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

Well…i thought i had it this morning but now a new issues arrises. The first 6B no longer whiffs but now the 5C always whiffs from a tech. Really starting to hate this damn combo.

Is there anything else that works well with the 6C loop as an alternative or am I going to have to tough it out with more hours of headaches trying to deal with this combo.?

That means too many hits, I believe. At least, that’s my experience with it. If for whatever reason I wind up doing like 5 6C’s, they tech out of the drive 5C.

A good alternative is to do a 2D > 28D > j.B > j.C > 236C after your last 6C. It actually does only a few hundred points less damage and is my back-up combo if I’m frustrated with timing. However, the one thing I absolutely love about the 5D juggle combo is the fact that it puts the enemy on the ground, which can lead to several options, such as giving some DP bait, buffer the 6B overhead, throw, etc. With the other options, the enemy air techs and are back on their feet, which I don’t like >_<


Either way, from a bit of experimenting, here are the keys I look for doing the combo that may help some of you guys out.

First off, right off the bat, I’ll tell you that I absolutely HATE consecutive dash 6C’s, so I plan my offense to not utilize it (in the future, it will hopefully change) for the most part. If I can live without it, so can you! However, you do need to dash 6C, but not put consecutive dash 6C’s together.

For 3C > 22C > dash > 6C > (BC > 6C >) 5D > 6B > 5C > 6B > 5C > 236D:
If the 3C is a deep one, as in your foot is adjacent or extremely close to making contact with the enemy, you’ll need to input two 6C’s so include what is in the bracket.
If the 3C is from a moderate distance away, you’ll be fine when comboing from one 6C.
Also in getting the timing down for the 5D combo, I must say that the biggest key that I use is audio. I’ve seen several Noel players play on YouTube, and the sounds she makes while doing this combo is now embedded in my head. From replaying the sounds she makes, I make my button presses in that same rhythm. So you could benefit from watching others do the combo, and just play that song over in your head while performing the combo. I actually wind up whispering to myself what she says in the combo XD

For her 3C 22C (dash) 6C (dont dash) 6C (wait) 22C (dash) 6C (don’t dash) 6C (don’t wait) 22C j.B dj j.BC j.236C combo [I must say, this is a bitch]

The biggest key that I use to performing this combo is spacing. The same rules apply as the first combo. If from moderate distance, only use one 6C and go straight into 22C. If it’s deep, do 2 of them.
Now, for the rest of the combo, the biggest thing I found to be helpful is not to start the 6C the closest you can be to them. You seriously have to start hitting it when you think that if you move forward any further, you’ll be pushing both bodies forward. That is the biggest key for me. When my face is at their shoe, I start up the 6C. Works most of the time, will have to fiddle with this combo a tiny bit more.

Nope, I think its mainly timing, which is the hold reason why i’m getting so frustrated with this. After I solve one problem, i get another.

Thanks for all of the advice, I’ll give that a shot when i get off from work tomorrow. Quick question, for the 2D combo you just mention, that will chain after last 6C? Never really thought of using 2D like that if it does.

this isn’t really important but I was kinda curious to get others impressions

I was just kinda curious if SCORE ATTACK is actually at least modestly difficult (on game difficulty “NORMAL”) or if I just suck THAT bad

Ive never played GG or MvC before this so its all relatively new and I’ve only really put in maybe 5-10hrs with Noel so I KNOW I’m far from even thinking I’ve mastered her but I felt that I was picking this up rather quickly having avoided many of the scrub pitfalls such as D-mashing and suceeding on wrapping my head around the NON-Turtle Fighter IV elements like jc-ing into air combos etc.

Ive done the combos and all in training and Im trying to train against moving opponents through score attack (no highspeed => no online) and its kicking my ass (Tao moving faster than I can even imagine and Tager doing pixel perfect grabs for example)

It seems as though you have to capitalize on everything to its absolute fullest to get anywhere in that mode and although I expect that in higher level and even amateur matches I wasnt expecting to be crushed so resoundingly on the “NORMAL” setting

once again…feel free to ignore my rant as its nothing all that important…its just something that was bothering me

I know what you mean man. I have still yet to complete it myself. I heard that it’s on the hell difficulty though. If that’s supposed to be normal I don’t even want to try the game on hard.

The 2D combos off the 6C. The 2D hop will hit them while they are suspended in the air, then the 28D will launch them before they hit the floor, leading to an air combo. I learned it from a ranked mirror match and was pretty entertaining XD We both were fishing for the 3C because we both had damaging combos that rely on it. I used the 5D combo while he used the 2D combo. Me being able to mix up when he’s on the ground proved the deciding factor IMO.

And honestly, I haven’t messed around Score Attack as much. I’ll probably get to that tomorrow.

Ok so its not just me then…if what you say is true (it being hell mode) then I dont feel as bad about losing so much…thanks

goes back till fingers bleed and joystick turns to dust

I have a question. So far I’m having problems fighting Taokaka. My friend tends to go low with 2A into a aircombo and it gets annoying. Is there anyway to avoid from the 2A of death. I’ve been playing 4 days. I won some matches but fighting taokaka can be a bitch.

