BlazBlue are known to whomever uses it. If you need clarification on any of them, this will try to straighten that out, but if it fails in that regard, feel free check into other guides concerning BlazBlue around GameFAQs. = = = = Legend = = = = U = Up D = Down F = Forward B = Back u/f = up/forward d/f = down/forward d/b = down/back u/b = up/back qcf = quarter-circle forward, or d, d/f, f qcb = quarter-circle back, or d, d/b, b hcf = half-circle forward, or b, d/b, d, d/f, f hcb = half-circle back, or f, d/f, d, d/b, b dp = Dragon Punch motion, or f, d, d/f 360 = full circular motion j. = jumping s. = standing c. = crouching dj. = double jumping IAD = instant air dash (A) = Light Attack (X button) (B) = Medium Attack (Y button) (C) = Strong Attack (B button) (D) = Drive Attack (A button) B+C (RB) = Throw. There are two normal throws for each, done with A+S neturally or with the direction opposite your opponent held with a press of the button, respectively. For most, if not all, of the characters, at least one of the throws in question can be chained at some point or another into a special move or Distortion Drive. Each character also has an air throw, also performed with B+C when near an opponent in midair. Barrier Defense = A+B while guarding. Barrier defending allows you to guard without worry of taking damage while doing so, at the cost of some of your barrier meter. While guarding with an active barrier, your opponent will be pushed farther away from you than usual when you guard their attacks, so it can be useful to keep in mind against rushdown happy people. What's interesting is that your Burst is affected by how much meter you have remaining in your barrier gauge. A+B+C+D = Burst. Much like in Guilty Gear, the Burst is used to force an attacking opponent away from you. Much unlike Guilty Gear, however, Bursting is something you don't want to do recklessly, as you only have one per round. Also, bursting in BlazBlue takes away your Barrier Gauge for that round permanently, which in turn drops your defense straight to hell. On the flipside, however, a positive effect that it has aside from providing some much needed distance between you and your opponent is that it gives you a brief moment of invulnerability, which can be just long enough to weather a burst of offense from your opponent, save you from a Distortion Drive, etc. There's another positive effect though in that if your Burst is blocked, it can push the Guard Libra in your favor. As noted above, the strength of your Burst is tied to your Barrier gauge; if it's less than halfway full and red, and your opponent guards your Burst, it won't do anything to the Guard Libra whatsoever. If it's over halfway full and yellow, it'll push the gauge over a decent chunk. Finally, if you happen to have a full Barrier gauge and you Burst, and your opponent guards, then regardless of where the Guard Libra is, you'll crush your opponent's guard, giving you a chance to launch an offensive. If an opponent's guard is crushed in midair, they'll be left suspended in place for a moment, allowing you to go for an air combo. RC = Rapid Cancel. Press A+B+C just as any attack either lands or is guarded. This will allow you to cancel the animation of a move, similar to Roman Canceling from the Guilty Gear series. It will consume 50% of your Heat gauge, but it is useful to know due to the fact that it can save you from taking punishment at the end of an attack that would otherwise leave you open to retaliation, or will allow you to continue an assault that you have going on with only the slightest, if any, break in between actions. Tech Recover = A, B, or C after being knocked down, as you hit the ground, or during a strong aerial knockback. BlazBlue is unique in this feature in that you can actually perform a roll recovery after being completely grounded, as well as while you're airborne. You can perform a neutral recovery by pressing one of the three buttons with no direction, a forward recovery by pressing toward your opponent, or a backward roll recovery by pressing away from your opponent. It is imperative to note that neutral tech recoveries have the most invulnerability when you're grounded, and that not all moves allow an aerial tech recovery. + = Means to press any noted directions and buttons simultaneously, such as in f+A * = Means that a move can be executed in the air as well. When buttons are noted together without separation, such as in ABC, it means to press noted attack buttons simultaneously. = = = = = = = = = Other notations = = = = = = = = = When explaining combos later in the guide, the number notation normally seen in reference to games such as the Guilty Gear and Soul Calibur series may be used. For those unfamiliar, here is a small explanation that will hopefully clarify it. The notation in question coincides with the numberpad on your computer keyboard. 