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Posted
BBCP_Header_Q&A_Thread.png

 

Ask questions about Noel here, remember, there's no such thing as stupid questions, just stupid answers.

Frequently Asked Questions:

Posted

Challenge 20 spoilers

How I did it

5D FC>d6C>d5C>d6C>214A>5C>sjcjC>jD>d6C>d2D>22BC>66>6C(2)>2D>cOD>6C>2362369D>66>land>6321466D

Sample Play Combo

d6C FC>d5C>d6C>d6A>236C>5A>5C>6B>22(13 hits)C>66>6C(2)>jcOD>6C>5D>236D>6C>2362369D>land>66>632146D

 

As a preemptive sort of thing. Should be alright, ya?

Posted

As a challenge mode combo, if it works, it works lol.

 

Probably not something you'll be doing in real matches though... since it requires a fatal. RIP Noel's fatals.

  • 2 months later...
Posted

Hey guys, I've been out of the loop with Noel since CSE. Does anyone mind explaining to me what her 22B oki is? All I've really seen people do is end a corner combo with 22B and then run up and does 2C, which I'm guessing catches rolls, quick wakeup, and delay/no tech?

 

Also, how is her stagger pressure in CPE?

 

 

...and why is d.6C fatal

Posted

Hey guys, I've been out of the loop with Noel since CSE. Does anyone mind explaining to me what her 22B oki is? All I've really seen people do is end a corner combo with 22B and then run up and does 2C, which I'm guessing catches rolls, quick wakeup, and delay/no tech?

 

Also, how is her stagger pressure in CPE?

 

 

...and why is d.6C fatal

 

 

22B oki is basically just ending your combo with a few 22B shots, and then being ready to meaty them when they wake up, or just 2B or 2C them and combo them if they refuse to wake up. It's Noel's version of having oki pressure. You end combos with 22B because you're able to act before your opponent wakes up, which gives you the opportunity to tech chase them and pressure them on their wake up.

Posted

22B oki is basically just ending your combo with a few 22B shots, and then being ready to meaty them when they wake up, or just 2B or 2C them and combo them if they refuse to wake up. It's Noel's version of having oki pressure. You end combos with 22B because you're able to act before your opponent wakes up, which gives you the opportunity to tech chase them and pressure them on their wake up.

Ah okay, thanks for clearing that up!

Posted

22B oki puts your opponent in a position where they can not roll, and they can not no-tech. It also sets up drive oki.

 

The best things to do are one of these:
Run in 2B - catches no-tech into a full combo, also puts you in the perfect range to Grab/Grab bait mixup if they decide to tech and your 2B whiffs.

 

5D > d.5A - Both will whiff if your opponent techs, allowing you to go into d.6B/d.6D mixup. This can be mashed out of, and jumped out of, but I'll get into that later. This will also catch rolls into a full combo, and on some characters, like Rachel and Tager, it will also catch no-techs.

 

5D > d.6A - the 5D will whiff, but the d.6A will hit meaty, so it will catch people mashing on wakeup, and it will beat jumping on wakeup. You can use this to go into mixup as well if they block, it's just a little less effective.

  • 1 month later...
Posted

What do you mean by "nothing"? At what point does it drop?

The most common advice I give for this is: You can actually 5A earlier than you think. The timing is actually really easy once you wrap your head around that fact. It will feel really weird at first, but will become second nature once you get used to it.

Posted

Yeah, you're doing it too early lol. Just delay a tad bit more and you should be good.

Posted

Depends on the situation, but as a reference point, you should be using 5A, 2A, 5B, 2B, 5C, j.C, j.2C, and 2D depending on how close you are.

You can also use 4D to hard bait certain "neutral killer" moves that certain characters have, like Valk's 236A, and Tsubaki's 236X moves, if you've ever noticed a Noel using 4D while far away from an opponent, there's a good chance that was what they were trying. Honestly, this is pretty much all 4D is good for nowadays, since it's not very good in defensive situations in most cases anymore.

Posted (edited)

Well I have been landing the 5a more often, I even did it online. Unfortunately I got rekt for the most part. I just have no clue what to do about Terumi. It feels like i can't punish anything.

Edited by RockinGamma
  • 2 weeks later...
Posted (edited)

Hi; Trying to branch out from playing Jin and Noel sparked my interest. My questions are:

1. How is her execution and difficulty of hit confirms for a beginner?

2. What is her plan on the offensive? Jin is good at forcing situations on the opponent; How does she score her big damage?

 

Edited by Tenryuga
Posted

1. It can be a little rough. Her combos aren't super hard, but you need to make sure you have control over her drives, because if you drop one of those combos, you'll probably be in drive state, so you need to be ready with a backup plan in case you drop.

2. She gets her big damage from punishing. Really that's it, her mixup gets her so-so damage, but her CH Standing punishes deal her big damage.

Also, sup Ten.

Posted (edited)

Lol sup Luna; It's been some time. Actually picked up BB a bit more seriously so I'm down to play whenever. I also had a question about Noel's drive. How often should it be used on block? Only for the mixup?

Edited by Tenryuga
Posted

in CPEX, you literally want to use it whenever you can, until it stops working. Noel's drive mixup is Noel's gimmick in this game, she doesn't have much else.

Posted

This is gameplay related because I want the old Astral; how do I get/select her old hat costume? Do I just buy it from the CP store and it carries over?

In CPEX hat noel is there by default, just press left/right on the colour selection to get to it.

Posted

Yup, while in her old costume you can use both of her astrals, and you also get her old taunt.

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