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Posted (edited)

Noel Resets known so far:

Off of a 632146D or Fenrir (Distortion Drive) in the corner the following resets are optional:

- after the final blast you can either do 6A or 5C followed with a air throw on their recovery.

- also after the final blast you can follow up with 236a (optic barrel) after it hits follow up with 6C if the hit is confirmed you can do 66C, 4D, D. 6C, D. 2D, D. 623D, 6C, throw whiff, 6c, j.c. j. 5D, D. 6D, D. 236D, 6C, 5D, D. 6B, D. 5B, D. 5C, D. 5D, D. 236D, 6C, Fenrir (distortion drive) followed with a s.j. air throw (purple) for 8038 Dam. You can also follow the 236a (optic barrel) with an air throw.

any combo into fenrir (mid. Screen) > air throw (will be purple) > 2B > IAD forward air throw on recovery.

Following a haida loop continued to a point where they can tech, IF they tech neutral you can catch them with another 66C and do j.c. 5D to 2B, 6C, and continue to another haida loop. (Low chance of success).

NakataYuji's brought the following videos to our attention:

http://www.youtube.com/watch?v=jWbpwoRPkpc

http://www.youtube.com/watch?v=Lt1BJ...eature=related

both provide good options, however, the second video proves to have a higher success rate on live players.

Edited by eLPointe
Posted (edited)

Works well with 6A also. This also allows you to make them guess if youre going to airthrow after they tech the 6A.

Edited by Raptor
Posted

Works well with a 5C too. Jump cancel the 5C and airthrow them on tech. Also HIIIIII! Didn't know you had a DL account. :D

Posted

I'm gonna allow this thread to exist for awhile, once we make a Noel CS2 guide we'll include the resets in that and get rid of this thread.

Posted

For sure I was originally going to post in the guide thread but there isn't one available so I made this one. I am going to try some more stuff out today and post my findings, later. Thanks for letting the thread stay for now Luna.

GTM what's up? Of course I have a DL account, who that plays BlazBlue doesn't?

The problem with doing a reset to a throw is it can be tech'd out of. With just the standing 6C it is untechable and they eat a potential 8k combo. Even if you land the throw it's 4.5k at best.

Posted
GTM what's up? Of course I have a DL account, who that plays BlazBlue doesn't?

A shockingly high amount of people...

The problem with doing a reset to a throw is it can be tech'd out of. With just the standing 6C it is untechable and they eat a potential 8k combo. Even if you land the throw it's 4.5k at best.

Well there is that, but you wouldn't go for an airthrow reset each time either. That would just be stupid. If you do it every once in a while when they don't expect it, the airthrow reset should be fine. Besides, what's so bad about 4.5k? It's still considerable damage, especially off of a throw and midscreen. :s

Posted

A reset I hit someone with today:

combo into fenrir > Purple airgrab(yeah I know) > 2B > IAD forward grab.

If your opponent techs backward in the air after the 2B connects you can snatch them out of the air when they least expect it with the air grab. This could have a use when coupled with the purple air grab tactics R1 showed off in his video against Yomura, this could be your plan B if they decide not to tech the throw, for whatever reason.

I know it's farfetched, but its and option, get off my back :v

Posted

you guys do know that the Haida is also the ultimate reset right?

Usually doing too many loops means they tech, but if you delay the timing on the 66C it becomes an anti-air reset, which thanks to sjc j.D reload 2B 6C leads to MORE HAIDA.

Posted
you guys do know that the Haida is also the ultimate reset right?

Usually doing too many loops means they tech, but if you delay the timing on the 66C it becomes an anti-air reset, which thanks to sjc j.D reload 2B 6C leads to MORE HAIDA.

This is true, the training dummy falls for it all the time.

Posted
This is true, the training dummy falls for it all the time.

Man, that training dummy is such a fearless and aggressive player. One of the best of all time, yet for some reason he's always so mad free to that reset. By far his worst match-up is someone that continues their dropped combos. Man, he just can't get around that kind of skill.

Posted

That reset will almost never work on a live player. They will simply tech up and out of your way, or tech and block. It is an option though, but if you try it more than once I can see it opening you up for some bad punishment.

