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Posted

All the Noels that I used to watch have stopped playing Noel. I'm waiting for SBO to see if anyone new emerges.

We really don't have many recent videos to go on.

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Posted

play? noel? on tournament lvl play? no names come to mind. All noels that have made it on video lately dont even get a chance to do something before they are pounded into the dirt. The rumor was that the reason R-1 quit was out of frustration, so that alone tells you quite a bit how bad she is on the tournament scene.

Posted
play? noel? on tournament lvl play? no names come to mind. All noels that have made it on video lately dont even get a chance to do something before they are pounded into the dirt. The rumor was that the reason R-1 quit was out of frustration, so that alone tells you quite a bit how bad she is on the tournament scene.

May the patch be with us

Posted

Against Lambda in corner, you have to delay the d.5B a bit after the d.6B. Of course if you're just outside of the corner and d.5C will reach after a d.5B, you can also super jump cancel the d.5C and still combo.

I actually do this quite a lot when the combo only just won't take them to the corner with d.6B d.5C jc j.D 6D 236D (and I actually want to DD in corner rather than have it whiff.) You can force a corner combo from far further away than you'd think. (Like 1/3 screen I think).

Posted

what are you guys doing against hakumens? all of the matches seem to go the same way--hakumen jump 5cs until he pushes you into the corner and lands a monstrous corner combo. The only way i'm ever able to get in on him is if I predict a standing 6c of his and land a meaty 5d. You can all imagine how often that doesn't happen.

I feel like this is definitely a worse matchup than tager (if possible). at least vs tager he pulls you in close to him--theres a possibility of getting a 5A or counter 5B. You can't even get close to Hakumen.

Posted

Well if you're feeling ballsy, you can jump at him and barrier block his j.C, land and then drive install a spring raid to try catch him going for another j.C

You can try time his jumps so that you can get a 663C to connect on him just as he's landing which would go underneath his j.C

You could 6C at range and hope that your 2nd shot actually hits him in the air.

You could try drive install an assault through and hope you get an aerial CH into combo.

This is noel we're talking about, you need to start thinking up the riskiest situations possible since our normals are utter trash.

Posted
Matsu quit? Wasn't he the R-1 of all the Rachel players?

A lot of the tournament players who mained Noel and Rachel have rerolled characters. Like it was mentioned before, both just have too much trouble in tournament play. They have to rely on risky measures to win or fish out any damage.

Is the DLC characters tourney legal by the way? Or is it just situational? Depending on the tourney, etc. If they are fully legal, thinking about switching mains over to Makoto or Platinum when she's released.

Posted

I believe the consensus so far is that they are legal unless they turn out to be horribly broken, which doesn't seem to be the case so far. Best to check with your respective tournament organizer if you're going for one.

Posted
Halcyone.........

main: Makoto

sub: Noel, Mu

WHAT IS DIS

makoto fits my fighting style better :v:

i still play the same as ever with noel though, so i'm still up for some mirrors if u want to hand me my scrubby tushy in a platter just like the good ol' times if u want :yaaay:

Posted

I apologize if this has already been asked, but what should I do if I Fatal a character that can't be haida looped?

Posted
I apologize if this has already been asked, but what should I do if I Fatal a character that can't be haida looped?

http://www.round1.sg/forums/index.php?topic=929.0

FC 4d 6c 2d 5d 5c SJC j.d 5b 5d 6b 6a 214a [4944] Standing only. Terrible terrible damage.

FC 4d 6c 6d 2d 623d 66c j.d 5d 5c 6b 236d [4570]

FC j.4d 6c 2d 5d 5c SJC j.d 5b 5d 6b 6a 214a [4580] Standing only.

FC j.4d 6c 6d 2d 623d 66c j.d 5d 5c 6b 236d [4223]

Yes, that is heatless 5k damage.

Posted
http://www.round1.sg/forums/index.php?topic=929.0

FC 4d 6c 2d 5d 5c SJC j.d 5b 5d 6b 6a 214a [4944] Standing only. Terrible terrible damage.

FC 4d 6c 6d 2d 623d 66c j.d 5d 5c 6b 236d [4570]

FC j.4d 6c 2d 5d 5c SJC j.d 5b 5d 6b 6a 214a [4580] Standing only.

FC j.4d 6c 6d 2d 623d 66c j.d 5d 5c 6b 236d [4223]

Yes, that is heatless 5k damage.

Nice, thanks alot.

Posted

I was practicing the combo: D, d.6A, d.6C, d.C, sjc.D, d.A, D, d.6A, d.6C, 214A

I find that sometimes I don't get the sjc but a regular jc and the whole shebang still works~ normal?

Sometimes my sjc.D comes out late and it looks like I cross-up the opponent (as I land on the other side and continue with d.A. It doesn't combo, but does it really cross-up? Wonderfully sinister if it does. :D

Lastly, the 214A ender makes for oki game. What are some good options for this situation? Like~ what are some common punishes for the different tech rolls from this position (right up close)?

Posted

Yup, you can get away with doing regular JC for that combo on Ragna, Tager, and Hakumen, due to their wide horizontal hitboxes, you don't need a SJC to get 'over' their hitbox in order to connect j.d. This is kind of a subtlety so I don't mention it a lot, it's not a must know kind of thing; but because you can get away with just doing JC on those 3 characters, after landing from that JC j.d you can connect d.5b instead of d.5a, more damage. Normally d.5b comes out too slow and they will tech if you did a super jump, as it carries you higher (obviously) and you take longer to fall, and so they tech out and you need something real fast like d.5a when you finally do land.

You can delay the j.d here and there, lot's of leeway since d.5c stuns for a long time, and you can indeed delay it to the point where it causes you to crossup and land on the other side. Good if you have foresight and want to switch sides, and end the combo with your opponent in the corner, for example. Still a combo though, not a reset, but j.d is able to cross up in the manner you described and it can be very ambiguous as to which side to block it from. Still, it's quite risky though, 50/50, and if blocked you're in for a world of pain now that you're falling and in recovery from j.d.

From 214a, you can tag them with 2b 6c, 2b will still combo after that 214a, and it forces an airtech. 6c hits people neutral air teching and not barrier blocking into a reset + combo of your choice from that airbourne 6c hit. I'm not too sure about punishing tech rolls though, perhaps someone else knows, afaik Noel doesn't have something like Jin's 2b that hits and relaunches people trying to roll through him (usually out of the corner in Jin's case). For tech rolls atm I just chase their tech and continue pressure with 5a or something.

Posted
From 214a, you can tag them with 2b 6c, 2b will still combo after that 214a, and it forces an airtech. 6c hits people neutral air teching and not barrier blocking into a reset + combo of your choice from that airbourne 6c hit. I'm not too sure about punishing tech rolls though, perhaps someone else knows, afaik Noel doesn't have something like Jin's 2b that hits and relaunches people trying to roll through him (usually out of the corner in Jin's case). For tech rolls atm I just chase their tech and continue pressure with 5a or something.

Rolling enemies are in airborne state. 6C thus "launches" them. But very few people forward roll, and 6C on wakeup is extremely scrubby / punishable.

2B -> 6C is much safer, but doesn't lead to too much damage. It will lead to chain revolver oki though :eng101:

Posted
How are you jumping and doing 2D in the middle of her drive? I've tried to do it but she doesn't jump and just stands there.

drive C is jump cancelable on hit.

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