mooyang90 Posted December 15, 2009 Posted December 15, 2009 This is by no means the end all guide to CS Noel. I made this guide in an attempt to help the transition of CT to CS Noel easier. There's definitely some mistakes here and there as we test this new game out. Normals A attacks 5A A little crappier than it's CT version since it comes out slower, but it still gives practically the same frame advantage on block and what not. Still a solid tool, but it's range is not very good. Nevertheless, a MUST use normal. Jump cancelable on hit. 6A Whiffs over practically everyone if they crouch. Gives you lousy frames on block. Still has decent anti-air properties and upperbody invulnerability though. If you CH them in the air with this you can IAD after then and try and to a 6C->drive juggle, but this is hard to hit consistently. 2A Average range, but very slow for an A attack. Will get countered a lot. j. A Same as it was in CT, fast...but very very short range. Will get beat by a lot of people's air attacks...(Carl, Litchi, hell even Tager) B attacks 5B Very solid poking tool. It's fast, and gives the range that 5A sorely lacks. Plus it isn't a projectile so it works very well against sledge happy Tagers. Jump cancelable on hit and block. 2B Solid tool, better range than 2A and comes out fast. Can combo into 6A if you are fast enough to hit confirm it. 6B Overhead...can be jabbed out of, can be countered easily, can be thrown out of, can be jumped out of. However, despite it's limitations, it's one of the few ways Noel can get big damage. Be wary about hitconfirming this into 6C->2C->3C however, because the 6C will whiff on character's such as Litchi and Tao. Decent wakeup tool if you trained your opponent to block. j. B Reduced hitbox, so sometimes j. B->j. C->j .B won't work for some strange reason. C attacks 5C Her best normal hands down. Can be linked into 3C or 5D if hit by counter. Decent range. Solid poke tool. Jump cancelable on hit. 2C Practically the same as it was in CT...can be linked into 3C if hit by counter. Solid poke tool, but shorter range than 5C. 6C Comes out slower now, so no more 6C BC loops. Takes away guard primer point. Still decent as an anti-air because it leads to decent combo damage, but it gets beat a lot due to the fact it gives practically no upperbody invulnerability. 3C Her slide. Same as it was in CT. Can be beat by a lot of shit. However, it's basically her only way to get damage. If you space it well it's safe on block. Her best punisher. Goes under a lot of attacks. Takes away guard primer point j. C Solid air tool, if not her best air to air attack. Gives the range that the A/B version lacks. Her go to tool for jumping in IMHO, because now that CH last for the whole attack instead just the first hit, you can j. C->5A->6A->6C->drive juggle (standing opponents only!!!) 22B/C The tools of her new haida loop. Basically, the B does the damage, and the C picks them up for the next rep of the loop. j. 236 C Combo filler Drive Moves 5D It gives full body invulnerability, but it takes a couple of frames. This means it will be beat by people mashing 5A. However, it will be beat a lot of character's bread and butter attacks such as Ragna's Hellspike and Jin's 5D. Once you land a CH, you can do a big meaty combo (see combo section for more info). Must use drive move. 6D Comes out very fast now. Actually useful as a mixup :D 4D Her best attack now. Very fast, and gives true invulnerability. On counter it leads to a 3.6k combo. VERY GOOD ANTI AIR, but doesn't lead to much other than a 236A. 2D No longer an overhead. Other than that, still gives low invulnerability. Why isn't this an overhead? Because AssSys wants Noel to suck. If it's done in close range on small character's like Tao and Carl, it will cross them up. 236D Gives good frame advantage now. Safe way to end a pressure string. 