7 8 9 4 5 6 1 2 3 So in short, 8 would be up, 2 would be down, 4 would be left, and 6 would be right, with the other numbers representing the diagonal directions. In other words, the motion qcf+A would be abbreviated through the number system as 236A. = = = = Terms = = = = OTG = Off The Ground. Basically means that a move can pick up or hit a knocked down opponent, so long as they don't tech roll. TK = Tiger Knee (SC) = Move can be Super Cancelled into a special move or Distortion Drive. (CH) = Counter Hit xx = cancel into = = = = = = = = = = = = = = = = = = = A few notes about Noel Vermillion = = = = = = = = = = = = = = = = = = = Noel is a very agile character. She has really good running speed and mobility in general, and to make matters better for her, she has a very small profile, making catching her a pain for anyone that doesn't exactly know how to deal with one that can move about and defend relatively well in the process. Also, she fires her guns during some of her attacks, and the bursts from her guns can cancel projectile attacks (that aren't multihitters, mind you; you need to use a Distortion for those) and she covers herself fairly well with some of them to boot. Add to this the fact that some of her drive attacks give her enough invincibility to push through most anything if timed correctly, and you have a character that can be formidable against most anyone she comes across. = = = Pros = = = + Easy to learn, hard to master. + Some Drive attacks give her really good invulnerability. + Good mobility. + Small profile. = = = Cons = = = - Easy to learn, hard to master. - Points during certain parts of her Chain Revolver strings where she's wide open. - Best (and only "true") anti-air attack can only be done during Chain Revolver. - Despite obvious advantages, Distortions can be difficult to hit outside of combos, causing damage scaling to ruin their overall damage potential. Normal Throws B+C or 4+B+C (Throw) = In each of these throws, Noel steps onto the enemy, stunning them before proceeding to knock them down by either giving them a knee to the face, or by flipping up and stomping on them. Regardless of which throw you do, this is important to know because both of Noel's throws can be cancelled into special moves or even Distortion Drives after the initial hit connects. B+C in midair = Noel uses her legs to flip the enemy and send them straight down onto the ground. If this is done low enough to the ground, you can then follow up before the opponent can recover. Command Moves 6A: A solid roundhouse that sends the opponent flying. Like the 6P attacks in the Guilty Gear games, Noel's 6A gives her a measure of upper body invulnerability when she uses it, making this move ideal to catch people that air dash in recklessly. You can follow this up in a variety of ways, depending on whether or not you hit it on counter hit, thought hat will be explained later on. Regardless of whether or not you do, you can follow up with an air combo upon landing it. 6B: Noel turns and brings her gun down hard on the opponent's head. This is her normal overhead attack. It can be chained into from a few different normals, or from her 6A. This is her best combo starter as well, since it puts your opponent into a crouch stun automatically when it hits and can be cgained into other command moves directly afterward to start a combo. It also allows you to chain into other attacks that make it harder for your opponent to retaliate in general. As such, it should be kept in mind. 6C: Noel twirls her guns, then fires a shot towards the air. Good for stopping people from airdashing in with proper timing, and the first hit where she twirls her guns can be cancelled into special moves or her throw, which is key for performing some of her lengthier combos. 3C: Noel slides forward, shooting her gun at floor level as she stops. You can combo into this, and it's crucial for her 22C loop (which will be explained further down). Just as importantly, this makes Noel's already small profile even smaller. As an example, if Ragna does a Hell's Fang, she can use this to slide under his fist and land it without trading. She can also pass beneath some characters' low A attacks and projectiles. - - - - - - Normals = = = = = = 5A (or s.A): A quick elbow. This is her best poke by far, despite not having much range to it. It can beat out most any other pokes most characters can throw out and keeps Noel within range to throw her opponent after landing it, if she so chooses to. 5B (or s.B): A spinning strike with gun in hand. This has more wind up than her 5A and less priority. You'd be better off sticking to her 5A in this case. 5C (or s.C): Noel leans forward and fires each gun, one in front and the other behind her. Both of these shots can hit an opponent and can disperse projectiles in the process, but it has about as much wind up as her 5B and can't be followed up on without landing it on counter hit unless you rapid cancel or use a Distortion Drive. 