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Posted

They should just remake the character altogether, like a mix between the current mu and noel. Story wise, it's the most natural thing actually.

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Posted

Dunno. I don't really know whether the seal was a part of Bolverk or Bolverk itself. If it's the latter then it's probably gone.

Posted

This is a bit meta, but since Noel is being completely rewritten again, can we please split out the old Noel content (esp. match threads) this time?

Posted

People complained about the same things from CT to CS in match-ups for Noel. /shrug

As far as content discussion it did get split for mechanics in general.

Posted

Well, if people were complaining about drive mashing in CT, of course they would be complaining about that very same thing in CS considering all ASW did was boost her drives. Not a very smart thing to do.

They have the chance to make a balanced character out of her if only they gave her good abare (and normals), so let's hope they get it right this time around.

Posted

Right, but at the same time...what quality of players are complaining of drive spam?? I'm sure if you've beaten decent players they weren't complaining about your play-style or Noel in general, especially drive spam. I discredit anyone who mentions omg u only won cus of her cheap drive...the hell.

Posted

It's more like whenever i win they don't say anything because they know Noel is like the second or third worst character in the game. Bragging rights mate.

I do spam drive a bit, especially online, but there's a fair amount of overheads and throws in my playstyle so i don't get the "omg u only won cus of her cheap drive" treatment. Plus, i'm on PSN, that helps, a lot.

Posted

Apparently using Drive to use D.6b instead of just a normal 6B is drive spamming or RCing a fake all high drive chain into a 6D low is still spam...o well. As for Live/PSN have both and have had way more dropped inputs in Live, but again that's online and not offline play.

Posted
BTW: can anyone else be happy about this? 6A 2B 6A 2B 6A 6B shinnanigans!!

I hope that the 6A on crouchers stay. It kinda sucks that only Tager / Hakumen. Dashins are... acceptable... off of 5A, 2A, and 2B (because you can "protect" your dash in with a 2C counter-hit currently). With 6A -> 2B -> 6A, and 6A -> 6B, we have something to make sure our opponents are actually paying attention for once. I think that small change will greatly improve Noel's pressure.

6A on crouchers would be great. Open up a lot of damage options on normal hits.

5C being jump cancellable would be super-sexy though.

Posted

So what should I edit into the op, lets get a consensus on what it is that changed so I can put it in.There are some things that conflict each other so its a bit confusing

Posted

Just separate the two and put the new info from the second loketest below the info from the first loketest, and title them by loketest # and date. There isn't a need to come up with a new list that encompasses both loketests and future ones.

I think if we just separate the list by loketests, it will be much easier to see how they are trying to balance Noel and compare info from multiple loketests.

Posted
Just separate the two and put the new info from the second loketest below the info from the first loketest, and title them by loketest # and date. There isn't a need to come up with a new list that encompasses both loketests and future ones.

I think if we just separate the list by loketests, it will be much easier to see how they are trying to balance Noel and compare info from multiple loketests.

not only this, but the changes listed for loketest 2 are actually changed from loketest 1, not from CS1.

Posted

looks like d.6B bounces again, also is it me or does 5C look a little slower on start-up?

Posted

Hey guys. new here. So far, the changes to noel are fine (with me though, please don;t kill me)

sad that the haida stuff are gone.

lol at the speed of the d moves.

Posted
http://www.youtube.com/watch?v=n803Nh2dFUI loketest 2 vid featuring Noel vs. Makoto

Bloom Trigger can still wallbounce on corner.

C Haida launches WAAAY high.

j.4D can only crossup opponents, like Bang's j.4B. j.4D's ground startup got faster, but there is still the unfortunate little "warning, I'm about to cross you up" hop that Noel does.

Sliding bloom trigger looks like a disadvantage to me. 236D Rapid -> stuff was decent, doesn't seem possible anymore. Maybe it will be easier to pickup a corner combo however.

j.6B bouncing is very nice, I miss that. It does seem faster than normal... but its hard to tell for sure. Plus, poor encoding may speed up or slow down a video, so it could be a camera problem that makes something look faster.

EDIT: Thats some huge pushback on 5C. Also, I'm not sure if attacks have more startup or if they just cancel into the next chain revolver sooner. For sure, the period between d.6D and d.6B is shorter, but I don't know if its because d.6D recovers faster or if d.6B has less startup.

+ j.B hits below her

FUCK YES. Party time. :yaaay::yaaay::yaaay:

Posted

Maybe it's just me, but I think that 6B looks way faster in the recovery department. Previously there was this big pause where Noel would completely stop moving for a few frames before pulling back. But in the video, 6B looked really smooth during its recovery. But again, it could just be me.

Posted
Maybe it's just me, but I think that 6B looks way faster in the recovery department. Previously there was this big pause where Noel would completely stop moving for a few frames before pulling back. But in the video, 6B looked really smooth during its recovery. But again, it could just be me.

It does look smoother, but it could be less hitstop, less recovery, or a sooner "chain revolver continue" point. Less hitstop means the game is essentially played the same (you'll still get a hole on block, so Dragon Punches will still win) but chain revolver is just more intimidating by looking smoother / faster... Less recover means it will be safer on block, and faster chain revolver continue means that some moves may actually have a solid link. IE: it would be a true blockstring.

Or, it could be a combination of all of them.

Posted
It does look smoother, but it could be less hitstop, less recovery, or a sooner "chain revolver continue" point. Less hitstop means the game is essentially played the same (you'll still get a hole on block, so Dragon Punches will still win) but chain revolver is just more intimidating by looking smoother / faster... Less recover means it will be safer on block, and faster chain revolver continue means that some moves may actually have a solid link. IE: it would be a true blockstring.

Or, it could be a combination of all of them.

I'm talking about regular 6B, it was at the very end of the video.

Although d.6b does looks faster, hopefully it is just faster along with the rest of CR rather than just seeming faster due to less hitstop. I would really like some real CR pressure, or at least safe CR strings.

Posted

The j.4D was definately faster by the looks of it - tho judging from what I saw of that, it's still easy enough to block on reaction.

Posted
The j.4D was definately faster by the looks of it - tho judging from what I saw of that, it's still easy enough to block on reaction.

Well, the point of j.4D is to punish obvious anti-airs. I'm sick of me doing psychic j.4D on say... Ragna's 6A, but j.4D is so slow that Ragna recovers in time to block it :-( Hopefully its fast enough to be useful now.

I'm talking about regular 6B, it was at the very end of the video.

Good catch. I do agree, it does look faster.

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