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Everything posted by Ayane
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I only watched one match but heres what I would I would say. Don't use j.D in neutral so much. Maybe use it if you are trying to bait an anti air (and are right above them) but other than that its basically for combos and sometimes cross up pressure resets (5B>5C>IAD>j.D). I'm sure you already know but you really gotta work on your confirms. Noel doesn't have a whole lot going for her but something she definitely has is consistent damage. Every touch you get should be getting around 2K at least. It looked like you were kind of unsure what to do at neutral. You probably just need to practice your movement more. Noel is pretty fast so you should be moving around pretty fast as well. Test opponents with IAD. Dash>Barrier is your best friend. Jump at them and barrier, then jump again to try and confuse them and bait out AAs. Once you get that down you will need to learn Noel's pressure. Drive pressure is a pretty easy thing to learn but it's also kinda meh. Stagger pressure is something you will really need to know. Basically you want to do things like 2A, dash 2A, 2B, 2B/5B. leaving tiny amounts of space in between your gatlings allows opponents to mash, and then get punished because their wasn't enough space for their move to get active. You can also cancel into drive pressure any time you want. And don't forget about throws. Something you will want to learn later once you are used to the other characters animations is to 4D overheads that you can react too. This works on most of the cast and is literally saying "Fuck your mixup". This often gets opponents scared and confused about what to do with their pressure. That's a good amount of things to work on, not sure if you were lagging or not in the video but it could easily be the case. Lag often messes up my movement/neutral completely but in good 2 bars and 3 bars I can do it. Keep working at it and get ready for people to rage at you! :D
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I wish they would take out that new 22C>dash animation thing. Just let us dash cancel it with our regular dash again pls Q.Q it felt so good and now it's gross I am able to confirm into it pretty easy tho even on netplay (which is all I can play at this point basically >.<). I been playing Noel since JP launch tho so that probably has something to do with it.
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Uh she can use blackhole to escape blackhole as well... o.O. For me I'm trying to play her as 1.1 as possible. Only using activate to mess up their positioning and doing the 1.1 combos Kurushii put in the combo thread. The problem I'm having is it seems like everytime I hit some one they are standing. Right now thats not a big deal. I get 2k+ or w/e off the 5B>6A loops. But after that patch that's lower and I don't think that's going to cut it. Does anybody have any advice for landing better hits? Or even just some meter combos? When I'm just rolling in the meter I will do ....>5C>3C>214214A>5D>236C and not sure if theres something better or I am just playing neutral wrong. Also I'm thinking about not using gravitons outside of combos/oki so much because they often mess up my combos. Am I just placing them badly or what? Maybe I should be doing things like 6D>214A>214D once it gets the velocity from the gravi.
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Ty for your work! Can't wait for the english voices. Want to hear "BAM!" from Makoto lol.
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5B > 2C > 6C > j.D > j.236D |> 66 > 6[A] > 22B , 5B > 7D > 236C , 3C(2) , 66 > 5B > 5C > 236B I can't get this one to work. They tech after the 5B is only the 2nd hit of 3C supposed to hit? NVM got it. Wasn't 66>5B>5C fast enough so they were hitting the ground and teching during 5C.
