Jump to content
Dustloop Forums

HexaNoid

Moderators
  • Posts

    1,628
  • Joined

  • Last visited

Everything posted by HexaNoid

  1. If you feel your opponent is the kind of player who would mash DP during your strings, just go for the block and punish and j.4D will almost definitely lose every time. From my experience.TK j.4D can lose to 2/5A mash, grabs, Noel's 2D and DPs.
  2. I would strongly advise against using drive pressure because of how unsafe it is. Use staggered 2/5As to keep your opponent in check and remember that 2A and 2C are both +1 and +3 respectively, so use that to your advantage. 5B/C are also great tools for spacing your opponent out and stopping your opponent from jumping out of your pressure.
  3. Block > Punish. The end. If the lag you're playing in is that bad, just play other people (preferably those who you have a good connection with).
  4. You can grab us out of it if you see it coming. Anti-airs are pretty good against it too, so you might wanna see if a reaction 5B/2C works for you as well (since it leads to better damage for you guys I think).
  5. I personally agree with Luna about the advanced input thing; I never actually learned about them when I was picking up this game (my first serious fighter too) and I feel I was fine without it. But just so you know, advanced inputs basically means that the game is slightly more lenient about when you press a button in combos since the game will register your input for 5 frames, but you won't really need to consciously think about it when you're doing combos in my opinion. I will say, however, that learning how to do all of Noel's specials and Distortion Drives on both sides of the screen will be very useful since, as Runis rightly pointed out, if you're weak on a certain side this could essentially cost you the match. To Do List -Learn how to do all of Noel's special moves e.g. Optic Barrel (236A), Spring Raid (d.623D) etc. -Learn how to do both of Noel's Distortion Drives i.e. Fenrir (632146D), Thor (j.236236D) -Learn some of Noel's basic combos and learn how to do all of these on both sides Once you've done all this, you can either move on to Noel's advanced combos or go for a few real matches online to build up your own play-style and get a feel for the game's flow.
  6. Start learning some of Noel's basic combos now if you feel you're ready. Here are 10 simple combos you can practice before you move on to her more challenging things.
  7. Yeah, a lot of the combos in this thread are from very earlier Japanese videos so a fair bit of it is probably not optimal. I apologise for this but I'll be cleaning this thread up while adding/removing combos at some point this week, so I'll make sure I include that combo as well as all the other better combos we've found so far.
  8. Well, first things first. Like you correctly presumed, hitting 22B after 6C is height dependant and - where a delay won't work - you'll have to use 6C > B+C(whiff) > 6C > 22B to get the Silencer to hit. This is a much safer way to connect to 22B, but since this pushes your opponent slightly further away from you, you won't be able to do as many reps 22B before you do 22C. XXX > 22BBBBC~66 > 66C. What you're doing here is basically a small dash after the dash cancel, but you only really need to do that if you've used too many 22Bs in your combo and pushed your opponent too far away with from you to reach them with 6C (which is usually after 4/5 reps). I would get more comfortable using the dash cancel before you try this though as you need to have a good grasp of her dash cancel as well as it's recovery before you can consistently do the mini-dash after. Yeah, using a manual dash like that means you won't be able to fit in as many reps of 22B as possible, which is why you need to learn her dash cancel; the more 22Bs you do, the better the damage. There's nothing wrong with doing 6C > 236A (Optic Barrel), but in the corner you'll want to make sure you let the second hit of 6C combo out as it wallbounds, gives a 120% proration bonus and makes certain combos easier to do. 236A in some longer combos might not be advisable though, since the added proration will allow your opponent to tech out. Double Fenrir doesn't work with every combo and if the combo prorates enough - like in that combo - your opponent will be able to tech out at some point during the second distortion drive. I think you've seen Noel's Fenrir (Finisher) hitbox, so I won't bother to explain the rest. :P Firstly, the input for haida is either [22B > 66C] xN or [22B > 66A > 6C] xN. The variation required depends on the character, but that's all addressed in the haida loop guide. Your best bet for haida looping an opponent is usually at the early stages of a combo as long or heavily prorated combos will either make haidas short or altogether impossible. 