Jump to content
Dustloop Forums

Recommended Posts

Posted

I find that the best use of 2D is to keep your throws honest.

IE: 5A 5A -> dashup 2D / BC. Many players react to the dash, instead of the exclamation marks. If you react to the dash, 2D will counter-hit you into massive damage (2D CH -> d.6C -> d.6D -> d.2D etc etc...).

The crossup is kinda gimmicky, and it does catch a lot of people.

  • Replies 600
  • Created
  • Last Reply

Top Posters In This Topic

Posted

From general, translated by Zephyr07.

Noel:

2C>5C gattling added (cannot re-input 2C)

j4D is damn fast. As if you can't see her falling from the air.

5D reduced invincibility frames

Posted
Regardless of what people may be finding or doing with Tager, its not hard to admit that Noel is actually a better character. Most of her matchups are barely hard at all and you're really just playing against the other opponent. The only issues she has is dealing with the Top tier, in which case its pretty hopeless.

Exactly. You're just playing against the opponent, which is just a lot of basic fundamentals and knowing your match-ups.

From general, translated by Zephyr07.

Noel:

2C>5C gattling added (cannot re-input 2C)

j4D is damn fast. As if you can't see her falling from the air.

5D reduced invincibility frames

j4D being good!??! Oooohh... nice. I want that move to be good so bad.

Posted

I wonder why we would ever need to do 2c 5c... on hit 5c only gattles into 2c anyways? If they are crouching we would just gattle into 3c...

Posted

I'm assuming it would add a bit to her mixup for her normals, but minimaly.

Heck, I'll take any buffs they're willing to give o.o

Posted

But 5c is unsafe on block. That's not really a buff at all, lol. Neither on hit nor block.

The problem with j.4d is that once she hits the ground, it takes 15 frames AFTER she hits the ground to actually have a hitbox. Meaning unless they sped that up, the attack is still terrible, and still loses to people pressing random buttons lol.

5d less invincibility?

Honestly imo the first two changes are not buffs at all. Noel is arguably worse?

Posted
From general, translated by Zephyr07.

Noel:

2C>5C gattling added (cannot re-input 2C)

what is this i dont even

here's to the next loketest

Posted

Actually with those changes, Tsubaki and Rachel's buffs, Noel may end up the new worst character in the game. XD

Glad I'm switching to Platinum.

Posted
5C 2C 5C j.4D YO

:vbang:

also about Haida changes

ハイダー

* Bの範囲が狭く。

* Cの硬直増加?

???

"Haida changes" ? Ugh...back to the drawing board perhaps?

Posted

Good ol' google translate.

Heider

* B narrow range.

* C increase stiffness?

Lolwat. 22b hitbox less generous perhaps, I have no idea about the 'stiffness' part though.

Posted
"Haida changes" ? Ugh...back to the drawing board perhaps?

I swear if they take out the Haida loop I'm just gonna quit this game, but troll with Makoto occasionally.

Good ol' google translate.

Heider

* B narrow range.

* C increase stiffness?

Lolwat. 22b hitbox less generous perhaps, I have no idea about the 'stiffness' part though.

Normally when I think stiffness I think recovery, this actually makes me believe they are taking out the haida loop.

Posted

Google translate

Heider

* B narrow range.

* C increase stiffness?

I'd assume 22b is thinner. Dunno about 22c, maybe taller?

Posted

On a side note I laughed so hard when I read about Bang's SUPA CRASHH fire punch losing it's wallbounce. It's rough but that shit is so annoying, especially when you know daifunka is coming and you have to sit through the entire animation which takes ages. Will be interesting to see how they change things up in subsequent loketests.

Posted

I'm thinking the B Haida being narrower maybe means decrease in height of its hitbox? If it is, I'm guessing it's meant for those 214A>2B>6C>Haida combos that work with characters with a larger than normal hitbox (Haku, Tager, Ara, etc.)

J.4D is eh for me until I see it myself.

2C>5C does not make any sense whatsoever.

Posted
I'm thinking the B Haida being narrower maybe means decrease in height of its hitbox? If it is, I'm guessing it's meant for those 214A>2B>6C>Haida combos that work with characters with a larger than normal hitbox (Haku, Tager, Ara, etc.)

J.4D is eh for me until I see it myself.

2C>5C does not make any sense whatsoever.

