|| Noel || Blonde and Loaded ( Not where it matters though ;_; )

The only way I use her command grab is during her back throw and I rarely see or use it during a blockstring. Mainly because it doesn’t work on crouchers.

I was conducting my usual training session yesterday when I kinda improved IMO Noel’s throw chain.

BC > 214A > 2A > 6C > j.A> j.B > BC > j.D >28D <— Does awesome damage. And if opponent is hit right, the combo can continue when they fall from 28D

Of course if it’s going to be broken it’s more likely to break up at the second BC, but I have tried to do this atleast twice a match online and about half of the population aren’t paying attention the throw break.

Now, I first tried this in training with the CPU option of different emergency rolls, wake up, and air rolls. After about two hours I came to this conclusion. You all know the timing is tight but 214A > 2A beats out all rolls. In terms of j.D > 28D I determined that you ca’t beat the roll and continue the combo in bright red numbers. BUT Forward rolls are a garaunteed hit and backwards requires a tighter window than 214A >2A but can be done. The only down side is quick wake ups have the invincibilty frames during Spring Raid. But from what I witnessed from doing this online, not many people think about quick wake ups in that spot and their first instinct is to roll. If they are smart enough (which some were) they will switch to quick wake up with the third plus attempt.

Give it a try.

Any good combos you can do off her normal jab? Best I’ve got is eitehr off jab into 6A into any 6C juggle combo (sans 22C loops) or an air combo.

How good is her overhead, 6B? I know you can combo it into her 3C etc combos, but whenever I try to work it into a blockstring I always get counter hit. Is there anything safe that leads into 2B off block?

You mean 6B right? If that’s what you meant then you have to add it to your mix up again.

I usually go with 2A>2B>5B>5C>2C>etc… but i like to mix in 2A>2B>6B or 2A>5B>6B or 2A>2D. If you keep mixing it up instead of relying on the 6B, you will be able to use it a lot more.

Also, I’m not pro/expert…that’s just what works for me

Honestly, 5A into 6A>6C stuff is the best you’re gonna get, but it leads into 6C loops which lead into big damage, which isn’t bad for a standing jab that is already pretty damn good.

Her overhead is good and leads into good damage, and if people are counter hitting you, its honestly cause they are probly trying to mash out stuff while you’re stringing into it. Thats not to say you shouldn’t give it up, just make note if someone seems to be beating it all the time, it probably means they are gonna eat a 2D drive opener.

are there any tips to getting the j.a follow up after a land cancelled j.d 6b 28d? after the 28d launches them i can’t seem to time the dash correctly to get close enough to continue the combo.

to my knowledge you cant combo after 28d without the ABC cancel (dont know what its called)

Rapid Cancel :tup:

my fault, you don’t j.A, you actually just dash after the 28d and continue the combo with 6C BC 6C etc. but i still need to figure out the timing for that dash.
here’s the combo i’m talking about, it starts at 2:00 [media=youtube]PZN9bRvw7uE[/media]

Question, can you do 6C->22C x 3 into air combo against every character in the corner, or does it only work on Hakumen/Tager?

He rapid cancels the 28D in that clip.

oh ok, thanks alot. i couldn’t make that out on my crappy monitor. now, i’ll actually be able to pull it off.

nobody knows her maximum damage up to date?

Her max damage is this super situational thing vs Hakumen that requires 100% meter, a certain amount of life, certain spacing etc. I’d try to find the vid but its a pain, its mostly just 22Cs over and over into bloom finisher.

That combo that goes into 10K damage, no?

Here it is: [media=youtube]osZH77ZaBFw[/media]

And you could combo off the 28D without using a rapid cancel if you’re either close to the corner, or if you hit only with the 28D and don’t combo into the 28D via 2D, but it works with j.D.

damn, that is alot of damage. Having low health does something to characters?

If i were to guard break someone (who’s not in the corner and is on the ground) what’s the combo i should perform (that’ll work on most characters). I hate missing out on damage sometimes.

if you guard break someone 3C 22C combo works… or if you can’t think of anything at the time 5D,6C,214A,2B,6C, J.C, 236C works, 6A,6C drive loop works too

also… there is no guts rating…every character has a certain amount of health points (i.e tager is the highest with 13,000 and carl is the lowest with 9,500)

Question,Maybe I’m missing it but does anyone have a matchup List vs each char like some of the SF4 char threads have.
IE
vs jin your best best bets are …

then for each char.

Just trying to work on my matchups and see what others do to beat certain chars.

Also I’m having problems hitting the launch into revolver combo.Sorry don’t know what its called.Any Tips?

i know what’s possible, or is there no site that indicates the damage of combos. All i’m asking for is most damaging in a neutral state, not moving, that’d work on most characters.

is why i asked about the health thing

check out the dustloop forums. The have a matchup breakdown for each character there.