archling Posted September 15, 2010 Posted September 15, 2010 ZzzZZZ zz you guys have a lot of time on your hands..
HeartNana Posted September 15, 2010 Posted September 15, 2010 Dragontamer - Yeah, post the JP and I'll give it a shot.
dragontamer Posted September 15, 2010 Posted September 15, 2010 http://generalnantoka.blog35.fc2.com/blog-entry-371.html This looks like the site where they got the information... if its something else, sorry, I can't read it
Spring_Raid Posted September 15, 2010 Posted September 15, 2010 From what I heard it's really minimal. There's no problem with Haida looping. That's good to know. Hopefully the changes stay minimal in the next few loctest.
Mizzet Posted September 15, 2010 Posted September 15, 2010 I see they updated the Noel section of that writeup with "5B> 2B Gatling added". It could potentially be very useful for Noel's abare from sources other than hitconfirming 5a/2b. Given how bad Noel's abare is I consider this a pretty good change. Can go into 5b 2b 6a 6c j.d++ if close, and 5b 2b 6a 5c aircombo if too far for 6c, should net a solid 1.5k+ off 5b hits. 2b 5b 2b 6a++ should be really easy to hitconfirm as well, and go into 1k'ish damage. More importantly now we have a way to convert normal hits into oki instead of that lame duck 5b 5c 2c combo. Also, easy mode combo that gives oki if you're too far to connect 6a > 6c, you can do 6a 5d 623d instead, and 6a 2d 623d into 66c j.d++ if near corner (Reason for 2d is because 5d whiffs underneath your opponent if he's cornered, unless he's Tager).
kuma Posted September 15, 2010 Posted September 15, 2010 http://generalnantoka.blog35.fc2.com/blog-entry-371.html Yeah, since it's in the "nerfs" category I'm going to stick with my original interpretation. Although they seem to have accidentally put 5D invincibility reduction in the "buffs" category, so... Also, there's a note next to the 22C/22B changes that says that the degree of the changes are so small that there doesn't seem to be anything to worry about.
Nodelic2 Posted September 15, 2010 Posted September 15, 2010 What if it means 5D is faster? Not necessarily less invincibility frames but just the overall move? IDK, I'm using google translate so it's pretty rough but you can make out most of what it's trying to say.
kuma Posted September 15, 2010 Posted September 15, 2010 It says "5D's invincibility time decrease" as the change, so I don't think that's the case. I think it's just a mistake.
Doom Dragon 103 Posted September 15, 2010 Author Posted September 15, 2010 I'm gonna go ahead and add the 5B, 2B gatling which btw that sounds really fun I edit the thread name and it doesn't change. WHYYYYYYYYYYY
LunaKage Posted September 15, 2010 Posted September 15, 2010 5B > 2B? thats pretty awesome, now all they gotta do is enable 2B > 6B to gatling and she can be a shitty version of Ragna.
kuma Posted September 15, 2010 Posted September 15, 2010 I am loving the 5B > 2B gatling. I would love it even more if they would give 5B just slightly better properties. I guess that is a lost cause, though, since Noel's normals are deliberately not that great in order to make us use drive more. I can always hope, though, that Noel will get some slight improvement to her normals by the time the game releases.
LunaKage Posted September 15, 2010 Posted September 15, 2010 Now that I think about it, the new gatling actually gives Noel a mid-blockstring mix-up. either 5B > 2B for low, or 5B > 6B for Overhead. It will actually give people a reason to block low after seeing 5B so we can have a chance to land the overhead.
Doom Dragon 103 Posted September 15, 2010 Author Posted September 15, 2010 Now that I think about it, the new gatling actually gives Noel a mid-blockstring mix-up. either 5B > 2B for low, or 5B > 6B for Overhead. It will actually give people a reason to block low after seeing 5B so we can have a chance to land the overhead. Its still slow and blockable on reaction But we're getting somewhere!
LunaKage Posted September 15, 2010 Posted September 15, 2010 Its still slow and blockable on reaction But we're getting somewhere! This is true for every Normal overhead, the only way for Noel to get any true mixup is if they gave her a second overhead option other than her normal 6B and the eternally useless d.6B. Like I dunno giving 2D overhead properties. Or at least a special move overhead, like Ragnas Gauntlet Hades. Or at least make 3C cancel into something on block, every other character has a safe 3C for fucks sake.