Posted
That reset will almost never work on a live player. They will simply tech up and out of your way, or tech and block. It is an option though, but if you try it more than once I can see it opening you up for some bad punishment.

Yeah, that is the natural of a reset most of the time. And in high level play, they'll be looking for the safest reset since and react accordingly. Some resets are really nice to bring out once in a full moon because of the timing and placement of it. These are the one's I am looking for the most since I think I have my natural reset game down for the most part.

Posted
That reset will almost never work on a live player. They will simply tech up and out of your way, or tech and block. It is an option though, but if you try it more than once I can see it opening you up for some bad punishment.

That's true for all of Noel's resets, including but not limited to the ones that you started this thread for.

Also, you might want to update the OP of the thread to include the resets we list here, and list the pros and cons of using/attempting said reset.

Posted

if you're gonna use Haida to reset, you're gonna be looking for their tech options. Delayed 66C catches both back tech and neutral tech and Forward tech loses to air throw.

The other spot you can reset is anything into d.6A>delayed d.6B/d6D/Delayed muzzle filter. You have to delay the 6B to the utmost point before she reloads or it'll hit them and not reset. Only really useful in the corner when you can flash kick, or with 50 meter when you can RC the first hit of Bloom into 3C haida.

Posted

Not exactly the same type of reset, but when using any D pressure, if her d6B hits a grounded ducking opponent, follow with 6D. It seems human reaction makes them stand up for the 6D. Not terribly useful, but funny, and has an insanely high success rate.

Posted

here is a new one, I was experimenting with some more optic barrel resets. while you are juggling your opponent, after D. 5C throw out an optic barrel (236a) IAD forward, and throw on their recovery, this will be a green throw so it will be much harder to break. if done correctly you just dished out anywhere from 7-8k damage including the reset damage.

Posted

Here's one that has absolutely no risk at all:

While midscreen, after a combo ending with d.5C > BT, replace the Bloom Trigger with Assault Through.

If your opponent techs, they can only emergency tech, and you will be at frame advantage, your 5A will beat anything they do that isn't a DP or has invuln, if they don't tech the assault through will combo as a blue beat and do basically the same damage as the bloom trigger would have done.

The only downside is you may be skipping out on corner carry, so what I usually do is use this trick while Noel is closer to the corner than her opponent, this way if your opponent lets the assault through combo then they will get shot into the corner.

Posted
Here's one that has absolutely no risk at all:

While midscreen, after a combo ending with d.5C > BT, replace the Bloom Trigger with Assault Through.

If your opponent techs, they can only emergency tech, and you will be at frame advantage, your 5A will beat anything they do that isn't a DP or has invuln, if they don't tech the assault through will combo as a blue beat and do basically the same damage as the bloom trigger would have done.

The only downside is you may be skipping out on corner carry, so what I usually do is use this trick while Noel is closer to the corner than her opponent, this way if your opponent lets the assault through combo then they will get shot into the corner.

Is assault through guaranteed to land with this, or is it on chance? Because you can get punished pretty hard on an assault through whiff.

Posted
Is assault through guaranteed to land with this, or is it on chance? Because you can get punished pretty hard on an assault through whiff.

Listen, you gotta read my posts a little closer.

The whole POINT is to have assault through wiff, because when it does, you have frame advantage now. I've tested it in training and in numerous matches:

Check out this video: http://www.youtube.com/watch?v=WhFQ5h_fqO8&feature=channel_video_title

At 8:10 you can see the assault through wiff. and it was against Makoto, so you know if it beat her out it HAD to be frame advantage.

Posted

oh okay well it sounded kinda weird on paper so, I see now what you are talking about. nifty little thing to try out here and there I suppose.

Posted

I prefer the second one since the first would be ridiculously easy to avoid with a forwards/backwards tech away, but still both are nice to know.

Posted

I'll give it this much, the second one was mildly surprising, what with the shiny white flash from the tech blinding you as well. Seems like it might be dangerous if your opponent teched forward (out of the corner) in the air though - that means you're now cornered and stuck in drive mode. Against a good player who knows how to poke you out of drive it's begging for a juicy corner combo.

Posted

Interesting resets, although the first one is kind of sketchy and is one I may not use at all (online at least) since 99% of netplayers are all followers of The Order of the Down-Backers.

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