623D Her old 28 D. Takes away a guard primer point. Apparently this doesn't give invulnerability on start-up anymore. 214D Comes out faster now. Still unsafe on block. Takes away guard primer point. J. D Bounces opponents now, allowing you to combo into 6D into 236D if you hit it. J. 4D Her new attack that can cross-up. Use it once in a bluemoon to catch people off-guard I guess. Takes away a guard primer point. d. 5C Solid attack. Fast and jump cancelable!!! Good frame advantage too. d. 6C Hits opponents in the air better I guess. Good frame advantage (but only if they don't IB it lol) Can lead to d. 6B/d. 6D/214A mixups. Takes away a guard primer point. d. 5B Combo filler d. 6B Same as it was in CT, except much faster. Very good overhead, solid mixup tool along with 6D. d. 6A Fast and gives massive frame advantage. d. 5A Combo filler J. D land canceling Noel still has this very useful trick, and I believe it's even better now that her drive moves are faster. Like before, if you do a j. D when you're really close to the ground, you can cancel the animation into another D move. How do you put this to use? Well say I jump in on a Hakumen. His hitbox is huge so I can pressure him with a string of j. A's and such. Right before I hit the ground, I can press D (j. D), and cancel it into a 214 D for a nice cross-up. Other popular moves to cancel into is d. 6B, or even 623 D if you feel like they are a masher. Specials 214A Same lil command throw she had in CT. Only hits standing. 236A/B/C Comes out faster...solid zoning tool...but Noel isn't a zone character...semi-safe way to end block string, but the start up is slow so you might be counter-hitted out of it. 632146D Her old Fenrir attack. Do they just like messing with Noel just to mess with her? 2368236D Bullet rain. If you want to do it when you're in the air it's 236236 D. She's not safe anymore when she's falling. Regardless, solid punisher. Insane priority. Takes 2 guard primer points. 214214CAstral. Finally, complete list of guard primer point crushers. j. 4D, 6C, 3C, 214D, 623D, d. 6C, Bullet Rain (this takes away 2),
mooyang90 Posted December 15, 2009 Author Posted December 15, 2009 Basic to Intermediate Combos Off 5A (Only of opponent is standing) 5A, 6A, 6C, J. D, 6D, d. 5C, d. 6B, 236D. (If opponent was crouching) 5B, 5C, 2C, 3C, 22BC, 66C, 5D, d. 6B, d. 5C, J. D, 6D, 236 D. Watch out, the drive part might whiff on smaller opponents. Sometimes you have to SJC the d. 5C in order for it to hit. When you do that, keep in mind that you will land on the other side of them, so you need to switch your motions in order to do the subsequent moves. 5A, 5B, 5C, 6432146 D/2368236 D. TK Bullet Rain is also an option. (Basically anything 5A can combo into, spells the same for 2B and 2A) Off 214 A 2B, 6C, BC cancel, 6C, 22B, 22C, dash 6C, J. D, 6D, d. 6B, d. 5C, 236D. Off 2D/5D/4D/ j. 4D/ d. 6b Standing opponent 2D/5D/4D/j. 4D/d. 6b, d. 6A, d. 6C, 214A, 2B, 6C, J. D, 6D, d. 6B, d. 5C, 236D. 2D/5D/4D/j. 4D/d. 6b, d. 6A, d. 6C, d. 5C, 5a, 5d, 6a, 6c, 214a, 2B (the 2b doesn't really add any damage and they'llair tech out pretty easily after it hits, but you can use it to set up for a nice anti-air 6C if the opponent forgets to barrier block when they tech.) Crouching opponent 2D/5D/4D/j. 4D/d. 6b, d. 6A, d. 6C, 6D, 2D, 623D, 66C, J.D, d. 5C, d. 6B, 236D. 4D is Noel's fatal, so if you CH them with this move you can open up for some pretty devastating, 4k+ drive combos. Here are the two I use. 4D, 2D, 6A, d. 6A, d. 6C, 214A, 2B, 6C, J. D, 6D, d. 6B, d. 5C, 236D (Standing) 4D, 2D, d. 6A, d. 6C, 6D, 2D, 623D, 66C, J.D, d. 5C, d. 6B, 236D (Crouching) (Note: 5C counterhits can lead into any 5D combo. Use this well) Off 6D 6D, d. 6B, 5D, 623D, 66C, sjc. D, 6D, d. 5C, d. 6B, 236D Off 3C or 6B or 5C/2C counter hit 3C, 22BC, 66C (22B, 22C, 66C) x 3-4, 