2A (or c.A): A poke with her gun at a low height. This isn't as fast as her 5A, despite being a weak strike as well. It also doesn't have as much priority. Still, it has its uses, what with you being able to use it to OTG some opponents. All the same, you're better off using... 2B (or c.B): ...this quick sweep. It gets lower than her 2A, has better priority and is about as fast, so it's all around better to use, especially since it can OTG any opponent after a knockdown regardless of who it is, setting them up for a 6C into launch combo. 2C (or c.C ): Noel spins in her crouching position, firing her guns in a loop around her. It's a quick low strike that hits twice, but you can't combo from it unless it's on counter hit or you hit someone that's crouching, so if you hit someone with a 6B, you should usually follow up with 6C, then go into this from there, which can in turn go into a 3C. j.A: Noel does a quick poke in midair with her gun. Fast to happen and it can be done in succession, though that isn't exactly recommended since performing air combos with this can be difficult due to the fact that it doesn't give much hitstun. Hitting it repeatedly can also cause damage scaling to take away from the damage possible in your air combo in total, as well as making it extremely easy for your opponent to tech recover. j.B: Noel swipes at her foe with her gun. A better move than her j.A, it comes out about as quickly and has better priority, despite having more recovery time normally. If it either hits or is guarded, you can either jump cancel or go into her j.C from there. j.C: Noel fires her guns in a curving swath in front of her. Like her grounded attacks where she fires her guns, these shots are capable of getting rid of single hit projectiles. This can't be jump cancelled, but it can go into her j.B, which can be, so this is a valid move to use to end your normal string during an air combo before ending it with a Revolver Blast or Bullet Rain, provided your opponent isn't too high in the air. - - - - - - - - Noel's Chain Revolver = = = = = = = = = = = = = Chain Revolver: 5D, 4D, or 6D, then A, B, C, or D in succession This gets a section all its own for a reason, that being because of the fact that Noel's Chain Revolver differs in steps depending on which button is pressed when. They differ not only in priority, but in the fact that some of the steps of her Chain Revolver give her absolutely nutty invulnerability frames, allowing her to push through most attacks from her opponent, even some Distortions. I'll do my best to explain how her strikes during her Chain Revolver work for her. = = = = = = = = = = = = = Chain Revolver starters = = = = = = = = = = = = = 5D: Begins Noel's Chain Revolver with a straightforward step-in shot from her gun. It's her quickest starter and gives her just enough invulnerability to pass through quick strikes or fast moving projectiles with proper timing. It will stun your opponent if it hits, making it easier to follow up with other steps in the Chain Revolver. One notable thing about this is that you can utilize it to get through certain strikes that most other characters are known for, like Ragna's 5B, Taokaka's 5C, the beginning attack to Ragna's Hell's Fang, etc, so if you see any of these coming, and you can time it properly, you can push through to hit with this to go for a combo. j.D: Noel flips upside down, firing a blast from her guns. This can give her a little extra heght, as well as delay her descent to the ground if she's high in the air. She can follow up with anything else pertaining to the Chain Revolver once she touches ground as well, so if your opponent isn't quick enough to catch you before you touch the ground, you can continue your assault or use an ender when you touch ground. 4D: Noel begins with a backstep followed by a shot that hits the ground and ricochets up to cover a decent enough vertical distance to halt an airborne advance from someone who has air dashed in without super jumping beforehand, or, to be more precise, it about covers enough height to stop at Ragna's head level. Despite the step back naturally making this an evasive move, it has an impressive amount of invincibility to it, as you can push through some Distortions unscathed by doing it if you're cornered. 