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Posted

I just suggest block high most of the time and react to 2 lows, one is 3C and the other is 6D, and react to the 214A (Jumping throw move) Noel has 3 overheads if i remember correctly, and 4 lows, and the only one that can actually lead to dmg are 3C and probably 6D the rest all require 50 percent meter to rapid cancel into combos i believe

Posted

I just suggest block high most of the time and react to 2 lows, one is 3C and the other is 6D, and react to the 214A (Jumping throw move)

Noel has 3 overheads if i remember correctly, and 4 lows, and the only one that can actually lead to dmg are 3C and probably 6D

the rest all require 50 percent meter to rapid cancel into combos i believe

Actually yeah I was talking to a friend today about this and realized that it made more sense to block high when she is in chain revolver because the low hit is not nearly as fast or easy to react to as the high hits.

I think when she's not in chain revolver it's better to block low because 3c comes out a lot faster than 2d or 6b.

Posted

I usually don't rush in on Noel unless I counter her. Pumpkin or j.2D. I do j.2D if they spam the drive like crazy. Noel's overhead are that I can remember: 6B and 2D. Low hits would be 6D,3C,2C,well and you know. Was wondering if Noel is good in the air or not.

Posted

Well as a Noel Player i'do prefer my opponent to block low more, since if i hit you on crouching position, i can get in a fat combos(well speaking of Rachell, i meant really fat combos) and 3c is pretty slow actually ... it comes out just as fast as 2D, it's her sliding animation that makes an illusion if that moves comes out really fast, but the actual hit comes really late, i'do usually only use that moves as faraway pokes/low profile something/hit confirm 2c on croucher, since if it got blocked = :vbang: on neutral actually i'do have a little problem with Rachel 5b, random 3c is very dangerous on this matchup >_> edit : and yeah, Noel J.b is really good on air to air, comes out really fast and active forever :v:

Posted

3c and 2d same speed? Interesting. Either way I have an easier time seeing 2d in advance. I think the most annoying thing is when I go for a 6a and Noel ducks under it with 3c lol.

Posted

3c and 2d same speed? Interesting. Either way I have an easier time seeing 2d in advance.

I think the most annoying thing is when I go for a 6a and Noel ducks under it with 3c lol.

yupp that happen to me many times, so I figured that blocking her makes it easier for me and grab when I get the chance. Especially when does her D into 6C. After 6C is a free counter grab if I can remember myself.

Posted

The grab after drive 6C can be baited with 2D and 28D, so I'd be a little cautious of getting predictable with throws right after a blocked drive 6C.

Posted

Although she can't get a lot of damage off of 2b and 2c without meter, 2b > 6c > 2c is one of her more common blockstrings (the other being 5a x n dash 5a x n). 2c has frame advantage and a bit of a vacuum effect along with great guardcrush values. After a 2c, Noel usually has a good chance to dash in 5a to restart pressure or dash in 6c to catch you jumping and start the loop. She can also go for a 3c for low, 2d for high, or directly into throw. If she has meter, she can cancel 2c into super or rc 6a > 6c > drive loop. She's also fast enough to chase you down if you try to backdash after a 2c. So generally, I think it's best to block low and react to the 6b and 2d overheads. 6b overhead will either come directly or after 5a's. You can poke her out of this fairly easily. Since Rachel can duck under 5b while crouching, Noel cannot chain into 6b from 2b. So once you see that foot come out, the only overhead she can do is 2d. Watch for the 2d and chair it or block and punish. If she goes for the 3c slide, remember that she is vulnerable after that and punish with 5b. If you try to jump out of pressure, make sure you barrier while doing it since her 6c has 5 frame startup and is air unblockable. Finally, if you ever come across a Noel that knows the Rachel only 22bc loop in the corner (~6k dmg meterless), stay out of there. One last thing that hasn't been mentioned before is her CA. Unlike other CAs it doesn't attack and instead acts like a roll that goes behind you. Expect these in the corner. Her best chance to use it is right before you do a j.3cd since whiffing that leaves you vulnerable long enough for her to get a free combo. In the corner, that can be a 22bc loop.

  • 3 months later...
Posted

As for her counter assault, I'm not sure if this is a reliable strategy, but since 5CC tracks (if they go behind you, the second C will automatically turn you around), I've hit a few Noels who tried to CA with this. Her 3C is also a free punish on IB. And when she goes for that weird twirly grab, Rachel can duck under it.

  • 2 months later...
Posted

Noel spammers can really get annoying. Also, l find myself falling for 6b/6b, 3c WAY too often. If l tech out of a combo i'm usually ready to defend: smart Noels start throwing out 6b to start instead of a low hit. l never seem to guess right. What is the best thing to do at the start of the match? Her 3c > my 236a. l started backdashing recently.

Posted

l tried that quite a few times and it works against quite a few characters (particularly Arakune). Dunno why l didn't think of it before-

  • 1 month later...
Posted

l hate Noel's Assault Through attack, but it seems at just the right moment you can throw her out of it!

After a knockdown, she gets in my face and l hate that so much, but really, this is a pretty easy fight. 6a = Noel as a whole. l've won matches from 6a.

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