lornlynx

BBTAG - Noel Combo Notes (by lornlynx)

Jul 24th, 2018
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  1. Last update: 07.08.2019 (added new 1-bar, 2-bar and Vatista combos)
  2. Now also as Google-docs link: https://docs.google.com/document/d/1nocXduwB0bPVfYdq0XNVpxirxYdZO48iDV9crkcZsU0/edit?usp=sharing
  3. Also check out my Noel Guide video: https://youtu.be/z5Po-rEUHgY
  4.  
  5. Notations:
  6. CH counterhit
  7. hjc highjump-cancel
  8. ~A/~6 delayed buttonpress or microstep
  9. -A plink
  10. [B] hold button
  11. {B} canceled move
  12. (B) skipped/whiffed button
  13. d.X moves in drive
  14.  
  15.  
  16.  
  17. Hit-confirms:
  18. 4A/2A, 5AAA, 2C, 214[B]/236C (5A starter deals most damage, ending 214B in less shots gives more recovery and allows on-hit for safe-jumps, ending in one shot on-block is ~ -1 frame and very safe, ending in 236C is more dmg and allows for highjump safe-jump and corner pickups, 4311/4026/3722 dmg)
  19. 4A/2A, 5AAA, 5C/214A/IADj.B/2B/5A/2C 214[B]/Block (on block, condition with 5C or j.B, frame-trap reset with 2B, 5A/2C 214[B] for push-away, 2C 214B for Oki, block for DP punish)
  20. CH 5A, 2B (works also for Tager at most ranges without CH but only on standing!)
  21. 5AAA, 2B (for Tager and Hakumen but only on standing!)
  22. 2C, 214[B] (is low-profile, now tight blockstring!, 214[B] can whiff when at max range, 2569 dmg)
  23.  
  24.  
  25. Anti-airs:
  26. 5A, 5B, d.AAA5C, 5A, 5B, d.AAAAA (when near, 4A 5A for easier baby combo, 6071 dmg)
  27. 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (when further away, 4A 5A for easier baby combo, 5857 dmg)
  28. 5A, 5B, d.AAAAA (when furthest away, hits sometimes for ~300dmg less?, 5369 dmg)
  29. A+D (2250 dmg)
  30. 2B can also work very well at certain ranges and against certain attacks
  31.  
  32.  
  33. Jump-Ins:
  34. j.A, 5AAA, 2C, 214[B] (4018 dmg)
  35. j.A, j.{B}-A, d.(A)A5BC, 5A, 2B, d.AAA5C, 2B, d.AAAAA (jump and hitB right when hitting floor which autocancels into d.5B and Noel shouts Fail, plink into a different follow-up to cancel into them, 5025 dmg)
  36. CH j.A, j.B, d.AA5BC, 5AAA, 2B, d.AAAA (for very early CH, 4849 dmg)
  37. CH j.A, 2B, d.AA5BC, 5A, 2B, d.5C, 5A, 5B, d.AAAAA (have to hit j.A very deep, unreliable, 5136 dmg)
  38. j.B, d.5BAA5C, 4A, 5A, 5B, d.AAAAA (baby combo, old best combo, 4987 dmg)
  39. j.B, d.AA5BC, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (cross-up tool, not an overhead, halts momentum, hits below and bit to sides, 5139 dmg)
  40.  
  41.  
  42. Air to Airs:
  43. j.CC (beats most in air, not an overhead, halts momentum, second one knocks down, 2094 dmg)
  44. j.AA, jc, j.AACC (tight hitbox, second A can whiff if too low, 4315 dmg)
  45.  
  46.  
  47. Throw Combos:
  48. 4/5B+C, 6, 2A, 5A, 5B, d.AA5BC, 4A, 5A, 5B, d.AAAAA (baby combo, 4420 dmg)
  49. 4/5B+C, 6, 2A, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (easy combo, 4506 dmg)
  50. 4/5B+C, 6, 2A, 5AA, 2B, d.5C, 5AAA, 2B, d.AAAAA (hit 2A as deep as possible of follow-ups whiff, very unreliable and not suggested, 4624 dmg)
  51. 4/5B+C, 214A, 2A, 5A, 5B, d.AAAC, 4A, 5A, 5B, d.AAAAA (sideswitches, cancel between ! and shinkick ~0.5sec after throw input, baby combo and old best combo, 4542 dmg)
  52. 4/5B+C, 214A, 2A, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (sideswitches, cancel between ! and shinkick ~0.5sec after throw input, 4554 dmg)
  53. 5B+C, 5AAA, 2B, d.5BAAC, 4A, 5A, 5B, d.AAAAA (corner, baby combo, 5054 dmg)
  54. 5B+C, 5AAA, 2B, d.AA5BC, 5AAA, 2B, d.AAAAA (corner, easy combo, 5067 dmg)
  55. 5B+C, 5AA~A, 2B, d.(A)A5BC, 5A, 5B, d.AAAAA (corner, micro-delay 3rd 5A so Noel shouts and first d.A whiffs otherwise they tech out before 5B, 5203 dmg)
  56. 5B+C, 5AA~A, 2B, d.(A)A5C, 5AAA, 2B, d.AAAAA (corner, same as above, leave one drive-move at first drive or 5A whiffs, 5224 dmg)
  57. 5B+C, ~6, 5A~AAA, ~6, 5A, 2B, d.AA5C, 5A, 5B, d.AAAAA (corner, hard, delay first 5A as long as possible, microsteps needed, 5406 dmg)
  58. 4/5B+C, 2C, 214[B] (omit 2C to keep position, has better scaling for Assist-extension, 3193 dmg)
  59.  