6D: Noel slides forward, quickly lowering herself to deliver a hard sweep. This one's a favorite of mine, despite the wind up, as two of the finishers to the Chain Revolver can hit after this with no problem, one of which can be followed up easily enough (or any of the three can connect if this lands on counter hit), or it can be followed up by other steps in the Chain Revolver loop, or even her Fenrir Distortion if you like. 2D: This seems to be a favorite among new Noel players, and with good reason. This is Noel's other overhead. While it isn't as quick as her standard one, it can be done either in the middle of her Chain Revolver or as the starter for it. The suddenness with which she leaves the ground and comes down firing tends to catch most people off guard. Don't overuse it, however, as it yields no invulnerability bonus, and worse off, you leave yourself wide open if you become predictable with it, as most people can hit her quickly enough to catch her before the actual attack takes place. **Each of these with the exception of j.D can also be used in place of other steps in the Chain Revolver. Any that have invulnerability retain it in this case.** = = = = = = = = = = = = = = = = = Chain Revolver steps/attacks = = = = = = = = = = = = = = = = = Like her normals, the moves Noel does during her Chain Revolver differ depending on the strength of the button pressed. None of these have any invulnerability to them but most have decent speed, priority, or both. Finally, you can follow with three of these after any of the above listed starters before needing to do an ender unless you cancel into an ender or special move at an earlier step. 5A or 6A after starter: I lumped these two together because both of them are about the same, both in effect and in speed. Noel steps forward and fires a quick shot from her guns. This is her quickest follow up after a 5D amd 5A and 6A can be alternated to combo up to three more hits. You can go into other Chain Revolver steps from here, but it's more difficult to combo into enders unless you're close, in which case a Bloom Trigger or Spring Raid should hit. 5B after starter: Noel kicks, extending her leg as far forward as she can, firing a shot fromher gun at the same time. Thisgets two hits as a result and it'll push the opponent back. Much like the 5A and 6A, there isn't much in the way of hitstun after hitting an opponent with this, and because it pushes the opponent farther away, you can't hit any of her other enders after this, so unless you're close enough to hit a Spring Raid, it'll be difficult to follow up unless you RC. If it hits an airborne opponent, it'll send them a good distance away from you. 6B after starter: A heel kick that comes down on the opponent hard. This is her third overhead. This leaves your opponent in more hitstun than any of her previous Chain Revolver steps, even moreso if it hits as an overhead, and since it brings her closer to her opponent, it's easier to follow up with other steps or an ender. If this hits an airborne opponent, it causes them to bounce, opening up more combo possibilities. 5C after starter: Noel turns and leans in hard as she fires a straight shot forward. If it hits a standing opponent, it puts them in a crumple stun, though not as long as her 5D does. If it hits an airborne opponent, it's harder to recover from than her 5A or 6A, allowing her to follow up with a 6B, after which you can follow with another of these before hitting an ender. Of course, being a Strong attack variant, this is harder to combo with on a standing opponent. These, however, add a decent chunk to your opponent's side of the Guard Libra gauge. 6C after starter: Noel tosses her gun forth, somehow making it return to her like a boomerang. While the gun is out and spinning, it can stop projectiles; even some multihitters. It goes without saying that this is a multihitting move itself, and it pulls them nearer to her, whether it gets guarded or not. If you hit a 5D, this should be your usual follow up, as it can be followed by a 214A, which can lead to more mayhem. If it's guarded and you can still continue into other steps, that'd be your best bet. This pushes the Libra gauge towards your opponent's side a good bit as well. = = = = = = = = = = = = = Chain Revolver enders = = = = = = = = = = = = = These can be done either directly after a 5D or after any of the Chain Revolver steps afterward. Type II - Bloom Trigger: 236+D (or qcf+D) Noel thrusts her