5D, d. 6B, d. 5C, J.D , 6D, 236 D. Again, against smaller chars I would only do one rep of the haida loop. Sometimes the 22BC will push them too far for your 66c to hit. When this happens, it is essential you recognize the situation and change your combo to 5B, j. a, j. b, jc. a, j. b, j. c, j. 236C. If you go for a haida and have your 6C whiff, that spells big trouble for Noel due to the slow recovery she has for that move. Again, this will only be learned with experience. Anti-air combos Your go to anti-air will probably be 6A, though sometimes 5D/4D have there uses against IAD'ers. 6A, 6C, 5D, 623D, 66C, sjc. D, 6D, d. 5C, d. 6B, 236D. (Note: the sjc. D will make you switch sides. Make sure you input the subsequent 6D correctly.) 4D, 2D, 623D, 66C, sjc. D, 6D, d. 5C, d. 6B, 236D (This only works if your 4d hits them in the air. If they're hit on the ground refer to the 5d/4d ground combo series.) Corner only Off regular throw (BC, not 214 A!!), or 3C/6B 22BC, 66C, 22B, 22BC, 66C, 5D, 236D, 6C, d. 5D, d. 6B, d. 5C, SJC. D, 6D, 236 D, fenrir (nice eh? 4.8k damage baby) Off 5D/2D d. 6a, d. 6c, 6d, 623D, 6C, j. d, 6d, d. 6b, d. 5b, d. 6b, d. 5c, 236d, 236 D, fenrir. R-1 Combos (Advance) Off 214 dash cancel 2B (that's 662B folks), 6C, BC, 6C, 22C, 66C, SJC. D, 6D, d. 6B, d. 5A, 5D, 236D dash cancel 2B (that's 662B folks), 6C, BC, 6C, (22B, 22BC, 66C)x2-3, drive juggle. Off a 3C or anything that leads into a 3C in the corner 22C, 66C, 4D, 236D, 6C, (22B, 22BC, 66C)x2, 5D, d. 5B, d. 5C, SJC. D, 6D, 236D, fenrir, 22BBBB Common ways to combo into her astral: Off a BC throw Of anything that leads to d. 6A, d. 6C, astral. General Tips with Noel 1. Spam drive, but don't do it stupidly Noel's drive is simply devastating if you can land a hit. 5d, 2d, etc etc all lead to good 3.5k combos. She has some crazy invulnerability frames on her 5D, and her 2D will crush a lot of lows/throws/command throws from many characters. You notice Ragna likes to use Dead Spike after a lot of his pressure strings? 5D that shit! Don't take those nasty 2A's from Bang, 2D that baloney. That being said, it is important not to over-rely on her drive moves, because they do leave her in a very vulnerable state especially against character's with DPs. React to what your opponent is doing, and then choose the right D attack. It's very similar to playing rock paper scissors, except instead of both of you shooting at the same time, your opponent shoots half a second earlier than you. It's up to you to react quickly enough to do the winning move :D. 2. IB, IB, IB, IB I can not emphasize this enough. Noel players all need to learn the common pressure strings from other characters so they can IB them. Instant Block->4d has won me many a match against the big 3 (Ragna, Bang, Litchi). The pressure game of the top 3 are just too good, and many times if you don't IB you could very well be blocking forever. 3. Getting them to the corner is your NUMBER ONE GOAL Noel sucks everywhere except in the corner. Only there can she truly be dangerous. 5K damage off a corner throw is nothing to scoff at. Once they are at the corner, keep them there. High priority moves such as 5A, j. A's are godlike tools for this. 4. j. a, j. a, j. a, (land) 6b/6d This mixup will catch 99% of online players, Billy Mays guaranteed. 5. 5C->5D 5C is probably your most solid poke, so you'll land many counter hits with it. It's important to capitalize on these counterhits as much as possible because Noel has such a hard time getting damage in. What I like to do after every 5C is a 5D. If the 5C CH's, the 5D will connect and I will combo accordingly (it's really easy to hit confirm). If the 5C doesn't CH and they block the 5D, I can get out of there with a 4D. The key with using Noel's drives is to always react to the situation at hand and change your drive chain accordingly.