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Yo! I haven't really had a huge problem with Bang so I figured I'd share what I'm doing here. In neutral I feel we are pretty even. You do have to take note of his extra jump/air dash though as it's good for baiting AAs and such. Air to air bang has slightly more range. His jump in (j.2C) can easily be beatin with 6A. Bang doesn't really have an AA. But since Noel's j.C are projectiles his 2D can be used as one. Every Bang I've fought so far is almost always air born. On the ground Noel has more range than Bang but you do need to be aware of his yolo 3C's and drives. Both of those are unsafe on block but there are some interesting things you might have to do to his drives. Also note that his 3C low profiles so it can beat 5B/C attempts and it is his fatal counter. Bang's drives are essentially just a gaurd point move. He can choose between 5D,2D, and 6D on the ground. All of his drives lose to throw. All of his drives also beat projectiles. His 5D/2D lose to lows and his 6D beats lows but loses to OH's. When Bang guard points an attack he can choose to teleport behind you or not. Sometimes Bang players will use one of his drives to GP your longer ranged attacks such as 5B/C then teleport behind you. The best thing to do in this situation is just cancel into throw; which will counter throw him after he teleports no matter which drive he chose. When pressuring Bang he will often counter drive pressure with his drives. I think if you really pay attention to what kind of drive Bang does you can still beat his drives everytime and heres how. Bang will basically choose from either 5D or 6D since they both gain their GP properties very early on (frame 3 and frame 1). If he GPs a drive with 5D then you can react with 4D to beat his follow up. If he GPs with 6D then you can d.2D to beat the low follow up. Bang's pressure isn't all that scary you can 4D his 5C OH and it's actually probably best if you get into that habit asap because Bang's 5C can actually gatling into his 6B; which is another overhead that 4D won't beat, or into his 2C which is a low. His stagger pressure is a lot like Noel's. He is only plus on his 6A low and it's only +1. Mashing out of stagger pressure shouldn't be a huge problem as Noel since most of our normals are faster than his. And that's pretty much it so far, one side note is that Bang will often use the 3 Nail shuriken things to come in and start pressure on his opponent. Noel can 4D these and sometimes it will hit Bang's follow up attempt as well but it's not something I would rely on too much.
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Well this is officially the character I lose the most to. I react to her OH everytime and it hits everytime (thanks netplay). I feel like Neutral is def in her favor. I have the timing down to punish afterburner with OB but ofc that doesn't do anything. The best thing I can do at neutral is to start OBing and jumping around. Bait a AB then IAD j.C punish for it. I also tried running away from her at neutral when she's burning up and it lasts way too long before you get cornered with a huge ring covering all the movable screen space infront of you. I think I have literally 0% success rate in mashing out of her pressure at any point and yes I know not to after Drives when she has heat. Her J.D beats everything (once she's burning up) and she can basically just keep jumping at you doing it until your in range, then gets to start pressure. Honestly I think just blocking her pressure is the answer. But netplay will never let me block her slow ass OH. I can block Jin's overhead easier some how. Think I might just learn Bullet to see what other people do about it lol. Does anybody have any videos of them fighting this char? I beat 2 of them on stream in a row at FR but I have no idea how I managed that now lol. Maybe she's just an amazing netplay character. Bullets 5C is safe against 4D unless she starts mashing out another move. So if you do 4D at the right time you get to do drive pressure I guess. Basically you want to rush her down so she can't heat up. But at the same time all of her normals are better besides her AA. Not that that's anything new to Noel. So you need to play better footsies than she does but you also can't mixup that well because 6B into anything gets cutter'd. Something I also noticed while playing as Bullet against CPUs offline is it seems like lock on takes way longer (even at level 2) than it does online and I get hit out of it quite a bit. Could just be me being bad at Bullet though. Actually I just realized that she's only projectile invuln while locking and not fully invuln and of course I've been using j.C to try and get her to stop >.> so that helps to know. So correct me if im wrong, in summary her pressure is basically 2A into more 2A's (frame trap). 2A, 5A, 5B into a 6A or 2B mixup. If mixup blocked then 5C for +0 which is then a frame trap because 5D or 2C could come out or she could dash and maybe get mashed out. If you block 5D with when she has no heat you get a 5B/2B punish if your really quick. Otherwise you get to block another set of this pressure again. Offline I'm sure it's not really that hard to just sit there and block all her pressure. At the same time if a Bullet caught on to you being able to 4D OHs on reaction she's not really at a disadvantage since she has frame advantage/neutral pressure and her 2A is the same speed as ours. Dunno just not really seeing how this could be in Noel's favor lol. Going to keep looking for stuff though and now that I know how to play Bullet as well I'll see what other people do about her pressure. I feel like backdashing out at some points might be a thing but I'll have to experiment more. Welp nvm back dash has just as many problems as anything else. The best thing I've found so far is to try and IB her 5C then 2A. This beats everything but 5D and if she does 5C>2C then you will just keep blocking.
