Noctis strategy: Difference between revisions

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{{Noctis}}
{{Noctis}}


Key moves:
== Key moves ==


'''1 Jab:'''     i10 | 7 DMG | +1 oB | +8 oH
{{KeyMoves|
{{KeyMove|1|poke=core}}
{{KeyMove|1,2|poke=core}}
{{KeyMove|2,2|poke=core|mixup=secondary}}
{{KeyMove|df+1|poke=core|mixup=extra}}
{{KeyMove|df+4|poke=core|mixup=extra}}
{{KeyMove|d+3|poke=core|mixup=secondary}}
{{KeyMove|b+1+3|counter=core}}
{{KeyMove|uf+1|counter=core|keepout=secondary}}
{{KeyMove|uf+2|counter=core}}
{{KeyMove|f,F+1+2|counter=core|keepout=core}}
{{KeyMove|d+2|mixup=core}}
{{KeyMove|df+4,2|mixup=core|poke=extra}}
{{KeyMove|d+4,1:1+2|mixup=core}}
{{KeyMove|db+1,1+2|mixup=core|oki=core}}
{{KeyMove|b+2:1+2|mixup=core}}
{{KeyMove|SS.2|mixup=core|counter=extra}}
{{KeyMove|wr1+2|approach=core|oki=core}}
}}


A standard jab, Noctis’ fastest move, has a good hitbox. Very cool.
; df+1
: Good block frames and can threaten with extensions. df+1,2 is generally better than df+1,4 since it's also a combo on hit. However, df+1,4 is a CH combo with up to 8 frames delay, so if you're sharp you can sometimes [[hit confirm]] that.
; 2,2
: Huge range for a mid poke. Can threaten 2,2,f+2 on block which is a delayable CH launcher.
: 2,2,f+2 can only be parried by Geese, Jin, Leroy, and Noctis.
: Max delay 2,2,f+2 can sometimes be stepped, e.g. vs Eliza, Josie, Kuni, Lucky Chloe, Xiaoyu.
: Careful vs Yoshimitsu as he can punish 2,2 on block ''and'' interrupt 2,2,f+2 with flash. You can use 2,2,b+2 or 2,2,2,2 to beat that.
; df+4,2
: Risky extension off the mid poke to get more reward. Not quite fully [[hit confirm]]able (max delay is 9 frames) but can easily confirm off a whiff or counter hit. Recovers close enough on hit to go for Maelstrom, but be careful that that still won't [[clean hit]] if they do a well-timed [[backdash]].
; db+1,1+2
: Safest and most reliable mid option with tracking in both directions and a low hitbox. Can pick up grounded opponents for a combo if it hits them on the side.
; wr1+2
: Has more pushback on block than you’d think so be careful not to whiff after, especially if it connected from far away. On block, f,F+1+2 is totally uninterruptible by most chars (only very fast [[powercrush]]es or certain [[parry|parries]] can challenge it), so it's good to keep them honest and enables you to keep doing more wr1+2.
; f,F+1+2
: Shadow Scissors. Possibly the best mid in the game. It’s a long range, homing, wall splatting, safe-on-block CH launcher that gives a free 50/50 on normal hit and can occasionally evade some high hitting moves. As an i15 [[dash attack]], can be done in 16 frames from [[pressure]] or 18 frames from [[neutral]]. Be careful not to overuse it, since while it is “safe” on block, -9 and right up in their face is still a bad situation.
; d+2
: Standing low that can't be [[low parry|low parried]]. Risky on block but can threaten a CH launcher with d+2,2. Main use is to discourage low parries to make d+3 stronger.
; d+3
: Much better than a generic d+3, doing more damage and being safer on block—and because you also have d+2, opponents won't want to low parry this.
; uf+1
: A [[magic four]] with unusually good frames and pushback on block. Doing two in a row is unreasonably effective.
; d+4,1:1+2
: Maelstrom. Huge damage for a low, but needs clean hit (max range 1.79) to work. Pretty slow for a [[demoman]], making it almost always lose to [[backdash]] in [[pressure]]. Mostly useful in [[neutral]] and at the wall where the clean hit can't be escaped.
; db+4
: Mostly useless, but being -12 can make things trickier for opponent, and can be useful vs Josie, Kazuya, and Eddy who can launch the other lows.
; db+2
: Big damage [[reactable]] low with a distinct audio cue. You can throw it out sometimes to catch ’em lacking.