mooyang90 Posted December 15, 2009 Author Posted December 15, 2009 Match-ups, saved for later. But for right now the best strategy is to pick Litchi. vs Tager Top strategy: Pick Litchi Alternate Strategy: OK, what really hurt this match-up is the fact Tager's 5A now beats Noel's 3C. Very fucking annoying, considering that's how she gets most of her damage. Also, the smart folks at AssSys decided to make all her C attacks, arguably her best attack group, all count as projectiles. That means Noel's best normal, 5C, is completely useless against sledgecrazy Tager. Her D attacks are also really useless against Tager outside of drive combos and maybe wakeup shenanigans. Your best hope is to keep on chipping him down with 5B, comboing into 3C whenever you can. Hell, sometimes you should just throw a 3C, hoping it'll hit, just to keep up with Tager's ridiculous damage. Tager's ground game against Noel is too good. A battle with Tager basically boils down to this...rock, paper, scissors? When Tager has you in a sledge pressure string, after each sledge on block he has 4 options. One is mash 5A, one is command/super throw, one is anti air grab, and one is backdash. Here are Noel's options. 4D will beat 5A mashers and net you a decent combo...however, 4D will be beat by any command/super grab, not to mention also get beat by backdash into magnetic ball. Command throw can only be jumped out of, but the problem with jumping is that it gets caught a lot, whether it's by A's or C's or an anti-air grab. You can try mashing 5A to beat command throw too, but if he hits you with a super you're dead. Anti air grab can be whiff punished, but very rarely do I see Tager's go for this (unless they see you really like to jump after sledge) and finally the backdash for Tager is insanely safe, Noel has no answer to this. Having a DP against Tager is so important...I don't get why they made it that we have to activate drive first before we do 623 D...we can do 4D/6D automatically, why can't we do 623 D as the first attack of the drive chain? Lets not forget the fact that after he knocks you down, he can do his Gadget Finger to pick you up and simulate another knockdown situation. More guessing games, it never ends. I find mashing 5A is a solid solution here, as it beats a lot of Tager's shit, but just remember to keep an eye on his meter I'm ok with rock paper scissors in fighting games, but here's the problem with this match up. Noel essentially has to win 7-8 RPS situations against Tager (unless opponent is really stupid and falls for 4D all the time, an attack which is easily countered). Tager on the other hand, only has to win 3 times at most. Not to mention, he has a get out of jail free card in his amazing backdash. You know what happens when Noel backdashes? She eats shit. Yea, do yourself a favor and pick Litchi. She has a fucking field day with Tager lol. vs Litchi Top Strategy: Pick Bang Alternate Strategy: Pick Litchi You think I kid? Hell no, this matchup is fucking ass for Noel, almost as bad as being cursed against Arakune in CT. Litchi received so many buffs it's fucking ridiculous. It's not even about damage (though lets just keep in mind she can do above 4k meterless pretty effortlessly). Basically all her ground normals can be gatlinged, making them lagless on block. In other words, she can easily rush you down in the corner and just oki you to death. Don't even try to poke out of it, Noel will just eat bigger shit. Literally nothing Noel has can beat Litchi other than a lucky 3C or 2D. Her new toy, 6D (looks like Noel's 214D), can be used at the end of all her pressure strings. Not only does it remove a guard point, it also gives her +3433324634534 frame advantage, leaving poor Noel wide open for more mixup shenanigans. Litchi's one weakness is continuous rushdown, which Noel sadly does not have (she has it in short, ineffective spurts lol). Bang, on the other hand, handles Litchi pretty well, because with all the buffs Litchi received, she still has her CT weakness of not being able to poke out of pressure well. So yea, pick Bang. vs Rachel Ahh Rachel, the only character who had it worst than Noel. AssSys must hate blonds huh? Her normals are still decent: cat punch...fork...but the problem is she can't do any damage. I haven't seen one combo that went above 2.2k for Rachel (and that's with 50 meter lol). She can't rush down anymore due to the changes in her wind mechanics, and to her lil bitch frog not giving nearly as much block stun as before. She's straight up zoning now, so you'll be spending the match trying to catch her, dodging projectiles and getting out of the way of lightning rods. Play risky, because