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Old 11-19-2008, 09:44 AM
#1 Default Noel Vermillion Thread
Important Person Hellmonkey
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4/24/09 Moved the guide to the guide thread, this thread can be for general discussion now
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Last edited by Hellmonkey; 04-24-2009 at 10:19 PM.
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Old 11-24-2008, 02:06 AM
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Really good post from HeartNana, a Noel player in Japan: http://forums.shoryuken.com/showpost...postcount=2469

Quote:
Originally Posted by HeartNana View Post
Ok, so I just spent like, 45 minutes typing a long ass post, and I accidently hit the back button on the mouse. Not my computer, so im not even used to HAVING a back button on a mouse. Kinda pissed. Anyways.

I had everything typed out about my weekend in Osaka with Blazblue, but im gonna skip it and give a 2 sentence version shortened from like, 4 paragraphs. Overall, I played a crap ton of BB over the weekend. Started out bad, what with never having played it before, but afterwards, I ended up getting mad crazy winstreaks and doing really well.

The character breakdown as i saw it:
Lots of Noel/Jin/Litchi/Ragna
A few Tagar/Taokaka/Rachel
Very few Carl/Bang/Arakune

Note this isnt how good they are, just how much they were used. I saw a really good Taokaka player, too, despite how much everyone says how bad she is.

The important stuff that I actually am going to retype is the noel stuff:
The combos I used.
(anything into) 5A 6A sj.BCB dj j.BC j.236C
- Standard, links from j.B, and even j.C and j.A if you're quick enough.
(air opp) 6A I usually just did j.AB dj j.BC 236C for simplicity sake, since the opp tended to be too high up to do the one above. I did it if they were low to the ground tho.
CH 2D, or CH 2C 5D or CH 5D etc - 5A 6A 5A 6A 236D
If opp is in corner - same as above but 28D 5A 6A j.BC j.236C instead of 236D.
You can also cancel into 236236D instead if you want.
6B 3C 22C run up (unless opp is in corner) 6C 2D 28D j.AB dj j.BC 236C
-This one is good cause its off the overhead, which is really cheap. You can do this off of 3C alone or anytime you hit with 3C in a combo too. An easier version might be like:
3C 22C run up 5A j.AB dj j.BC j.236C. Obviously not as much damage, but still decent.
236A j.AB dj j.BC 236C - Self explanatory, if they get hit by the shot, you have plenty of time to run up and air combo them. I like to do it from far away if theyre expecting the long range shot.

You can also do things like: j.AB dj j.BC 236236D instead of just j.236C usually. Or you can do j.AB dj j.BC j.236CxxA+B+C~B+C. This cancels the j.236C into a throw. Does decent damage since throws dont really scale. Good for if you need that last bit of damage.

I did a lot of just poking in the air with her also and as long as the j.236C hits, it did decent damage for the most part.

For her D string, I noticed that if i do like, 2D 5A, i get 2Aed out of it. So one way to stop that is to be out of 2A range, or do something that will make the 2A whiff. 2C into 5D is pretty good, i usually do a C after that because of the range. Hard to punish when it's that far away, and if it hits, you can go into whatever for major damage. Another thing is 5D into 2D. 2D on CH goes into whatever, and it goes over low pokes. 2D is amazing just for that alone on a regular basis. But 2D 5A will get stuffed by pokes. I like doing 2D (if blocked) 4D (pulls noel away to safety) 5C (range, damage, stun on hit)

Noels 6A is amazing as anti-air. She has crazy invul on her upper body with it. It doesnt even trade, it just straight up beats moves. Its nice. A good tool to have considering she's lacking a DP (that isnt part of her D strings).

Her 5C is actually not too bad for AA. It hits on both sides of her, its jc-able, so she can def air combo afterwards, and it had decent range. Its lacking invulnerability like the 6A and it isnt nearly as fast, however. 6C is also really good, but not air unblockable with the first hit. It also has good invul, tho. However, if it whiffs, you're screwed. I like doing 6C and having the 2nd hit be blocked and cancel it into 2C (since it looks like its free to be punished). And of course 2C CH leads into 5D full combo.

Noel's ground super is mad unsafe, but her air super is really safe. It's also really really quick...Unless you need the instant invul from her ground super (if the opp is all up in your grill and stuff) or if you're gonna combo it, i wouldn't even bother. The good news is that if you have 100% beat gauge or whatever they call it, you can Rapid the super and have it be safe. I'd rather just do 2 j.236236D or use the bar to cancel the j.236C into j.B+K.

Overall, the game is amazing, and it's soooo much fun. Im totally obsessed with it, and im gonna play the crap out of it tomorrow as well most likely. I'm doing way better than I thought, and i've got a few double digit win streaks under my belt already.

<3<3<3 Noel. :D:D:D
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Old 11-24-2008, 05:19 AM
#3 Default
Overture
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YEAH!


Thank you so much for that!
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Old 11-24-2008, 12:24 PM
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HeartNana
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Sup fools.

As HCO said, I'm a Noel player in Japan.

I played again all of today pretty much. Here's a few new things (im not gonna clutter up the SRK thread, ill just post the good stuff here):

From her side throw she can combo;
After 2 hits: 214A 2A 6C j.AB dj j.BC j.236C
Pretty good damage for a throw. Timing is pretty tight tho.

She can also do variations of the other combos I was doing. She can do things like:
3C 22C run up 6C B+C (whiffed throw) 6C j.BCB dj j.BC j.236C

You can do 3 6Cs in the corner, too. I think i saw a guy do 4 of them from just 6C as an anti-air starter alone.

Her 3C goes under Jin's ride the sword move.

Overall, if there's a move you can use to punish like, a whiffed DP or whatever, 3C is the best one cause you can get a ton of damage from it by doing 22C into the combo. 3500 on average.