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The 6.2 CH was mid screen. The burst bait was with Noel in the corner though. I don't think that affects it though.
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It doesn't. Saw a Noel named "No brand Noel" bait a burst with 4D then d.6C>MF the opponent like normal. He also did 6.2k off 5C CH meterless ^.^ . Also Tetsu Yarou quit playing Noel and plays Koko now
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Honestly, it probably won't be that useful for RC stuff since MF dmg got nerfed. I guess for 100 meter you could maybe to slightly more dmg for RC>MF? Probably not worth it tho. Yea that Noel was pretty bad tbh. I know Kouya played on stream since 1.1 but it required nico premium to watch
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http://youtu.be/kRX3G3Yauck?t=8m21s Fenrir does Restand :D
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Yea I think netplay is a big part of it. But I think higher level players tend to respect more since they are probably more confident in their blocking so it might work better on them. If people your playing against are in love with their DP you can just start 4Ding in the middle of your drive pressure to let them hang themselves. The 6D>RC>2B thing is def rly good as well and I'll probably try to implement that and CA more.
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Still down for this. Also would like a how to Japan for noobs lol.
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Hey you're that Mu that was beating me up! Thanks for the input. I've always had trouble defeating Mu and I don't think it has anything to do with Noel specifically, just as a rush down. Also I tried 3C under the orb (yes 236A) and it still hits unless you let it float up in the air for a bit. A better punish that Noel can do is IAD>j.D if Noel doesn't have to block it. There are some weird ranges the orb can be done at that makes it act strange. If Mu does 2A>2A>5B>236A then the orb will still be close enough that Noel has to block it, but after the first to hits it pushes back too far for like the 3rd hit, then hits Noel 2 more times. If something like this is done then Noel has to IB the entire orb to get a punish. Otherwise if the orb is done close enough Noel can just 5C CH punish it without having to IB at all. I'm still working on finding more stuff but I think most of it will come from just playing Mu a lot.
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Alright so here's tetsu yarou doing what i was talking about http://youtu.be/b8M4BPXB8RI?t=26m21s I'd say he's a good Noel so I wouldn't expect him to just be doing stuff that never works for him or he thinks is bad. Also if the opponent is crouching the d.2D it makes it even harder for them to react to. To me this is no different than Chie's Rampage>RC stuff. I've seen the SR>RC so many times but here's Shino doing it against the best v-13. http://youtu.be/XIxKj9nSHh0?t=6m33s Shino being one of the best and my favorite Noel I'd say the same thing goes for him. And don't forget you can also SR>RC>j.4D and the same can go for the d.2D RC. Another thing Shino likes to do a lot is 6D>RC>2B and it landed almost every time he did it. And even though he probably has the best defense out of all the Noel's I've seen. He still uses his meter on counter assault quite a bit. He basically uses his meter on everything (besides CT) evenly. As for it being gimmicky. Everything Noel does is gimmicky. You guys do know that her drive mixup isn't legit in the first place right? You literally can't make them respect your mixup unless you d.6C. In fact, I have an entire list of what all can be done to each drive into another drive if you guys want me to post it somewhere. Gimmicks aren't a bad thing. Honest characters like Makoto lack a lot of this and I think it's a pretty big reason why shes so low tier. That being said I wouldn't consider Kokonoe as a character who needs to use gimmicks to win. She has tons of them but her tools are such BS that she doesn't need them. I'm not saying if you don't use these your bad or anything. It's actually really cool that Noel can be played so many ways. But please don't just brush this off and act like it's terrible (though you may not have been).