DF1: i13 | 10 DMG | -1 oB | +7 oH
{{BlueOrange
 
|left={{Dotlist|
One of the better DF1s in the game, it tracks decently to his left, chases the opponent rather well, has a solid hitbox and two follow-ups, both of which can be ducked to either evade or block it.
* 2,2
 
}}
2,2: i15 | 22 DMG | -9 oB | +6 oH
|orange={{Dotlist|
 
* d+3
His best mid poke and a good pressure tool, tracks well to his left (will catch most characters in many situations).
* db+1,1+2
On block you can scare people away from pressing with 2,2,F2 which launches on CH. All the follow-ups are also delayable.
}}
The move shouldn’t ever be used against Yoshimitsu as he can punish the move on block with his flash which also interrupts 2,2,F2, making 2,2,2,2 and 2,2,B2 the only ways to punish him for it, both options however are unsafe as both can be ducked allowing you to WS punish the 2,2,2,2 and block punish 2,2,B2 as it’s -11 oB.
|right={{Dotlist|
 
* df+1
2,2,F2: i23 |23 DMG| -14 oB | +5 oH, wallsplats | CH launch (screw)
* df+4
 
* b+2:1+2
The most important extension from 2,2, when not delayed, it cannot be interrupted, armoured through, side stepped (with few exceptions*) or even parried by most parries in the game, only exceptions being Jin, Geese, Noctis and Leroy. This is the extension to make people respect your 2,2 oB as other extensions are lower reward for higher risk. -14 oB however can mean death against characters that can launch it, so be mindful of who you’re facing.
* db+1
Yoshimitsu can also OS it by flashing after 2,2 oB which launches 2,2 and interrupts 2,2,F2, making it (and 2,2 in general) pretty much useless in the match-up.
}}
*Kuni, Chloe, Ling, Eliza, Josie can step it reliably, while Leo and Lei can sometimes step it.
}}
 
DF4,2: i14-15 | 29 DMG |-2 oB |+8 oH
 
Another good mid poke string, tracks to his right complementing 2,2 well, mid high, first hit is -7 oB with the follow-up hit being delayable and fully hit confirmable.
Avoid throwing out the extension on block as it can be ducked and WS punished, although it can be occasionally used to discourage people from taking their turn, it’s very risky.
On hit it leaves you rather close to the opponent, close enough to go for Maelstrom as a low mix-up in most cases.
 
DB1,1+2: i15 |27 DMG | -5 oB | +6 oH
 
Yet another good mid poke that tracks to his right with the second hit straight up realigning Noctis 90 degrees, the follow-up is delayable and somewhat hit confirmable (delaying too long makes it blockable), both hits of the string are safe.
The move hits really low and can pick up many low-profile stances, allowing for a small float combo.
 
WR1+2: i23 (WR input) | 25 DMG | +11 oB | Launch
 
A good long range approach tool, has more pushback than you’d think making many moves whiff if you hit the opponent oB from further away.
FF1+2 after WR1+2 is uninterruptible, it will catch stepping and CH launch pressing (and armours if you’re fast enough), effectively making WR1+2/FF1+2 after WR1+2 oB a 50/50 with the only option that doesn’t possibly kill you being just blocking.
 
FF1+2: i15 (FF input) | 20 DMG | -9 oB | +10 oH | CH launch (screw)
 
Shadow Scissors. Possibly the best mid in the game, it’s a long range, homing, wallsplatting, safe on block CH launcher that gives a free 50/50 on normal hit and can occasionally evade some high hitting moves. FF input makes it at least i16 when performed perfectly (you need at least one frame to start the forward dash).
 
D3: i16 | 13 DMG | -13 oB | -2 oH | Crouch State ~i6
 
A good low poke with great tracking to both sides, can be scary to low parry due to D2’s existence making it safer than you might expect if you use them both together.
On hit you’re -2 crouching, which is enough to step or backdash some moves which can make people respect you after it, allowing you to start your Fullcrouch game.
Crushes highs and is pretty fast making it a good option to go for in defensive situations.
 
D2: i20 | 15 DMG | -15 oB | 0 oH
 
Long range low poke, can’t be low parried as it’s a weapon move, has a follow-up (D2,2, high) which launches on CH making it scary to actually punish it or challenge after it, unless the opponent has an Option Select for it.
When used together with D3 it can make the other low safer by discouraging people from low parrying.
 
UF1: i13-14 | 17 DMG | -4 oB | +8 oH | CH launch
 
An incredible Counter Hit tool, it being only -4 oB with a lot of pushback makes it a great tool to get people off of you as it creates enough distance to force them to get in again. Something something.
 
D4,1,1+2: i19 | 39 DMG | -31 oB | KND
 
Maelstrom. A damaging low with a decent Clean Hit range (1.79 being max).
It can not be backdashed out of in some situations, allowing you to mix it up with any of Noctis’ powerful mids.
 
