Jingi Storm: The Arcade/Noel: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 5: Line 5:
| colspan="2" |[[File:Jstanoel.png|none|right|300x300px]]
| colspan="2" |[[File:Jstanoel.png|none|right|300x300px]]
|-
|-
| '''Full name''' || Blank
| '''Full name''' || "Noel"
|-
|-
| '''Health''' || Blank
| '''Health''' || 286
|-
|-
| '''Play-style''' || Blank
| '''Play-style''' || Footsies/Poking
|-
|-
| '''Weight''' || Blank
| '''Weight''' || Unknown
|-
|-


Line 45: Line 45:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Jab string with excellent range.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 57: Line 57:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Really good range, will connect from roundstart.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 69: Line 69:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Not a true combo, easy to Atemi.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 81: Line 81:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Green guard break. Theoretically good combo filler, but it's Noel so this won't see much application.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 93: Line 93:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=String ender, good frame data and combos from PPPP if you can make it that far without getting Atemi'd.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 105: Line 105:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Decent low that knocks down, but lack of a mid option means this isn't really threatening.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 117: Line 117:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Low with cool looking animation. Will probably catch someone the first few times, but very easy to see once you're used to the animation.
   }}
   }}
}}
}}
Line 138: Line 138:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Somewhat slow mid with powerful followup.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 150: Line 150:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=Extremely fast recovery, very spammable.
   |description=Extremely fast recovery, very spammable. Basically lets you do whatever you want after, lets you set up easy counterhits with 1K.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 162: Line 162:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Yellow guard break mid, there's enough of a gap to Atemi but it's fairly precise. OTG 2K+G K is guaranteed on hit.
   }}
   }}
}}
}}
Line 183: Line 183:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Quick but short ranged high. Not your best approach option, but it's safe and the followup is alright.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 195: Line 195:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Sneaky low that naturally combos. Decent damage, can whittle down opponents when they're expecting 6p or other mids.
   }}
   }}
}}
}}
Line 216: Line 216:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Launches on counterhit and punish, Try to use after ducking a high or just fish with it.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 228: Line 228:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Solid mid string, natural combos for good damage.
   }}
   }}
}}
}}
Line 249: Line 249:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Low poke with good range.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 261: Line 261:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Not a natural combo, use at your own risk.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 273: Line 273:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Knockdown low, alright damage.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 285: Line 285:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Mid option for rudimentary mix. Low reward cause Noel refuses to launch.
   }}
   }}
}}
}}
Line 306: Line 306:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Unremarkable, fair range but little reward.
   }}
   }}
}}  
}}  
Line 327: Line 327:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Very quick running mid, knockdown is good for setting up a super.
   }}
   }}
}}  
}}  
Line 348: Line 348:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Excellent poke, use this over 5P
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 360: Line 360:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Excellent poke string, possibly the quickest green guard break in the game.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 372: Line 372:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Mid ender. Solid damage and safe, usually good to press this.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 384: Line 384:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Low ender. This combined with KKK is the backbone of Noel's neutral, can and will effectively chip down the opponent with proper conditioning.
   }}
   }}
}}
}}
Line 405: Line 405:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Solid range mid. Staggers when blocked, which kills most of its use in neutral.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 417: Line 417:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=High followup, this won't be seeing much use.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 429: Line 429:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Low ender that knocks down, really more of a knowledge check than anything else.
   }}
   }}
}}
}}
Line 450: Line 450:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Quick low poke and OTG.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 462: Line 462:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Would be excellent if it was a natural combo. As is, a decent mid followup if the opponent tries to block 2K late.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 474: Line 474:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Combos from 2KP, not much to say otherwise.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 486: Line 486:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Good juggle filler if you get a CH launch. Pretty high damage ender if it lands.
   }}
   }}
}}
}}
Line 507: Line 507:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Safe mid poke, leaves you right in front of the opponent.
   }}
   }}
}}  
}}  
Line 528: Line 528:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Crushes highs during most of the animation. Absurd counter hit damage, try to counterpoke with this whenever you think the opponent is gonna mash jabs. Looks like a good anti-air, but too slow to be practical.
   }}
   }}
}}  
}}  
Line 549: Line 549:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Short-ranged low poke.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 561: Line 561:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Not a combo, but will catch people blocking low.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 573: Line 573:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Natural combo from 13K.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 585: Line 585:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Low with solid range, combine with 3PK for easy bake mixups.
   }}
   }}
}}
}}
Line 606: Line 606:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Great range.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 618: Line 618:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Safe on block, surprisingly. Good to use as an approach option.
   }}
   }}
}}
}}
Line 639: Line 639:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=The closest thing Noel has to a real launcher. Gives a very high launch on counterhit or punish, and since it's a sidestep move that's not a terribly unrealistic scenario.
   }}
   }}
}}  
}}  
Line 660: Line 660:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Pretty mediocre slide, but the threat of running P can usually be enough to get this to land.
   }}
   }}
}}  
}}  
Line 681: Line 681:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Mid poke, decent range but subpar reward. Can crush highs for most of the animation.
   }}
   }}
}}  
}}  
Line 702: Line 702:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Noel's stance. Crushes lows for the entirety of the animation, with powerful followups.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 714: Line 714:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Yellow guard break, catches sidesteps, deals decent damage, and allows a 5KK on successful guard break.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 750: Line 750:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Green guard break. Amazing kick string that hits mid, true combos, and deals good damage while creating distance. Watch out for sidesteps, as it is very linear.
   }}
   }}
}}
}}
Line 757: Line 757:
|name    =
|name    =
|subtitle=
|subtitle=
|input  =2K+G K+G
|input  =2K+G K
|image  =
|image  =
|caption =
|caption =
Line 771: Line 771:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Low with big range, basically unreactable but low damage.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
   |input=2K+G K+G
   |input=2K+G K
   |damage=
   |damage=
   |startup=
   |startup=
Line 783: Line 783:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Followup low that knocks down. Best used as an OTG, and provides solid damage.
   }}
   }}
}}
}}
Line 804: Line 804:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Twirling high kick. A unique approach option for Noel with a built-in sidestep. Will often get you behind the opponent and allow you to connect a string for free.
   }}
   }}
}}  
}}  
Line 825: Line 825:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Same move as 2K, so it has the same followups. For some reason the game says that the P followup combos after this but your opponent can block just like with the original.
   }}
   }}
}}  
}}  
Line 846: Line 846:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Air karate chop. Very niche button, I guess you could use it as an air-to-air.
   }}
   }}
}}  
}}  
Line 867: Line 867:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Generic girl stomp, shared with Fenrir and Asuka. Good vertical hitbox but low hitstun stops it from being super useful.
   }}
   }}
}}  
}}  
Line 888: Line 888:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=One of the best air normals in the game. Indefinitely active, safe on block, good hitstun, and a green guard break.
   |description=One of the best air normals in the game. Indefinitely active, safe on block, good hitstun, and a green guard break. allows for a PK or KK on a low connect.
   }}
   }}
}}  
}}  
Line 909: Line 909:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Very low damage for a standard throw.
   }}
   }}
}}  
}}  
Line 972: Line 972:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Same damage as 66P+G if you want a close knockdown instead.
   }}
   }}
}}  
}}  
Line 1,014: Line 1,014:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Better damage than regular throw, so try to use this when possible. Leaves the opponent really far from you on hit, so you can go for a running P/K.
   }}
   }}
}}
}}
Line 1,035: Line 1,035:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Decent super, mostly unremarkable but the startup isn't bad and it's really Noel's only decent source of damage. Try to use this after a throw or running P to catch the opponent on their wakeup.
   }}
   }}
{{AttackData-JSTA
{{AttackData-JSTA
Line 1,047: Line 1,047:
   |onhit=
   |onhit=
   |onblock=
   |onblock=
   |description=
   |description=Basically always go for this, there's really no downside.
   }}
   }}
}}
}}
[[Category:Jingi Storm: The Arcade]]
[[Category:Jingi Storm: The Arcade]]

