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Posted

just give me 5A>5B>5C>jc>j.D>d.5A>d.6A>d.6C>214A/236D

I'd love that to be a legit combo in CS2

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Posted
Not picking on you, thats just the general concensus for anyone making assumptions too quickly now. I also highly highly doubt that Noel will be worse off than she was in CS. On system changes ALONE (as in, lots of char lose good midscreen damage off of easy pokes), it should be, in theory, easier to win...

I can agree with this. Honestly the only Buff I really want is priotity on her normals, it seems like every time I wasn't pushing D I was getting counter hit, but obviously I wont know if that was changed until I play it for myself. I keep hearing the term "disjointed hitbox" I know what the two words mean seperately, but what exactly is it referring to as far as Noel?

Posted (edited)
I keep hearing the term "disjointed hitbox" I know what the two words mean seperately, but what exactly is it referring to as far as Noel?

Its a SSB term. I don't know the equivalent in fighting game communities.

Noel's BBCT 5B clearly had a disjointed hitbox. She can whack you with the "gun" part, and even if the opponent was doing a Dragon Punch or something, she wouldn't get hit. If spaced correctly, the best your opponent can do is clash.

Now, Noel's BBCS 5B lacks this property. Thus, even at max range, if you use 5B on an opponent, you'll get (counter) hit out of it. When you would have clashed in BBCT, you now get counter-hit. The only attacks with disjointed hitbox are her Chain Revolver attacks. Even wtf 5C isn't disjoint. The "explosion" is part of Noel's hitbox. :v:

Almost all of Tager's attacks have disjointed hitboxes. Tager's 2A is the best example of it. Its why Tager's 2A can be used as an anti-air.

Edited by dragontamer
Posted

So thats what you meant? Shit, I remember that. 5C definitely needs that, I was CH'd out of 5C at max range by Lambda's 5A, I promtly sadfaced. Thanks for the clarification DT.

Posted
Its a SSB term. I don't know the equivalent in fighting game communities.

Noel's BBCT 5B clearly had a disjointed hitbox. She can whack you with the "gun" part, and even if the opponent was doing a Dragon Punch or something, she wouldn't get hit. If spaced correctly, the best your opponent can do is clash.

Now, Noel's BBCS 5B lacks this property. Thus, even at max range, if you use 5B on an opponent, you'll get (counter) hit out of it. When you would have clashed in BBCT, you now get counter-hit. The only attacks with disjointed hitbox are her Chain Revolver attacks. Even wtf 5C isn't disjoint. The "explosion" is part of Noel's hitbox. :v:

Almost all of Tager's attacks have disjointed hitboxes. Tager's 2A is the best example of it. Its why Tager's 2A can be used as an anti-air.

A simple definition is that a disjointed hitbox is part of an attack that has a a hitbox (Can hit the enemy), but no hurtbox (Noel can't be hit by the enemy at that part.)

I wanna say I agree 5C should be disjointed, especially because it's considered projectile by the game (Tager, hakumen).

Posted

If that's all the information from the loketests, could we put all the info from all the loketests in the opening post?

Posted
Loketest 1:

+ 2C>5C gattling added (can't input 2C twice)

+ j4D is damn fast. Crosses up on low height, it's low.

- 5D reduced invincibility frames

- 22B has reduced range

- 22C has more recovery

Loketest 2:

+ C haida bounces higher, can perform combos from further away

+ optic barrel start up faster

+ 6A hits crouched opponent

+ 5C can jc even on block

+ chain revolver moves have increased speed

+ bloom trigger slides opponents hit on ground

+ j.B hits below her

- C haida bounces higher so higher dmg combos require more skill

- 5D slower than first loke test. Pauses a moment before coming out. Distance is longer

- Spring raid launches more horizontally. If not in corner cannot follow up

- no more long haida loops

- overall dmg decreased

- CR 5D not jump cancelable

Loketest 3:

- 5C doesn't move her forward.

Loketest 4:

N/A

Stick that in the first post if ya want.

But this is just loketest information, so maybe put this there as well:

I said it last time, I'm gonna say it again. Wait until we know all the details before bitching, please.
Posted
So thats what you meant? Shit, I remember that. 5C definitely needs that, I was CH'd out of 5C at max range by Lambda's 5A, I promtly sadfaced. Thanks for the clarification DT.

Noel 5C: http://www.youtube.com/watch?v=KfZkLl4o3ww#t=2m14s

Notice how the blue extends way out before the red shows up. IMO it's really one of the only things that's keeping this move from being really good and solid.

5B doesn't suffer from this syndrome exactly because the blue extends just as the red appears, so at least it'll more likely trade in the extended hitbox, unlike 5C which could be stuffed entirely before the move actually comes out cus' y'know, Noel's gunshots feel pain and all.

OW MY GUN HURTS.

Posted

Thread stickied, once CS2 comes out I will delete this thread for a final changes thread.

Posted
So I'm looking at the changes, what's does "bloom trigger slide" mean? Is it her old 236D?

236D(Bloom Trigger) now slides on ground hit, instead of wall bounces.

Posted
It should be noted that bloom trigger still wall bounces near the corner.

I'm pretty sure it only wall bounces while the opponent is in the air, meaning Fenrir finisher in the corner is still possible, but I think on ground hit it will always slide, not like we hit a grounded player near the corner that often.

Although, if that's true, and they slide for long enough, then 5D > d.6A > d.6C > 236D > 22C > ect could probably work.

/Theory Fighttan

Posted
You can connect Bloom Trigger and still bounce against the wall.

I see, it does change depending on where she is, maybe she only wallbounces at the actual corner, instead of the side of the screen, I could live with this, though there will be no more midscreen 236D > RC > 66C shenanigans, granted they never really did much to begin with.

Posted

^ It worked on catching mashy players in purple grabs and stupid resets that shouldn't work ever =P

Posted
^ It worked on catching mashy players in purple grabs and stupid resets that shouldn't work ever =P

lol, right, I lol everytime I finish someone off with Midscreen 236D > RC > 66C > purple airgrab.

Though no one should ever try that, ever :P

Posted
I've done 236D RC 6632146D to finish a round before.

Yeah, I do that too, forgot about that one, flashy as hell.

I just hope B+C > Thor > Fenrir still works.

Posted

Well from the loketest video, it's already confirmed that 236D still slides on midscreen air hit.

I want it to slide on standing opponents even in the corner, since it could possibly open up some weird combo opportunities, but logically, I think it will just wallbounce in the corner regardless of opponent stance. The only thing we can really do is just wait and see.

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