seriously, at most she'll punish you for 1.2k lol. And what do you get if you get a random 3C on Rachel? A fat 4k combo. Go crazy with your D attacks, she can't do shit to a lot of them. Yea, this match-up is definitely in Noel's favor. vs Tsubaki Even match-up in my opinion. While Tsubaki does have stuff that we wish Noel has...lightning fast normals, good pressure game, a DP...but she has nothing on Noel's damage capability. Yes, our beloved blond still does a shit load of damage if we manage to land one of her unsafe moves. Tsubaki needs a lot of meter in order to attain Noel's level of damage. However, Tsubaki at times can be very annoying for Noel. Her 5B poke (her lil hand thing) is like Noel's 5C, but A LOT better. You'll see Tsubaki players use this a lot. But luckily, a smart 3C from Noel will put a stop to those shenanigans. Another thing to watch out for is her 3C. It looks like Noel's 3C slide, but unlike Noel's it's jumpcancelable...on block and whiff. Tsubaki players use this a lot for low to hi pressure strings. If you see this shenanigan simply 4D out of it, our if you're feeling fancy 6A them into a combo (might be beat by Tsubaki's air attacks however). All her "charge" attacks are punishable on block with a 2C->3C, except for her 236D. You will be countered a lot in this match up because Tsubaki's moves are much faster than yours, but just know that while she has to to land 6-7 combos to kill you, you only have to land 3-4. vs Hazama Another even match-up. Hazama is a very zany character with his ourobouros drive. I honestly don't think this match is very hard, you just have to be smart. He doesn't really have any normals to watch out for...even his ourobouros attack is not that good. It doesn't cause much blockstun at all, so if you see the chain hit you and you see him grappling towards you, a swift 6C will lead to a nice combo. That being said, you should watch out when putting pressure on him, especially when he has 50 meter. His lil flashkick super (Jayoku Houtenjin) is fast, invincible, and will make you eat 4k's worth of damage if he countered you with it. Also, Hazama has the ability to cross you up with his j.2c (looks like a downward slash) and with his ourobourous abilities, so keep that in mind. His backdash is also very good...not Tager good, but still enough to get him out of a lot of Noel's pressure. vs Ragna Ragna definitely has an advantage in this one. His 5B is simply GODLIKE. So much range and very fast...it's very hard to 5A pressure him when he's keeping you out with this tool. Also, he has some very dangerous corner oki when he uses Not Over Yet...and he can easily carry you to the corner now with his belial edge combos. Ragna's damage output/abare is simply ridiculous. That being said, Noel does have some tools to use. If you notice him trying to poke you with 5B a lot, you can 5D/2D over it. 3C works too but it's risky. When he's trying to pressure you, IBing and doing a 4D is SOOOO GOOD. 4D gets Noel out of a lot of things...it's gonna be your best friend in this match-up. Watch out for his jump-cancelable 3C, which leads to very tricky hi-lo mixups and cross-ups. The worst thing is, Noel's 6A has very short range, so even if you anticipate the jump cancel and AA him, sometimes your 6A will whiff and you still eat a combo lol...4D is my main anti air now. vs Jin Jin is really different from his CT counter-part. The changes in his ice-mechanics and his toned down pressure game has made him into a really defensive character. He still has some good normals like 5B and 2A, but that's about it. What you should be watching out for is not getting hit by stupid ice shenanigans. His most dangerous weapon is probably 2D. If it hits you that's a fat combo into the corner. The best way to not get hit is to try and keep out of his "2D" zone. In the air, his j. C is fucking deadly. If he CH's you with it it's a free 2D into combo. What I find useful in this match-up is 5D...it goes through so much of his shit. Use 4D a lot too if the Jin wants to pressure you. Other than that, it's basically how you dealt with CT Jin, but only with less of the bullshit.
Jais Posted December 15, 2009 Posted December 15, 2009 I'd recommend using 'd.' prior to drive normals for simplicity sake. eg. d.6C is Drive sequence 6C. It makes perfect sense considering j.B is jumping B, jc.B is jump cancel B, sjc.B is super jump cancel.B. Thanks for the work you are putting into dis character.
Genegrifter Posted December 15, 2009 Posted December 15, 2009 Bullet Rain is just j.236236D. There's no need to put extra stuff there, we all know how to TK. Also, you missed her Astral and Revolver Blast.