Giovanni, the way I do it is to do 5D immediate 6B immediate 5C, delay 6B immediate 5C bloom trigger. If they tech out of 5C then either you’re doing it slow or the untechable time is too short because you’ve done too many hits, I think.

I don’t think the 5D 6B etc combo works on litchi, am I just doing it wrong? I’m just doing 2D 28D into aircombos for now.

As for Taokaka, it seems like the best advice I can give you is to block/barrier taokaka away from you, if all it is is that you’re getting hit by 2A a lot.

Score attack is WAY harder than hell difficulty IMO. I beat boss Rachel once and then hakumen killed me. You really just need to figure out the patterns the CPU is stuck in and abuse them, for example Tager will ALWAYS 2D at fullscreen for some reason, it might take him a second but he will eventually, which is a free counterhit for you.

Thanks. Thats what I do most of the time everytime I block low. its crazy.

It works, but she has to be as low to the ground as possible. I usually do 2 6C reps before going to her drive pattern.

If your friend is abusing 2A with Taokaka and being predictable with it, you can punish with a 2D and I believe the attack should whiff. 2D gives her lower body invincibility.

Also, I’m curious about a consensus about her best use of meter. As of right now, I air dash then distortion, which usually successfully baits an anti-air or attack which leads to Distortion. I almost always keep a half bar in stock for the most part, because if people don’t expect it, I’ll throw out that 28D and rapid if they block it. Keeping this half bar in stock is important because it allows for something I’ve hardly seen on online play so far, which is Counters.

I wonder if anyone else has fiddled around with Noel’s counter recently. It’s simply a great way to get out of corner raps, however I’ve never tried using it against Arakune’s traps yet and was wondering if anyone has.

EDIT:

Also, something really interesting I’ve seen is Noel’s invincibility during her Drive attacks. Namely her 2D and 4D. 2D is lower invincible, while 4D is invincible “above the knee” with each having invincibility during the first frame (or so I believe if I’m reading this right), so it can lead to some interesting “parries” with slow characters. Haven’t tried it yet, but it’ll be interesting to experiment.

Man this is so annoying, I just can’t seem to get 6C>BC>66C down. I keeping hiiting BC the second time around or missing the 66.

Thanks for the tip

i know you guys are tired of talking about combos but hear me out

for the blah xx 6C 5D 6B 5C 6B 5C 236D ender, is there a height where, if you hit here with 6C, the 2nd 6B in the ender will miss no matter what? it seems like the reason the second 6B whiffs is beause noel’s leg is too short, which led me to try doing the 6C looping as low to the ground (late) and close to the opponent as possible. i get more success this way, however i am wondering if its just because i am subconsciously timing it better because it looks like i have more time, or if there really is no way to do the full ender if you hit the 6C too high.

ive gotten to the point where i can loop 2 6Cs pretty well (i just mash it…), but i cant do the ender consistently so right now im just ending everything with 6C non looped into 2D 28D random air hits 236D. better to do a worse (not even that much worse…) combo i can hit 90% of the time instead of a better combo i DROP 90% of the time =\

I swear I never had any problems with 2nd 6B. It was always the 1st 6B that’ll whiff and I fixed that by hitting them as low to the ground as possible.

It’s messed up I have more problems breaking throws over Noel’s combo at this point. =\

So how about some fuzzy guards? I’ve been messing around and I’ve only found 3 that look to be ‘reliable’ - late j.c in to forward j.a and st.5c to forward j.b, and 5a in to j.a/j.b. Sadly it looks like the only realistic option off of these is to cancel the j.a/j.b in to thor super. It can be done midscreen, but you don’t get any followups (well you can get Fenrir super if you want for about 3000 damage total), but if done in the corner you can get an easy 6C to air combo for 4k.

Now for specifics. I couldn’t get any fuzzy guard to work on Arakune, Carl, or Rachel. The 5c -> j.b works on Bang, but the j.c one does not. I didn’t test the 5C one on characters other than Arakune, Carl, or Rachel because I’m lazy. Instant blocking kills both of these fuzzy guards. If the aerials are blocked and you cancel in to the super, they should have to block the bullets and you should be safe. I didn’t do much testing with the 5a to j.a one because I just found out about it while typing this post.

Really it’s just a bunch of shenanigans, but I can see them winning a match or two.

Oh yeah, you can do all kinds of extra silly stuff to Tager because he’s huge. But who plays that guy anyway?

Now for a question from me: What do you guys do with meter? I find myself blowing most of it on air super (extra question, do any characters have a reliable way of punishing this? The only time I’ve ever been hit for it is during startup), 28D RC, and an occasional 22C RC to ensure I get a combo off it. I just watched a vid where a Noel ended a corner drive chain immediately with a bloom trigger and RCd in to another drive chain for about 4.5k damage, so I’m going to try and add that as well. What else can we do?

The name of this thread makes you guys look bad. S’all I’m sayin.

WTB better thread title. :coffee: