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Posted
Isn't a blue beat not a combo?

It's still a combo if they don't tech :kitty:

Just to over-clarify, he's just pointing out that what didn't combo before, now does.

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Posted
It's still a combo if they don't tech :kitty:

Just to over-clarify, he's just pointing out that what didn't combo before, now does.

Right, and it does more damage too.

Posted

Hey guys I heard Noel is broken now can I main her too

Do you have a source for this? I'd like to get a second opinion, since a lot of this seems too good to be true, I wanna make sure its 100% accurate before I put it into the OP.

Japanese BBS. Another from our brazilian forum translated it and I transcripted it into english.

DON'T YOU TRUST ME?!

Posted
Hey guys I heard Noel is broken now can I main her too

Japanese BBS. Another from our brazilian forum translated it and I transcripted it into english.

DON'T YOU TRUST ME?!

That's all I needed to hear, first post will be updated.

Posted (edited)

Just wondering, but should we really consider Assault Through's travel distance being shortened a nerf? It lowers the distance we can cross them up from, but it also gives the opponent less time to react if she's moving at the same speed.

Edited by Sahgren
Posted
Just wondering, but should we really consider Assault Through's travel distance being shortened a nerf? It lowers the distance we can cross them up from, but it also gives the opponent less time to react if she's moving at the same speed.

I saw your deleted post, good man.

Personally I would consider it neutral. Buff because it makes the move faster, nerf because it makes it harder to dodge long distance drive punishes. Assault through has saved me from plenty of Mu's Fatal 6Cs, I've even gone through a spark bolt or two with it. Obviously not the best idea of course, but desperate times call for desperate measures.

Posted

If it does move at the same speed, then I'd consider it a buff. Look at Hakumen's dash. That move is nuts on speed with its distance shortened.

Posted

I watched a few vids on youtube of Noel seems to me she plays the same way, which I am really liking, anyways. Do you guys think that a new viable option on a air dash in, or just falling down be j.5b>j.5c>j.4D for a nice cross up with little reaction time, also the chance to FC. it could work in CS1 but Noel was so open when doing j.4d that is was useless to try and do.

Posted
I don't think this has been listed yet but in the vid against lambda here: http://www.youtube.com/watch?v=DUYd4ruF020

Noel can now combo d.5A -> d.6C so no more messing up on that, I guess.

~Specifically at the 2:02 mark where she hits Lambda with a cross-over 2D.

That's probably due to the buff in CR speed in general. A lot of the things that don't chain in CS1 are chainable in CS2. Most of the combos in the JBBS have things like ~d.5D > d.5C or some variation of it. It makes it easier to decide which CR move to use next to avoid same move proration while tacking on that damage that can reach 4~5k+.

Posted
I don't think this has been listed yet but in the vid against lambda here: http://www.youtube.com/watch?v=DUYd4ruF020

Two new combos from the video:

5a, 6a, 6c, 236a, 66c, j.d, d.5d, d.5c, d.6b, d.236d (2241)

5a, 6a, 6c, 236a, 66c, j.d, d.6d, d.6b, d.5d, d.5c, d.236d (2363)

Interestingly the first combo works in CS1, solid red beat and all, and does about the same damage (2254). The second combo drops around the d.5d->d.5c area because the moves are a little slower so the opponent bounces higher, but you can still blue-beat it for 2286.

The more videos that come out, though, the more the selection of moves within the CR chain seem practically random at times. I guess the faster CR action means that almost anything without pushback will combo.

Posted

I don't think it's a stretch to assume that Noel could get up over 4500 damage midscreen with 50% tension. For a game where midscreen damage for most characters is drastically reduced, this is amazing.

If anyone out there has the game, could you test out the damage from 2D > d.6A > d.6C > 214A > 2B > 6C(1) > j.D > d.6D > d.6B > d.5C > d.6B > 632146D? I'm guessing it will do about 4600, but it would be nice to have confirmation.

Posted (edited)
If anyone out there has the game, could you test out the damage from 2D > d.6A > d.6C > 214A > 2B > 6C(1) > j.D > d.6D > d.6B > d.5C > d.6B > 632146D? I'm guessing it will do about 4600, but it would be nice to have confirmation.

I'm going to assume you mean CSI.

That combo does 4232 and gains 35 heat. It'd do a fair bit more in CSII though seeing as Fenrir's minimum damage is buffed.

Do you have a source for this? I'd like to get a second opinion. I wanna make sure its 100% accurate before I put it into the OP.

I looked through a few of those combos and I'm not sure how legit they might be. For example:

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

Obviously this won't work in CSII as we can no longer cancel our throw into anything.

