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Ayane

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Everything posted by Ayane

  1. I guess I haven't fought many good ones. To me his pressure isn't scary. His neutral is pretty basic and 4D works on most of his moves. I approach him pretty much the same way I do Ragna/Jin except Noel actually outranges him so you can throw out 5B/5C with out having to worry too much. A lot of times though I just let OB him and let him do his dash up to me so that I can start pressure on him. Wish I had more to help with
  2. I got lots of ideas for MUs from watching videos but w/e. Maybe some people just want to watch Noel vids when they are bored.
  3. I still plan on going to this!
  4. https://www.youtube.com/watch?v=06zS9i6OZkI 3v3 tournament with Oboro, Daisul, and Dango.
  5. There hasn't been many good videos in 1.1. But Jourdal put this up recently https://www.youtube.com/watch?v=06zS9i6OZkI I still think the good JP Noels are better than us. There just hasn't been much footage of them lately. Tech doesn't really mean much for Noel either imo. She's more about fundamentals and idk of any American Noels that are crazy good at that, also matchups. The Noel's in that video are super mashy though so maybe you will like that lol.
  6. I mean you could but JP has a year of experience over us.
  7. Hrm that is kind of extreme but it might help you a lot in the long run! What I use to do to get in the habit of just blocking was put the CPU on expert and go to versus mode, fight them and see if you can survive until time out off of just blocking. This obv works better with some characters compared to others but it's a good start just to get into the habit of being patient. Also something I did was I would go into training mode and record my opponent doing various mixups EX: Jin 5B>2B, 5B>6A, 5B>throw, 5B>6B. Then I would have the game play them back at random and practiced blocking, reacting to 6As with 4D instead of block, and reacting to 6Bs with 5A instead of block or 4D. It's good for Noel players general reaction to a standing OH to be 4D because there are only a few characters whose standing OH's beat 4D while most will straight up lose to it and won't be able to RC.
  8. Shino, tetsu yarou, kouya, watagashi(?), and Dango for 1.0. Haven't seen many at all for 1.1 but I think Kouya and Watagashi were on stream at some point in 1.1. Almost all the other high ranked players (not just Noels) switched to Kokonoe or someone else after the patch.
  9. IDK if I would say your movement is poor but the movement options you chose are often strange to me. There were a lot of times where you would kind of just stand there and let Jin come to you which is weird to me because I'd rather be the one putting the pressure on Jin rather than letting him start it on me. I try to approach Jin using basically all of your movement options. He has answers for all of them but most of his answers have long recovery so you will at least be able to start pressure on him if not right out punish him. Use dash barrier more to safely approach him. I think it's more of a matter of learning how to space your normals better and also picking better normals to space with depending on your opponent. Also you were picking kind of odd times to mash but that's part of learning the matchup. It seems like you def would rather 4D or backdash than block anything. That is def a bad habit especially with the backdash nerfs coming in 1.1. I think a lot of Noel's (including me especially on netplay) have the bad habit of being like "Fuck blocking it's my turn now." and using 4D a ton. It's actually pretty stupid how easy it is to beat 4D yet it works so often on the not so good to average players that it seems like its broken. What I did/do to try and break the habit is literally just tell my friends that im playing how to beat it. This forces me to learn to block and helps them with the MU and really doesn't affect the usefulness of 4D. Then if/when you go to a tournament and you fight someone who already know's the MU you won't be getting blown up for spamming it. It just takes practice getting used to blocking and IBing over just 4Ding all the time. In casuals you should definitely go for the knowledge over the win.
  10. Here's some replays I saved from April. Feel free to critique it but tbh I think I know most of the things I do wrong at this point besides specific MU stuff. Just gotta work on reactions but it's hard on netplay Q.Q https://www.youtube.com/watch?v=hgZIV1UtuUk
  11. Some videos of my basic strategy against him https://www.youtube.com/watch?v=bWGV7WZioKs&feature=youtu.be http://youtu.be/hgZIV1UtuUk?t=11m39s Somethings I didn't do here (mostly bcuz of netplay and sometimes bcuz I'm just being bad) are when you CH 5B him you can go into 5D or 3C and get a lot more dmg than just doing chamber shot like I was doing. Also when it came to defending against Tager I did pretty awful. But the entire point of the strategy is that you basically never get put into the Tager vortex so you won't have to defend against him as much. This isn't really a Noel specific strategy either. If you watch a lot of vs Tager videos you will see a lot of the other rush downs doing something similar and running away a lot if they can.