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I don't understand how to fight this char at all. She's got so much range on Noel. and if She ever gets close and I block all her pressure she just does that big orb. After the orb I normally just IAD back, but of course that's not where you want to be. Maybe you can 4D it? Also getting hit out of my combos by her 214D (236D?) lazer thing is pretty cool. I seems like if she whiffs a normal she has huge recovery on them. It's hard to get her to whiff something though because her hitboxes are HUGE. Gonna go into the lab with her and will report my findings.
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Nice! Thanks for the input everyone!
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It's gimmicky but so is what you posted. the d.2D RC is pretty hard to see coming. and you can use the SR RC to bait punishes.
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Watched 4 matches or so and here's what I think he should work on. Don't get in the habit of using 4D so much. It was working against you (Mu) a lot so make sure to do 2A, 2B, 3C, and throw on him more. Especially on his wake up. This is probably the most important thing because vet players know all about the 4D spam and they will blow you up for it every time. He shouldn't be using it as a AA either but it did work a few times. When he lands a 5A/2A don't always go for the overhead "reset". He is missing out on 2k+ dmg and a tech chase setup every time. Try the overhead reset every once in a while maybe; but it was obvious you were use to it. Don't always go for 6B in pressure strings in general. I know that pretty much at the end of pressure it's the only normal left to cancel into usually. But don't forget about 6D. I know it's slow but people get use to abc 6B pressure from Noels, so throw in a abc 6D at least once in a while. Also you can get a lot more creative with stagger pressure. He did do it once out of the 4 matches I watched so I know he knows about it. Don't IAD too much. At first I saw him doing it a lot but he slowed it down some. Just remember that IAD's are super free to AA's and if you spam that shit then it's going to get AA even more. A side note that I would like to see all Noels do (including myself) is use RC pressure more. An example drive string>d.2D>RC then pick between >air dash>j.C>j.B>drive cancel mixup or >land>2B. This and the spring raid RC>j.C>drive cancel mixup are things that I've only been seeing JP Noels do and it lands them hits a lot.
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" Her 4D has been nerfed so it will not invul through overheads now " Actually it is immune to all standing overheads, just not attacks that have the head attribute. Which are basically jump attacks, and attacks like Jin's 6B. For some reason it's immune to Mu's OH as well bcuz for some reason even though she does do a flip off the ground it doesn't have the head attrib. Also bbcp 1.1 patch notes : http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Chrono_Phantasma_1.10_patch_notes He put that fenrir puts opponent in a standing state o.O
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Having trouble dealing with Bullet. Not sure what she is doing but it seems like if she ever locks on its a free get in for pressure. Also not sure when her pressure ends. Any tips on this one?
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Yup, I thought it said forced standing
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was just thinking... I wonder how much 5C(CH)>MF>Fenrir>RC>MF is going to do in BBCP2 lol. It's 100 meter ya. but its unburstable after the first MF! Unless you can burst between the rapid and the next MF. Forgot if they can or not :X
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Thx for the advice! Ya I have def been fighting stronger opponents lately and I would agree that my defense is the worst part about my play. When I start blocking somebody I have no idea when I can escape or poke out. I usually just 4D overheads or sometimes I get acclimated to somebodys auto pilot pressure and when they would usually OH I would just 4D. Except sometimes they catch on to that on just hit me out of 4D. So I need to just actually react to the OH more often. I recently started jumping out of pressure instead of trying to mash out as well and it is working pretty good. My neutral got slightly better. I don't IAD all the time anymore cuz there was this Jin who was just 2Cing me everytime so that pretty much broke that habit for me. I'm not sure how I can really make my pressure better than it is now. I mix in lows and overheads as much as possible. I don't go for throws all that much but I do still go for them every once in a while. But I feel Noel's pressure is pretty easy to deal with once you see it a lot.
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https://www.youtube.com/watch?v=IAGhGAIzOU8 https://www.youtube.com/watch?v=UOPIJie3e2Q Here's some matches of my Noel from a few weeks ago. It's netplay and since then I've gotten a bit better at converting combos but that's about it. Any idea what I do wrong most of the time?