Mega Knockdown/Noel: Difference between revisions
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{{CharacterInfobox-MKD | {{CharacterInfobox-MKD | ||
|name=Noel | |name=Noel | ||
|portrait= | |portrait=MKD_Noel_Portrait.png | ||
|altName=Doctor Noel Flaskin | |altName=Doctor Noel Flaskin | ||
|data=Noel Data | |data=Noel Data | ||
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==Gameplan== | ==Gameplan== | ||
Noel plays a very "standard" game, controlling space with 5B, 5C, and Fightning Flurry. If the opponent gets antsy and jumps, all of Noel's grounded anti-airs lead to a knockdown | Noel plays a very "standard" game, controlling space in mid-screen with 5B, 5C, and Fightning Flurry. If the opponent gets antsy and jumps, all of Noel's grounded anti-airs lead to a knockdown. Noel can choose to give up pressure to plant vines, giving her a tricky moveset that combines a vine projectile with her other attacks. Having access to many unique options lets Noel have a lot of flexibility in her gameplan, allowing her to adapt to the matchup or opponent's playstyle. | ||
{{Bio-MKD | {{Bio-MKD | ||
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*Fightning Flurry controls a huge amount of space both on the ground and in the air | *'''Tricky style''' - Unusual Botanical allows Noel many strong, unique game positions. | ||
*Anti-airing with either Fightning Flurry or Normals lead to knockdowns | *'''Space Control''' - Fightning Flurry and vines controls a huge amount of space both on the ground and in the air. | ||
*Has access to best normals such as 5A, 4B, and 5C | *'''Lots of Knockdowns''' - Anti-airing with either Fightning Flurry or Normals lead to knockdowns. | ||
*Amazing "checkmate" potential, using Vine or | *'''Good normals''' - Has access to best normals such as 5A, 4B, and 5C. | ||
*'''High chip potential''' - Amazing "checkmate" potential, using Vine and/or Fightning Flurry for chip after knockdown. | |||
|cons= | |cons= | ||
*Vine | *'''High difficulty''' - Easy to overextend and end up in a poor situation. Requires higher than normal game knowledge. | ||
*Fightning Flurry is unsafe | *'''Reliant on vines''' - Vine brings out the best potential in Noel but requires giving up turns to get started. | ||
*'''Unsafe specials''' - Fightning Flurry when blocked leaves her at major disadvantage at best, or is unsafe. Vines leaves her completely vulnerable. | |||
}} | }} | ||
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|range=2/2 | |range=2/2 | ||
|guard=All | |guard=All | ||
|blockadv='''<span style="color:green">10</span> | |blockadv=<span style="color:blue">'''-10'''</span> (close) '''->''' <span style="color:green">'''10'''</span> (far) | ||
|onhit=Combo B | |onhit=Combo B | ||
|push=1 | |push=1 | ||
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|version=Normal | |version=Normal | ||
|damage=300 | |damage=300 | ||
|startup= | |startup=45 | ||
|range=2/ | |range=2/1 | ||
|guard=All | |guard=All | ||
|blockadv=<span style="color:blue">'''-10'''</span> | |blockadv=<span style="color:orange">'''-20'''</span> (close) '''->''' <span style="color:blue">'''-10'''</span> (far) | ||
|onhit=KD, Side Switch (if close) | |onhit=KD, Side Switch (if close) | ||
|push= | |push= | ||
|chip= | |chip=50 | ||
|description=Jump | |description=Jump up and swing in on your whip, and side switch on hit or block. Slower than j.B but can deal some chip and knock down. | ||
}} | }} | ||
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|blockadv= | |blockadv= | ||
|onhit=KD | |onhit=KD | ||
|push= | |push=2 | ||
|chip= | |chip= | ||
|description=Jump forward up to two spaces and attempt to throw an opponent. Can only connect if players started their jumps fairly close to one another (distance or ~3 squares or less). If it does connect, '''beats any air attack.''' Flashy hard read option to call out jumping. Yet another way for Noel to KD a jumping opponent. | |description=Jump forward up to two spaces and attempt to throw an opponent. Can only connect if players started their jumps fairly close to one another (distance or ~3 squares or less). If it does connect, '''beats any air attack.''' Flashy hard read option to call out jumping. Yet another way for Noel to KD a jumping opponent. Good spot to consider getting a vine. | ||