gun forward, firing a shot from her gun. This move gets two hits--once when she thrusts the gun forward, and again when she fires--and each of them have surprising range to them. The first impact point has good priority, being able to stop moves like the first part of Ragna's Hell's Fang or Jin's Musou Senshouzan (or the "Ice Car", if you will). This is a good ender to use if you're wanting to gain ground against an opponent. Type III - Spring Raid: 2, 8+D (or d, u+D) Noel pulls off the classic Flash Kick with this one, though hers has *amazing* vertical reach to it. Much like the move in reference, this has very good startup invulnerability, enough to push through special moves and Distortions. Really, the only drawback to this attack is that it has to be done during a Chain Revolver string, unless you use the "shortcut" method, which is to do a midair 5D *just* before touching the ground, then immediately inputting 2, 8+D. If this connects, be it on counter hit or not, you can follow up with a juggle into an air combo. This will usually be your ender when you have an opponent cornered so that you can go into her 6C loop from there. Type V - Assault Through: 214+D (qcb+D) Noel passes by the enemy quickly, then immediately rams them with a hard shoulder, sending them sliding across the ground. Due to the nature of the move, what with her having to pass by the enemy before attacking, there are very few instances where this can actually combo from anything else, and such instances are also, as a result, quite situational. The speed of the move, however, is good for confusing an opponent with a quick cross-up if their defense is on point. As a HUGE plus, however, this can get you through quite a few things unharmed, including Distortions. = = = = = = = = = = = = = Noel's Special Moves = = = = = = = = = = = = = Type XI - Optic Barrel: 236+A, B, or C (or qcf+A, B, or C) Noel fires a shot which manifests in the air as her symbol bearing her two pistols, which then blows up, damging the opponent if they're near it when it does. The strength of the button pressed determines where the shot will be. While the delay before the shot explodes makes it hard to utilize, if it is used properly, it can aid in keeping pressure on an opponent. Also, if it hits on counter hit, the opponent can't do an aerial tech recovery, which means that you can follow up, even from across the screen, if you're quick enough. Type XIII - Revolver Blast: 236+C in midair (or qcf+C) Noel flips and rotates in midair, firing both her guns as she does so. This move hits multiple times and covers her well enough to clash with most moves at most any point in the rotation if need be. She rises a bit when she does this, so, like her aerial D, it can delay her descent as well. Its main use, though, is as an air combo ender. Type IX - Muzzle Flitter: 214+A (or qcb+A) Noel flips forward, latching onto her opponent to execute an almost luchador-like spinning move about the opponent's head before bouncing off of them and landing behind them. This is an inescapable command grab that immediately gives you a knock down and can be followed up by 2B then 6C to go into a combo or the 2,2+C loop. This is easiest to land after hitting your opponent with a 5D then 6C, or immediately after the first hit in a throw. Silencer: 2, 2+B or C (or d, d+C) while the opponent is down Noel fires at her fallen opponent. The B version can be rapid fired, but leaves the opponent in a downed state, while the C version pops the opponent into the air. You can also go from rapid firing the B version into a C version shot by pressing C during a B barrage. Bearing this in mind, some rather impressive combos are possible when utilizing this. The C version will be the one you'll want to use primarily as you'll get the most damage out of combos in that manner. - - - - - - **Distortion Drives** Zero-gun - Fenrir: 236236+D (or qcf, qcf+D) Noel summons forth a huge gun, firing off a barrage of shots that gradually lift in an upward arc in front of her. There are actually two parts to this move; if the initial hit where she summons the gun and thrusts it forward connects, then after the shots are fired, Noel finishes it off by summoning yet another gun and firing a focused shot that sends the opponent skyward. This can be the ender to a Chain Revolver loop if you so desire, but holding it for emergency situations isn't a bad idea, as it has a decent bit of invulnerability to it-- enough to override a few other Distortions, in fact. If this move is blocked, but the shots connect, the last sequence won't occur. Bullet Rain -> Zero-gun - Thor: 236236+D in midair (or qcf, qcf+D in