  60.  
  61. Best Meterless Damage:
  62. j.{B}, d.(5B)AA5C, 4A, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (easy combo, 5553 dmg)
  63. j.{B}, d.(5B)A5BC, 5A, 2B, d.AAA5C, 5A, 2B, d.AAAAA (5718 dmg)
  64. CH 4B, ~6, 5B, d.AABC, 5AAA, 2B, d.AAAA (CH punish combo, confirm the 4B CH, 5583 dmg)
  65. CH 5A, 5B, d.AA5BC, 5AAA, 2B, d.5C, 5A, 5B, d.AAAAA (CH punish combo, use normal 5B combos when enough time, 6112 dmg)
  66. CH 5A, 5B, 214A, 2A, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (CH punish combo, only point blank, only on standing, sideswitches, 6330 dmg)
  67. CH 5A, 5B, d.AA, 214A, 2A, 5AA, 2B, d.5C, 5A, 5B, d.AAAAA (CH punish combo, works also when further away, only on standing, sideswitches, 6426 dmg)
  68. 214A, 2A, 5AA, 2B, d.AAA5C, 5AAA, 2B, d.AAAAA (only on standing, 6206 dmg)
  69. 5B/2B/4B, d.5BAA5C, 4A, 5A, 5B, d.AAAAA (baby combo, old best combo, 6368/5326/5022 dmg)
  70. 5B/2B/4B, d.AA5BC, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (easy combo, 6528/5524/5174 dmg)
  71. 5B/4B, d.AA5BC, 5A, 2B, d.AAA5C, 5A, 2B, d.AAAAA (have to hit 5A kinda deep, delay last d.A's a tiny bit or you drop some hits, 6717/5273 dmg)
  72. 5B/4B, d.AA, 214A, 2A, 5A, 5B, d.AAAAA (only on standing, 4B forces std, sideswitches, less dmg but able to confirm std, cancel after 4th hit!, 6758/5616 dmg)
  73. 5B/4B, 214A, 2A, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (only on standing, 4B forces std, sideswitches, 6813/5347 dmg)
  74. 5B/4B, 214A, 2A, 5A, 2B, d.(A)AAC, 5AAA, 2B, d.AAAAA (only on standing, 4B forces std, sideswitches, first d.A whiff, 7058/5529 dmg)
  75. 5B/4B, d.5BA5C, 5AA~A, 2B, d.(A)AC, 5A, 5B, d.AAAAA (corner, 6711/5267 dmg)
  76. 5B/4B, d.5BA5C, ~6, 5A~A~A~A, ~6, 5AAA, 2B, d.BAAAA (corner, 6824/- dmg)
  77.  
  78.  
  79. Best 1-Bar Damage
  80. 4A/2A, 5AAA, 2C, 236C (5A starter deals most damage, converts into a combo on-hit even for characters
  81. that can't go 5AAAA 6/5P, 5025/4597/4219 dmg)
  82. 4A/2A, 5AA(A), 2C, 236C, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (corner, omit third 5A if using 4A/2A or the second loop drops, 7147/6172/5651 dmg)
  83. 4A/2A, 5AAA, 2C, ~214C (on block with meter, cross-up, beats DPs)
  84. j.B, d.AAA5C, 214C, 6, 5A, 2B, d.5C, 5A, 5B, d.AAAAA (5473 dmg)
  85. j.{B}, d.(5B)AA5C, 214C, 6, 5AAA, 2B, d.5C, 5A, 5B, d.AAAAA (6035 dmg)
  86. 5B/2B/4B, d.AA5BC, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAA, 236C (easy combo, midscreen, 6966 dmg)
  87. 5B/2B/4B, d.AAA5C, 214C, 6, 5AAA, 2B, d.5C, 5A, 5B, d.AAAAA (sideswitches, hit 2B as deep as possible, 7023/5915/5501 dmg)
  88. 5B, d.AAAA, 236C, 5AAA, 2B, d.AAAAA (corner, 8497 dmg)
  89. 5B/4B, d.AA, 214A, 2A, 5A, 5B, d.AAA5C, 214C, ~6, 5B, d.AAAAA (only on standing, sideswitches, cancel
  90. after 4th hit!, use d.5B if 4B is not point-blank, 7094/5918 dmg)
  91. When opponent airborne at start (from j.B e.g.) just end drive with 236C.
  92.  
  93.  
  94. Best 2-Bar Damage
  95. 5AAA, 2C, 236B+C (6108 dmg)
  96. 5AAA, 2C, 214[B], 236B+C (is very hard at midscreen and has to be point blank, is way easier in corner, 6323 dmg)
  97. 5AAA, jc. j.C, j.236B+C (only to get the jumping version for when you want the DHC extension, j.C might whiff, 5423 dmg)
  98. j.AAC, j.236B+C at end of jump-combo, empty dist can be used for fullscreen punishes
  99. 5B, d.AAAA, 214[B], 236B+C (can also end drive in distortion which is way easier but 200 dmg less, 7747 dmg)
  100. 5B, d.AAAA, 236C, 5A, 5B, 236C, 5A, 5B, d.AAAAA (corner, 9071 dmg)
  101. End drives with 235B+C instead of last follow-up
  102. B+C, ~j.236B+C (delay a bit so you don't cancel, you want to get air-version, for when you fear them bursting and want the quick dmg, 4571 dmg)
  103.  
