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[CS1] Noel Beginner Questions: You Gotta Start Somewhere


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Posted

So pretty broad questions coming at you guys:

What goes through your mind when approaching the match as Noel? And how do you play neutral space game with Noel?

I feel that my neutral game is lacking since I don't feel like I have a game plan until I get close.

Posted
So pretty broad questions coming at you guys:

What goes through your mind when approaching the match as Noel? And how do you play neutral space game with Noel?

I feel that my neutral game is lacking since I don't feel like I have a game plan until I get close.

Well the neutral game is always risky for Noel, I usually do one of three things:

1. Run in/jump in and block.

This is your safest bet, most bad players will just mash their characters best attack if they see you come in, and most good players know that Noel sucks, so they are gonna throw caution to the wind and hammer on you the second they see you approach. While this is the safest option, it will only get you damage if your opponent does unsafe stuff, or if you actually feel more comfortable while taking pressure(because of Drive reversals)

2. Run in and 2A/5B.

Risky, both moves have decent reach, but their hitboxes blow, so unless your opponent throws out something MUCH slower, you will be hit out of these moves, if you actually have an opponent who likes to block, this is your chance to start applying pressure. 5B is a little more risky due to it's recovery, but if you manage to land a counterhit you can get a nice 5B > 3C combo if your hitconfirming is up to snuff.

3. Run in and DDDDDDDDDDD.

Seriously, if all else fails, and your opponent wont stop hitting buttons, punish them for it, obviously this is extremely risky, and above all else, this strategy will get you the most hate, but sometimes you gotta do what you gotta do. If your opponent wises up and stops hitting buttons after getting nailed with enough Drives, then you can switch back to option 2.

Posted (edited)
Well the neutral game is always risky for Noel, I usually do one of three things:

1. Run in/jump in and block.

This is your safest bet, most bad players will just mash their characters best attack if they see you come in, and most good players know that Noel sucks, so they are gonna throw caution to the wind and hammer on you the second they see you approach. While this is the safest option, it will only get you damage if your opponent does unsafe stuff, or if you actually feel more comfortable while taking pressure(because of Drive reversals)

2. Run in and 2A/5B.

Risky, both moves have decent reach, but their hitboxes blow, so unless your opponent throws out something MUCH slower, you will be hit out of these moves, if you actually have an opponent who likes to block, this is your chance to start applying pressure. 5B is a little more risky due to it's recovery, but if you manage to land a counterhit you can get a nice 5B > 3C combo if your hitconfirming is up to snuff.

3. Run in and DDDDDDDDDDD.

Seriously, if all else fails, and your opponent wont stop hitting buttons, punish them for it, obviously this is extremely risky, and above all else, this strategy will get you the most hate, but sometimes you gotta do what you gotta do. If your opponent wises up and stops hitting buttons after getting nailed with enough Drives, then you can switch back to option 2.

For #2, I've personally had more success with 5C than 2A. But 5C is a pretty pathetic poke as well, so its piss poor normals all around. (5C whiff means good opponents will combo you)

--------

My primary mixup is throw and 2D. Throw makes them push BC a lot. 2D punishes throws with a 4k+ heatless counter-hit combo. There are other frame traps that I use, and I use Tick Throws to encourage mashy behavior from my opponents. (2A -> Tick Throw and 2A -> 5C CH -> combo, j.C -> 2B vs j.C -> j.A -> Tick Throw). I'm not afraid to use purple throws either: purple throws train your opponent to wait, making green throws more reliable in my experience.

It just sucks when your opponent actually can react to everything. It sucks even more when they realize that IB + Inferno Divider mashing beats all of those mixup options.

Edited by dragontamer
Posted

I just 5C, some Optic A/Bs > 5C on hit then an aerial for like 2k. Up close 5C, 2C, (5B), 5C > D/RC to 665A(6A) and basically more 5Cs. I try to avoid 2A and 5B normals though feels like 2B and 5C works much better for me.

Posted

Hey guy! When I see in a combo 66c, is that a dash and then c or is it dash, hold 6 and c?

Btw what is 22BC? Are BC initials or is it just the buttons?

Thanks in advanced!

Posted
Hey guy! When I see in a combo 66c, is that a dash and then c or is it dash, hold 6 and c?

Btw what is 22BC? Are BC initials or is it just the buttons?

Thanks in advanced!

66C just means dashing 6C, its just shorthand, think of it as 66 > 6C, except don't go back to neutral after the double tap for the dash.

22BC, means you piano the buttons, its the B silencer gatling into the C silencer, so basically when you do 22B immediately press C aftrwards.

Posted

Me again!

I can't seem to get the challanges that start with 6b>6c! I can't get it down, is there some special timing? Or am I retarded?? 6c keep whiffing after the 6b....

Posted
Me again!

I can't seem to get the challanges that start with 6b>6c! I can't get it down, is there some special timing? Or am I retarded?? 6c keep whiffing after the 6b....

Do a dash 6B, and make sure you are close to the opponent as well.

Posted

Hi there. I just picked up the game recently and I've been messing around in training and challenge modes trying to get my combos down as Noel. There are a few links in particular I'm having trouble with and wanted to see if i'm missing something.

The main ones are 66C off of d.623D and 6A 6C 236A and the 66C 22B 22BC loop. The first two I'm having trouble getting the dash to come out in time to be in range for 6C. I'm sure it's a timing problem but I can't seem to find the right point.

In the loop, i'm having trouble getting the 22BC to come out in time before they can tech. Does I just need to get it out faster or is there a trick to getting it out in time?

Thanks

Posted
Hi there. I just picked up the game recently and I've been messing around in training and challenge modes trying to get my combos down as Noel. There are a few links in particular I'm having trouble with and wanted to see if i'm missing something.

The main ones are 66C off of d.623D and 6A 6C 236A and the 66C 22B 22BC loop. The first two I'm having trouble getting the dash to come out in time to be in range for 6C. I'm sure it's a timing problem but I can't seem to find the right point.

In the loop, i'm having trouble getting the 22BC to come out in time before they can tech. Does I just need to get it out faster or is there a trick to getting it out in time?

Thanks

For the 66C, it's the timing of when you can move after Spring Raid recovers. I normally wait until the peak of the arc before inputting the 66. Also, watch for the distance so you don't whiff it.

As for 22B > 22BC, I input 22BC when 22B is still in animation. Once you get your feel, it'll become second nature.

Posted

For 6A > 6C > 236A, you have to be rather close to the opponent, so it helps if you dash in, then do the 6A when you're as close as you can get. You'll want to input the 236A as quickly as possible, then dash for the 6C to pick up after it. It isn't used very often for consistency reasons, but it does help to tack on a nice bit of extra damage if you can pull it off.

Posted

@Ignius, for most of the cast (not just Noel) you'll need to look at the opponent's character/dummy as it makes it much easier to know when your character can move after doing a said set of loops/attacks than looking at your character itself. You'll notice a pattern in the way the opponent falls, their stun time and how you can follow it up. I can't make this statement any clearer so that's just something to keep in mind.

Posted (edited)
Does Noel have any other good RC combos from her drives?

I only know D.. d.6B d.5B RC (6A 6C)/(5C 3C) combo.

I've started using d.2D > RC > 3C. Work really well for combos that don't begin with a knockdown, so you can haida mid-combo.

Edited by SkyKing
Posted

Ah, the challenge one. How does d.2D work/score in blocked drives? Is it relatively safe? I never really tried throwing out that one much if it wasn't the starter.

Posted
Ah, the challenge one. How does d.2D work/score in blocked drives? Is it relatively safe? I never really tried throwing out that one much if it wasn't the starter.

Neither 2D nor d.2D are safe on block. They can be reversal'd out of, or IB mashed out of.

Posted
Neither 2D nor d.2D are safe on block. They can be reversal'd out of, or IB mashed out of.

Meaning RC'ing it into 3C will give you a chance to hit and for them to whiff their reversal (because of 3C hurtbox)? Lol. Either way this is something I'll probably need to see for myself. Thanks for the input guys! So are there any other RC combos from her drives?

Posted
Meaning RC'ing it into 3C will give you a chance to hit and for them to whiff their reversal (because of 3C hurtbox)? Lol. Either way this is something I'll probably need to see for myself. Thanks for the input guys! So are there any other RC combos from her drives?

Here's a couple:

2D(CH) > d.6C > d.2D > RC > 3C > 22BC > 66C > 22B > 22BC > 66C > 22B > 22BC > 66C > 22B > 22BC > 66C > 5D > d.6B > d.5B > d.5C > j.D > d.6D > 236D > 6C > Fenrir (6.6k)

Combo ending in midscreen bloom trigger > RC > 66 > Fenrir (100 Heat, good for finishing an opponent on his last bit of health)

Troll Purposes/Flashy stuff:

Revolver Blast(On airborne opponent) > RC > Revolver Blast > RC > Revolver Blast.

Other than that, Noel really doesn't have too many rapid cancel options mid combo. I like to save my rapids for when I hit an opponent with spring raid, when I know they will be too far away for a normal 66C link, or to just insure that I hit the link if my opponent is close enough to death(AKA Laziness).

Posted

Was in the training lab for a bit and I found out most of her ground drives except 5D, 4D and 6D can actually be RC'd directly into 3C even on standing opponents. The ..d.6B d.5B RC 3C connects too but midscreen you'll only get a 5B 5C Air combo. It's new to me so yeah, really good stuff.

Posted

For the most part, I use RCs to reduce the risk trying to fish for high output starters. Also, it good to throw it in every now and then during Drive pressure, but most of it can be DP'ed and not allowing you that opportunity.

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