I tried to explain the last one to my brother (Haku/Jin/Haza player). He said he was glad 5D was losing some invul because it's annoying, and then claimed the j.4D, and 2C>5C would make up for it? I just....kinda sat there :psyduck:. I won't give up on Noel though (even though she could well be shit tier now):mad:

Posted

2C->5C is pretty lol worthy. Now i will be able to jump cancel to continue pressure after all those naked 2Cs i hit all the .......... oh wait.

i'm rly curious about j.4D though, i can't help but think that "u can't even see her falling" sounds a bit exaggerated

Posted

Apparently 2C>5C is a change that's being made for a bunch of characters. It's something that probably started with one character, and spread to a bunch of others. Yeah, it's not that helpful, but it's not really made for us.

Posted
2C->5C is pretty lol worthy. Now i will be able to jump cancel to continue pressure after all those naked 2Cs i hit all the .......... oh wait.

i'm rly curious about j.4D though, i can't help but think that "u can't even see her falling" sounds a bit exaggerated

I dunno about you, but I think I get enough 2Cs to make it worth it. 5C -> 2C (opponent blocks high, knowing that 2C can't do shit...). 5A -> 2C, 5B -> 2C, etc. etc. Considering that the best option we have off of 2C is like... Rapid or Fenrir, a path to jump cancel would be nice. It will really depend on Noel's new j.B, j.C hitboxes (if they change them at all...). Noel's jump in options are pretty bad, losing to basically... everything :-(

I guess j.4D is a wildcard right now. The only reason why it isn't an "anti-anti-air" is because all characters recover, even on whiff, before j.4D even strikes. Tager's 2A, Taokaka 5A / 6A, Ragna 6A, etc. etc. Hell, if you whiff a 6A as Ragna, I'm pretty sure you can mash throw and still catch j.4D. If the j.4D can punish the whiffs because its faster, then it would definitely be a useful attack. But.... its something I'd have to feel myself before I think its good.

Posted
I dunno about you, but I think I get enough 2Cs to make it worth it. 5C -> 2C (opponent blocks high, knowing that 2C can't do shit...).

my main point is: why would they block high? she has nothing to really scare them into blocking high outside of drive, then can block low, react to 6B and go back to low again. Not saying its completely and utterly useless, u'll probably get a 2C hit at some point and having the ability to gattling into 5C is nice to have, but it just seems silly that the only buff they gave her in the area she truly is severely lacking (normals), is just a silly gattling that is most probably not going to get enough use to make it THAT useful.

We'll just have to wait and see what they do on future loktests >_>

Posted

Regarding the "u can't even see her falling" bit of j.4d, maybe they removed the movement component of it and made it a teleport, that would be cool haha. And if it still crossed up depending on positioning I don't know what to say anymore. Would be somewhat balanced if it retained it's slow ass startup time.

If j.4d becomes a little better/faster/whatever, maybe JC halfway out of a blockstring at 5b into j.4d might be worth a damn.

Come to think of it 2c>5c gattling means Noel's god awful abare is.. still awful, but at least you get an extra 5c! another 100-200 damage? Land a poke and you can do 5b 5c 2c 5c. Noel's abare still sucks and 5b 5c 2c 5c is a terrible reward for landing a poke, but if you JC at the end and could use j.4d to continue pressure it might be somewhat useful.

Quite a lot does hinge on whether j.4d will be worth using or not.

Posted
my main point is: why would they block high? she has nothing to really scare them into blocking high outside of drive, then can block low, react to 6B and go back to low again. Not saying its completely and utterly useless, u'll probably get a 2C hit at some point and having the ability to gattling into 5C is nice to have, but it just seems silly that the only buff they gave her in the area she truly is severely lacking (normals), is just a silly gattling that is most probably not going to get enough use to make it THAT useful.

We'll just have to wait and see what they do on future loktests >_>

The only buff ?? Lets remember how difficult it is to perform an exhaustive search on a character's buffs before we start worrying about that. Its not like we knew d.6C -> d.5B was airtight even on instant-block before I tested it for example.

Anyway, with 2C not doing any damage / going anywhere... there's no reason for an opponent to block low anyway.

Posted

2C>5C could be kind of useful for some semblance of mixup. Someone before mentioned following 5C with j.4D. I heard that j.4D crosses up at low heights. If it crosses up at the very beginning of the jump, and really is pretty much instant, then we could have an actual mixup. Of course, this is rampant speculation, and I doubt it would wort like that, but one can always hope.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...