3C > 22BBBC~66 > 6C > haida is a decent starter to practice getting to grips with it and you can get up to 11 reps using it, but there are a different starters with different potentials too (which I'll add to the haida guide later). And third, the only requirement to do the haida is that your opponent is grounded. This can be done one of three ways: after a 3C, after a 214A (Muzzle Flitter) or after a j.D (either j.D > reload > 2B > 6C > haida or j.D > d.4D > d.236D > 6C > haida). The j.D > d.4D > d.236D > 6C version can only be done in the corner though. To make things a little clearer, any part of Noel's combos that involve her drive state are noted down as d.#X - d.5C for example. The difference between those two combo enders is that the one that ends with d.5D > d.236D is a lot less stable than the one that ends with d.5C > d.236D. This is because d.5C has a lot more untechable time than d.5D and so your opponent may be able to tech out inbetween d.5D > d.236D in longer combos where they wouldn't be able to if you used d.5C. And I think that should do it. Tell me if I've made anything unclear or not gone into enough detail and I'll see if I can help clear up any more of your problems.
  9. In the corner, you can do 2D > d.623D into a combo. Midscreen you will have to use 2D > d.5C > 236A > 662A/66C > j.D > combo. If you hit your opponent too high these won't connect at all sometimes, so be careful of that as well.
  10. I can't see anything like that in the data... At any rate, d.6D does hit low.
  11. Oh cool. I never actually knew that. I just looked at some frame data and tried it out using 6A instead of 2B and it indeed does about 100 more damage. It only seems to be able to pick up Rachel and Hakumen OTG however. I'll have to remember that for whenever I fight those two. Oh, and for the record, we weren't actually comparing 6A against 2B to begin with, so I wasn't technically wrong. :3
  12. In the corner, 6A can get around 3.7k meterless at most and around 3.3k average. Midscreen is about 3.2k at most and 2.6k average. I wouldn't say it's that bad as a starter, but you'd want to avoid using it mid-combo unless you're doing the 6A > 6C haida loop. This is something you'll have to answer yourself, to be honest. I wouldn't think Noel would be easier or harder to use depending on the controller, so just go with whatever one you're most comfortable with.
  13. I bet your mother is so proud.
  14. j.4D > d.6C > d.2D > 623D > 66C(2) > 6C > j.D > d.4D > 236D > 66C > 5D > d.6B > d.5B> d.5D > d.5C > 236D Can't actually test it out right now, but I think this does a bit more damage. If you get a fatal counter, you can do j.D > d.4D > d.236D > 6C > 22B > 22BBBBBC~66 > 6C > 5D > Ender as well for even more damage.
  15. Oh yeah. I always forget you guys have a DP. I'll have to see if I can beat that with Assault Through or something.. By the way, are you up for some more games? :3 Nah, I don't think that works; you'll almost definitely just get countered yourself. Just stick with your DP in my opinion.
  16. Not at point blank range though. It's pretty annoying just landing the first 22B, let alone going into haida. For the tiny bit of extra damage that combo might gain, it's really not worth the hassle.
  17. I don't think so, since we can still use drive follow-ups and possibly land a CH if you push buttons. Just carry on blocking, wait for her to finish attacking and then do your thing. I love going through things with 5D now. Feels like you earned it, y'know? =w=
  18. Just tried that, Runis. Came up with this: 3C > 2B > 6C > [b+C(whiff) > 6C] x2 > 22B > 22BBBBBBBC~66 > 6C > 4D > d.6C > d.623D > 6C(2) > 6C > j.D > d.6D > d.6B > d.5D > d.5C > d.236D - 4,329 Not really worth the extra effort really since the damage is almost identical and getting the 22Bs on Litchi is still somewhat awkward. Thanks for the tip though.