  104.  
  105. Astrals:
  106. 2A, 5AAA, 2C, 22B+C (2C then quickly 22 and B+C)
  107. 2A, 5AAA, 2C, 214[B], 222B+C (you can 222 during the shots which makes this easy)
  108. 5B/4B/j.B/j.{B}, d.AA2B5C, 222B+C (d.2B5C gives you plenty of time to hit; otherwise can use it instead of Bloom-Trigger)
  109.  
  110.  
  111.  
  112. Partner-combos: In general end Drive or AC strings with 214[B], 5P, 6, 5A, 5B drive; only some chars can go full A strings or Bloom trigger route. You can active-switch with her command-throw, useful mostly if your other character does more damage so you get more out of combos.
  113. For combos using Noel’s assists, either 4P or 5P work, 6P is not very useful as it is unpredictable and not a lot of damage.
  114. Noel can also combo from her own 4P and 5P assists: https://twitter.com/lornlynx/status/1050442439272615936
  115. Good partner for Noel is basically anyone who is a good anchor, as she is played on point. Hyde, Es, Jin etc. are all good. In general, you want assists that can cover her going in, doesn't have to be projectiles but is never bad. Assists that can control space well are also pretty nice, especially air-space. Zoners are also always welcome.
  116. For choosing Noel as partner, she allows to open enemies up and has high pressure, also her 6P can lock down the enemy and allow for some characters (like Vatista) to set up ambigious mixups.
  117. Following are example combos for some characters that work well with her:
  118.  
  119.  
  120. Es partner combos:
  121. 5AAA, 2C, 214[B], 5P, 6, 5A, 5B, d.5BAAAA (press 5P before shots end, d.5B tends to whiff but is only 29 dmg more, 6477 dmg)
  122. 5AAA+5P, 5A, 6, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (press 5P with third 5A, 6994 dmg)
  123. 5B, d.AAAA, 5P, d.5A, 6, 5A, 5B, d.AAAAA (press 5P at second last shot, second d.5B can whiff so learn look when to use d.A, hit 5A deep, 8297 dmg)
  124. 5B, 214A+4P-D, 5AAA, 5B, 214[B], 5AAA, 5BB, 214C~C (only on standing, active switch, 7944 dmg)
  125. 5B, d.AA, 214A+4P-D, 5AAA, 5B, 214[B], 5AAA, 5BB, 214C~C (only on standing, active switch, 7758 dmg)
  126. 214A+4P-D, 5AAA, 5B, 214[B], 5AAA, 5BB, 214C~C (only on standing, active switch, 7351 dmg)
  127. j.CC, 5P, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (6062 dmg)
  128. 4/5B+C, 2C, 214[B], 5P, 6, 5A, 5B, d.5BAAAA (5406 dmg)
  129.  
  130. Burst Punishes with Es:
  131. 5P(BP), [6], 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (5556 dmg)
  132. 5P(BP), [6], 5AAA, 2B, d.AAA5C, 5A, 5B, d.AAAAA (have to hit 5A pretty deep, delay first d.A's at end a bit or you drop some hits, 5682 dmg)
  133.  
  134.  
  135. Hyde partner combos:
  136. 5AAA, 2C, 214[B], 5P, 6, 5A, 5B, d.5BAAAA (press 5P before 214[B] ends, d.5B tends to whiff but is only 11 dmg more, 6464 dmg)
  137. 5AAA, 2C, 214[B], 5P, 6, 5AAA, 2B, d.AAAAA (have to hit 5A pretty deep, delay first d.A's at end a tiny bit or you drop some hits, 6524 dmg)
  138. 5AAA+5P, 5A, 6, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (press 5P with third 5A, 6949 dmg)
  139. 5B, d.AAAA, 214[B], 5P, 6, 5A, 5B, d.AAAAA (press 5P before 214[B] ends, hit 5A deep, 7911 dmg)
  140. 5B, d.AAAAA+6P, 6, 5A, 5B, d.AAAAA (call 6P at last shots, 8294 dmg)
  141. j.CC, 5P, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (6062 dmg)
  142. 4/5B+C, 2C, 214[B], 5P, 6, 5A, 2B, d.5C, 5A, 5B, d.AAAAA (5475 dmg)
  143.  
  144. Burst Punishes with Hyde:
  145. 5P(BP), [6], 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (5P can be hard to convert off at times, 5556 dmg)
  146. 5P(BP), [6], 5AAA, 2B, d.AAA5C, 5AAA, 2B, d.AAAAA (have to hit 5A pretty deep which is pretty hard off 5P, delay first d.A's at end a bit or you drop some hits, 5711 dmg)
  147.  
  148.  
  149. Weiss partner combos:
  150. 5AAA, 2C, 214[B], 5P, 6, 5A, 5B, d.5BAAAA (press 5P before 214[B] ends, d.5B tends to whiff but is only 29 dmg more, 6580 dmg)
  151. 5AAA, 2C, 214[B], 5P, 6, 5AAA, 2B, d.AAAAA (have to hit 5A pretty deep, delay first d.A's at end a tiny bit or you drop some hits, 6634 dmg)
  152. 5AAA+5P, 5A, 6, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (press 5P with third 5A, 7105 dmg)
  153. 5B, d.AAAA, 214[B], 5P, 6, 5A, 5B, d.AAAAA (press 5P before 214[B] ends, hit 5A deep, 8028 dmg)
  154. 5B, d.AAAA+5P, d.A, (6), 5A, 5B, d.AAAAA (unreliable midscreen, easy in corner, call assist right at 8th hit, 8312 dmg)
  155. j.CC, 5P, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (6264 dmg)
  156. 4/5B+C, 2C, 214[B], 5P, 6, 5A, 2B, d.5C, 5A, 5B, d.AAAAA (5590 dmg)
  157.  
