Jump to content
Dustloop Forums

[CS1] Noel Beginner Questions: You Gotta Start Somewhere


Recommended Posts

Posted (edited)

lol at the pic. Where is that from? :keke:

On another note, how do you guys approach the match-ups against zoners? I think it'd be good to see how different people deal with a match where the opponent is willing to drag out the match, and will usually be in their favor when they do.

Edited by SkyKing
  • Replies 415
  • Created
  • Last Reply

Top Posters In This Topic

Posted

That pic is from Eden of the East.

There are usually patterns in how zoners keep their opponent away. All you have to do is to analyse it ASAP and react accordingly to get in and rape them. Most of the time i have to give up a round if they're good. Try to avoid being predictable with IADs or you're in for a world of pain

Posted (edited)

On the spring raid > 66C combo my opponent keeps teching 6d after jd. And I can't get d5C > jD > 6d to work on Tager. He doesn't tech the 6C it just doesn't hit and I can still Bloom trigger.

Edited by ThunderboltZ28
Posted

Post the full combo that you're doing and I'll see what I can find.

I gotta say though, I'm a little confused as to why you want to use d.6C after your j.D.

Posted

Yeah, that makes a lot more sense lol.

Well for hitting Tager, you just need to delay the j.D a little. You can also do a sj.D to land the d.6D. Same goes for Rachel, just so ya know.

Same with the Spring Raid actually. You gotta make sure both hits of j.D land or your opponent will have too much time to tech.

And go into Bloom Trigger after your d.6D with the SR combo; I find some characters can tech out of my combo if I add d.6B > d.5C even when I switch it around.

Posted

For Tager, Rachel, and Hazama, you need to delay the j.D or do sj.D. You can also sometimes squeeze d.6D > d.6b > BT depending on characters.

Posted (edited)

The oki discussion has me wondering what kind of anti-tech/yomi options you guys do for aerial techs. I fall into a habit of trying to GUCCI throw everyone, and I still have to work on punishing players that tech > fwd. air dash out of the corner (especially after Revolver Blast finish).

Edited by SkyKing
Posted

After I end a combo in the corner with Bloom Trigger, instead of using Fenrir, use 6C, this will red beat. Throw wiff the 6C, and use another 6C, this will punish neutral techs, because that second 6C will become active just as the opponent loses their invuln from teching.

After a midscreen bloom trigger ender, quick dash 5C > IAD > Grab. This is a little more difficult, but its also very strong to punish back teching.

Posted

Cool. I always wondered about the 6C extra hit after BT. I have to work more on my BT options to try and limit the opponent's options on tech.

And I'm thinking of doing an off-shoot of the 5C > IAD one for other techs that also involve 6C or 6A somewhere. Gotta try this out tomorrow.

Posted

Playing CS for almost a month now and I think I'm getting the hang of her now. Still prefer CT Noel, but I can live with that. :3

Anyway, since Noel relies more on her Drive now, I've been wondering... when should I use 6D (the starter), if at all?

Posted

Usually, 6D isn't used unless you go for the oki set-ups that DragonTamer has discussed. Your main drives to use for reactions to your opponent are 5D or 4D. These have a nice amount of invulnerable frames that you can use to go through an opponent's attacks, and 4D forces a Fatal Counter that allows for longer, more damaging combos. 2D is used as your versatile drive starter that avoids lows and dodges a fair amount of attacks, while also has a unique property of being able to cross over a crouching opponent if you do it close enough. Just be careful using this one predictably because someone with good reactions will be you out of this clean.

Posted

Has anyone been playing with Noel's fancy piano drive cancels from jump-ins?

e.g.

j.A, j.C, 6D~B (d.6B), d.6A, d.6C etc.

I think it's a pretty good mixup option if you wanna stray from the norm. Also that doesn't combo and all that but here's something impractical but works:

j.C CH, 5D~A, d.6A, d.6C, 214A/OpticA etc. for 3k+ damage. :arg:

Posted

IAD j.B > j.C(1) > j.D~623D > 66C > sj.B > j.C > j.B > jc > j.B > j.C > j.236C works against a few opponents with taller hitboxes (most notably Tager) and deals around 2.8k if I recall correctly.

You can also go into j.D again after 66C, but repeat proration on drive moves will wreck the damage.

Works well against sledge-happy Tagers and occasionally works as a decent jump-in option.

Posted

My question is about Noel´s D, I don´t know how it works. So I´ll be grateful if someone tells me about it in a general way ^^U

Posted
IAD j.B > j.C(1) > j.D~623D > 66C > sj.B > j.C > j.B > jc > j.B > j.C > j.236C works against a few opponents with taller hitboxes (most notably Tager) and deals around 2.8k if I recall correctly.

