Some Noel stuff from zetaboards (Apparently there's two parts. This is the first, second will be soon)
Noel is still vastly different from CT. You have to play her differently in Continuum Shift. Her best way to break opponent's defense is actually her throws. With her high mobility and diminished throw buffer effect, you can catch opponent with throw counter easier now. Throw > 214A > 2B > 6C > JD > 6D > 236D is a stable combo. You can skip 214A in the corner for more damage.
Standing A: has a longer recovery. You cannot whiff it to bait dp.
Standing B: still jump cancelable.
6A: hit crouching characters this time but still has a slow upper invincibility start up.
Standing D: has the old standing C follow up motion.
2D: still no an overhead, but links to other follow ups even on standing hit.
4D: Has upperbody invincibility. Also links to follow ups (instead of blows opponent away).
JD: important loop patch due to the untechable floor bounce effect. 6C > JD is the basic combo patch.
J4D: because of its large hit box, it is a good air vs air move. On knockdown or counter hit you can do combo afterward.