Kyle Posted March 29, 2010 Posted March 29, 2010 [CT] Only good counter poke to Noel's drive pressure is reversal Cantata. Spam & mash boys.
Zoogstin Posted March 29, 2010 Posted March 29, 2010 6A will beat that overhead she does where does that jump arc thing.
Kyle Posted March 30, 2010 Posted March 30, 2010 6A will beat that overhead she does where does that jump arc thing. Ye:s at a very specific range and a very strict time. Depending on what move she dd previously, your spacing would all be wrong. I find 6A to be very unreliable against Noel's 2D.
DF2K Posted March 30, 2010 Posted March 30, 2010 I'm so glad that Noel's 2D is no longer an overhead.. although it makes absolutely no sense at all.
Kyle Posted March 30, 2010 Posted March 30, 2010 Honestly, the overhead never really bothered me. It's an effective cross-up and an even better Counter poke against Carl. I rarely felt like, "oh shit, I crouched, silly me"
Mascarpone Posted March 31, 2010 Posted March 31, 2010 it's significantly more irritating online where it is difficult to block on reaction... Sucks for those of us with no local arcade .. or local anything really.
Prophet Posted March 31, 2010 Posted March 31, 2010 it's significantly more irritating online where it is difficult to block on reaction... Sucks for those of us with no local arcade .. or local anything really. Yeah I'll agree with this. Noel seems very "slippery" whenever I play her. It seems like the best course of action to take here is bait/block and punish. But that's not really any fun. Any tips for offense sans the clap loop? Edit: Also great matches today Mascarpone, it was a lot of fun. My game has been kind of sloppy lately but I'm trying to get back into it.
Mascarpone Posted April 4, 2010 Posted April 4, 2010 thanks you too proph. I wish every night went so smoothly. I have been having allot of bad nights latly.
feri Posted April 14, 2010 Posted April 14, 2010 Punishes: Noel's move - Carl's response. 3C - 2B 3C 22D d.214D - 5B 2B 3C d.reload - 6B 623C/6B RC 236236d - 66 214C 5C CH 214a - crouch it then 5B 2B 3C (I can see 5c/3c working too) 236b/c (yomi'd) - IAD j.2c karathrow > anything quick (distance dependant). On block drives generally aren't guaranteed into each other. With a little experimentation I noted 2d > 6a is flat out punishable on block. But its not guaranteed... IIRC 2d > d.623d will CH your punish, d.4D (you'll both whiff), d.214D has some application too. The point is Noel is forcing mixups on herself (as well as you) that she must guess correctly or get punished. Note that drives don't really catch jumping either, its always a decent option. IB'ing drives opens up larger holes if your game for it. Get experimenting (I stopped at 2d and 5d IB cause its all I needed). Things I'd like other Noel players to comment on (CS only). Is 6B > 3C hit confirm-able? Running 6B 6C 2C 3C does not count. Is 5B > 3C hit confirm-able? Is 2D > anything hit confirm-able? Is 5C > 5D hit confirm-able?
linmlcw Posted April 15, 2010 Posted April 15, 2010 ^ Thanks for the info, it's a big help. Just asking though, is it possible (or smart) to Vivace out of her drive spam and then punish? And would Volante also help to get her off my back a bit? I haven't got much experience with CS Carl yet, but I'm beginning to settle on him as a main. Unfortunately one of my friends does nothing but drive with Noel, and I still don't know how to deal with it properly as Carl (though reading this thread has given me lots of new options already).
feri Posted April 15, 2010 Posted April 15, 2010 With CT Noel, just throw loop her everytime you punish a drive and you'll look forward to them throwing the match away on a blind guess. IB (sometimes optional) grab, IB (sometimes optional) 2a/5a 2b 3c, reversal cantata. The risk (Noel avgs 3k~3.5k) vs reward (throw loop) is so heavily in your favour. d.236d - Jump over it (not on reaction!). Falling punishment options. You have 1 CS cab in sydney, use it!
Kyle Posted August 19, 2010 Posted August 19, 2010 Carl vs Noel: Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B... Crouching: 5B, 6B, J.2C, Alle~can...
Azura Posted November 14, 2010 Posted November 14, 2010 Any recommendations for performing the first J.B in that string? I get the 5B, 6B, and the only way I can land the J.B is after an IAD but by then it's blockable. Am I just mistiming it or am I supposed to be using Nirvana to cover that?
Zoogstin Posted August 1, 2011 Posted August 1, 2011 Good Stuff Isu. But what do you mean by "better starter?"
Isuyaru Posted August 1, 2011 Posted August 1, 2011 Something that will make it so that when you get to the j.A j.C combo reset, j.A has a slight amount more hitstun than in this video. Something like 5B 6B 623C, or sandwich 2A 5B 623C 6B etc.
RaZoR963 Posted April 1, 2012 Posted April 1, 2012 How is noels 236236d safe..? Is there something this move does on block that I don't know that makes it safe? I usually don't have a problem punishing this. A simple 236B in between the bullet storm and the missile launch. This only doesn't work for me if she is extraaa far.
JG Posted April 1, 2012 Posted April 1, 2012 I usually don't have a problem punishing this. A simple 236B in between the bullet storm and the missile launch. This only doesn't work for me if she is extraaa far. You can also do alledashing and if she is near the corner you can add 5B after alledashing and combo her.
Pen_Ninja Posted September 12, 2013 Posted September 12, 2013 (edited) I really hate to bring up an old thread but I'm putting in some relevant information at least. Stuff I'm confused as to why I haven't seen in this thread already. - Almost every follow up to Noels 2D is punishable with 5A The only followups that wont be CH by a 5A are 4D, spring raid (623D) or Fenrir (632146D) 4D will make both characters whiff and move Noel backwards. You can OS against this with 5A 5B 623C so that if 5A hits you get the combo but if 5A whiffs you miss the 5B and catch her with 623C. Spring raid and Fenrir will hit you, there's nothing you can do about it but Noels really don't think to do these after 2D because they're horrible on block. Edit: Turns out that 6D will make 5A whiff but then you can still block 6D and punish Bloom Trigger as mentioned below - Noel's 2D is so good against Carl unless it's blocked. 2D usually isn't as good as it is in this matchup... the issue is that it moves Noel's hitbox above 90% of our moves and counter hits us out of everything other than 6A or 2C (from memory). You don't want to be doing yomi 6A or 2C too often because you'll kill pressure or get punched. Try to start pressure with 5A 5B quickly like above so that if 5A hits or is blocked, 5B comes out and doesn't on whiff. You have enough time to try for a meaty 5A, whiff and still block 2D... no other move really has this... use it often. - Noel's "safe" ender for a drive block string is bloom trigger (236D). It's -13 on block but pushes you way too far away to punish. However if you instant block at least the last hit then you can punish with 5B for free. so if you watch the revolver moves you can easily see BT come out in time. Something like 5D 5A 5B 5C BT can be easily punished with instant blocks One important thing to remember is that 4D moves her back enough that the first hit whiffs and the second is still safe. if you see 4D come out, then BT (there's enough time to react to the startup and especially the voice clip), instant blocks wont help. You CAN however, Vivace through the 2nd hit of BT and punish with 5A or sometimes 5B. Something like 5D 5B 5C 4D BT will move Noel close enough with 5C so 4D actually hits, then BT will be too far away. In this case, react to the 4D and wait form a second, if BT comes out then Vivace and punish. I put this up because I see so many people playing against Noel and not punishing her drive blockstrings. When I see somebody block 2D and then counter assault it hurts my soul a little bit. Edited September 12, 2013 by Pen_Ninja
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