Mega Knockdown/Noel: Difference between revisions
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| charLink =Mega_Knockdown/Mahogany_Marv | | charLink =Mega_Knockdown/Mahogany_Marv | ||
| favorability ={{Property-UNI|Even}} | | favorability ={{Property-UNI|Even}} | ||
| data =Marv's 6B beats Noel's normal midscreen options | | data =Marv's 6B beats Noel's normal midscreen options at range 2 and 3. But further out Noel can get vines and beat Marv's 6B at a range. Jumping in with Vines 8B at range 4 provides a very serious threat by beating 5A, 5B, and 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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Revision as of 12:22, 1 February 2024
Doctor Noel Flaskin | ||||||
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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 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.
"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 |
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Normal Moves
A
[4A/5A/6A] |
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B
[4B/5B] |
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C
[4C/5C] |
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j.A
[8A] |
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j.B
[8B] |
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j.C
[8C] |
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Universal Mechanics
Throw
[Any+T] |
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Block
[Any+G] |
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Special Moves
Fightning Flurry
[6B] |
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Unusual Botanical
[6C] |
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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 6B or plant a vine with 6C.
Unusual Botanical: Vine
After doing 6C once, a delayed vine will come out on the next turn during attacks. 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. 6B (Fightning Flurry) 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. 6B thrives when you are just outside of the range of their attack or you gain enough advantage to beat out their attacks, a good strategy if you want to play riskier to force 6B on your opponent is alternating between 8B and 6B.
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 6C (Unusual Botanical) to open up Noel's game. Given a clean hit with a combo plus Vines can lead to the highest damage potential in the game. 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.
Vine setup
In order to get vines, you need your opponent to not attack you that turn. You can use the armor on 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.
Some good scenarios to attempt vines:
- Post knockdown at Range 2 or greater (opponent cannot jump or move forward)
- Opponent anticipates a poke and blocks
- Opponent is preemptively poking 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. 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.
- 8B is a very powerful call out option if they are at range 5. The vine will beat any attack they do and do the full combo for half life.
- 6C only covers range 2 but gets more vines for next turn. Always do this if possible to continue the threat of vines.
- Throw is the best option and starts an extremely strong throw loop mid-screen. You get to mix between 6C or 6T, use 6B if they fall into chip death range. If the opponent tries to do anything but block, the 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) |
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Firepaul provides a constant answer to getting vines and Paulcano 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. |
Billy (Advantage) |
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Billy's short jump arc makes Vines much more effective, when Noel has vines 6C will hit jumps at Range 3 instead of Range 4. This also allows for Vines to be up in the first place from either being at a safe range more often or getting vines up while Billy is blocking to avoid getting hit while trying to get in. |
Lewis (Slight Disadvantage) |
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Noel cannot play her typical game of clogging up the middle with pokes and threatening vines. Lewis' late hitting moves give him lots of options to get in. Even if you do manage to get vines, his slippery movement makes it harder 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 be 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. |
Marv (Even) |
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Marv's 6B beats Noel's normal midscreen options at range 2 and 3. But further out Noel can get vines and beat Marv's 6B at a range. Jumping in with Vines 8B at range 4 provides a very serious threat by beating 5A, 5B, and 6B. The long range threat incentives Marv to move forward to maintain his preferred range, giving Noel chances to gain the lead. |
Noel (Even) |
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Both players can threaten vines at the same time! It's a jungle out there. |
Nick (Slight Advantage) |
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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. |
Colors