|attributes= | |attributes= | ||
}} | }} | ||
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|attributes= | |attributes= | ||
|chip=- | |chip=- | ||
|description=Plants a Vine | |description=Plants a Vine, by itself this move does nothing and passes the turn. | ||
If you haven't been hit, you can deploy a Vine by attacking on a future turn. | |||
Noel is completely vulnerable until the 40th frame, after which she will gain armor. If the armor gets hit, the vine reduces the damage of a single incoming hit by 100 (minimum of 100). The attacker may not combo, and if the attack would normally knock down, Noel will stay on her feet. Throws will ignore the armor. | |||
Only use from a safe distance or if you think you won't get hit. If you already have a plant ready, you can use this move repeatedly to spam vines. Choosing to Block or Throw delays the Vine from coming out. | |||
}} | }} | ||
{{AttackData-MKD | {{AttackData-MKD | ||
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|attributes=Projectile | |attributes=Projectile | ||
|chip=150 | |chip=150 | ||
|description=If you attack with a Vine ready, a Vine will deploy exactly two spaces away from you (after movement), or the corner, if it's closer. Having this in your pocket gives you some options. You can combo off it for big damage, use it to cover some extra range where another move can't, or add some extra safety/chip on block. It also absorbs far-away fireballs. | |description=If you attack with a Vine ready, a Vine will deploy exactly two spaces away from you (after movement), or the corner, if it's closer. The vine is consumed and needs to be reloaded on a future turn. | ||
Having this in your pocket gives you some options. You can combo off it for big damage, use it to cover some extra range where another move can't, or add some extra safety/chip on block. It also absorbs far-away fireballs. | |||
Vine is both fast and ignores advantage, so it will come out before almost any attack. This opens up new possibilities for your attacks if you can place vine correctly. If you counterhit the opponent when they are between you and the vine, 100 bonus damage is applied. | |||
}} | }} | ||
}} | }} | ||
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Anti-airs cause knockdown on jumping opponents. For instance, 5B does not knockdown but if you beat their 8C then they will get juggled and knocked down. | Anti-airs cause knockdown on jumping opponents. For instance, 5B does not knockdown but if you beat their 8C then they will get juggled and knocked down. | ||
Knockdowns give Noel excellent opportunities to either apply chip with 6B or plant a vine with 6C. | Knockdowns give Noel excellent opportunities to either apply chip with Fightning Flurry (6B) or plant a vine with Unusual Botanical (6C). | ||
===Unusual Botanical: Vine=== | |||
After doing Unusual Botanical (6C) once, a delayed vine will come out on future turns during attacks. A vine can only be used one time, movement and throws will not use the vine, with the exception of 8G. | |||
==Strategy== | ==Strategy== | ||
===General=== | ===General=== | ||
Noel thrives off of holding space at mid-screen using her basic pokes. She is not great at chasing down opponents due to 6A being her only advancing normal. Fightning Flurry (6B) has the range of a typical 6B with the bonus of being late moving, however it is also quite slow and needs to be used intentionally. Fightning Flurry (6B) thrives when you are just outside of the range of their attack or you gain enough advantage to beat out their attacks. | |||
When you have done enough to deter opponent's attacks and they start to use safer methods of approach like 6G, you can choose to mix in Unusual Botanical (6C) to open up Noel's game. Getting a clean hit while Vines is up can lead to the highest damage potential in the game by adding the combo damage and vine damage. | |||
===Vine setup=== | ===Vine setup=== | ||