  12. Ya I was planning on posting the longer one from the month in there. Forgot to post this one in the MU thread also.
  13. Use whatever works for you. TBH I think you guys are looking too hard into the wrong thing lol. Both are good in different regards. 4D>SR is almost certainly better during pressure and you could even react to hammer with SR or if no hammer d.2D or w/e. 6D could very well be better at beating Sledge B's in neutral but that's not something I've ever tried. If that shit is working for you guys everytime then def don't stop lol. Anyway's here's one vid of me fighting Tager in ranked. I could tell he was pretty good but we were on a 1 bar connection so neither of us could quite do everything we wanted. It's basically just to see the general strategy and try to make Tager hate his life as much as possible. https://www.youtube.com/watch?v=bWGV7WZioKs&feature=youtu.be I'm also rendering all the replays I saved throughout this month so I'll upload that and link it later when it's done.
  14. I'll have to try 6D more but I understand why others are saying it's not so great. Honestly I don't try to 4D sledge too much anyways. If we are in neutral im going to 5B it and if we are in pressure ill wait for hammer to start then start my 4D. But basically the entire strategy of fighting tager is to never let him get into a place where he can start pressure.
  15. Tager is another hard one at first but it's basically because you have to fight Tager way different than you fight other characters. He's immune to half of your moveset during a lot of his moves. Also you get to respect his vortex; which is rediculous :D Here's how I play that MU and this is what Shino did as well. Match starts: IAD back j.C. I think he literally can not do anything to stop you and sometimes (bad) Tager's 2D at you as their opener and the j.C will CH them and let you get a free crouch combo. After you are full screen you can just start optic barrelling the shit out of him until he remembers about sledge. Then, once he remembers he has that you get to try and perfectly space/time 5B for a CH combo. You can 4D sledge too but if he follows up with hammer (also projectile armor) then he will most likely hit you. If you somehow perfectly time it you can 4D him during the hammer part and get a hit. Also you can try to 4D through sledge then SR when he hammers. Don't try to AA him everytime. His "peoples elbow" move is a good AA bait and is also a FC for him. If you block that though you can punish him. Smarter Tager players will most likely opt for his spark bolt charge over approaching you with sledge. You can punish the recov of the charge with OB but It's probably not worth it to let him get his spark bolt so easily. So you run up to him to stop him right? Well that move has armor (except to lows and throws) and he can easily 360 you out of anything you do while approaching....except air moves ofc. Luckily your best air to ground move is a projectile so he's already armoring that a lot of the time. But let's say you do get to start pressure on him. Get ready to use 5B and jump cancel it a ton on most Tagers. They are spamming that grab like its the only thing he's got and it's most likely going to come out at the next gap in your pressure. He has a AA grab too (623C) but if you jc j.A I'm pretty sure you just beat that move by slapping his hand before it becomes active. Also if you start drive pressure keep d.2D in mind to dodge 360 attempts. If you stay a little over 5B max range away from him you can kind of dance around in that area and see if he feels like whiffing any normals. His normals are pretty big but also pretty slow so you can often just slap him for whiffing them. If you get caught in his vortex you get to play rock paper scissors with him. backdash beats 5A, 360, and maybe 5B? (his little boot kick) but loses to 5C and probably 5D. Jump beats 360 and loses to 5A (you get caught in jump startup). Block loses to 360 and...blocks everything else. 4D beats 5A/C/D and loses to 5B/360/what ever else 4D loses to. If you feel like blowing 100 meter (or 50 on a correct guess) you can Fenrir in hopes of beating one of his moves. If he blocks you can RC and escape. If he jumps over the first hit you get punished and lose 50 meter. Just a side note: If you often barrier block on wake up or just at all. Remember that you can't hold up while barriering to jump out of it, so you might get grabbed a lot if your trying to up back but also pressed barrier (trying to block an air unblockable). If you get magnetized and are at neutral still. Don't jump. Either spam backdash or wait for him to whiff one of his vaccum moves and slap him while you're getting sucked in. Tager has lot's of gimmicks. You pretty much have to fall for all of them before you can understand what to do about them so go ahead and be ready to be getting grabbed in the most awkward ways for a while. The last piece of advice as always for beating Tager with Noel is to pick Mu 12.
  16. Yea 4D>SR is a good idea unless he doesn't hammer and just blocks it. But if you can react to hammer with SR then ya wutevs. I played a pretty good tager in ranked today maybe I can upload that vid and link it in the MU thread or something if people want it. I'll copy and paste the Tager MU section of my post and put it there too. I posted it here first though because somebody here was asking about it.
