I'll leave this here, courtesy of Errol:
"there's no real hit confirming here. it is an OS.
you input 5c>2c>6c
if 4d comes out, 5c whiffs, and you whiff cancel into 5cc (ch)(5d has a good chunk of vulnerability before active frames and the timing here works out) and 6c comes out.
if 2d comes out, 5c hits, and you do 2cc (because you input 2c and because you can't go from 2c to 6c so 2cc comes out).
In the corner, either of those lead to about 3.1k chargeless damage
if they mash jab or throw, then you should end up with a 5c>2c combo. hit confirming here might be nice.
Similarly if they block, 5c>2c will come out which you can jump cancel, or even sometimes just recover and mash 5a."
Remember that the 5C needs to hit meaty, you don't want it to whiff on it's own on Noel's wakeup.
She's annoying to pressure regardless, the fact that I have to treat a rushdown character like a grappler is obnoxious as all hell.