-
Posts
76 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by eLPointe
-
Hex, I don't think you do very many things wrong when you are playing. The only thing I saw that was causing you pain was the corner pressure coming at you. It is usually IMO better to just block on wake up and counter assault to get yourself out of trouble in the corner, or if you feel it will work you can always wake up distortion. The big problem is noel has no DPs to get ourselves out of corner pressure so we have limited options. I suppose a 2D on wake up is viable but you play the risk of being countered (in the case of the pressure you were being delivered at 5:20 you could have done this to avoid the damage, because you go over her 22D). Other than that Hex your execution was fine and your combos were top notch. It is just the little things you need to work on and your game will vastly improve, fundamentals are always key.
-
You should post the video anyways, it doesn't hurt to show video footage so people can see a little better what it is you are talking about. I think I know what you mean though.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
the whole point of doing 214d is your doing a double cross-up, following the 4d in air. Chances are a Tager won't expect this so 9/10 times it works for me. IF you just flat out do it as your first cross-up after say d.6c than yes you are probably going to get command thrown out o fit, or getb'd. But like I said doing it the way mentioned above, usually catches them off guard. Try it out, don't knock it until you try. But don't over use as Tagers will catch on. Also note, that Noel is a high risk char. get use to trying risky things. And see what people fall for, got to be risky with her for the nice payouts of dam. you can achieve.
-
For Tager: As a Noel main I have played many Tagers over the course of CT and CS. The match up for Tager v. Noel in CS is definitely in Tagers favor. But if played right it can almost seem like the other way around. Here are a few simple tips, they have more than likely already been mentioned before but they work, so practice them and try it out for yourself. 1.) The keep away game, Keeping your distance and staying out of range of his throws is a great way to deal with Tager. When a Tager is using super jumps to gain ground on you keep in mind that your 6a goes through anything he can do in the air, so the timing on this is pretty key and can open up Tager for 2.5k dam. approximately. Do not try to use any D drive moves like 5d and 4d for their inv. frames when Tager comes through the air to combo him on the drop, if he blocks and buffers a throw hee has inv. frames too! 2.) Make the most of your combos, as mentioned before Tager is extremely easy to haida loop and get those nice 4.5k -5k dam. combos off. So if your not getting haida loops off on a regular basis work on that, and it will make Tager and even Hakumen all the easier to deal with. Sometimes, you might find your self hitting him with 5a's or 5b's keep in mind every bit of dam. helps, keep the pokes up try doing 5a, 2b, 6a, 6c, 236a, 66c, sjc. 5d, 6d, 236d. it works and does help keeping your pressure on. 3.) aerial approach, still the best way to approach Tager. one thing you can do for nice mix up is while air dashing 5b, 5c, 4d if hit hits, it may fc in which case you can go into some nice 5k dam. if it does not, mix him up again, 214d. to get him away from you. If you have him in the corner, try sitting right on top of him and jumping last second and 5d. This can counter and open him up for a good amount of dam. Watch his meter though, if he uses wheel your getting hit. 4.) pokes, as mentioned above, try to avoid your D-drive unless you have Tager in a combo. trying to use them randomly will get you into some trouble, not even just with Tager but with anyone, Tager in particular can use sledge to go through any D-drive move. Keep this in mind. Stick with the pokes and look for hit confirms and counters. Those are a few tips, they work for me so hopefully they will help others out. This is I personally think one of Noels worst match ups. I have more trouble vs. Tager than I do Bang, who is suppose to be our worst match up.
-
I watched a few vids on youtube of Noel seems to me she plays the same way, which I am really liking, anyways. Do you guys think that a new viable option on a air dash in, or just falling down be j.5b>j.5c>j.4D for a nice cross up with little reaction time, also the chance to FC. it could work in CS1 but Noel was so open when doing j.4d that is was useless to try and do.
-
5C > 6B Gatling was added in the last loketest, and according to what I was reading pretty much everything from the last loketest has stayed. IF this is true than Noel may be looking at the top of the tier list. I don't really want that, but it's starting to look like it. Tager seems very broken though.
-
I am hoping for only two things. 1.) Noel moves up the tier list to at least mid-tier, and becomes a viable option for tournament play. 2.) Noel can be played in a similar way of that in CT. When she was decent, and had NORMALS! Fingers crossed, that she becomes better all-around. From what I was reading the rest of the cast got more nerfs than buffs (IMO).