  158. Burst Punishes with Weiss:
  159. 5P(BP), [6], 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (5498 dmg)
  160. 5P(BP), [6], 5AAA, 2B, d.AAA5C, 5AAA, 2B, d.AAAAA (have to hit 5A pretty deep, delay first d.A's at end a bit or you drop some hits, 5671 dmg)
  161.  
  162.  
  163. Vatista partner combos (my current team):
  164. 5AAA, 2C, 214[B], 5P, 6, 5A, 5B, d.5BAAAA (press 5P before 214[B] ends, 4P is more stable but slightly less dmg, d.5B tends to whiff but is only 29 dmg more, 6459 dmg)
  165. 5AAA, 2C, 214[B], 5P, 6, 5AAA, 2B, d.AAAAA (have to hit 5A pretty deep, delay first d.A's at end a tiny bit
  166. or you drop some hits, 6516 dmg)
  167. 5AAA, 5P, 5A, 6, 5A, 5B, d.AA5BC, 5A. 5B, d.AAAAA (press 5P between 3rd and 4th A, 6957 dmg)
  168. 5AAA, 5P, 5A, 6, 2B, d.5C, 5A, 5B, d.AAAAA (press 5P between 3rd and 4th A, 7025 dmg)
  169. 5AAAA > 5P > 5A > 2BC > 5AA > 2BAA > ender (BC > 214B or AAA) (against uni hitboxes for 214B setup, 7057 dmg)
  170. 5AAA, 2C, 236C+5P, 6, 5A, 5B, d.AAAAA (1bar, press 5P with 236C, 7168 dmg)
  171. 5B, d.AAAAA+4P, 6, 5A, 5B, d.AAAAA (press 4P at last d.A, 8212 dmg)
  172. 5B, d.AAAAA+4P, 6, 5AAA, 2B, d.AAAAA (have to hit 5A pretty deep, 8301 dmg)
  173. 5B, d.AAAAA+4P, 6, 5A, 2B, 5A, 5B, d.AAAAA (have to hit 5A pretty deep, 8329 dmg)
  174. CH 5A, 5B, d.AAAAA+4P, 6, 5AAA, 2B, d.AAAAA (Punish combo, 7376 dmg)
  175. CH 5B, d.AAAAA+4P, 6, 5A, 2B, d.5C, 5A, 2B, d.AAAAA (Punish combo, can use 5B instead 2nd 2B for more consistent but 18 dmg less, 8517 dmg)
  176. 4P drive extends don’t work vs. Noel and Yang and are harder vs. Weiss and Mitsuru (do it earlier there)
  177. 4P, 6, 5A, 5B, d.AA5BC, 5A, 2B, d.5C, 5A, 2B, d.AAAAA (from assist air-hits, can use 5B instead 2nd 2B for more consistent but 8 dmg less, 5652 dmg)
  178. 5B, 214A+4P-D, 2C, 5BB, 2B, hjc, j.AB, jc, j.B[C], 236A (only on standing, active switch, 7498 dmg)
  179. 5B, d.AA, 214A+4P-D, 2C, 5B, 2B, hjc, j.AB, jc, j.B[C], 236A (only on standing, active switch, 7120 dmg)
  180. 214A+4P-D, 2C, 5BB, 2B, hjc, j.AB, jc, j.B[C], 236A (only on standing, active switch, 6761 dmg)
  181. j.CC, 5P, 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (6070 dmg)
  182. 4/5B+C, 2C, 214[B], 5P, 6, 5A, 2B, d.5C, 5A, 5B, d.AAAAA (press 5P a bit earlier or some hits will whiff, 5472 dmg)
  183. Can safe DP + 5P assist.
  184.  
  185. Burst Punishes with Vatista:
  186. 4P(BP), [6], 5A, 5B, d.AA5BC, 5A, 5B, d.AAAAA (5P can be a bit more consistent at times but 500 dmg less, 5589 dmg)
  187. 4P(BP), [6], 5AAA, 2B, d.AAA5C, 5AAA, 2B, d.AAAAA (have to hit 5A pretty deep, delay first d.A's at end a bit or you drop some hits, 5770 dmg)
  188.  