I saw another combo done that used the D chain with a 6B thrown in there. It was cool, but the dude only did it once so I didn't get to see what he did before I forgot.

Noel's 6A is godlike, as you all know. It stops EVERYTHING. It cancels into 6B also if it's blocked. Pretty good for mixing it up.

Overall, i'm doing really well. I'm winning a lot, and when I do lose, it's either really close, or I end up beating the guy after another match or two. I have yet to play against a player that completely outclassed me SO FAR. Granted, I only went to arcades in Osaka, but there were still really strong players.

I'll be going back this saturday, so after next weekend, ill post if there's more updates. If you guys have Q's about Noel or BB in general, you can ask me. :D
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Old 11-24-2008, 02:44 PM
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HN, most Chain Revolver combo's I see posted just go 5A > 6A > 5A > 6A. Why is this? Is it the only string that people know of right now? Is it because it connects easily?

I also notice people are posting dj. instead of JC in their combo's. Same thing, different notation?
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Old 11-24-2008, 02:48 PM
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HeartNana
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It's easy and it always combos. You can do things like 5D 5C 5A 5B 236D and whatnot, but 5A 6A 5A 6A always works, it's easy, and it connects from all ranges, and always connects after 2D hits crouchers. And the 236D/28D/236236D always connects after the last 6A, so you're good.

And yeah dj = JC. I'm not 100% sure of the lingo here. I use dj for double jump cause JC looks too much like j.C or jC to me.
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Old 11-24-2008, 04:36 PM
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Overture
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So...HeartNana...

If you could compare Noel to another character (from any other fighting game), which character or characters would it be?

Cause, im planning to use her, since according to me she is kind of like Angel from King of Fighters....is she? IS SHE ?!?
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Old 11-24-2008, 04:37 PM
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magus704
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Why does whiffing the throw let you continue the combo? Is it because her 6C can be canceled into the throw attempt and the throw's whiff animation is so short that it gives you time to follow up with another 6C?
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Old 11-24-2008, 05:51 PM
#9 Default
HCO_
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Good to see you on DL HeartNana! One thing I'm curious about is how you're playing against Tager. The dominant tactic seems to be 'spam 236C until I am Spark Bolted/Gamma Charged in the face leading to a 40% combo'. I've also seen players apply liberal amounts of rushdown with mixed results. I haven't seen many (like, two) good Tager players in videos though, so I don't know how it is. Thoughts?

Also, is BB popular where you are?

Oh yeah, also. What's up with super invincibility? I've seen heaps of people get stuffed out of supers on startup by just about any move. Just luck?
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Old 11-24-2008, 08:13 PM
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Important Person Hellmonkey
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Quote:
Originally Posted by HeartNana View Post
From her side throw she can combo;
After 2 hits: 214A 2A 6C j.AB dj j.BC j.236C
Pretty good damage for a throw. Timing is pretty tight tho.
You have to back throw to combo into 214a, it won't combo from her front throw. The timing you want is basically on the second hit, if you wait too long she gets airborne so you can't cancel to 214a on the ground. The combo I played around with most was this into 2a>6c>BC>6c>sj j.BCB>jc>j.BC but the last BC doesn't combo at that point, so likely the best combo will be just 2a>6c>2d>28D>(maybe sj aerial) or some way to move back slightly to allow 6c>BC>6c>5d>6b>236d to hit since the 5d whiffs at the normal spacing there which is really annoying.
Quote:
Originally Posted by HeartNana
She can also do variations of the other combos I was doing. She can do things like:
3C 22C run up 6C B+C (whiffed throw) 6C j.BCB dj j.BC j.236C
I know against some of the bigger hitboxes she can do 3c 22c j.bcb jc bc 236c but it will completely whiff on the smaller hitboxes. Didn't try doing a running 6c, that may open up possibilities but I have a feeling it'll whiff on the smaller hitboxes or be too late to combo. Also keep in mind that you can only combo from a ground string into 3c against a crouching opponent.

Quote:
Originally Posted by HeartNana
You can do 3 6Cs in the corner, too. I think i saw a guy do 4 of them from just 6C as an anti-air starter alone.
They become techable at 9 hits I believe (you can do 4-5 of them going straight into it)

Quote:
Originally Posted by HeartNana
Overall, if there's a move you can use to punish like, a whiffed DP or whatever, 3C is the best one cause you can get a ton of damage from it by doing 22C into the combo. 3500 on average.
You can always start combos with 6a>6c loop>finish with 5d 6b 236d or 2d 28d aerial or normal jumping ender. Most of the combos appear to do similar damage, but I believe doing loop>combo gets her a ton of meter (didn't check exactly how much)

Quote:
Originally Posted by HeartNana
I saw another combo done that used the D chain with a 6B thrown in there. It was cool, but the dude only did it once so I didn't get to see what he did before I forgot.
The one I mentioned?

Also a combo that does a shit load of damage is 5d>6c>214a> etc similar to throw>214a. Not sure what other methods she has to land a 5d though. I don't know what the best combo she has against standing is aside from normal string into super or attempting to reset via throw/iad etc.

In BB all normal throws are special cancellable (this lets her do back throw> 214a), so you can always cancel her throw into air 236236d once it gets airborne, especially useful if they're close to dead.

6b>3c>22c>(dash 6c>BC etc) or (j.bcb etc) is a good overhead combo for her.

You can pick them up with 2b as well as 2a after 214a, don't think it makes much of a difference though.

Noel can double jump after super jumping, making j.bcb jc j.bc much easier in a lot of cases. I think most characters have this. (arakune and tager are the only characters I know don't)
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Last edited by Hellmonkey; 11-24-2008 at 08:46 PM.
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