 
Other moves worth noting:
 
DF1,2: i13 | 35 DMG | -12 oB | KND, NC
 
One of the two DF1 extensions, natural, making it a good i13 punish, being even better than his i14 punishes. Can be used like Kazumi’s DF1,2 to discourage the opponent from taking their turn after DF1 oB.
 
DF1,4: i13 | 30 DMG | -5 oB | KND, Wallsplat, Jumping State, NCC, Delayable
 
The second DF1 extension, high, natural on Counter Hit, can be twitch confirmed although it’s hard, gives a clean wallsplat for a full wall combo.
 
SS2: i18 | 21 DMG | 0 oB | +5 oH | Forces Crouch, CH KND
 
On Counter Hit gives a free DB1+2 for free damage.
Axcestial please help me with this one.
 
DB4: i17 | 9 DMG | -12 oB | -1 oH
 
Round finisher low, being only -12 is its only redeeming quality, making it somewhat useful versus characters that have i13 WS launchers (e.g. Josie, Kazuya)
 
UF2: i30 | 21 DMG | -8 oB (Forces Crouch) | Launcher
 
Overall bad orbital but the range can occasionally make it useful.
 
DB2: i24 | 20 DMG | -19 oB | KND
 
Masku.

Latest revision as of 05:44, 5 February 2022

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2
2,2
df+1
df+4
d+3
b+1+3
uf+1
uf+2
f,F+1+2
d+2
df+4,2
d+4,1:1+2
db+1,1+2
b+2:1+2
SS.2
wr1+2
df+1
Good block frames and can threaten with extensions. df+1,2 is generally better than df+1,4 since it's also a combo on hit. However, df+1,4 is a CH combo with up to 8 frames delay, so if you're sharp you can sometimes hit confirm that.
2,2
Huge range for a mid poke. Can threaten 2,2,f+2 on block which is a delayable CH launcher.
2,2,f+2 can only be parried by Geese, Jin, Leroy, and Noctis.
Max delay 2,2,f+2 can sometimes be stepped, e.g. vs Eliza, Josie, Kuni, Lucky Chloe, Xiaoyu.
Careful vs Yoshimitsu as he can punish 2,2 on block and interrupt 2,2,f+2 with flash. You can use 2,2,b+2 or 2,2,2,2 to beat that.
df+4,2
Risky extension off the mid poke to get more reward. Not quite fully hit confirmable (max delay is 9 frames) but can easily confirm off a whiff or counter hit. Recovers close enough on hit to go for Maelstrom, but be careful that that still won't clean hit if they do a well-timed backdash.
db+1,1+2
Safest and most reliable mid option with tracking in both directions and a low hitbox. Can pick up grounded opponents for a combo if it hits them on the side.
wr1+2
Has more pushback on block than you’d think so be careful not to whiff after, especially if it connected from far away. On block, f,F+1+2 is totally uninterruptible by most chars (only very fast powercrushes or certain parries can challenge it), so it's good to keep them honest and enables you to keep doing more wr1+2.
f,F+1+2
Shadow Scissors. Possibly the best mid in the game. It’s a long range, homing, wall splatting, safe-on-block CH launcher that gives a free 50/50 on normal hit and can occasionally evade some high hitting moves. As an i15 dash attack, can be done in 16 frames from pressure or 18 frames from neutral. Be careful not to overuse it, since while it is “safe” on block, -9 and right up in their face is still a bad situation.
d+2
Standing low that can't be low parried. Risky on block but can threaten a CH launcher with d+2,2. Main use is to discourage low parries to make d+3 stronger.
d+3
Much better than a generic d+3, doing more damage and being safer on block—and because you also have d+2, opponents won't want to low parry this.
uf+1
A magic four with unusually good frames and pushback on block. Doing two in a row is unreasonably effective.
d+4,1
1+2
Maelstrom. Huge damage for a low, but needs clean hit (max range 1.79) to work. Pretty slow for a demoman, making it almost always lose to backdash in pressure. Mostly useful in neutral and at the wall where the clean hit can't be escaped.
db+4
Mostly useless, but being -12 can make things trickier for opponent, and can be useful vs Josie, Kazuya, and Eddy who can launch the other lows.
db+2
Big damage reactable low with a distinct audio cue. You can throw it out sometimes to catch ’em lacking.
Tracks left
  • 2,2
Tracks both
  • d+3
  • db+1,1+2
Tracks right
  • df+1
  • df+4
  • b+2:1+2
  • db+1