  189. CC-Combos with Vatista (5P combos outdated):
  190. 5AAA, 2C, 214[B], 4P, ~6, 5B-P+D, [6], d.AAAA, 236B+C~P (midscreen, hit 5B as deep as possible, stable combo, up to 4 meter, 6482/8341/10731 dmg)
  191. 5AAA, 2C, 214[B], 4P, ~6, 5B-P+D, d.AAAA, 236B+C~P (midscreen, hit 5B as deep as possible, can drop sometimes, up to 4 meter, 6666/8432/10932 dmg)
  192. 5AAA+5P, 5A, 6, 5B-P+D, [6] d.AAAA, 236B+C~P (midscreen, hit 5B as deep as possible, stable combo, up to 4 meter, 6888/8536/11036 dmg)
  193. 5AAA+5P, 5A, 6, 5B-P+D, d.AAAA, 236B+C~P (midscreen, hit 5B as deep as possible, can drop sometimes, up to 4 meter, 7120/8861/11361 dmg)
  194. 5B, d.AAAAA+4P, 6, 5B-P+D, [6], d.AAAA, 236B+C~P (midscreen, hit 5B as deep as possible, stable combo, up to 4 meter, 8320/10003/12503 dmg)
  195. 5B, d.AAAAA+4P, 6, 5B-P+D, d.AAAA, 236B+C~P (midscreen, hit 5B as deep as possible, can drop sometimes, up to 4 meter, 8480/10282/12782 dmg)
  196. 5B~5P, 5P, 236C+P+D, (A), jc, [P]+j.CC, (j.A), jc, [P]+j.CC, (j.A), jc, 5P, 236B+C~P (corner, up to 5 meter, by kisogai, 14181 dmg)
  197. https://twitter.com/lornlynx/status/1048990164935172098
  198. https://twitter.com/kisogai12/status/1039757190909833217
  199.  
  200. My Vatista notes: https://pastebin.com/6hPQdMZT
  201.  
  202.  
  203.  
  204. Drive Okizeme (Options on-block):
  205. 5B/4B, d.A, d.5C/2C, d.AA, d.A/214[B], 5P/6P or ~236A/236B (first d.A sometimes needed to get close/confirm, delay for meaty Optic Barrel)
  206. 2B, d.5C, d.5B/2C, d.AA, d.A/214[B], 5P/6P or ~236A/236B (d.5C right after 2B is a tight blockstring, d.5B/2C afterwards beats certain DPs and fast attacks)
  207. j.B, d.5B/B+C, d.AAAA (very unsafe on block, only option is to bait body attacks or use DP)
  208. j.{B}, d.(5B)A, d.5C/2C, d.A, d.A/214[B], 5P or ~236A/236B (first d.A needed to make it safe!)
  209.  
  210. except for j.B, blocking after her B starter or after the first 2 d.A's is fully safe (after first d.A for 5B/4B as well), third d.A is a natural frame-trap and beats fast attacks but is nearly always unsafe against DPs
  211. j.B without cancel is always unsafe!
  212. d.5B first beats fast attacks and certain projectiles but loses to reversal (except for j.{B} with a d.A behind)
  213. d.AA first (after first d.A for 5B/4B as well) is safer, gives time to confirm and can bait DPs, should be go-to when unsure
  214. 2B and d.2B beats lows and grounded throws but loses to DPs and fast attacks
  215.  
  216. 2B or d.2B works against Distortions:
  217. Waldstein, Kanji (Ass-Whoopin, Tatsumi Style), Tager (Genesis Emerald Tager Buster), Hakumen (Summer's Advance, has to be point-blank)
  218.  
  219.  
  220.  
  221. Drive DP-Punishes:
  222. Check all her DP-punishes now as a neat Google-docs spreadsheet (highly suggested):
  223. https://docs.google.com/spreadsheets/d/1HHfjKC8Ex9LkDdbp5UlDl6pH15wlL0U8NFYHpWkI-9I/edit?usp=sharing
  224.  
  225. 4/5B, d.A, Block/d.2C
  226. 2B, d.5C2C or 2B, d.AA, d.2C/Block (second one is safer while first opens up but might get punished)
  227. j.{B}, d.(5B)A, d.2C/Block
  228.  
  229. 4/5B, d.AA2C works against:
  230. Ragna, Jin, Noel, Tager, Makoto, Izaoi, Es, Mai, Jubei, Yu, Yosuke*, Yukiko, Labrys, Hyde, Orie, Vatista, Weiss, Blake
  231. Hazama, Makoto, Trinity, Yosuke*, Naoto, Mitsuru, Merkava (even d.5B instead 2C works lol)
  232. Chie (even d.5B works but only if you stop right after)
  233. 4/5B, d.AA2C only if you stop drive immediately or delay:
  234. Rachel, Nu, Azrael, Yosuke, Akihiko, Linne, Carmine, Mika, Ruby, Yang
  235. 4/5B, d.AA, Block safest option against:
  236. Nine, Hakumen, Kanji, Aegis, Yuzuriha
  237.  
  238. 4/5B, d.AAA2C works against:
  239. Waldstein, Gordeau
  240. 2/4/5B, d.AAA5B works against everyone except:
  241. Hakumen, Makoto, Yosuke, Chie, Naoto, Kanji (all counter DPs)
  242.  
  243. 2B, d.5C2C works against:
  244. Ragna, Jin, Noel, Rachel, Tager, Nu, Hazama, Makoto, Platinum, Izaoi, Es, Mai, Yu, Yosuke*, Yukiko, Naoto, Mitsuru, Akihiko, Labrys, Hyde, Linne, Orie, Ruby, Weiss, Blake
  245. 2B, d.5C2C only if you stop immediately:
  246. Azrael, Waldstein, Merkava, Carmine, Mika, Yang
  247. 2B, d.5C2C only if you delay:
  248. Azrael, Yang
  249. 2B, d.5C5B works against:
  250. Ragna, Jin, Noel, Hazama, Platinum, Izaoi, Nine, Es, Mai, Jubei, Yu, Yosuke*, Naoto, Mitsuru, Weiss, Blake
  251. 2B, d.5C5B only if you stop immediately:
  252. Hyde, Orie, Merkava, Vatista
  253. 2B, d.5C5B only if you delay:
  254. Makoto, Akihiko, Hyde, Orie, Vatista, Yang
  255. 2B, d.5C, Block works only against:
  256. Rachel, Tager, Izaoi, Azrael, Hakumen, Yosuke, Chie, Yukiko, Naoto, Aegis, Labrys, Waldstein, Gordeau, Yuzuriha, Mika, Weiss
  257. 2B, anything doesn't work against:
  258. Kanji
  259.  