midair) Noel unleashes a hail of bullets down onto her opponent before forming a Rocket Launcher and firing it at her opponent. Unlike her other Distortion, this one will finish regardless of whether or not the inital hit connects. Interestingly enough, if this is done while Noel is in a state where her double jump is still possible, then she can either double jump or air dash after the move, giving her a very good escape option. Regardless of whether you choose to use it as such or not, bear in mind that after the move, you're completely free to do attacks afterward. Astral Heat - Valkyrie Veil: 2 (charge), then 8+C repeatedly (or d, then u+C repeatedly) This can be a confusing input to some people. To be more precise about what the input is asking of you, you have to charge 2, then press 8+C, then repeatedly and rapidly press C. This, of course, means that it can be a difficult move to input manually. There is, however, a workaround, as the input can be done as you hit an opponent with Noel's 6C during a Chain Revolver string. After hitting the move where she throws her gun forth, this will combo. You must be in the last round of a fight with your opponent's health at about 20-25%, and you must have a full Heat gauge to pull this off. Yeah, you won't be seeing this one all too often. - - - - - - = = = = = = = = = = Noel's 6C cancel = = = = = = = = = = Noel's 6C has a unique use when compared to the same move in other characters' arsenal. As is the case with other normals and some other command moves, this too can be canceled with a throw. Noel's, however, is unique because the animation she goes through as she misses the throw happens so quickly that you can follow up with ANOTHER 6C or in some cases, other moves entirely. This means that if you can catch your opponent during a juggle near a corner, for example, you can bounce them for a bit with repeated 6C attacks. This follows the pattern of... 6C, B+C, 6C, B+C, 6C, B+C.... ...in rapid sucession, thus opening the door for Noel to give her some very effective juggles and combos in general. Some of the combos possible will be explained further below. = = = = = = = = = = = Noel's 2,2+C loop = = = = = = = = = = = When Noel knocks an opponent down, she can follow up by hitting them with her C version Silencer (2,2+C), which will pop them into the air. The best time to hit an opponent with this is, as mentioned above, after a 3C. However, once you have put your opponent into a knockdown state once, it's possible to use the Silencer again, despite them being airborne. Keeping this in mind, you can hit an opponent with 3C, follow up with 2,2+C, then perform 6C (twice if you can do her 6C cancel consistently), then follow up with another 2,2+C to bounce an opponent again to set them up for even more damage. Possibilities to follow up after this point are numerous if positioning is correct. - - - - - - - - = = = = = = Combos = = = = = = This will cover some of the combos Noel is capable of both with and without use of the Chain Revolver during them. Before all that, though, I'll cover various ways to combo with the Chain Revolver without normals and command moves mixed in, so if you get an opportunity to strike using said strings, you don't miss it. Chain Revolver strings = = = = = = = = = = = = = 5D, 6A, 6A, 6A, 236+D or 2, 8+D - The ender to this one in particular depends entirely on how close you are to your opponent and how much distance, if any, you want to put between yourself and them. The Bloom Trigger will blow them back, while the Spring Raid will knock them up and give you more juggle opportunity. 6D, 6B, 5C, 6B, 5C, 236+D or 2, 8+D - This one is a timing based combo. If you proceed through it too hastily as you bounce your opponent, you might miss subsequent attacks. 5D, 6C, 214A - This combo is a noteworthy one due to the fact that it's more or less the only way Noel has to combo into her command grab. Keeping it in mind, however, you can use this, then pick your opponent up for more punishment after recovering from the grab. Combos without the Chain Revolver - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6B, 3C, 2,2+C - From this point, you can pursue for an air combo if you wish, or you can stretch it out a number of ways, such as... 6B, 3C, 2,2+C, dash forward just a bit, then 6C xx B+C, 6C - ...this one. From this point, much like the ender of the first one, you can follow up for more damage, but since you landed more hits, the number of ways you can add on is shortened since the opponent can recover more quickly. This doesn't mean, however, that Noel's combos are short. Quite the contrary, as the following combo.... 