Noel Doctor Noel Flaskin
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Playstyle
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All-rounder, Setplay
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HP
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1500
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Unique Traits:
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Firmly Planted Grounded combos knockdown jumping opponents
Unusual Botanical: Vine Unleash a delayed attack after charging it up
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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, which can be used for pressure or Vine setup.
"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
|
- Fightning Flurry controls a huge amount of space both on the ground and in the air
- Anti-airing with either Fightning Flurry or Normals lead to knockdowns
- Has access to best normals such as 5A, 4B, and 5C
- Amazing "checkmate" potential, using Vine or FF for chip after knockdown
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- Vine can be difficult to use in some matchups
- Fightning Flurry is unsafe if not spaced
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Normal Moves
A [4A/5A/6A]
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Version
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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Normal
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100
|
10
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1/1
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All
|
10
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Combo A
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1
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-
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-
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Noel has access to the full suite of A normals, notably 5A for strategic mashing. Anti-airing with any A normal leads to a knockdown for strike/throw pressure or vine setups.
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Combo A
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300
|
-
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-
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-
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-
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KD (air hit)
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1
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-
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-
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Three-hit follow up combo. Knocks down jumping opponents. Automatically triggers on a clean A hit.
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B [4B/5B]
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Version
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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Normal
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100
|
20
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2/2
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All
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Unsafe (close) -> -20 (far)
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Combo B
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1
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-
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-
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5B and 4B are powerful space control options that both control the ground and give a knockdown on anti-air. B normals are only unsafe at point blank range and cannot be whiff punished, so they have the least risk at range 2.
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Combo B
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200
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-
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-
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-
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-
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KD (air hit)
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-
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-
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-
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Two-hit follow up combo. Knocks down jumping opponents. Automatically triggers on a clean B hit.
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C [4C/5C]
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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200
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30
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2/0
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Low
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Unsafe
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KD
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-
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-
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-
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Punishable unless done meaty, but can't be blocked while moving. This sweep is used to call out grounded "walk+block" approaches. Loses to jump-ins, forming a 2-part strategy with B normals.
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j.A [8A]
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Version
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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Normal
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200
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30
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0/1
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All
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-
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Combo A
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1
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-
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-
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Dedicated air-to-air. Jump forward up to two spaces and punch a jumping opponent. Whiffs grounded opponents. More damage and easier to land than an air throw, but doesn't knock down.
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Combo A
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300
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-
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-
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-
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-
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-
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1
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-
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-
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Three-hit follow up combo. Automatically triggers on a clean j.A hit.
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j.B [8B]
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Version
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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Normal
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200
|
40
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2/2
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All
|
10
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Combo B
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1
|
-
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-
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Reliable jump-in option. Jump forward up to two spaces and do a drop kick. Gains ground quickly and has a long reach, but will be interrupted by most ground attacks. Plus on block. Good for challenging long-range zoning, sweeps, or punishing throw attempts.
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Combo B
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200
|
-
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-
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-
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-
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-
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-
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-
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-
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Two-hit follow up combo. Automatically triggers on a clean j.B hit.
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j.C [8C]
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Version
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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Normal
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300
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50
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2/0
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All
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-10
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KD, Side Switch (if close)
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-
|
-
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-
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Jump forward and do an inverted lariat that can KD on hit, and side switch on hit or block. Beats a lot of the same options that a j.B can, but it's even slower and won't hit most jumping attacks--except another j.C.
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Universal Mechanics
Throw [Any+T]
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Version
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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Neutral Throw (5T)
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300
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-
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1/0
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Unblockable
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-
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KD
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-
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-
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-
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Stand still and throw. Opens up a blocking opponent. This type of throw also beats attacks, as it is effectively "0 frames." Hence it is a universal reversal option, but only at point blank range.
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Forward Throw (6T)
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300
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-
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1/0
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Unblockable
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-
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KD
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-
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-
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-
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Step forward and throw. Opens up a blocking opponent, but loses to attacks. Use this if you're confident they will block.
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Back Throw (4T)
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300
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-
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1/0
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Unblockable
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-
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KD, Side Switch
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-
|
-
|
-
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Stand still and throw an opponent behind you. Opens up a blocking opponent, but loses to attacks. A risky way to switch sides.
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Air Throw (8T)
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400
|
-
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0/1
|
-
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-
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KD
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1
|
-
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-
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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.
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Block [Any+G]
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Version
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
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Push
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Chip Damage
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Attributes
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Neutral Block (5G)
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-
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-
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-
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-
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-
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-
|
-
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-
|
-
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Stand still and autoguard high or low, if attacked. A passive option that defends against everything but throws.
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Walk and Block (4G/6G)
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Walk and then block high, if attacked. Lows will still hit you. Generally the safest way to gain ground or reposition yourself.
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Backflip (8G)
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Quickly jump back up to 2 squares. Doesn't actually "block" anything, but evades most attacks. If your Vine is ready, it can trigger off of this, so you can try to snipe the opponent while retreating.
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Special Moves
Fightning Flurry [6B] ATATATATATATA... ATATATATATATA...
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Damage
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Startup
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Ground/Air Range
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Guard
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Block Advantage
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On Hit
|
Push
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Chip Damage
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Attributes
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200~250
|
30~40
|
3/3
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All
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Unsafe (close) -> -20 (far)
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KD
|
1
|
75~100
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Late-moving
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Moves forward 1 space after range check. Faster up close due to lack of forward movement. Fightning Flurry is a core part of Noel's kit, creating a huge hitbox that leads to a knockdown. Unsafe on block if not spaced, used to control the opponent's movement at far ranges. Does more damage and chip up close.
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Unusual Botanical [6C] We must cultivate our garden. We must cultivate our garden. Its bitter taste is savored by two-fisted botanists. Its bitter taste is savored by two-fisted botanists.
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Version
|
Damage
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Startup
|
Ground/Air Range
|
Guard
|
Block Advantage
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On Hit
|
Push
|
Chip Damage
|
Attributes
|
Plant
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
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Plants a Vine. Noel is completely vulnerable during this, so only use from a safe distance. Not all knockdowns guarantee a Vine setup, as far reaching attacks can still connect if the opponent calls you out. If you weren't hit, you can deploy a Vine by attacking on a future turn. Choosing to Block or Throw delays the Vine from coming out. If you already have a plant ready, you can use this move repeatedly to spam vines.
|
Vine
|
300
|
10
|
2/2 (exact)
|
All
|
10
|
KD
|
-
|
150
|
Projectile
|
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.
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Unique Traits
Anti-airs
Anti-airs KD jumping opponents.
Strategy
General
Vine setup
Playing with Vine
Matchups
Colors