bmore303 Posted October 13, 2010 Posted October 13, 2010 Even if D.5C is no longer jump cancel-able you can still chain a decent drive string combo for damage, if anything you lose some heat gain. I'd love for d.6C to be easier to combo on falling opponents though >_>
mjting Posted October 13, 2010 Posted October 13, 2010 - CR 5D not jump cancelable this is the exact quote from the loketest thread. CR? Or maybe this is a typo for RC?
LunaKage Posted October 13, 2010 Posted October 13, 2010 - CR 5D not jump cancelable this is the exact quote from the loketest thread. CR? Or maybe this is a typo for RC? RC would make absolutely no sense, its probably talking about d.5C.
mjting Posted October 13, 2010 Posted October 13, 2010 Man that'll suck. but then again, if comboing with 5D can't be done anymore(after 66c, Sjc, J.d), then there's no reason to actually jc d.5c anymore.
LunaKage Posted October 13, 2010 Posted October 13, 2010 Man that'll suck. but then again, if comboing with 5D can't be done anymore(after 66c, Sjc, J.d), then there's no reason to actually jc d.5c anymore. I suppose that's true, unless of course they made revolver blast a lot stronger.
mjting Posted October 13, 2010 Posted October 13, 2010 Well, I hope we can get more feedback and tests with this, and hopefully on the next loketest, morestuff can be clarified. I'd still prefer 5D landing after 66c, but we'll just have to see. if it does, then we will just have to adjust to it. I just dont like the fact that there's a chance that noel will switch sides when I do jd after 66c.
LunaKage Posted October 13, 2010 Posted October 13, 2010 Well, I hope we can get more feedback and tests with this, and hopefully on the next loketest, morestuff can be clarified. I'd still prefer 5D landing after 66c, but we'll just have to see. if it does, then we will just have to adjust to it. I just dont like the fact that there's a chance that noel will switch sides when I do jd after 66c. Its not really a chance, if you superjump she will always end up switching sides, except on Tager. If you normal jump cancel you will still be on the same side.
mjting Posted October 13, 2010 Posted October 13, 2010 lol Alright. More practice then for me later. It's a good thing her wall> fenrir is still there (unless they decide to troll noel again and nerf it) But i seriously hope D.5c still can be jump cancelled, and 5d can still hit after 6c. That;'s just me doing some wishful thinking though.
wighti Posted October 13, 2010 Posted October 13, 2010 And hey, look at the bright side - 6A hitting crouchers makes our already easy enough astrolling ability even easier
Mizzet Posted October 13, 2010 Posted October 13, 2010 Well, from what it seems so far, the fact that 22C bounces so high now and the 6C loops seems to be out of the question, her basic combo off a 3C would then be: 3C> 22C>66C>SJC>j.D>6D>d.5C>d.6B>236D. There seems to be no need for her to jump cancel d.5C anymore. You can already do combos like that now though, but we don't because we get more damage using d.5c to reset your drive count and stuff more drive attacks in your combo (not even counting haida or 623d 66c, and ghetto no frills 3c combo from CS day 1 does more too). So losing d.5c JC would definitely be a bad thing. Forcing us to go from 66c to j.d into drive ender immediately is just really wasteful, you'll barely break 3k from 3c. If that's all we get from landing 3c it's really sad. Maybe there'll be new shenanigans to discover once we play around with CS2 Noel and find out how they changed her chain revolver. *I sure hope they buff Noel's normals and abare properly, because as things look now, this kinda makes us even more reliant on drive for damage; because right now the only good (3.5k+) combos still intact are those from 5d/2d into 214a into j.d + driver ender.
Halcyone3 Posted October 13, 2010 Posted October 13, 2010 - CR 5D not jump cancelable this is the exact quote from the loketest thread. CR? Or maybe this is a typo for RC? CR = chain revolver, noel's drive.