You can also go into j.D again after 66C, but repeat proration on drive moves will wreck the damage.

Works well against sledge-happy Tagers and occasionally works as a decent jump-in option.

Repeat proration doesn't come into play unless you hit them with the drive first I thought.

Posted
Repeat proration doesn't come into play unless you hit them with the drive first I thought.

Not exactly, Noel has two type of drives, her starters and her follow ups, her starters are 5D, 4D, 6D, 2D, j.D and j.4D, however, after you use one of these moves, every move after it will be a follow up, even if you repeat the same move you used to start the drive string, its still a different move, for example: 5D becomes d.5D, 2D becomes d.2D, 4D becomes d.4D, and 6D becomes d.6D. So since the follow up versions of the starters are different moves, you can use the follow up version in the same combo of the starter version without getting repeat move penalty. This does not apply to j.D and j.4D however, because there is no way to have follow up versions of those moves, only starters, so if you use j.D twice in the same combo, the combo will suffer from same move penalty.

My question is about Noel´s D, I don´t know how it works. So I´ll be grateful if someone tells me about it in a general way ^^U

Noel's drives have invuln at certain times during the moves startup but before the move becomes active, so you can use her drive starters to pass through certain attacks that your opponent tries to use against you.

Posted
My question is about Noel´s D, I don´t know how it works. So I´ll be grateful if someone tells me about it in a general way ^^U

Do you mean the invul portion, or drive state?

If the latter: After hitting D, Noel enters a special "drive state", that changes up her entire normal move list. You get a maximum of 4 follow up attacks + one of the special move drive enders (Bloom Trigger, Spring Raid, and Assault Through) before drive automatically ends. If you don't use one of the special drive enders or jump cancel, Noel will take a step back and briefly reload her guns before going back into her normal state.

Posted
Noel's drives have invuln at certain times during the moves startup but before the move becomes active, so you can use her drive starters to pass through certain attacks that your opponent tries to use against you.

Uhm, ok! And another question, is this drive the only way of getting damage with Noel? I dont know other good inputs to start combos >.<

Do you mean the invul portion, or drive state?

If the latter: After hitting D, Noel enters a special "drive state", that changes up her entire normal move list. You get a maximum of 4 follow up attacks + one of the special move drive enders (Bloom Trigger, Spring Raid, and Assault Through) before drive automatically ends. If you don't use one of the special drive enders or jump cancel, Noel will take a step back and briefly reload her guns before going back into her normal state.

Interesting, thanks! I was looking for this information! ^^

Posted (edited)
Uhm, ok! And another question, is this drive the only way of getting damage with Noel? I dont know other good inputs to start combos >.<

Many of her big damage combos actually come from her really unsafe normals: 6B and 3C. Be wary that these are easy to block or react to, and 3C cannot be cancelled out of with a special move. Noel's damage can average between 4k to 6k if these connect and you have Heat. Your drives are used as ways to do damage and dodge attacks if you can anticipate or react to something like a set pattern your opponent is using.

The combos themselves will use a combination of both normals and drives, and knowledge of how the Chain Revolver attacks work. As stated earlier, be mindful of using the same drive attack more than once in a combo since this will reduce the capabilities of your moves actually stringing together as well as not doing as much damage as possible.

EDIT: Here is a combo video that Hexanoid of these boards created to showcase how her drives combo together. Some are a bit advanced, but it a good video to notice the different moves used to start combos as well as the combos themselves.

CS1 Noel Combo Video - Heavenly Extension

Hope this helps a bit.

Edited by SkyKing
Posted

Picked up BB:CS for Christmas and picked up Noel to start with

I finally got her 4th mission (1st combo) down 100% so I'm pretty proud of that myself :p

Posted
Picked up BB:CS for Christmas and picked up Noel to start with

I finally got her 4th mission (1st combo) down 100% so I'm pretty proud of that myself :p

Be wary of practicing those mission combos too much. At least IMHO, a good portion are not very optimal or practical. It's a good place to start, but I wouldn't commit them to muscle memory.

Posted

They are good for getting the handle of how her combos will work. Although they aren't optimal, they are still good tools for laying the foundation of Noel play. Just keep at it, but use these forums for a guide on more potential combos and tactics used by the guys here.

Posted

If my memory serves me right, that 1st combo of the 4th mission had the 664B -> 5C -> jc -> j.blablablabla

That one is really good to get down right, while our air combos dont hand out much damage, being able to eke out that 2k from a 3C that hit just a tad too far away is something you should be able to do on the fly.

EDIT: That is, if you're not sat at 50 heat to RC the 3C to be able to gain the ground and go into haida

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...