Jump to content
Dustloop Forums

Recommended Posts

Posted (edited)

Noel's CS2 Changes List

Buffs:

+ "5A > 6A > 6C > Astral Heat" and "5D > 6A > 6C > Astral Heat" are possible. (Was possible in CS1)

+ If you RC her back throw, you should be able to follow it up with j.D (Was possible in CS1)

The last hit's (of Fenrir) minimum damage should be 1000. (Was 440 in CS1)

+ Bullet Rain > Fenrir deals around 3300. (200 more damage than CS1)

+ j.4D is faster, hits low.

+ Optic Barrel has less startup frames

+ "5B > 2B" works.

+ "2C > 5C" works.

+ 6A hits crouching opponents.

+ 5B has a bigger hitbox (?).

+ j.B and j.C both with bigger hitbox.

+ d.6A is FC now, less prorate.

+ d.5C is faster, does not jump cancel.

+ 6C has a bigger hitbox (?).

+ 4D has bigger stagger time; "4D > 6A" is possible.

+ Assault Through has a bigger vertical hitbox.

+ 22C (1 hit) and 22B can be followed-up with a lot of stuff.

+ 5C > 6B Gatling added.

Nerfs:

- Her 5A and 5B can't hit Makoto's 3C. (Same as in CS1)

- Fenrir's damage with 18 successful hits is around 2700. (100 damage less than CS1)

- Assault Through's travelled distance has been reduced.

- Bullet Rain causes less damage.

- Revolver Blast causes less damage.

- 5D is slower.

- Spring Raid can only be followed up in corner.

Neutral:

o Her throw's recovery has been increased? You can follow-up her throw with Haida, but the timing is a little weird.

o You can deal about 6100 damage off 4D FC in corner. (Was possible in CS1, just a little difficult)

o Bloom Trigger has sliding property.

o The opponent flies higher when hit by 22C, does have Dash Cancel, it could have same move proration.

o "d.6B" causes wallbounce if the opponent is hit while in the air.

o 6C's second hit can be followed up in the corner; has same move proration.

o 2D may still be causing cross ups.

Credit goes to:

HiagoX for translating.

ALL OF THESE CHANGES ARE TAKEN AT FACE VALUE AND MAY CHANGE AS NEW INFORMATION IS PRESENTED.

I also added some notes in ( ) to signify my justification for putting them in their respective places, again, as new information has been presented or as old information has been corrected/elaborated upon, this post's info may change.

Edited by LunaKage
  • Replies 178
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Taken from the General BBCSII Changes thread:

+ "5A > 6A > 6C > Astral Heat" and "5D > 6A > 6C > Astral Heat" are possible.

+ If you RC her back throw, you should be able to follow it up with j.D

- Her 5A and 5B can't hit Makoto's 3C.

o Fenrir's damage with 18 successful hits is around 2700. The last hit's minimum damage should be 1000.

o Her throw's recovery has been increased? You can follow-u her throw with Haida, but the timing is a little weird.

o Bullet Rain > Fenrir deals around 3300.

o You can deal about 6100 damage off 4D FC in corner.

Posted

I am hoping for only two things.

1.) Noel moves up the tier list to at least mid-tier, and becomes a viable option for tournament play.

2.) Noel can be played in a similar way of that in CT. When she was decent, and had NORMALS!

Fingers crossed, that she becomes better all-around. From what I was reading the rest of the cast got more nerfs than buffs (IMO).

Posted

Optic barrel combos?

What is this.

Copypasta'd:

+ j.4D is faster, hits low.

+ Optic Barrel has less startup frames

+ "5B > 2B" works.

+ "2C > 5C" works.

+ 6A hits crouching opponents.

+ 5B has a bigger hitbox (?).

+ j.B and j.C both with bigger hitbox.

+ d.6A is FC now, less prorate.

+ d.5C is faster, does not jump cancel.

+ 6C has a bigger hitbox (?).

+ 4D has bigger stagger time; "4D > 6A" is possible.

+ Assault Through has a bigger vertical hitbox.