7r17r1 Posted October 13, 2010 Posted October 13, 2010 Hey, I m already subscribed on that forum, I didn't remember that :P Just a little post to point out that 22C bouncing higher means that we will be able to combo from further than now And that means that we might be able to put some 22B before 22C... It doesn't seems that they put any repeat proration on 22B (that would just kill the move), so maybe noel can put down a lot of 22B (something like 3-5) on most of the cast instead of the Haida, that would grant her enough damage to match her combo in CS1 maybe even two row of 22BBBBBC :p pure speculations of course
bmore303 Posted October 13, 2010 Posted October 13, 2010 If other properties remain they same you can still easily break 3k without jump canceling d.5C. Hell I have a 4k combo I can consistently use (will only work in corner now with spring raid change) without canceling form a d.5C. Not to mention modified versions to avoid using certain attacks for slightly less damage or more...if d.6C is being my friend that day >_>
confusedxphreak Posted October 13, 2010 Posted October 13, 2010 You can already do combos like that now though, but we don't because we get more damage using d.5c to reset your drive count and stuff more drive attacks in your combo (not even counting haida or 623d 66c, and ghetto no frills 3c combo from CS day 1 does more too). So losing d.5c JC would definitely be a bad thing. Forcing us to go from 66c to j.d into drive ender immediately is just really wasteful, you'll barely break 3k from 3c. If that's all we get from landing 3c it's really sad. Maybe there'll be new shenanigans to discover once we play around with CS2 Noel and find out how they changed her chain revolver. *I sure hope they buff Noel's normals and abare properly, because as things look now, this kinda makes us even more reliant on drive for damage; because right now the only good (3.5k+) combos still intact are those from 5d/2d into 214a into j.d + driver ender. That's the problem. It seems like because the 22C bounces the opponent so high, it would seem like the only way to continue the combo would be to SJC into jD. I guess thats why people are saying her overall damage has been nerfed. Apparently, Noel's mid combo drives do less damage and it's harder to initiate a combo with drive with 5Ds' nerf. Buff speed of certain drives but nerf overall drive damage, 5D speed, and the Spring Raid link. I guess buffing some of her normals help, but I'm not too worried about it so far because this is only a loketest and all we can possibly do is speculate. :P
2 GB Combo Posted October 13, 2010 Posted October 13, 2010 I think we might actually have to use meter for RCs during midscreen combos. In CS, I just saved my meter for supers and the occasional CA or RC for a accidental blocked 3c or spring raid. I always wished Noel could use RC for legitimate combos, it always kind of annoyed me that Noel didn't really have any cool looking RC combos that were actually useful.
Runis Posted October 13, 2010 Posted October 13, 2010 I always wished Noel could use RC for legitimate combos, it always kind of annoyed me that Noel didn't really have any cool looking RC combos that were actually useful. Not really cool factor, but useful? FC 4D d.6C d.2D RC 3C [22BC 66C 22B] x4?(basically till combo meter reaches 26~7) 22BC 66C 5D 6B 5B 5C jc j.D d.6D 236D Fenrir for about 7.8-8k CH 5D_2D d.6C d.2D RC 3C [22BC 66C 22B] x 3 22BC 66C j.D d.6D d.6B d.5B d.5C Fenrir for 5.5-6k If you're at <30% hp I think you regen enough meter to double Fenrir for about 6.5-7k but you have to exclude the d.6B or they tech out after the first hit of the 2nd fenrir.
LunaKage Posted October 13, 2010 Posted October 13, 2010 Not really cool factor, but useful? FC 4D d.6C d.2D RC 3C [22BC 66C 22B] x4?(basically till combo meter reaches 26~7) 22BC 66C 5D 6B 5B 5C jc j.D d.6D 236D Fenrir for about 7.8-8k CH 5D_2D d.6C d.2D RC 3C [22BC 66C 22B] x 3 22BC 66C j.D d.6D d.6B d.5B d.5C Fenrir for 5.5-6k If you're at <30% hp I think you regen enough meter to double Fenrir for about 6.5-7k but you have to exclude the d.6B or they tech out after the first hit of the 2nd fenrir. That first combo only does 6.8k
2 GB Combo Posted October 13, 2010 Posted October 13, 2010 Not really cool factor, but useful? FC 4D d.6C d.2D RC 3C [22BC 66C 22B] x4?(basically till combo meter reaches 26~7) 22BC 66C 5D 6B 5B 5C jc j.D d.6D 236D Fenrir for about 7.8-8k I'm pretty sure that combo does around 6.5k, but I have an FC combo that doesn't involve an RC, but only a super at the end which does 6.2k, I don't really think it's worth 50% meter to get 400-500 extra damage. Same thing with the other one you posted, it's possible to get 5.2k off 5D CH or 2D CH without an RC, I just personally don't think it's a wise use of meter to gain 500-800 extra damage, it's usually not enough to change the number of combos required to kill the opponent.
dragontamer Posted October 14, 2010 Posted October 14, 2010 I always wished Noel could use RC for legitimate combos, it always kind of annoyed me that Noel didn't really have any cool looking RC combos that were actually useful. Clean midscreen d.236D -> Rapid -> (pause to adjust height) -> 66C -> 5D -> corner combo. Turns ~1k damage to closer to 4k damage and regains a lot of that heat... into fenrir if you want to get even more damage.
