BBCF/Noel Vermillion/Strategy: Difference between revisions

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==Fighting Noel==
==Fighting Noel==
Drive mixup suffers vs barrier since d.6B whiffs after just a few barriered moves. Generally speaking, there is nothing a Noel can do about DP's during drive unless she is willing to commit to d.4D which loses to a mashed out low. As a general rule, blocking high in drive should be the default due to the fact that d.6B hits at a wicked fast 16f while d.6D is 24f.  
Drive mixup suffers vs barrier since d.6B whiffs after just a few barriered moves. Generally speaking, there is nothing a Noel can do about DP's during drive unless she is willing to commit to d.4D which loses to a mashed out low. As a general rule, blocking high in drive should be the default due to the fact that d.6B hits at a wicked fast 16f while d.6D is 24f. Characters with DP's can invuln fairly consistently through drive chains since Noel's only real solution to DP mash is a preemptive d.4D, a read that risks letting the opponent jump out.
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A badly spaced 6D can be jumped over or swept quite easily. 6D is not invuln before going active so it can be mashed or even thrown.  
A badly spaced 6D can be jumped over or swept quite easily. 6D is not invuln before going active so it can be mashed or even thrown.  

Revision as of 22:56, 14 July 2018

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General Tactics

https://docs.google.com/document/d/1vTN2BnqOr66tGFoq2bNJugE_0b53N-YgPtKSyogLWIM/edit#

Blockstrings

Okizeme

Noel can bait reversals by using 4D in addition to backdashing and blocking due to the large amount of body invuln in that move. Do note that this should only be used for hard reads since it locks you into drive if they wake up normally.

Midscreen

Noel's midscreen oki is pretty paltry since she has to commit to hard reads or just let the opponent tech away for free.

After a d.236D, you can immediately instant airdash with j.C while holding 1 (down back) to make this turn into a safe jump. There is little to prevent the opponent from simply rolling away but if they choose not to, you can begin to reset pressure or bait a reversal. As an added bonus, if they block j.C on wakeup, you can immediately enforce a 50/50 between Drive Landing Canceled d.6B and 2B. Alternatively, you can run at the opponent after Bloom Trigger and try to predict where they will tech.


After a d.5A > d.6B > 236A, d.5B > 236A, or j.214C > j.2C ender at certain heights, you can run at the opponent while doing a sliding 2B to cross under an opponent if they choose to immediately tech in place. The combo routes that enable this can be somewhat specific due to the positioning. Crossing under will also be harder on characters like Tager or Susanoo. Here is one such example of this in action. Technically speaking, all 236A midscreen enders can be crossed under with 2B with all characters.


Corner

Noel's corner control is surprisingly good.

After a j.214C > j.2C ender in the corner, you can check all delayed techs with a 5C > 236C option select. If the opponent neutral techs, the 5C will whiff and therefore will not cancel into Chamber Shot. You can then choose to meaty with 2A or bait a reversal. If the opponent does a delayed tech of any kind, the 5C will hit them and will automatically cancel into Chamber Shot which can then be linked into 5B for a nice punish combo.


Note that while the popular JP ender of d.214D > 22BBBBB does space you so that the opponent cannot roll out immediately, this is not actually optimal in terms of how much lockdown it offers you after your combo. What it does offer is some rewarding mixup opportunities on a thoroughly conditioned opponent.

Examples:
- Instant airdash into j.C can force the opponent to block a high/low mixup between Drive Landing Canceled d.6B and 2B. Note though that the opponent can still roll or mash out of this due to the long delay when setting it up.
- 5D > d.6A is the weakest option in terms of control but the most rewarding in terms of offensive power. If the opponent does not tech immediately, 5D will hit them (although there are some characters on which 5D will whiff). If they tech immediately, 6A will meaty and you can go for a 50/50 between a high d.6B or a crossup low d.6D. This WILL lose to reversals.

Tips and Tricks

  • Against characters and players that like to push heavy buttons on round start (Hakumen, Nine, Kokonoe etc.), players can opt for a high risk opening with 6D or 2D, abusing the body/low invuln in order to get a full combo into the corner.
  • 6D can also be used to punish players that predictably include projectiles or slow Body property moves in the middle (Terumi 5D) or end (Ragna's Deadspike) of their blockstrings. It can also be used to beat out characters running in with a mid poke.
  • 2D is also technically throw invuln since the game treats Noel as airborne during the middle of the animation.
  • "Drive Landing Cancellation" is a technique where timing a D press in conjunction with another drive move input as you land from a jump will let you use any drive move without committing to the long animation of 5D, 6D, 4D, or 2D. Obvious applications of this are to use d.6B for a jump in mixup, d.5B as a long range poke, and Spring Raid (d.623D) as a fully invincible uppercut. Here is an older video of the concept being demonstrated in Calamity Trigger.
  • In 2.0, j.B got a hitbox behind Noel so you can do close jumps in the middle of pressure and catch people off guard with this.
  • On round start, there are a number of options she can take:
Stuffing Pokes High Risk Invuln Generic Solutions
2C 6D (Beats most mid pokes) Jump/Dash Forward Barrier/j.C
TK j.214C 2D (Beats most low pokes) Backwards airdash/back dash

Fighting Noel

Drive mixup suffers vs barrier since d.6B whiffs after just a few barriered moves. Generally speaking, there is nothing a Noel can do about DP's during drive unless she is willing to commit to d.4D which loses to a mashed out low. As a general rule, blocking high in drive should be the default due to the fact that d.6B hits at a wicked fast 16f while d.6D is 24f. Characters with DP's can invuln fairly consistently through drive chains since Noel's only real solution to DP mash is a preemptive d.4D, a read that risks letting the opponent jump out.

A badly spaced 6D can be jumped over or swept quite easily. 6D is not invuln before going active so it can be mashed or even thrown.

Characters with a 6f normal can beat out 6B > 5D. Yes, it's that bad. Take note of hitbox/hurtbox placement though since Jin's 5A will hit but Ragna's 5A will not. You will have to be absolutely sure of the timing though or you're eating a Fatal combo for 5k.

When playing a competent Noel, be prepared to anti-air during her pressure. Noel's best mixup comes from a jump in so being able to shut that down will limit her up front threat.

Be very careful about the timing of OD'ing during her drive pressure. d.4D will beat out all EA's and most reversal in general.


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