  260. Yosuke*: You can punish Yosuke when his DP clashes with your attack by mashing 5A CH into 5B or 2B and get a full combo from it.
  261.  
  262.  
  263.  
  264. Matchup Knowledge:
  265.  
  266. Blazblue:
  267.  
  268. Jin:
  269. -punish his Touga distortion (iceblast) with 4B, d.5B, but have to be far away or plus or you get hit
  270.  
  271. Nu:
  272. -find the right range to use 4B d.5B, if you use it from too far she can stop the string and hit you right out of it with a new one because you are still far enough that her blades hit
  273.  
  274. Es:
  275. -worst matchup imo, she can do as she pleases and you have to play like a bitch, don't try to contest her buttons or you'll lose, you have to block patiently and hope for the best
  276. -the only thing you can do at round start is 4B or walk/jump back block, all other buttons from you just straight out lose, yes even jump-back j.A and j.C
  277. -you can't do shit against j.C, don't try it
  278. -don't 4B d.5B her projectiles because most likely she will jump after them anyways and then she gets a sweet 7k CH combo
  279. -be careful of using 4B d5B to get through her projectile super, she is really safe after it and often can just use a low attack to hit you out of it
  280. -you can try bait her distortions by 5A cancel into 5B
  281.  
  282. Mai:
  283. -also a matchup absolutely not in your favor, she can use projectiles with pretty much no repercussions and play the keep-out game
  284. -her projectiles are standard mid attacks, so you can 4B d.5B them, BUT you have to be careful because they have a second hit which she can delay and hit you with it when you are not in invincibility frames
  285. -use 4B d5B to approach her if she spams projectiles, but be ready to not continue the drive or she can bait you with her dive attacks
  286. -you can try to meet her in the air at start or if she is low to the ground as her attacks are slower than yours there, but if she double-jumps you basically can’t reach here
  287. -get a partner that can deal with her, is probably the easiest and best option
  288. -her 236A dash will beat your 2C at round-start, so don't try it
  289.  
  290. Hazama:
  291. -do NOT use 4B against his jumping chain, unless you do it preemtively or your shot hits him his jumping attack afterwards will hit you out of invincibility; can work against ground chain but not suggested
  292. -try to block his chain, then hit him with 4A or 5A while he jumps towards you, might have to visually confirm when or what to hit; 2B could work but only if he miss-times or overshoots
  293. -best is probably just jumping yourself like a madman and putting j.A and rarely j.C out, 2B doesn't really hit him as he's too high usually
  294.  
  295. Tager:
  296. -2B is a good answer against his magnetic grabs on the ground, but don't do them too early as you have to hit him with the shots or he grabs you afterwards
  297. -2B on the other hand loses against his air magnetic grab, even if he jumps high and you 2B it will suck you in, so don't overdo it
  298. -against shoulder use 2C or 4B d.5B (d.2C needs too long to come out)
  299. -4B d.5B obviously loses against his grabs so you are usually better using 2B and 5B/5A as okizeme on his wakeup
  300. -be careful of using 214C, he can grab you out of the recovery so don't use it against him if you except a ground grab or he gets a free combo and you lose meter for nothing
  301. -his DP recovers pretty fast and pushes you away, but it is less active than it looks, watch at your own blockstun and press 5B when it ends; you can also run up 5A CH if you see it too late
  302. -don't forget that you can freely transition from 5A strings to 2B against him but only if he's standing, confirm it with 5AAA but with Tager you can also go any amount of 5A!
  303.  
  304. Hakumen:
  305. -don't forget that you can freely transition from 5AAA string to 2B against him but only if he's standing!
  306.  
  307. Platinum:
  308. -don't press shit at roundstart, all her normals will straight beat yours, her 5B beats your 2B or 2C e.g.
  309.  
  310. Nine:
  311. -can 2C under her 5B (wind blow) when timed correctly
  312. -if she tries to mix you up with ground teleports, can use 5B into d.A drive as the hits will then autocorrect
  313. -can 4B on reaction to her Fist to get through (only ground version)
  314. -can NOT punish her 214B+C distortion (firestomp) with 4B d.5B, you will get hit
  315.  
  316.  
  317. Persona:
  318.  
  319. Yu Narukami:
  320. -you can only punish his short slide (214A) with 5AAA 2C 214B, the other versions have too much pushblock
  321. -you can AA his jumpdive but it's hard, just DP
  322. -2B beats his slide fully!
  323.  
  324. Kanji:
  325. -punish his DP only with CH 5A, it recovers way too fast for anything else
  326.  
  327. Aegis:
  328. -her booster-dash is considered a high attack, do not 4B d.5B against it
  329.  
  330. Labrys:
  331. -you can punish her fast axe overhead (214A) with a microstep forward ~6 5AAA 2C 214B/C
  332. -you can NOT punish her slow overhead (214B), put her in blockstun afterwards of go for a grab or sth.
  333.  
  334.  
  335. Under-Night:
  336.  
  337. Hyde:
  338. -you can NOT get through his metered projectiles, they will hit you out of 4B d.5B
  339.  