In order to get vines, you need your opponent to not attack you that turn. You can use the armor on Unusual Botanical (6C) to avoid taking extra damage but it is still a bad situation because anytime you got hit trying to get vines you probably could have hit them or punished their attack. | |||
If you have the read and can attack or throw them, it is worth considering taking the damage that turn. While Noel with vines is very strong, it is still merely damage potential, it is entirely possible to get nothing and lose vines. For instance, a 5B or throw are equal in damage to the bonus damage of vine. This is one of the true challenges of playing Noel, balancing not only the risk/reward of the current turn but of the next. A single successful Unusual Botanical (6C) can make or break an entire round. | |||
Some good scenarios to attempt vines: | |||
* Post knockdown at Range 2 or greater (opponent cannot jump or move forward) | |||
* You anticipate the opponent will your poke | |||
* You anticipate the opponent will preemptively poke out of range to stop your jump or attack | |||
* You have vines already and can safely get more | |||
===Vine placement=== | |||
You can attack with a vine from range 0-4 depending on the move used. It is also possible to hold onto vines with movement or get more with 6C. Note that Vines can never go past the corner. | |||
* '''Movement only -''' 4G, 5G, 6G, 8T | |||
* '''Range 0 -''' 8G | |||
* '''Range 1 -''' 4A, 4B, 4C | |||
* '''Range 2 -''' 5A, 5B, 6B, 5C, 6C ''(6C retains vines)'' | |||
* '''Range 3 -''' 6A | |||
* '''Range 4 -''' 8A, 8B, 8C | |||
Because vines are released after movement has happened, consider where you expect the opponent to most want to move to. | |||
=== | ===Vine strategy=== | ||
* A attacks are a safe and strong option to go for. The vine comes out in front of your A, removing the primary weakness. Is usually very safe and covers most options but typically will not get the full damage from the vines. The ability to move every direction gives this option very good potential coverage. | |||
* B attacks are a double down that they'll be attacking from range 2. They are slower and can be unsafe but are a good way to get the full damage from both vines and your combo. Will cover jump attacks but lose to walk and block. | |||
* C attacks primarily exist as a way to stop walk and block while still putting a vine out, more of a niche option. | |||
* 6B is a strong option if they are knocked down to guarantee a chip kill. Can be used further away but remember that the vine placement is the default distance because it only has late movement. | |||
* 8B is a very powerful call out option if they are at range 4. The vine will beat any attack and do the full combo for around half life. | |||
* 6C only covers range 2 but gets more vines for next turn. This is one of the strongest options because it continues the threat of vines. Does decent chip or knocks down and starts the throw loop setplay. | |||
* Throw is the best situation to be in and starts an extremely strong loop mid-screen. You get to mix between Unusual Botanical (6C) or 6T, use Fightning Flurry (6B) if they fall into chip death range. If the opponent tries to do anything but block, the Unusual Botanical (6C) will knock them back down and get more vines. If the opponent blocks, throw will keep the vines and put them in the same knockdown. | |||
* 8A is a niche call out; leads to the highest damage in the corner but mid-screen you are better off with a different attack or holding vines. | |||
* 8C is 8B but ends in a knockdown with less damage. | |||
==Matchups== | ==Matchups== | ||
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| image =MKD_Paul_icon.png | | image =MKD_Paul_icon.png | ||
| charLink =Mega_Knockdown/Shotokan_Artist_Paul | | charLink =Mega_Knockdown/Shotokan_Artist_Paul | ||
| favorability = | | favorability ={{Property-UNI|Slight Disadvantage}} | ||
| data = | | data =Firepaul (6C) provides a constant answer to getting vines and Paulcano (5A) gives extra answers against offense with or without vines. This leaves Noel in an awkward place. | ||