+ 22C (1 hit) and 22B can be followed-up with a lot of stuff.

- Assault Through's travelled distance has been reduced.

- Bullet Rain causes less damage.

- Revolver Blast causes less damage.

- 5D is slower.

- Spring Raid can only be followed up in corner.

o Bloom Trigger has sliding property.

o The opponent flies higher when hit by 22C, does have Dash Cancel, it could have same move proration.

o "d.6B" causes wallbounce if the opponent is hit while in the air.

o 6C's second hit can be followed up in the corner; has same move proration.

o 2D may still be causing cross ups.

Combos

[2.200 Damage]

- Throw, Muzzle Flitter, 2B, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[2.300 Damage]

- 5A, 6A, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[2.600 Damage]

- 6B, 6C, 2C, 3C, 22C, 2A, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[2.800 Damage, Corner]

- 5A, 6A, 6C, A Optic Barrel, 6C (2 hits), 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[3.000 Damage]

- 6B, 3C, 22C, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[3.100 Damage]

- Air Throw, 2B, 6C, A Optic Barrel, 6C, 22C, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[3.500 Damage, Corner]

- Throw, 22B~C, 6C, 4D, 6C, Spring Raid, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[4.000 Damage]

- 5D, 5C, 6C, Muzzle FLitter, 2B, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[4.286 Damage]

- 2D, 5B, 6A, 6C, Muzzle Flitter, 2B, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[4.500 Damage]

- 2D, 5C, 6C, Muzzle Flitter, 2B, 6C, Throw whiff, 6C, 22C, 6C, A Optic Barrel, 6C, j.D, 6D, 5D, Bloom Trigger

[3.500 Damage, oponente agachado]

- 2D, 5C, 6C, A Optic Barrel, 6C, j.D, 6D, 5D, Bloom Trigger

[3.950 Damage]

- 3C, 22B~C, 6C, 22B, 6D, 6C, A Optic Barrel, 6C, j.D, 6D, 5D, 6B, 5C, Bloom Trigger

[3.900 Damage]

- 3C, 22B~C, 6C, 22B, 6D, 6C, 5C, A Optic Barrel, 6C, j.D, 6D, 5D, Bloom Trigger

[4.400 Damage, corner]

- CR.6B, Spring Raid, 6C, 4D, Bloom Trigger, 6C (2 hits), 6C, (Throw whiff?), 6C, j.D, 6D, 6B, 5B, 5C, Bloom Trigger

[6.000 Damage, corner]

- j.4D (FC), 6C, 2D, 5D, 5C, A Optic Barrel, 6C, 2D, Spring Raid, 6C (2 hits), j.D, 6D, 5B, 6C, Bloom Trigger, Fenrir

[Astral Heat]

- 5A, 6A, 6C, AH

- 5D, 6A, 6C, AH

Posted

Interesting change to d.6B. Shouldn't change her combos to much, they would just stay in the air for a bit longer, making combos a little less strict on the timing.

Posted

CREDITS TO HIAGOX.

Now really, I'm happy for Noel players. She is looking quite scary.

[3.500 Damage, oponente agachado]

- 2D, 5C, 6C, A Optic Barrel, 6C, j.D, 6D, 5D, Bloom Trigger

"oponente agachado" is portuguese for crouching opponent.

Posted (edited)

HIAGO PULLS THROUGH AGAIN. I LOVE YOU HIAGO! YOU THE MANNNNNN

Noel is looking really good in CS2, with the new gatlings, hitbox adjustments, (possibly)faster normals and faster optic barrel

I'm wondering though whether she can link 236A from a 5C or 2C or something.