Revision as of 00:02, 23 December 2023

Blank
Jstanoel.png
Full name "Noel"
Health 286
Play-style Footsies/Poking
Weight Unknown

Introduction

Playstyle
Jstanoel.png Blank
Strengths Weaknesses
  • Coming soon
  • Coming soon

Attacks

PPPPK
Input Damage Startup Active Recovery Guard Break On Hit On Block
P - - - - - - - -

Jab string with excellent range.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PP - - - - - - - -

Really good range, will connect from roundstart.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PPP - - - - - - - -

Not a true combo, easy to Atemi.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PPPP - - - - - - - -

Green guard break. Theoretically good combo filler, but it's Noel so this won't see much application.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PPPPK - - - - - - - -

String ender, good frame data and combos from PPPP if you can make it that far without getting Atemi'd.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PP2K - - - - - - - -

Decent low that knocks down, but lack of a mid option means this isn't really threatening.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PPP2K - - - - - - - -

Low with cool looking animation. Will probably catch someone the first few times, but very easy to see once you're used to the animation.


6PPP
Input Damage Startup Active Recovery Guard Break On Hit On Block
6P - - - - - - - -

Somewhat slow mid with powerful followup.

Input Damage Startup Active Recovery Guard Break On Hit On Block
6PP - - - - - - - -

Extremely fast recovery, very spammable. Basically lets you do whatever you want after, lets you set up easy counterhits with 1K.