If given a life lead and vines, Noel can control the neutral of this match from a safe distance but getting to that position is difficult. Note that at minor disadvantage, vine armor will kick in against his fireball. | |||
}} | }} | ||
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| image =MKD_Billy_icon.png | | image =MKD_Billy_icon.png | ||
| charLink =Mega_Knockdown/Big_Billy | | charLink =Mega_Knockdown/Big_Billy | ||
| favorability ={{Property-UNI| | | favorability ={{Property-UNI|Slight advantage}} | ||
| data =Billy's short jump arc | | data =Billy's short range and smaller jump arc on most of his attacks make it easier to get vines out. Billy can use 8C at range 3 to get around vines but no other attacks. Billy's heavy hitting attacks ignore the armor on Unusual Botanical (6C), so despite their speed setting up vines is always risky. | ||
Be careful using Fightning Flurry (6B) because you want Billy to be forced to come to you. | |||
}} | }} | ||
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| charLink =Mega_Knockdown/M.M._Lewis | | charLink =Mega_Knockdown/M.M._Lewis | ||
| favorability ={{Property-UNI|Slight Disadvantage}} | | favorability ={{Property-UNI|Slight Disadvantage}} | ||
| data =Noel cannot play her typical game of clogging up the middle with pokes | | data =Noel cannot play her typical game of clogging up the middle with pokes as easily. Lewis' late hitting moves give him lots of options to get around A and B pokes. Noel can use Fightning Flurry (6B) to call out Lewis overusing Fist of Euphora (4A). If you do manage to get vines, his slippery movement makes it hard to correctly guess which space he will be in. Even on his wakeup, he can use his specials to move out of the way of vines. | ||
Proceed with caution and punish Lewis if he is trying to use his specials too often. Remember that Lewis has lower health and takes chip from your normals, so he will get worn down over time. | |||
On wakeup, Lewis can use his late-moving specials to avoid Unusual Botanical (6C) in the range 2 setplay loop. Consider just using Fightning Flurry (6B) or throw. | |||
}} | }} | ||
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| image =MKD_Marv_icon.png | | image =MKD_Marv_icon.png | ||
| charLink =Mega_Knockdown/Mahogany_Marv | | charLink =Mega_Knockdown/Mahogany_Marv | ||
| favorability = | | favorability ={{Property-UNI|Even}} | ||
| data = | | data =Marv's Blazing Ent (6B) beats Noel's normal midscreen options at range 2 and 3. But further out Noel can get vines and beat Marv's Blazing Ent (6B) at a range. Jumping in with Vines 8B at range 4 provides a very serious threat by beating 5A, 5B, and Blazing Ent (6B). The long range threat incentives Marv to move forward to maintain his preferred range, giving Noel chances to gain the lead. | ||
}} | }} | ||
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| favorability ={{Property-UNI|Even}} | | favorability ={{Property-UNI|Even}} | ||
| data =Both players can threaten vines at the same time! It's a jungle out there. | | data =Both players can threaten vines at the same time! It's a jungle out there. | ||
When you are knocked down, sometimes you can get away with doing Unusual Botanical (6C) because the other Noel player also wants to do that! | |||
}} | }} | ||
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| favorability ={{Property-UNI|Slight advantage}} | | favorability ={{Property-UNI|Slight advantage}} | ||
| data =Control the neutral, threatening with 5B to force the block in order to get vines up. Pressure with vines, Nick cannot contest vines easily outside of a risky jump. | | data =Control the neutral, threatening with 5B to force the block in order to get vines up. Pressure with vines, Nick cannot contest vines easily outside of a risky jump. | ||
You want him to come to you, so using Fightning Flurry (6B) comes with extra risk because unless you get the knockdown you are either getting punished or are put in major disadvantage (-20), possibly leading to corner pressure. | |||
}} | }} | ||
Latest revision as of 11:26, 17 May 2024
Doctor Noel Flaskin | ||||||
|
Introduction
Dr. Noel Flaskin is an all-rounder/setplay character with powerful space control and easy access to knockdowns.