We'd be able to do stuff like 5A/2A>5B>5C>236A>6C>.........>Bloom Trigger

Although with the bigger 6C hitbox, we can probably pull out 5A>5B>2B>6A>6C>...............>Bloom Trigger

Also, is it D.6B(Overhead) or D.5B(high kick) which causes wall bounce? The latter sounds more logical as it actually pushes them back pretty far. If it's the latter, we might be able to do some fancy midscreen combos. Like 3C>22C>6C>214A>6C>J.D>D.6D>D.6B>D.5B(wallbounce)> Dash> 6C>5D>D.5C>Bloom Trigger or wallbounce>Dash> 5C> SJ> 5C~B>JC>5C~B>Revolver Blast:8/:

GET HYPE for CS2

Edited by Nini Heart
Posted
Interesting change to d.6B. Shouldn't change her combos to much, they would just stay in the air for a bit longer, making combos a little less strict on the timing.

It also means that Chain Revolver Oki no longer works. Then again, it wasn't too strong to begin with, but I loved breaking primers :-(

Anyway, from the looks of it, optic-barrel A is the new midscreen launcher. No need for 623D -> 66C link anymore people, we got optic barrel.

Posted
It also means that Chain Revolver Oki no longer works. Then again, it wasn't too strong to begin with, but I loved breaking primers :-(

Anyway, from the looks of it, optic-barrel A is the new midscreen launcher. No need for 623D -> 66C link anymore people, we got optic barrel.

Sure, but would it work off of an anti-air 2D?

Posted

There should be some way to incorporate every nook and cranny that Noel has in terms of potential max damage. Haida Dash Cancel is very enticing, and if it does pop up high enough, could be a way to cross-under instead of using 6C > sjc > j.D to switch sides mid-way. Also, I wondering if 22BBBBC > dash cancel works. It could work as a reset option for air throws > air unblockables.

Posted

Noel has options without entering drive. Her normals will still get beaten out but that hasn't stopped me all CS1. New gatlings, 6A hitting crouching and 5B BEING BETTER(!) are where the hypes at!

Posted

Is the 5B getting better a disjointed hitbox? If it is, Santa actually gave me the Christmas presents I asked for.

Posted
Is the 5B getting better a disjointed hitbox? If it is, Santa actually gave me the Christmas presents I asked for.

They think the translation means a bigger hitbox. No word about it being disjointed yet. But even still, range buff on 5B is godlike, imo.

Posted
They think the translation means a bigger hitbox. No word about it being disjointed yet. But even still, range buff on 5B is godlike, imo.

According to my convo with Axis yesterday, she still gets poked out of it. But I don't know exactly how he'd know, since I'm pretty sure he was using google translate anyway.

Posted
Noel has options without entering drive. Her normals will still get beaten out but that hasn't stopped me all CS1. New gatlings, 6A hitting crouching and 5B BEING BETTER(!) are where the hypes at!

Is IB nurf confirmed yet?

Because that helps us a lot. Less IB -> ID spam from Ragna, and more blockstrings will be "solid on instant-block".

Helps Tager a lot too, but whatever, we both need pressure buffs.

Posted
she still gets poked out of it.

I wasn't expecting this aspect of CS Noel to change, honestly.

@ Dragon - Not sure. If I see anything I'll post it up here.

Posted

Can someone send me a link for every Noel changes in japanese?

Also, Optic Barrel looks sexy. I was really worried about our combo options with d.5c no longer JCable and Spring Raid only comboable in the corner but now i'm relieved, and boy am i so pumped up about possibly discovering new combos.

Posted

wow. pretty cool changes so far! looking forward to more noel discoveries as we go along. Keep up the good work guys!

Posted

Noel's packing that kinda heat in CS2 with j.4D low, an improved j.B hitbox, most of all solid normals. Only missing key now would be the gatling to overhead. Get HYPE!

Posted
Noel's packing that kinda heat in CS2 with j.4D low, an improved j.B hitbox, most of all solid normals. Only missing key now would be the gatling to overhead. Get HYPE!

5C > 6B Gatling was added in the last loketest, and according to what I was reading pretty much everything from the last loketest has stayed. IF this is true than Noel may be looking at the top of the tier list. I don't really want that, but it's starting to look like it. Tager seems very broken though.

Posted

With these changes, the likelyhood of top tier Noel existing has reached dangerous levels. I'm going to prepare myself for lots of "Equillibrium" fights in the future.

Guest
This topic is now closed to further replies.

  • Upcoming Events

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