Input Damage Startup Active Recovery Guard Break On Hit On Block
6PPP - - - - - - - -

Yellow guard break mid, there's enough of a gap to Atemi but it's fairly precise. OTG 2K+G K is guaranteed on hit.


66PP
Input Damage Startup Active Recovery Guard Break On Hit On Block
66P - - - - - - - -

Quick but short ranged high. Not your best approach option, but it's safe and the followup is alright.

Input Damage Startup Active Recovery Guard Break On Hit On Block
66PP - - - - - - - -

Sneaky low that naturally combos. Decent damage, can whittle down opponents when they're expecting 6p or other mids.


3PK
Input Damage Startup Active Recovery Guard Break On Hit On Block
3P - - - - - - - -

Launches on counterhit and punish, Try to use after ducking a high or just fish with it.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3PK - - - - - - - -

Solid mid string, natural combos for good damage.


1PPK
Input Damage Startup Active Recovery Guard Break On Hit On Block
1P - - - - - - - -

Low poke with good range.

Input Damage Startup Active Recovery Guard Break On Hit On Block
1PP - - - - - - - -

Not a natural combo, use at your own risk.

Input Damage Startup Active Recovery Guard Break On Hit On Block
1PPK - - - - - - - -

Knockdown low, alright damage.

Input Damage Startup Active Recovery Guard Break On Hit On Block
1PP3P - - - - - - - -

Mid option for rudimentary mix. Low reward cause Noel refuses to launch.


Sidestep P
Input Damage Startup Active Recovery Guard Break On Hit On Block
Sidestep P - - - - - - - -

Unremarkable, fair range but little reward.


Running P
Input Damage Startup Active Recovery Guard Break On Hit On Block
Running P - - - - - - - -

Very quick running mid, knockdown is good for setting up a super.


KKK
Input Damage Startup Active Recovery Guard Break On Hit On Block
K - - - - - - - -

Excellent poke, use this over 5P

Input Damage Startup Active Recovery Guard Break On Hit On Block
KK - - - - - - - -

Excellent poke string, possibly the quickest green guard break in the game.

Input Damage Startup Active Recovery Guard Break On Hit On Block
KKK - - - - - - - -

Mid ender. Solid damage and safe, usually good to press this.

Input Damage Startup Active Recovery Guard Break On Hit On Block
KK2K - - - - - - - -

Low ender. This combined with KKK is the backbone of Noel's neutral, can and will effectively chip down the opponent with proper conditioning.


66KKK
Input Damage Startup Active Recovery Guard Break On Hit On Block
66K - - - - - - - -

Solid range mid. Staggers when blocked, which kills most of its use in neutral.

Input Damage Startup Active Recovery Guard Break On Hit On Block
66KK - - - - - - - -

High followup, this won't be seeing much use.

Input Damage Startup Active Recovery Guard Break On Hit On Block
66KKK - - - - - - - -

Low ender that knocks down, really more of a knowledge check than anything else.


2KPPK
Input Damage Startup Active Recovery Guard Break On Hit On Block
2K - - - - - - - -

Quick low poke and OTG.

Input Damage Startup Active Recovery Guard Break On Hit On Block
2KP - - - - - - - -

Would be excellent if it was a natural combo. As is, a decent mid followup if the opponent tries to block 2K late.

Input Damage Startup Active Recovery Guard Break On Hit On Block
2KPP - - - - - - - -

Combos from 2KP, not much to say otherwise.

Input Damage Startup Active Recovery Guard Break On Hit On Block
2KPPK - - - - - - - -

Good juggle filler if you get a CH launch. Pretty high damage ender if it lands.


3K
Input Damage Startup Active Recovery Guard Break On Hit On Block
3K - - - - - - - -

Safe mid poke, leaves you right in front of the opponent.


1K
Input Damage Startup Active Recovery Guard Break On Hit On Block
1K - - - - - - - -

Crushes highs during most of the animation. Absurd counter hit damage, try to counterpoke with this whenever you think the opponent is gonna mash jabs. Looks like a good anti-air, but too slow to be practical.


13K3KK
Input Damage Startup Active Recovery Guard Break On Hit On Block
13K - - - - - - - -

Short-ranged low poke.

Input Damage Startup Active Recovery Guard Break On Hit On Block
13KK - - - - - - - -

Not a combo, but will catch people blocking low.

Input Damage Startup Active Recovery Guard Break On Hit On Block
13K3K - - - - - - - -

Natural combo from 13K.

Input Damage Startup Active Recovery Guard Break On Hit On Block
13K3KK - - - - - - - -

Low with solid range, combine with 3PK for easy bake mixups.