2 GB Combo Posted October 14, 2010 Posted October 14, 2010 Clean midscreen d.236D -> Rapid -> (pause to adjust height) -> 66C -> 5D -> corner combo. Turns ~1k damage to closer to 4k damage and regains a lot of that heat... into fenrir if you want to get even more damage. Well it's really hard to actually get a clean 236D to actually hit anyway and it rarely happens, so I really can't call it useful. I want combos like 5B 5C hell's fang RC 6C with ragna, or lambda's j.214D RC airdash j.c j.2c land 5C. I want RC combos that we have to rely on in situations that happen frequently, but wouldn't normally be able to get damage off of. Most of the characters in BBCS lack these kind of combos, but since they want BBCS2 to be a more corner based game, I can see RC's happening much more frequently in BBCS2 now that most of the cast lack the midscreen combos they used to have.
dragontamer Posted October 14, 2010 Posted October 14, 2010 Well it's really hard to actually get a clean 236D to actually hit anyway and it rarely happens, so I really can't call it useful. I want combos like 5B 5C hell's fang RC 6C with ragna, or lambda's j.214D RC airdash j.c j.2c land 5C. I want RC combos that we have to rely on in situations that happen frequently, but wouldn't normally be able to get damage off of. Most of the characters in BBCS lack these kind of combos, but since they want BBCS2 to be a more corner based game, I can see RC's happening much more frequently in BBCS2 now that most of the cast lack the midscreen combos they used to have. Oh yeah, forgot about this one. Its a classic. 2C -> Rapid -> 66A -> Combo. 2C has great proration, you get something like 3k out of this. 2C is a good frame-trap and easy to hitconfirm because of the two hits. If they're crouching, go into Haida. If they're standing, rapid cancel into 66A into drive loop. 5C -> Rapid -> 66A also works, but 2C is a good low and easier to hitconfirm.
2 GB Combo Posted October 14, 2010 Posted October 14, 2010 Oh yeah, forgot about this one. Its a classic. 2C -> Rapid -> 66A -> Combo. 2C has great proration, you get something like 3k out of this. 2C is a good frame-trap and easy to hitconfirm because of the two hits. If they're crouching, go into Haida. If they're standing, rapid cancel into 66A into drive loop. 5C -> Rapid -> 66A also works, but 2C is a good low and easier to hitconfirm. I actually use that one sometimes, I totally forgot about it, although it's still pretty hard to land it by itself. But I would still like to see more RC combos, like spring raid RC airdash 6C or something like that.
Mizzet Posted October 14, 2010 Posted October 14, 2010 I noticed in that one loketest video with Noel, and I think it's been mentioned already, but Noel's j.4d only hits in a reverse direction now, similar to Bang's j.4c(?) kick, no longer tracking to the side your opponent is on. For example if you're on the right and j.4d and land on the right still, short of your opponent, it's going to fire off to the right instead of to the left where your opponent is. You can't use j.4d to approach in that case. Not that that would be a good idea as things are now, but maybe it will be good enough for that in CS2. Perhaps ArcSys has a different idea for how j.4d will be used and that's fine. It does limit it's use to specific situations where it's momentum and arc would put you in a crossup situation though. Might be a little annoying because if j.4d retains it's momentum from that little 3rd jump hop in the air, like it does now, a lot of times I find it carries me too far to other side of my opponent for the shot to hit as well - limits the number of situations you can use j.4d in even further. Just seems like a pretty pointless change.
bmore303 Posted October 14, 2010 Posted October 14, 2010 I don't see 22C's bounce causing a miss at all, shrug...even then height can be remedied with distance and timing. Higher bounces were still manageable in CT, people forgot that fast already...then again Haida was more difficult to most in CT. I'm not upset anymore by Noel's changes in this test. Let's see what test 3 brings.
dragontamer Posted October 14, 2010 Posted October 14, 2010 I don't see 22C's bounce causing a miss at all, shrug...even then height can be remedied with distance and timing. Higher bounces were still manageable in CT, people forgot that fast already...then again Haida was more difficult to most in CT. I'm not upset anymore by Noel's changes in this test. Let's see what test 3 brings. In CT, we had a universal way to manage the height of the opponent: the 6C loop.
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