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Everything posted by SkyKing
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I've used OB less and less in this match because it's a lot more risky to throw out that drives. It's just begging to be stuffed by a Sanctus, and then she's got damage and optimal position on you afterward. I believe mobility is the most important thing in that match-up, simply because you have to make Tsubaki willing to move with you and into awkward or disadvantageous positions. And this goes for the entire cast, not just Noel. Noel has it even harder because of her style and lack of ranges, so converting your risks is very essential.
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She's a really nutty match-up for anyone if you can't find the correct way to approach her. She's too good when you let her control pace and space.
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I'll be expecting some flaws, but only because it is a new game with a system that is borrowed from a whole lot of other games. As long as it's a fun kusoge, I'll be content with it. Now, hoping that Naoto is better here than the original game~! And, I wanna see some form of All-Out attacks or Assist Attacks.
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This worked fine in CS1 where the properties of both moves seem to be similar to the current changes. As long as you use 6C > 236A early in the combo, it will work.
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That should be the case if it's a property of the move, so with 100 heat you should be able to jump 4 times.
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It's Noel players being retarded and only knowing one move and one combo.
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Yeah, if can connect more than the usual amount of 22B's in a single go, then you'll need to 66C after the dash cancel. I've always done it by rhythm, since the dash cancel is a set distance/timing. I think the initial input starts right before the dash cancel ends, so that by the time it does finish you are inputting the second 6 and C for the microdash 6C to come out.
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There are several factors into the haida. You can fix that height and distance problem by doing 6C > B+C > 6C > 22B. Also, they are right in that if you only do one 6C > you will have to delay the 22B input quite a bit. Just look for her guns to be just before they are getting into position for her to fire the second part of the move. It's all down to adjustments. Also, you might want to test this on several characters. I know some may not be able to be picked up with a single 6C, so you may need to do a throw whiff cancel > 6C to adjust the height. Good luck with it! EDIT: This is more a question for Noel's mechanics rather than combo specific, so I believe it fits more in the Beginner thread than here.
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A few things: Messing around in training mode and I find that 6D can beat 236X > 214D, and in the worst-case scenario both characters trade CH hits and can't follow each other up. 5D goes through 236X and 2D can go over it, but Tsubaki should have meter to cancel them and hit Noel out of those 2 drive options. Also, Tsubaki's dive can be beat out by 6A and all drive starters except 2D. And, Tsubaki's unblockable can be 5D'ed through, so just keep a lookout for the animation with the paper flying around her and prepare to hit her out of it. Knowing the setup, it's actually beneficial to Noel since it's within the frame window to press 5D an not really have to stress too much on the timing.
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I really feel that this isn't an even matchup. Tsu seems to have a lot of tools to shutdown Noel's most threatening option in drive, and her normals outshine ours so even attempting to pressure is up in the air. And having a better primer breaking plan than Noel really hurts Noel a bit.
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Anti-Drive Noel stuff makes me guilty happy inside.
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Noted and pointed out on OP.
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DP moves are generally characterized by having invulnerability and a versatile hitbox to knock most things away. 2C is a guard point move, so it's pretty slow to actually connect.
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I just think of it as 2A, 5B, and 6A as your go-to normals with Noel. Everything else you can tie in there in one way of another once you've established those normals.
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Noel's normals are pretty good this time around. Just work around how you want to use them, as Noel can be pretty tricky with frame traps using her normals and gatlings. It is harder to hit-confirm into decent combos from them, but her pressure is pretty good once you get in there. Hate comes with the territory when you play Noel. It's nothing new to us, even since CT. It's more surprising when a Noel doesn't get hate... =/
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TX, the land of the Jins.
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Good stuff to everyone I met at EVO. PNW rooms was great, even if I didn't play much casuals in there.
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You just have to be extremely careful with the delays, as the window to hit 4D > delayed 236D is pretty small at times and missing it means your wide open when they tech out.
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Alright, Tacky. Sounds good.
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Would you like to form a San Antonio team with my bro and I? We are also still looking for a 3rd person.
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I'm a Noel in Pool 1. Just need another 13 more to make that wish come true~!
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Pool 1, yay Tokido and Noel mirrors~!
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Sounds really cool to get some evening practice before the main tournament. I'd be down for that provided I'm not doing anything that night.