9KK
Input Damage Startup Active Recovery Guard Break On Hit On Block
9K - - - - - - - -

Great range.

Input Damage Startup Active Recovery Guard Break On Hit On Block
9KK - - - - - - - -

Safe on block, surprisingly. Good to use as an approach option.


Sidestep K
Input Damage Startup Active Recovery Guard Break On Hit On Block
Sidestep K - - - - - - - -

The closest thing Noel has to a real launcher. Gives a very high launch on counterhit or punish, and since it's a sidestep move that's not a terribly unrealistic scenario.


Running K
Input Damage Startup Active Recovery Guard Break On Hit On Block
Running K - - - - - - - -

Pretty mediocre slide, but the threat of running P can usually be enough to get this to land.


6P+K
Input Damage Startup Active Recovery Guard Break On Hit On Block
6P+K - - - - - - - -

Mid poke, decent range but subpar reward. Can crush highs for most of the animation.


4K+G
Input Damage Startup Active Recovery Guard Break On Hit On Block
4K+G - - - - - - - -

Noel's stance. Crushes lows for the entirety of the animation, with powerful followups.

Input Damage Startup Active Recovery Guard Break On Hit On Block
4K+G K+G - - - - - - - -

Yellow guard break, catches sidesteps, deals decent damage, and allows a 5KK on successful guard break.

Input Damage Startup Active Recovery Guard Break On Hit On Block
4K+G K - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
4K+G KK - - - - - - - -
Input Damage Startup Active Recovery Guard Break On Hit On Block
4K+G KKK - - - - - - - -

Green guard break. Amazing kick string that hits mid, true combos, and deals good damage while creating distance. Watch out for sidesteps, as it is very linear.


2K+G K
Input Damage Startup Active Recovery Guard Break On Hit On Block
2K+G - - - - - - - -

Low with big range, basically unreactable but low damage.

Input Damage Startup Active Recovery Guard Break On Hit On Block
2K+G K - - - - - - - -

Followup low that knocks down. Best used as an OTG, and provides solid damage.


Running K+G
Input Damage Startup Active Recovery Guard Break On Hit On Block
Running K+G - - - - - - - -

Twirling high kick. A unique approach option for Noel with a built-in sidestep. Will often get you behind the opponent and allow you to connect a string for free.

Crouching Attacks

Crouching K
Input Damage Startup Active Recovery Guard Break On Hit On Block
Crouching K - - - - - - - -

Same move as 2K, so it has the same followups. For some reason the game says that the P followup combos after this but your opponent can block just like with the original.

Aerial Attacks

Air 6P
Input Damage Startup Active Recovery Guard Break On Hit On Block
Air 6P - - - - - - - -

Air karate chop. Very niche button, I guess you could use it as an air-to-air.


Air 2K
Input Damage Startup Active Recovery Guard Break On Hit On Block
Air 2K - - - - - - - -

Generic girl stomp, shared with Fenrir and Asuka. Good vertical hitbox but low hitstun stops it from being super useful.


Air 3K
Input Damage Startup Active Recovery Guard Break On Hit On Block
Air 3K - - - - - - - -

One of the best air normals in the game. Indefinitely active, safe on block, good hitstun, and a green guard break. allows for a PK or KK on a low connect.

Throws

P+G
Input Damage Startup Active Recovery Guard Break On Hit On Block
P+G - - - - - - - -

Very low damage for a standard throw.


3P+G
Input Damage Startup Active Recovery Guard Break On Hit On Block
3P+G - - - - - - - -


Back P+G
Input Damage Startup Active Recovery Guard Break On Hit On Block
Back P+G - - - - - - - -


Sidestep P+G
Input Damage Startup Active Recovery Guard Break On Hit On Block
Sidestep P+G - - - - - - - -

Same damage as 66P+G if you want a close knockdown instead.


Back-to-back P+G
Input Damage Startup Active Recovery Guard Break On Hit On Block
Back-to-back P+G - - - - - - - -


66P+G
Input Damage Startup Active Recovery Guard Break On Hit On Block
66P+G - - - - - - - -

Better damage than regular throw, so try to use this when possible. Leaves the opponent really far from you on hit, so you can go for a running P/K.

Super Attacks

44P+K+G P+K+G
Input Damage Startup Active Recovery Guard Break On Hit On Block
44P+K+G - - - - - - - -

Decent super, mostly unremarkable but the startup isn't bad and it's really Noel's only decent source of damage. Try to use this after a throw or running P to catch the opponent on their wakeup.

Input Damage Startup Active Recovery Guard Break On Hit On Block
44P+K+G P+K+G - - - - - - - -

Basically always go for this, there's really no downside.