  17. Bring back the meterless 7K 4D FC combos! Also yea Haku MU is def one in his favor and good haku's can actually beat your AA with their jump in (j.2C I think) easily. Tager is another hard one at first but it's basically because you have to fight Tager way different than you fight other characters. He's immune to half of your moveset during a lot of his moves. Also you get to respect his vortex; which is rediculous :D Here's how I play that MU and this is what Shino did as well. Match starts: IAD back j.C. I think he literally can not do anything to stop you and sometimes (bad) Tager's 2D at you as their opener and the j.C will CH them and let you get a free crouch combo. After you are full screen you can just start optic barrelling the shit out of him until he remembers about sledge. Then, once he remembers he has that you get to try and perfectly space/time 5B for a CH combo. You can 4D sledge too but if he follows up with hammer (also projectile armor) then he will most likely hit you. If you somehow perfectly time it you can 4D him during the hammer part and get a hit. Don't try to AA him everytime. His "peoples elbow" move is a good AA bait and is also a FC for him. If you block that though you can punish him. Smarter Tager players will most likely opt for his spark bolt charge over approaching you with sledge. You can punish the recov of the charge with OB but It's probably not worth it to let him get his spark bolt so easily. So you run up to him to stop him right? Well that move has armor (except to lows and throws) and he can easily 360 you out of anything you do while approaching....except air moves ofc. Luckily your best air to ground move is a projectile so he's already armoring that a lot of the time. But let's say you do get to start pressure on him. Get ready to use 5B and jump cancel it a ton on most Tagers. They are spamming that grab like its the only thing he's got and it's most likely going to come out at the next gap in your pressure. He has a AA grab too (623C) but if you jc j.A I'm pretty sure you just beat that move by slapping his hand before it becomes active. Also if you start drive pressure keep d.2D in mind to dodge 360 attempts. If you stay a little over 5B max range away from him you can kind of dance around in that area and see if he feels like whiffing any normals. His normals are pretty big but also pretty slow so you can often just slap him for whiffing them. If you get caught in his vortex you get to play rock paper scissors with him. backdash beats 5A, 360, and maybe 5B? (his little boot kick) but loses to 5C and probably 5D. Jump beats 360 and loses to 5A (you get caught in jump startup). Block loses to 360 and...blocks everything else. 4D beats 5A/C/D and loses to 5B/360/what ever else 4D loses to. If you feel like blowing 100 meter (or 50 on a correct guess) you can Fenrir in hopes of beating one of his moves. If he blocks you can RC and escape. If he jumps over the first hit you get punished and lose 50 meter. Just a side note: If you often barrier block on wake up or just at all. Remember that you can't hold up while barriering to jump out of it, so you might get grabbed a lot if your trying to up back but also pressed barrier (trying to block an air unblockable). If you get magnetized and are at neutral still. Don't jump. Either spam backdash or wait for him to whiff one of his vaccum moves and slap him while you're getting sucked in. Tager has lot's of gimmicks. You pretty much have to fall for all of them before you can understand what to do about them so go ahead and be ready to be getting grabbed in the most awkward ways for a while. The last piece of advice as always for beating Tager with Noel is to pick Mu 12.
  18. I think it's even. Ragna has better Neutral and a real DP. Noel has slightly better damage on average and a good DP bait. I think our pressure and mixup is about the same.
  19. Backdashing her 5C attempt is pretty much a free escape btw. I finally beat a good Bullet after doing that + not using j.C on her drive like an idiot.
  20. Dash barrier backdash dash dash barrier jump forward jump straight up backdash dash 5B doing things like this is pretty much what you do as Noel when the opponent has better neutral tools than you. The point of all this is to try and get them to whiff a move or do something stupid to get close to you. Throw some optic barrels in there and they will start doing anything to get close to you but be careful cuz OB is whiff punishable as well. Honestly, I feel like like learning the Jin matchup just automatically taught me how to fight Ragna for the most part.
  21. So besides George. What is there to do against Rachel? I'm fine with our neutral but against a good Rachel it seems like if you get hit you may as well set the controller down and go do something else until the next round. Was playing not too long ago and if I got hit first then I would die before I even got meter to CA lol.
  22. They use j.C because it's her best air to ground normal and it can be drive cancelled.
  23. http://youtu.be/Mif_NHVFFDA?t=1h29m1s Kuma vs Litchi (Galileo?)
  24. And by low attacks he just means attacks that hit Noel's feet. It doesn't have to be an attack that has to be blocked low.
  25. I stand corrected then! Any comments on the other things I wrote?
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