Gameplan
Noel plays a very "standard" game, controlling space in mid-screen with 5B, 5C, and Fightning Flurry. If the opponent gets antsy and jumps, all of Noel's grounded anti-airs lead to a knockdown. Noel can choose to give up pressure to plant vines, giving her a tricky moveset that combines a vine projectile with her other attacks. Having access to many unique options lets Noel have a lot of flexibility in her gameplan, allowing her to adapt to the matchup or opponent's playstyle.
"My degree is in botany. Please stop coming to me for medical advice." | |
Lore: | Ever since Steve "The Cheese" Montero's shocking betrayal, Noel has been biding her time, sowing the seeds of revenge. With Steve back in town to host a fighting tournament, she knows that this is her chance to even the score. |
Pros and Cons
Strengths | Weaknesses |
---|---|
|
|
Normal Moves
A
[4A/5A/6A] |
---|
B
[4B/5B] |
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C
[4C/5C] |
---|
j.A
[8A] |
---|
j.B
[8B] |
---|
j.C
[8C] |
---|
Universal Mechanics
Throw
[Any+T] |
---|
Block
[Any+G] |
---|
Special Moves
Fightning Flurry
[6B] |
---|
Unusual Botanical
[6C] |
---|
Unique Traits
Firmly Planted
Anti-airs cause knockdown on jumping opponents. For instance, 5B does not knockdown but if you beat their 8C then they will get juggled and knocked down.
Knockdowns give Noel excellent opportunities to either apply chip with Fightning Flurry (6B) or plant a vine with Unusual Botanical (6C).
Unusual Botanical: Vine
After doing Unusual Botanical (6C) once, a delayed vine will come out on future turns during attacks. A vine can only be used one time, movement and throws will not use the vine, with the exception of 8G.
Strategy
General
Noel thrives off of holding space at mid-screen using her basic pokes. She is not great at chasing down opponents due to 6A being her only advancing normal. Fightning Flurry (6B) has the range of a typical 6B with the bonus of being late moving, however it is also quite slow and needs to be used intentionally. Fightning Flurry (6B) thrives when you are just outside of the range of their attack or you gain enough advantage to beat out their attacks.
When you have done enough to deter opponent's attacks and they start to use safer methods of approach like 6G, you can choose to mix in Unusual Botanical (6C) to open up Noel's game. Getting a clean hit while Vines is up can lead to the highest damage potential in the game by adding the combo damage and vine damage.
Vine setup
In order to get vines, you need your opponent to not attack you that turn. You can use the armor on Unusual Botanical (6C) to avoid taking extra damage but it is still a bad situation because anytime you got hit trying to get vines you probably could have hit them or punished their attack.
If you have the read and can attack or throw them, it is worth considering taking the damage that turn. While Noel with vines is very strong, it is still merely damage potential, it is entirely possible to get nothing and lose vines. For instance, a 5B or throw are equal in damage to the bonus damage of vine. This is one of the true challenges of playing Noel, balancing not only the risk/reward of the current turn but of the next. A single successful Unusual Botanical (6C) can make or break an entire round.
Some good scenarios to attempt vines:
- Post knockdown at Range 2 or greater (opponent cannot jump or move forward)
- You anticipate the opponent will your poke
- You anticipate the opponent will preemptively poke out of range to stop your jump or attack
- You have vines already and can safely get more
Vine placement
You can attack with a vine from range 0-4 depending on the move used. It is also possible to hold onto vines with movement or get more with 6C. Note that Vines can never go past the corner.
- Movement only - 4G, 5G, 6G, 8T
- Range 0 - 8G
- Range 1 - 4A, 4B, 4C
- Range 2 - 5A, 5B, 6B, 5C, 6C (6C retains vines)
- Range 3 - 6A
- Range 4 - 8A, 8B, 8C
Because vines are released after movement has happened, consider where you expect the opponent to most want to move to.