Also, some of them just seem weird:

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

I don't see why someone would opt for a 2A instead of "66C > 236A > 66C" after the 22C as the 2A would just prorate the combo more. Especially since 22C is meant to bounce the opponent higher meaning there's not much chance of us whiffing a 66C.

Some of them do look okay I guess, but I think I'll give it a bit more time before I put them in the thread.

Edited by HexaNoid
Posted

Plus, it looks like we won't need to delay Fenrir anymore for it to connect considering the ground bounce on d.6B

Posted
Plus, it looks like we won't need to delay Fenrir anymore for it to connect considering the ground bounce on d.6B

Actually no, in CT d.6B bounced in the same manner, and if you cancelled into fenrir early, the barrel of the gun hit them on the way up, it was the only way I comboed into fenrir midscreen.

Posted
I'm going to assume you mean CSI.

That combo does 4232 and gains 35 heat. It'd do a fair bit more in CSII though seeing as Fenrir's minimum damage is buffed.

Derf. Just realized I said "had the game" rather than "had access to the game". I meant in CS2. It's good to know that Fenrir's damage is buffed in CS2, though. It means that that combo will do at least 4700 damage.

Posted (edited)

More stuff from the BBS taken from two different posts. Dunno if this is legit data or not, but CS2 numbers on the left I believe.

EDIT: Values - CS1 (CS2)

それと、通常技の単発ダメや補正を調べるためにガトリングのダメージをメモってきたんですが、

全体的にCSよりも上がっていました。補正なのか単発ダメなのかまでは調べきってはいないですけれど。

今のとこ分かっているのは↓(かっこ内がCSでのダメージ)

5A 200(165)

2A 200(165)

6A 550(550)

5B 500(500)

2B 340(220)

6B 650(500)

5C 680(600)

6C(1) 450(450)

6C(2) 750(750)

JA 200(165)

JB 400(400)

投げ 0/100/700(0/200/1300)

空投げ 0/800(0/800)

マズル 0/800(0/800)

始動5D 740(740)

始動6D 720(720)

始動4D 700(700)

始動2D 722(635)※単発未調査

CR6C 847(892)※単発未調査

ブルーム 1201(1239)※単発未調査

フェンリル初段 200(400)

EDIT: Values - CS2 (CS1)

補整→補正ですね

それとハイダーの単発ダメですが、BハイダーとCハイダーで単発ダメが同じになってます。

3C>22C 900(671)

3C>22B 900(978)

3C>22BC 1079(1043)

( )がCSでのダメージ。とりあえずCハイダーは確実にダメージ上がっているかと

EDIT: Corrected which values were for what game.

Edited by SkyKing
Posted

Nope, CS2 damage is on the right. I wasn't sure at first but i confirmed it with her ground throw damage.

It looks like her normal damage went down a wee bit from her CS1 counterpart. Doesn't look like her damage got really nerfed so i assume they tinkered a bit with proration or combo rate. Also, looks like the minimum damage from Fenrir's initial hit went up?

Starter 2D damage nerfed a bit. d.6C and Bloom Trigger damage buffed. Ground throw damage buffed. Used to do 800, now does 1500.

In the second post, it's the other way around. CS2 damage on the left. 22C does more damage whereas 22B does a wee bit less damage.

Posted

People are getting their panties in a bunch about Noel's midscreen 5k damage, we could do that in CS1 with no heat....o well...are we about to get called ez-mode for the third game in a row by bad players >_<

edit-

Forgot, and haven't noticed... but does Assault Through counter hit on an aerial opponent still cause wall bounce (midscreen) or are we looking at a universal ground slide mechanic.

Posted
People are getting their panties in a bunch about Noel's midscreen 5k damage, we could do that in CS1 with no heat....o well...are we about to get called ez-mode for the third game in a row by bad players >_<

edit-

Forgot, and haven't noticed... but does Assault Through counter hit on an aerial opponent still cause wall bounce (midscreen) or are we looking at a universal ground slide mechanic.

The only reason they cry about it is they also can't do it midscreen. We may have had it, but other characters overshadowed us because theirs were safe, corner-carried, or set up good oki position along with the damage. I'd like for them to try her out in tournament situations in CS1. *snicker*

I haven't seen anything regarding CH Assault Through. If anything, they may keep it the way it is.

Posted

Pretty sure I saw a counterhit Assault Through in one of the vids, and it didn't wall bounce.

Posted

I wonder if the reduced range on Assault Through will be useful when doing the instant CR moves. I can see the CR linkers being useful, especially given the speed for d.6B and hopefully d.6D.

Posted

New video showed that Optic Barrel combos on crouching opponents after d.5A/d.6A or other variations. Maybe they work on crouchers hit by 5C via hit confirm? Won't have to worry about risky 3C after CH 5C if that's the case. That kind of make 3C even more dangerous then, since we actually would have safe and damaging options for once.

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