-
Tao's lows beat out Noels anytime of the day. As I mentioned before 2D is IMO Noels best option vs Tao's who like to low jab a lot. Other than that, you are right in regards to this fight consisting of a lot of blocking. Get use to random mix ups/cross ups because Tao's will do them constantly.
-
Agreed, people need to start looking towards the future. And I can't think of a better person to make up the guide for CSII Noel, than 2GB. One of the best Noels I have had the pleasure to watch compete in tourneys.
-
I agree with you 100%, With Tao I pretty much always sit back and block until an opening comes up. Remember this though, a lot of Tao's attack low. What this means is, 2D goes over them and counters, she has a 3 hit low block string that everyone uses, noel can counter this easily with 2D. another thing to do is when your in the air and falling, if she is below you, you can 5D. Catch them trying to do something for a counter and get some decent damage off. You can also 5d in the air and hit her out of her drive and into an okay combo for 2.5k or so. You have to be above her though...of course.
-
when he is moving through the air and coming in from his chain, you can 6a him before landing to punish for some okay damage, 2.1k-2.5k. and depending on what he is doing, you can simply 5d him and abuse your IFs for 3.5k damage or more. In the air it is best to not try and attack him because he can get a counter hit with his chain and hit you up for 3k or so. What I like to do is right off the start dash in the air to him and throw, every single Hazama online jumps off the start back a little to try and shoot off his chain. Air throw is pretty good against him, but you have to be able to predict or react fast to his jumps. With zoners, I find Noel has a very difficult time dealing with them, so once you get him down, stick to him and don't let him get away, poke him on his wake up for some hit confirms to drive combos. Bait his DD, and punish accordingly. If he is in the corner and does this you can light him up for 5k-6k on counter.
-
One thing I seem to have work is If Kune is turle'n in the corner throw on party big and clouds blah blah blah, move in and optic barrel him. it hits, and all his bugs, clouds, etc are gone. I quick dash in and you can keep pressure on him, don't let him get away keep on him. If you go in the air mash 5a it prevents the start up of a lot of his air attacks. For the aggressive kunes. I just block a lot and wait for a good time to either counter assault to confuse them and counter them for a decent combo, or wait for them to make the mistake of whiffing something on the ground. It's over all a pretty terrible match up. Noel doesn't really have any options against Kune's j.B, and every Kune that is decent will abuse the shit out of this. All-in-all, just hit and don't let him get away from you after that.
-
Vs Hakumen you have to once again be careful of drive spamming otherwise you will get countered and combo'd. Random 236a's to cancel out of drive is nice to do, IF you know he will through out his drive counter. When Hakumen is air dashing in, you can actually use you IF to your advantage, with 5D you go through his sword and counter hit him, IF he does a slash© while he is air dashing in. If he does B. 6a is the better choice.
-
One thing I noticed was that sometimes if timed correctly you can 4d for a FC right before she lands and she will be on the ground, which opens her up for some heavy damage (5K or so). But in a live match I doubt you will manage to pull it off consistently I still think for the tail drop 6a is noels best option. Seeing as it almost never fails and I have had 4D clash with the tail drop...
-
The infamous tail drop many a time did I get caught with it while in drive and combo'd for 3K+. Anyways, I have a considerable amount of experience now against Makoto, and this is what I know(opinion based): For her tail drop specifically, your 6a (air counter) counters this. A good follow up if you can get the timing is to air dash after the hit is confirmed (counter) and before they land 5c(in air)>6c(on ground)>j. 5d>D...if you have them in the corner you can end it with a combo for about 4k I think it does that's with DD and a air throw following it up. You could just do normal BnB from 6a which does only 2.5k but damage is damage with noel. Oh I tested 4D>623d in the corner you can make some nice outcomes, but it's extremely hard to link it to 66c at mid screen. I dunno if it's even possible unless you rapid. Now because Makoto's tail drop is slow to land you have to work on delaying your 6a since it comes out relatively fast.
-
For myself, I heard about the game from a friend, and up until that time I was never really into fighting games in general, I played some Street Fighter here and there but I just played it for fun and never really got into it. But I liked the graphic style. I never really liked the anime style of fighters until I tried it out, and I thought it was much more impressive, stylistically and graphically. The game played completely differently than what I expected, and I just loved it from the get go. I started to play a little GG after I discovered Blazblue, I pretty much like them the same, maybe with a slightly favor to Blazblue. I want to try out melty blood now, I watched it in a tournament and found it intriguing.