  340. Linne:
  341. -can punish her command overheads (214B/C) with 4B (or 4/5A) if you are quick enough
  342.  
  343. Waldstein:
  344. -his 236A (one claw swipe from above) can be punished with a well timed 5AA(A), 2C, 214B (last A whiffs if not at zero range)
  345. -his 236B (multiple claw swipes) can be punished by 5A which gives you a CH so you can go into 5B then
  346. -care of his DP, you can only use 4B against it if you can hit him or his claws while he is vulnerable
  347. -you can AA his bodyslam, but you have to time it pretty well, only do it if he is in front of you, when he is above you it often whiffs (just DP there)
  348. -don't even try to contest his 5C with 4/5A if you not point-blank, his claw is longer than your leg, just use DP
  349.  
  350. Gordeau:
  351. -his Scythe has a hitbox, you can bait punish it with 4B; but be careful as with his range he can also punish you for a whiffed one
  352. -his 236A/B (scythe-swing aka grim reaper) has crazy good recovery, you can use 5AA, 2C, 214B (3rd A would whiff) but you have to be quick or he is out of range and 5A can whiff, 4A is too short
  353. -you can try to punish his 5C overhead by a well timed 5A or DP, but if he uses it after 5B scythe best just DP as 5A is too slow, 4A trades too easily but can mby work offline
  354. -you can try to punish his slide with 4A which beats a following command-throw, but loses to staggered moves
  355. -to punish his 236B+C distortion (the scythe hook and one swing) you need to use CH 5A 5B
  356. -the best way to punish his 214B+C distortion (the multiple scythe swings) is to 4B (d.5B not needed) after his 4th swing, there's a gap before he swings two additional times, 5A whiffs often and 5B is too slow
  357. -214C is not suggested against grim reaper because it can autocorrect and then hit you out of the recovery frames
  358.  
  359. Carmine:
  360. -you can punish his 214B+C (red crystal) with 2B if you are close enough, press it as soon as you see the crystal appear; if far best you can try is a well timed 235B
  361. -his DP is pretty safe, you can punish with 5B with good timing, or with CH 5A 5B if you are near enough, or just with 2B
  362. -don't even try to contest his 5C with 4/5A, just use DP
  363. -you can 4B d.5B his air projectile (j.B) and his bloodspike crossup (j.C) because they are BOTH NOT AN OVERHEAD!
  364. -you can safely 2C under his 5B icicle projectile, he can't cancel into pinwheel if it doesn't hit you
  365. -with right spacing you can 2C under his pinwheel, but care for puddles as you have to pass over them or the wave they spawn can still hit you
  366. -his spinwheel makes it hard to IAD as it stays so long in the air, but you can try and hj and then 2B close enough to carmine but high enough that it or his AA doesn't hit you
  367. -you can even stay on a puddle and react with 4B d.5B should he pinwheel, they need a while to come out
  368.  
  369. Yuzuriha:
  370. -probably shouldn't use 4B d.5B against her at all, as she has a good 2B and 2C and her jumping sword slash is a high and reaches really far
  371. -the best option against her is probably just to jump in like mad, because she can't use her teleport in the air and your ground options against her all suck
  372. -you can punish her (non-metered) quick swordstrikes if you are really close with 5AA(A) 2C 214B, 5A 5B doesn't work as you get no CH
  373. -you can punish her if she uses double teleport and lands on ground with a microstep ~6 5AAA 2C 214B as she is closer to you then (or you are in corner), others don't work
  374. -don't press ANY buttons when she swords, your 5A wins against air tele but loses against most ground tele, 4A doesn't reach far enough and the rest is just too slow or too risky
  375. -214C can be used to get a good punish but you have to react to the teleport and input the correct qcf motion: https://twitter.com/Yuuki_Hien/status/1040402228773879809
  376. -her DP is weird because the first part of it is a mid but the second part which are the slashes in the air are a high, or at least have the high-property so they can even hit you out of 4b, d.5B; the only chance to win against her DP is if you low-profile the second parts with d.5B
  377.  
  378. Mika:
  379. -she is really fast and will try to run under you, j.B can work well against her if she does this
  380. -she has a divekick from jumping that is also kinda delayed, always keep that in mind and don't get baited by using 2B too early
  381.  
  382.  
  383. RWBY:
  384.  
  385. Ruby:
  386. -you can punish her 236B+C distortion with 4B d.5B as it follows her, as long as it’s not max range
  387.  
  388. Blake:
  389. -don't use 4B in neutral as she can use her long-range low attack and hit you out of it
  390. -you can use 2C to get under her 5B and her 236C sicles, which means also her assist can be dodged that way!
  391.  
  392. Yang:
  393. -her projectiles have no overhead property, so you can 4B through them
  394. -if she starts the round with jump-back projectile you can easily contest it with hj forward j.A
  395. -you can try to contest her overhead from command-dash with a 4/5A as she is airborne, you have to react quick though
  396. -she has a command-grab after her command-dash, with good reactions you can try to beat it with 2B on-block
  397. -her armor moves can be very annoying as she can deny you the Drive mixups, best don't use 2/4/5B without any assist or only close-range where her 5B is too slow
  398. -don't rely onto Drive moves in neutral, from range you can use 2C as lows work against her armor, or approach from the air as your j.A usually beats her buttons (but be wary of her using projectil), or 2B if you catch her landing or are closer
  399. -she has an divekick move from air that beats out all your invulnerability stuff, don't try those if she is right above you or close to your head
  400. -her DP is fast, you can punish with 5P but it is really tight, better go the 5A 5B punish
  401.  