6B, 6C, 2C, 3C, 2,2+C, dash forward then 6C xx B+C, 6C, j.B, dj.B, j.C xx Revolver Blast - ...happens to be a favorite of mine. This one in particular takes some timing to execute, and is harder to do on some characters than others due to size issues, but it does pretty good damage overall. - - - - - - Combos with the Chain Revolver - - - - - - - - - - - - - - - - - - - - - - - - - - - These sorts of combos are usually just variations on her standard ones, like the ones listed above, except that at certain points, you can do certain Chain Revolver strings and combo with them. 6B, 6C, 2C, 3C, 2,2+C, dash forward then 6C xx 5D, 6B, 236+D or 2,8+D - Seeing a trend with the Chain Revolver enders? You don't usually want to end with an Assault Through. That being said, you can actually stretch this one out much longer if you make it to the second 6C, as the next one shows. 6B, 3C, 2,2+C, dash forward then 6C xx 2,2+C, 6C xx 5D, 6B, 5C, 6B, 5C, 236+D or 2,8+D - An odd amalgamation of two of the above combos, this one is actually valid, though it's quite stringent on timing, as you have to be careful as far as how high the opponent is when you hit the second 6C. Too high, and they can recover as you do your 5B. Too low and they can touch ground and recover. = = = = = = = = = = = = = = = Unlimited Noel = = = = = = = = = With the newest patch to BlazBlue: Calamity Trigger comes new downloadable content, and part of that content comes in the form of Unlimited versions of everyone else on the roster that didn't get one intially. A question that I'm sure springs to many Noel players' minds off the bat is "Can Unlimited Noel beat Unlimited Ragna/Rachel soundly?" With everything that she's been given, I'd say that the answer is a resounding yes, if she's utilized properly. I'll do my best in this section to note the changes that Unlimited Noel has that diffrentiates her from her normal self. + Movement speed is GREATLY increased. + Triple jump. + Double air dash. + Optic Barrel can be fired three consecutive times by pressing either A, B, or C two more times after starting the move. Distance can be changed as well between shots by pressing the appropriate button. + Noel now has eight steps to her Chain Revolver after the starter before she has to do a finisher. + D Chain Revolver steps can be cancelled in mid-attack by other steps. (Example: You can do 2D, then do her midair 5D during the jump.) + Chain Revolver steps can be repeated in succession now. + Leap distance on 214A has been increased. + When doing the Spring Raid, it can be repeated two more times by pressing 2,8+D as you land each time. + Revolver Blast can be jump cancelled. + When you land the initial hit of Zero-gun: Fenrir and the finishing shot is done, Noel fires three concentrated blasts instead of one. + When you execute Bullet Rain -> Zero-gun: Thor, a volley of rocket launcher shots are fired instead of bullets. In my opinion, this makes it worse, because the missiles are slower, but it'd be fun to catch someone by surprise with it. =P = = = = = = = = = = = = = = Summary/General playstyle = = = = = = = = = = = = = = To play Noel effectively, you have to be able to put some heavy pressure on your opponent while keeping them mixed up as best you can. In the process, make use of the invincibility that Noel gains in some of her D drives if you know what your opponent is going to do and you know you can use said attacks to capitalize on their actions as such. Try your best to use her small frame to your advantage as well, keeping mind her 3C, which will allow her to get beneath quite a few attacks while still sticking one out of her own. Just don't get too predictable with it. On that note, don't go blindly spmming her Drive attacks like mad hoping that the points of invulnerability in the few D attacks that have them will save you forever, as the opponent will simply read you, then nail you when you're open if you aren't careful. Keep her moving as much as you can and don't let up if you can help it while giving out the best high/low mixup game you possibly can and you should do fine. = = = = = = I hope that my guide is helpful. I never claimed to be the authority on Noel, but I like to think that I'm fairly efficient with her, personally. = = = = = = = = = Special Thanks = = = = = = = = = - To my mom, for constantly putting up with my BS. - To my brother for getting me this game, and for giving me so many heated matches, and the same goes for anyone else...and you know who you are. =P - To all my other friends, for being my encouragement to do this. - To Arc System Works, for making BlazBlue. Definitely looking forward to Continuum Shift. =)