HeartNana Posted September 16, 2010 Posted September 16, 2010 It's exactly as Kuma said. Range on 22B lowered and it looks like "stiffness" (or maybe lack of time you're allowed to buffer?) is increased. They did post that it's nothing to worry about. And yeah, the 5D nerf is listed as a buff, and that's probably a mistake imo.
Mizzet Posted September 16, 2010 Posted September 16, 2010 If 22b range being lowered means it hits closer and becomes less picky about spacing on small characters, I'll be pretty happy. You can probably add one haida rep into Noel's 623d 66c combos and up the damage by 100-200. 22b 6d into midscreen d.6c would be more accessible too, still working out the 22b 6d link.
Konton Posted September 16, 2010 Posted September 16, 2010 useless d.6B Fast overhead/one frame hole combo reset is useless?
dragontamer Posted September 16, 2010 Posted September 16, 2010 Fast overhead/one frame hole combo reset is useless? Someone else does this? I'm a happy panda now :-)
HeartNana Posted September 16, 2010 Posted September 16, 2010 It's not something to throw out every round, but i wouldn't really call it "useless" If you do the j.D drive cancel thing as you're landing, it's actually a way better/faster overhead than 6B...
kuma Posted September 16, 2010 Posted September 16, 2010 So it seems to me that with the changes so far (for the first loctest), the idea seems to be that other than j.4D not being good enough, Noel is pretty much around the right power level. And I was thinking about whether they might be right. If Noel's j.4D is as fast as everyone seems to be saying it is, then you could use it as an anti-anti-air. On reaction, even, against some characters. This means that you could get free counter-hit combos jumping in, and you can almost always disengage with something like d.5B d.4D d.236D on block. Once they do start being afraid to try to anti-air you, you get a true high-low mixup between a late j.4D and ground cancelling j.D into d.6B for a drive combo into d.6C wakeup. I'm thinking that could be pretty powerful. Again, baseless assumptions, early loctest, etc.
DC Posted September 16, 2010 Posted September 16, 2010 It's not something to throw out every round, but i wouldn't really call it "useless" If you do the j.D drive cancel thing as you're landing, it's actually a way better/faster overhead than 6B... I love doing this.
Mizzet Posted September 16, 2010 Posted September 16, 2010 So it seems to me that with the changes so far (for the first loctest), the idea seems to be that other than j.4D not being good enough, Noel is pretty much around the right power level. And I was thinking about whether they might be right. If Noel's j.4D is as fast as everyone seems to be saying it is, then you could use it as an anti-anti-air. On reaction, even, against some characters. This means that you could get free counter-hit combos jumping in, and you can almost always disengage with something like d.5B d.4D d.236D on block. Once they do start being afraid to try to anti-air you, you get a true high-low mixup between a late j.4D and ground cancelling j.D into d.6B for a drive combo into d.6C wakeup. I'm thinking that could be pretty powerful. Again, baseless assumptions, early loctest, etc. I kinda agree with this, if j.4d becomes not useless it will open up some nice options for Noel, might even be able to do some mid combo j.4d shenanigans if it's quick enough. 5b JC'able on block like it is now would be more useful if j.4d became a legit threat. And depending on how the 5b > 2b gattling improves her abare I think I'm pretty happy so far.
Doom Dragon 103 Posted September 16, 2010 Author Posted September 16, 2010 I kinda agree with this, if j.4d becomes not useless it will open up some nice options for Noel, might even be able to do some mid combo j.4d shenanigans if it's quick enough. 5b JC'able on block like it is now would be more useful if j.4d became a legit threat. And depending on how the 5b > 2b gattling improves her abare I think I'm pretty happy so far. j.4d hits low too so they are forced to block low which gives up a little d. 6b mixup
Konton Posted September 16, 2010 Posted September 16, 2010 Someone else does this? I'm a happy panda now :-) Well, I understand the concept. I just don't play anyone that isn't on auto-pilot 99% of the time so I don't really get to use it. In fact, I'm getting pretty awful at this game playing ranked matches.
LunaKage Posted September 16, 2010 Posted September 16, 2010 I call d.6B useless because its reward is pretty low, and its risk is high, because you have to be in drive to pull it off. Hell if you are far enough away from your opponent I can't imagine you can even get a combo off. I guess "eternally Useless" was a bad way to phrase it, maybe more like "situationally useless", I guess I might have to start using j.D in blockstrings to learn to appreciate d.6B more?
Recommended Posts