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LunaKage

[CSE] Noel Vermillion Beginner Question Thread

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umm noels 2C is a low attack.....so idk how someone can block a 2C while standing cuz thats like impossible. either they where already blocking 2C but pressed a button and got frame trapped or tried to shift guard or something but thats my take on it

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If my opponent blocks the second hit of 2C standing, they end up in a crouching state even though they got hit by a low. Is this supposed to happen?

To clarify: You mean that they block the first hit of 2C low then try to block high for the second hit and get hit, yes?

Yes, that's what's supposed to happen. It's called "Fuzzy Guard"; they were still stuck in the crouching animation of blocking the first hit of 2C low when the second hit landed. The game doesn't care if you're standing or crouching when you block, it just checks whether you're blocking high or low and either leaves you in that state you were in when you get hit or adjusts the animation if you blocked correctly.

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To clarify: You mean that they block the first hit of 2C low then try to block high for the second hit and get hit, yes?

Yes, that's what's supposed to happen. It's called "Fuzzy Guard"; they were still stuck in the crouching animation of blocking the first hit of 2C low when the second hit landed. The game doesn't care if you're standing or crouching when you block, it just checks whether you're blocking high or low and either leaves you in that state you were in when you get hit or adjusts the animation if you blocked correctly.

Neat.

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4D Fatal > d.6A > d.6C > d.2D > Spring Raid > 66C does indeed work, if the 6C isn't connecting you're either doing it too late, or too soon.

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He said if the opponent was already in the air. If they are too high off the ground 66c won't connect.

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I've seen Noel do Fatal4D>d.6A>d.6C>SR>6C when I was off the ground and it worked...

Then again I haven't tested it out, so don't take my word for it.

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Is there a thread with oki setups with Noel? I don't mind the game version (I'm playing CT on PC so yeah...)

Another question: What are her good anti air options? (It would be great if someone knew that for CT) I've been using the standard 6A and 6C which both lead to 6C loop for good damage.

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Noel Honestly doesnt have good oki setups ( currently. and it varies on the game you play) im not sure if noel had oki like that in CT so i cant say since i wasnt on CT for that long. As for anti-airs 6A and 4D are usually her primary AAs. 6C is a more situational one since it has no head inv frames so you may get hit trying to use it as such but if you land it, you can get alot of damage from it. since this is CT her 5B can be used for the same reasons but its not really recommended you will definitely get hit half the time unless you gdlk at spacing it, you better off hitting 6A. same can be said for her 5C on there it can do the same thing provided you time it but to be safe 6A and 4D should be the ones to go for majority of the time.

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Noel's counter assault is something that I've never made use of before, and I'm taking some time today to program it into my fingers so I've got it as an option.

What are my best options after a counter assault?

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well noel has a variety of options after a successful CA (counter assault). If you are familiar with micro-dashing then usually her best options are steming from that concept for a quick possible punish and momentum change. overall from my experience her best options imo for a follow up (assuming you CA passed your opponent as a cross-up) are usually micro-dash 5A, micro-dash 2A, dash 6A, or dash 6C. these are overall the best ive used and are pretty good the least recommended is the 6C variation since the range is iffy but if has the highest reward if you can counter hit someone with it if they're pressing buttons which can lead up to 5k anywhere if you know what you're doing. the best of the bunch is mostly 5A and 2A. 5A is a good follow up simply due to its start up of 5 frames and is the fastest move she can use to respond with afterwars if you dash with it and the possibility of your opponent extending their hurtbox to your 5A's range they could end up having their move getting beat by 5A majority of the time and if they happen to block 5A then it allows you to go into your pressure and staggers. 2A is a nice one too since its range is good enough to do the same as 5A and on opponents who like to block a bit you can dash up 2A > 2D cross-up on a crouching blocker to get a combo. if you wanna have a 2A > combo you may have to dash in with 2A just slightly more to hit 2A > 2B > 6A > air combo( try not to hit 6C after 6A because it usually whiffs if you trying to do a quick 2A after counter assault). 6A is a decent one as well as it has a good range to launch opponents into 5B > air combo ora air to ground combo that can lead to 2.8k . if the opponent blocks 6A > 5B it should be enough time for you to see and jump cancel out of there from 5B if the follow up is not hitting the opponent into the air. you can also try 5B after a CA since it range shoulod hit the opponent and you can jump cancel from it if you like and if it CH then thats good damage for you.

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I sometimes have a hard time performing Silencer after 3C, is it because i'm not putting the command in fast enough?

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