  402.  
  403. Multihit distortions that you CAN'T punish with 4B, d.5B (unless you hit them out of it with first shot):
  404. Nine (Laser, 236B+C), Yu Narukami (Zeodyne, 236B+C), Akihiko (Mr.World, 214B+C), ...
  405.  
  406.  
  407.  
  408. Personal notes:
  409. End 214B early on-hit to go for cheeky resets (2B, 2A)
  410. When expecting them to burst after you extended the combo, instead go for 5P, 5A, jc, Block; you get a punish or could extend with j.AA combo; or stop at 5A and hope they burst.
  411. For wakeup oki 4B can either be timed so shot hits meaty which beats DPs, throws, jump and fast attacks, or delayed a bit which also catches forward tech but then loses to aforementioned.
  412. Extending throw combo into an assist and 5B, d.AA makes them tech during the drive combo, which could result in oki with d-2C/5C but seems to lose hard against DP, could be worthwhile though.
  413. 5B, d.AA, 214A, ~5P seems to be a valid crossup method that loses to DP though.
  414. Ending combos in Vatista 4P assist and then hitting them with 5B causes them to autotech out of it, can be used for resets.
  415. On Block going 5B, d.A(A), 214A could be used as a reset, if they are high you get the throw and if they are low you can use assist to go for the crossup; you need the first d.A or you don't crossup but it gets beat by fast attacks, adding second d.A still crosses you up and is a bit more frame-advantage and certain fasts won't hit you.
  416. You can cancel 5A into 4B (on-block).
  417. So testing d.C as opposed to d.2C > 214B; d.C makes it always catch forward tech, but unable to catch neutral tech; So yeah, each route has one tech option they'll miss always, but that missed tech option will be safe with the Assist; Except for no-tech; d.2C > 214B will always catch neutral tech, but DP won't hit forward techIn both setups (d.C / d.2C > 214[B]), no-tech gets out and they can wakeup DP/super
  418. 214B into 4B oki:
  419. -after 214B press (and whiff) 4A to time the 4B, this helps you to time the 4B in such a way that all DPs (except Yuzuriha) lose without having to use d.5B which has the big benefits of being further away and being able to react to their moves or just stop the drive; also this can make way more damage on some characters as you can get a reset or better combo
  420. -4A hits some of the DPs out early and keeps them in the corner; at midscreen pushback is greater so run slightly forward then 4A; it also works against some throws but only in corner because you need to be away from them and can't run forward
  421. -5A works also against many characters with slower DPs and can be more meaty, but doesn't cover lows and throws; Gordeau requires 5A which makes the tech lose against him throwing or low mashing, Waldstein works better with 5A too but unless you frame-perfect it 4A should be fine for him
  422. -on some characters you can also go 214[B] in corner but is not suggested as the increased pushback can make you whiff on short DPs with fast recovery (like Nu)
  423. -nothing happens in midscreen at backwards tech (duh); depending on character can win in midscreen against forward tech and any option but only if you use run forward 4A (which you should but only midscreen) which makes both of you go in opposite directions and 4A autocorrect to a 5A
  424. -catches forward tech in corner where 4B autocorrects to a meaty 5B when done right; loses to forward tech throw or forward tech DP though
  425. -https://www.youtube.com/watch?v=OUjbBBb5IJI
  426. Noel Drive Reset & unblockable ender:
  427. -Use 3-5B route and omitting last Bloom Trigger gets a cheeky reset as they tech.
  428. -Works against backwards and forward-tech in corner and against forward in midscreen.
  429. -Can also get 8.7k dmg if you hit them with the unblockable.
  430. -Unblockable also works with neutral tech but you can't react and have to press it preemtively which makes it lose against back- and forward-tech then though.
  431. -https://twitter.com/lornlynx/status/1106277579957374976
  432. "5AA>IAD>j.C (opponent guarding)
  433. Actually the move as a weird movement, which let you calling assist during it, but like i said if you delay j.C a bit she will back from her original position (basically a double crossup) or you can use it instantly so it crossup one time. Its hard to explain but it might be something interesting if used correctly"
  434. "Safejump ender I use is d.BC > 214B Your best bet afterward is usually meaty assist call and IAD. Tech direction can be reacted to if you're fast, but it otherwise relies on some measure of reading tech habits and having a good enough assist.
  435. That uncertainty is why I personally do the safejump setup in the corner only, where neutral jump can cover both neutral and back tech
  436. 5A > 5B is an easier pickup than 5A > 2B, but 5A > 2B does more damage and and keeps you close enough to do the d.BC > 214B ender always
  437. But if the extension is whiffing due to distance, you need to add the microdash in"
  438. "It really depends on how long your combo lasts
  439. Like if you just do 5AAA > 2C > 214[B], you still get the safe jump since they won't tech in the air
  440. But if you do her full drive combo, then it has to be 214B"
  441.  
  442. Shoutouts and stuff:
  443. Thanks to all the guys on the Discord for the help, namely kwk and platinum protocol, as well as mirorizard and hien_yuuki from twitter!
  444.  
  445. I sometimes post tech on my
  446. Youtube: https://www.youtube.com/channel/UCwFmIzKeN_GB4uE5wOv7aEA
  447. Twitter: https://twitter.com/lornlynx
  448. You can also find me @discord.gg/Y7GXc2g as the Noel specialist, come by if you have questions.
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