Vine strategy
- A attacks are a safe and strong option to go for. The vine comes out in front of your A, removing the primary weakness. Is usually very safe and covers most options but typically will not get the full damage from the vines. The ability to move every direction gives this option very good potential coverage.
- B attacks are a double down that they'll be attacking from range 2. They are slower and can be unsafe but are a good way to get the full damage from both vines and your combo. Will cover jump attacks but lose to walk and block.
- C attacks primarily exist as a way to stop walk and block while still putting a vine out, more of a niche option.
- 6B is a strong option if they are knocked down to guarantee a chip kill. Can be used further away but remember that the vine placement is the default distance because it only has late movement.
- 8B is a very powerful call out option if they are at range 4. The vine will beat any attack and do the full combo for around half life.
- 6C only covers range 2 but gets more vines for next turn. This is one of the strongest options because it continues the threat of vines. Does decent chip or knocks down and starts the throw loop setplay.
- Throw is the best situation to be in and starts an extremely strong loop mid-screen. You get to mix between Unusual Botanical (6C) or 6T, use Fightning Flurry (6B) if they fall into chip death range. If the opponent tries to do anything but block, the Unusual Botanical (6C) will knock them back down and get more vines. If the opponent blocks, throw will keep the vines and put them in the same knockdown.
- 8A is a niche call out; leads to the highest damage in the corner but mid-screen you are better off with a different attack or holding vines.
- 8C is 8B but ends in a knockdown with less damage.
Matchups
Paul (Slight Disadvantage) |
---|
Firepaul (6C) provides a constant answer to getting vines and Paulcano (5A) gives extra answers against offense with or without vines. This leaves Noel in an awkward place.
If given a life lead and vines, Noel can control the neutral of this match from a safe distance but getting to that position is difficult. Note that at minor disadvantage, vine armor will kick in against his fireball. |
Billy (Slight Advantage) |
---|
Billy's short range and smaller jump arc on most of his attacks make it easier to get vines out. Billy can use 8C at range 3 to get around vines but no other attacks. Billy's heavy hitting attacks ignore the armor on Unusual Botanical (6C), so despite their speed setting up vines is always risky.
Be careful using Fightning Flurry (6B) because you want Billy to be forced to come to you. |
Lewis (Slight Disadvantage) |
---|
Noel cannot play her typical game of clogging up the middle with pokes as easily. Lewis' late hitting moves give him lots of options to get around A and B pokes. Noel can use Fightning Flurry (6B) to call out Lewis overusing Fist of Euphora (4A). If you do manage to get vines, his slippery movement makes it hard to correctly guess which space he will be in. Even on his wakeup, he can use his specials to move out of the way of vines.
Proceed with caution and punish Lewis if he is trying to use his specials too often. Remember that Lewis has lower health and takes chip from your normals, so he will get worn down over time. On wakeup, Lewis can use his late-moving specials to avoid Unusual Botanical (6C) in the range 2 setplay loop. Consider just using Fightning Flurry (6B) or throw. |
Marv (Even) |
---|
Marv's Blazing Ent (6B) beats Noel's normal midscreen options at range 2 and 3. But further out Noel can get vines and beat Marv's Blazing Ent (6B) at a range. Jumping in with Vines 8B at range 4 provides a very serious threat by beating 5A, 5B, and Blazing Ent (6B). The long range threat incentives Marv to move forward to maintain his preferred range, giving Noel chances to gain the lead. |
Noel (Even) |
---|
Both players can threaten vines at the same time! It's a jungle out there.
When you are knocked down, sometimes you can get away with doing Unusual Botanical (6C) because the other Noel player also wants to do that! |
Nick (Slight Advantage) |
---|
Control the neutral, threatening with 5B to force the block in order to get vines up. Pressure with vines, Nick cannot contest vines easily outside of a risky jump.
You want him to come to you, so using Fightning Flurry (6B) comes with extra risk because unless you get the knockdown you are either getting punished or are put in major disadvantage (-20), possibly leading to corner pressure. |
Colors