Tae Seong Kim Posted December 15, 2009 Posted December 15, 2009 I was thinking about what to do with the old CT information first. Whether to merge it together with a new CS thread or destroy it altogether. I also want to personally play CS (which I will do this upcoming Saturday), so I can contribute a little with experience. This info is well appreciated, and makes a good starting point. The only thing we really need to wait for is the frame data from Arcadia. Youtube and Niconico videos just do not cut it for me.
Ratix0 Posted December 21, 2009 Posted December 21, 2009 I've seen someone do 4kish damage consistantly off a drive 2D or 5D counter. Involve looping her 5C jcD a few times. Anyone got any ideas?
Nitrocidal Posted December 21, 2009 Posted December 21, 2009 I was thinking about what to do with the old CT information first. Whether to merge it together with a new CS thread or destroy it altogether. I also want to personally play CS (which I will do this upcoming Saturday), so I can contribute a little with experience. This info is well appreciated, and makes a good starting point. The only thing we really need to wait for is the frame data from Arcadia. Youtube and Niconico videos just do not cut it for me. With the old CT information, just a suggestion. Keep it in it's own thread, but un-sticky it. Same with the other CT threads. That way they're still there for us to find, but not making it convoluted up at the top. If there is enough threads you could make a sticky that just has links to various guides and topics for all the important CT information and threads. I say this because Deleting it would make it nigh impossible for, if any newcomers want to play CT over CS, and merging it would just make the topics themselves a bit large and hard to read.
Mizzet Posted December 21, 2009 Posted December 21, 2009 I've seen someone do 4kish damage consistantly off a drive 2D or 5D counter. Involve looping her 5C jcD a few times. Anyone got any ideas? Is it counter only? That'll be interesting to know. You can definitely get more damage from 2d/5d though. 2d/5d 6a 6c 5c sjc j.d 5a 5d 6a 6c 214a -3.5k, no need for rc or any shenanigans. Works on everyone, standing opponents only. It's the most damaging option i'm aware of, and it's universal, abuse it! The 5d between 5a and 6a is not strictly required, 5a 6a combos just fine. It's just something thrown in because i could and it probably increases the total damage. Other things like 5b probably work too. For crouching opponents doing 6d 5c jc xx 236d or something after the first d.6c will do more damage. Also, the first hit of ground super's chaingun breaks one primer, good to know if you ever find yourself close to a dying opponent with one primer left, and you want to do something airtight.
CrescentSaber Posted December 22, 2009 Posted December 22, 2009 I was thinking about what to do with the old CT information first. Whether to merge it together with a new CS thread or destroy it altogether. I also want to personally play CS (which I will do this upcoming Saturday), so I can contribute a little with experience. This info is well appreciated, and makes a good starting point. The only thing we really need to wait for is the frame data from Arcadia. Youtube and Niconico videos just do not cut it for me. You should keep it. It'll be good to have for reference even after CS comes out.
Tae Seong Kim Posted December 23, 2009 Posted December 23, 2009 I'll just keep it for now since most players in the US rarely get a chance to play the thing. And I got my ass beat pretty bad when I played it in our local gathering. Spark's Hakumen was just owning every one.
archling Posted December 24, 2009 Posted December 24, 2009 I have some match up thoughts in here: http://www.dustloop.com/forums/showpost.php?p=530370&postcount=395 I also use this variation of the drive combo after 6C and stuff as it feels more consistent. j.D 6D 5C 6B 236D
Genegrifter Posted December 31, 2009 Posted December 31, 2009 I have some match up thoughts in here: http://www.dustloop.com/forums/showpost.php?p=530370&postcount=395 I also use this variation of the drive combo after 6C and stuff as it feels more consistent. j.D 6D 5C 6B 236D Losing all the time means I don't get much matchup experience. Well that's just downright depressing.
mooyang90 Posted December 31, 2009 Author Posted December 31, 2009 Hey guys I've been stuck in Idaho for Christmas break so I've haven't been able to go to AI for like 3 weeks. For that reason, I haven't been able to update the MU section. If anyone who has the game is willing to help out I'll be grateful. That being said, I'm finally gonna get to work on writing the Tsubaki/Hazama/Hakumen MU that I have been prccrastinating on tonight lol
mooyang90 Posted January 1, 2010 Author Posted January 1, 2010 Updated match-up section, happy new years Noel players doh, also added something on J. D landing canceling. It didn't have much use in CT because her d moves were so slow...but now...