  19. I've been playing Kiba quite often as well as a few other good Tsubaki players and so far this is how I feel about the match-up. Overview Tsubaki has some pretty decent tools at her disposal this time around that can give Noel a hard time. This match revolves around spacing control and footsies and it feels like Tsubaki is better in this department. However, when it comes to damage, Noel has the obvious advantage so capitalising on any and all of Tsubaki’s mistakes will be the key to winning. Tools Analysis 6A – Tsubaki shouldn’t really be in the air that much since she has pretty poor aerial normals, but if your opponent ever attempts to come at you using an aerial approach like her j.214X (dive attacks), then 6A should be your answer to that. Don’t go air-to-air with her either; Noel’s aerial normals aren’t much better. Note: 4D can also be used as an “anti-air” to stuff Tsubaki’s dives and net some nice damage for Noel too. 2D – Tsubaki’s 5B and 2C can shut down a 2D effortlessly, so try not to use this too much. Her 623A will also trade with almost every follow-up Noel uses in drive state on block while the D version will beat out our follow-up options clean out. 2D > d.4D on block can be used to bait out a DP which can be punished with an OpticA, but your best bet is to just use normals as much as possible in this match-up. Note: If a Tsubaki ever uses 6B during their block-strings, 2D will beat it. However, 2D shouldn’t be mashed during block-strings as if they substitute 6B for 6A then you’ll get hit out of your attack. Also, if it’s seen coming, a Tsubaki can just wait for the 2D and counter with a 5B. Optic Barrel – This move is great for stopping Tsubaki charging her install from full-screen after a knock-down and making them cautious of trying to keep a distance and charge as well. Look out for 236X (command dash attack) moves though as Tsubaki’s 236C can easily punish a whiffed OpticC that she has avoided with 236C. Note: Opt for OpticA/B depending on spacing to try and catch a 236X attack. On the Attack Approaching Tsubaki can be quite a difficult thing to do with the tools she has; 2C has godly anti-air properties that’ll stop almost any aerial approach and 5B can stuff a lot of Noel’s ground approaches with its excellent range. 2D should be used sparingly since both her 5B and 2C can deal with these easily, but learning when and where to throw it out will be crucial. Noel should typically be using 5B for spacing and 2A to try and initiate some pressure, but be careful of running into her 5B when you attempt this. Try and keep on Tsubaki at all times and give her little room to breathe, but be smart about it and don’t run head-first at her if you don’t want to die. On the Defence Noel’s best defence against Tsubaki will typically be a good offence, but when you are caught in Tsubaki’s block-strings there are few things you should be aware of. Besides her 2A and 5B, all of Tsubaki’s normals are unsafe on block. However, she does have legitimate high/low mix-up with 6A/B which is her overhead and low respectively. It can be quite difficult to differentiate between the two since they look fairly alike, but knowing which is which will be important for more than just knowing where to block. Tsubaki’s 6B can be beaten with a 2D if she uses it in a block-string, but her 6A can beat us out of it; learning to react to her 6B with 2D will be really useful in this match-up. Also, Tsubaki is a rushdown character too, so she’ll want to be close to you as well; smart use of 4D can beat out her a lot of her approaches and lead into big damage.
  20. Yeah, what Sky said is right. I just tried a few variations of the combo and that one does the most damage. The only thing I can say you should do to make it better is do 3C > 22BC instead of just 22C (but that only adds on like, 100-200 more damage anyway).
  21. HexaNoid

    Doodles

    Draw Noel. That is all. :3
  22. If it's not connecting you probably just have to dash in a little deeper. You have to be pretty close to your opponent to get 66A > 6C to work. The only thing you might need to delay is the 22B afterwards, but that depends on the height of the opponent; if you can't get the 22B to connect after 66A > 6C then try doing that.
×
×
  • Create New...