Hellmonkey Posted January 14, 2010 Posted January 14, 2010 there is tons of misinformation in here.. this should not be stickied or "official"
Firekid2 Posted January 14, 2010 Posted January 14, 2010 there is tons of misinformation in here.. this should not be stickied or "official" Not trying to be snide or anything but... just coming in and saying "this is wrong :mad:" isn't very helpful. Would you mind telling us what is wrong so it can be fixed?
mooyang90 Posted January 15, 2010 Author Posted January 15, 2010 Yea, after another month's experience in my belt I can say the movelist needs an update, especially regarding the properties of 5D. This was basically my first guide and my main intention was just telling people what you can do with the new Noel (ie: combos), so I just skimmed through the specifics on her chain moves, normals, etc etc. We all saw how lost the first few Japanese Noel players were right? Not fun, I didn't want folks spending 50cents-1 dollar each game trying to do the old 6C BC loop. Hellmonkey's info on Noel's moves is a lot better than mine, though I say keep this up as a strategy guide for Noel. The combos listed here are correct, and the match-up info is what I gotten after extensive playing/talking with the players of those respective characters.
HeartNana Posted January 15, 2010 Posted January 15, 2010 Without making ANY other comments, I'll just comment on her air moves: j. ASame as it was in CT, fast...but very very short range. Will get beat by a lot of people's air attacks...(Carl, Litchi, hell even Tager) j. BSame as it was in CT. Her best air tool imho. j. C Solid air tool, if not her best air to air attack. Gives the range that the A/B version lacks. Just gotta time it a little bit. First, j.A is still EXTREMELY good (tho it seems a bit slower to me). The range isn't nearly as bad as you make it out to be, and with Noel's speed and maneuverability, it's still extremely good. The main downside is that you don't generally get a lot of damage from it. j.B is still good at certain heights, but it also has a way smaller hitbox than it used to, so sometimes when you do something that would work in CT, like j.BCB j.BC j.236C, the first j.B will whiff before the lower part of the hitbox got nerfed. It's a really annoying change, more than anything. It still has its uses, but with the lowered hitbox, it makes her previous combos become really awkward to do. j.C now has the ability to be more useful as a counter hit, though. Before if you hit with CH j.C, because it's 3 hits, it didn't matter. Now, thanks to counterhits lasting the duration of the single move, j.C is a lot better and you can follow it up similar to how you followed up a ch j.B in CT.
Hellmonkey Posted January 15, 2010 Posted January 15, 2010 The list of changes in the old noel guide thread covers most stuff, i put asterisks on what I suspected could be wrong info that was in there.
Tae Seong Kim Posted January 16, 2010 Posted January 16, 2010 I was testing this today when we had our meet. But Flash Kick is not invincible at all it seems. Her 5D IS full body it seems. I can't say when it is active, but it is enough to go straight through Hakumen's 5C. Don't think it is something to use as a DP alternative of course.
Senovit Posted January 16, 2010 Posted January 16, 2010 But Flash Kick is not invincible at all it seems. ...wut
mooyang90 Posted January 16, 2010 Author Posted January 16, 2010 What was beating it? I wouldn't be surprised if it's like 5D, when it takes a second before it becomes full body invincible. Did I mention that I once had 5D trade with Ragna's DP? lol I remember once I did a random 3C on Hazama and he did his flashkick super, and I beat it
yunwei Posted January 16, 2010 Posted January 16, 2010 In the Noel guide, it says 5b is jump cancelabe on block. But I think it's still jump cancelable on hit cuz I just did an air combo off of it today. Anything on the Taokaka match up? This match up has been really difficult for me in CT too. She's so fast that I want to use a lot of 2d/4d. But I don't know if I should go into drive because she can 2c CH me into 6k with no tension mid screen.
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