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Posted

im kind of glad with the new changes. even though some of the old combos wont work, new combos would be made. which ill be looking forward too. X3

  • 2 weeks later...
Posted

All of Noel's normals have been buffed. The extent of those buffs we aren't sure yet until someone can confirm to us what those are.

Theoretically speaking, 2A looks like it has been given a hitbox buff, and also seems to come out faster than CS1. Seems like Rachel's 2A in that regard.

Posted

I wanted to note that 5C being jump cancel-able on block isn't listed in the buffs section at all. Unless I am completely blind.

Also why the decrease in Revolver Blasts damage? That seems completely pointless.

Posted

The move itself is completely pointless ... x)

But if someone says that Noel had only buff and is now crax, we can say : NO ! her revolver blast as been nerf !

Posted
I wanted to note that 5C being jump cancel-able on block isn't listed in the buffs section at all. Unless I am completely blind.

Also why the decrease in Revolver Blasts damage? That seems completely pointless.

He probably took it down because the CS2 Mook has it listed as only JC-able on hit again. Until there is confirmation of it being otherwise, it's safer to not list it.

Posted
He probably took it down because the CS2 Mook has it listed as only JC-able on hit again. Until there is confirmation of it being otherwise, it's safer to not list it.

I understand that. Maybe I'll look on Youtube later for some video confirmation just in case. And yes Revolver Blast is basically relegated to pointless just like j.4D used to be in CS1.

Posted

REPOST FROM NVG:

OK then, CS2 Report now:

First off, Noel's normals - So good now!

5A - I used as a pseudo-anti-air and to extend pressure mid string. The increase in level is really noticeable when you beat things out with it when you would normally trade in CS1.

2A - Possibly our go-to normal for starting pressure. The change from 8F to 6F changes the dynamic of this move so much. Can also be used to poke out of staggered strings, and the JC'able properties of it I used for instant j.4D for the opponents who liked to press buttons during your block strings.

5B - THANK YOU, THANK YOU!!! IMO, her biggest buff in the game. The increase in range, hitbox, and level make this her choice move for poking and footsies. It hits crouchers easier now, and the replaces 5C in punishing unsafe strings. The true value in this move now is with the additional gatlings that you can do now after 5B. You can go low with 2B or 2C, overhead with 6B, continue string with 5C, or jump cancel to either reset position (jump back or IAD back), continue pressure (jump forward of IAD forward), or do some trickier stuff (Instant j.4D or 4D FC fishing).

5C - Not much change in use from CS1, except now I used it as her air-unblockable normal for distances that 6A feels unsafe to throw out from. The increase in level makes it a crazy CH anti-air move, since you can throw whiff > 6C right after.

2C - Crazy good for string enders. The +3F advantage allows us to continue pressure, especially by resetting the pressure using 2A after you confirm a non-IB'ed block. Gatling into 5C also creates some distance after blockstring so you can be safe from certain ranges, like some characters' A moves.

6C - Amazing hitstun on CH, and almost back to CT (just don't AA with it. >_<) I stuffed some attacks that were used as pokes or fishing, like Ragna's j.C that wasn't optimally ranged, or certain ground attacks that don't have the same startup as 6C. The wallsplat helps in continuing combos from mid-screen wall carry that reaches the wall, and the hitstun allows combos to utilize the throw whiff from CT. I found 4 to be the magic number of 6C's per combo, setting up the OB link, the wallsplat link, and to link into the finishing drive combo.

Drives - LOLInvuln?

Her drives don't feel too different in uses from CS1. The only noticeable one is 5D. The changes make it harder to time invuln tactics, as I kept getting hit out of it before the move comes out. 2D feels like our go-to drive starter now, even more than CS1. The damage potential off drive starters have increased as well, averaging well around 4k, haida loop-less and meterless.

Also, j.4D is legit! I mainly used it as a surprise tech from JC'able moves, and to catch waiting anti-air attempts from air-unblockable normals if I don't have a second jump after teching. The low hit property and FC potential really make this threatening, especially against aggressive style defenses that look for reversal hits rather than blocking.

Overall game - We Fire the First Shots

CS2 Noel almost harkens back to her CT self, taking a more offensive approach rather than a defensive one. However, we still need to be wary of characters that have faster jabs or longer ranges than we do. The air-unblockable normals now make us more needing to really understand where gaps in block strings now in order to poke out or jump out safely. The combos aren't actually too hard to adjust to, it still the same routine we do, just different inputs mid-combo.

Anyway, part of the report done. If you guys have any more questions, I'll see if I can answer them.

Posted
hold on... 5B can cancel into 6B?...

Always could. It actually took me longer to get down going into 6B from 5A than for 5B > 6B.

Posted
Always could. It actually took me longer to get down going into 6B from 5A than for 5B > 6B.

LOL that never occured to me. I've been trying to find ways to get a haida in and i never thought I could use 5B (despite the fact it could decrease damage output due to proration).

Posted
LOL that never occured to me. I've been trying to find ways to get a haida in and i never thought I could use 5B (despite the fact it could decrease damage output due to proration).

Nah, 5B doesn't combo into 6B, unless its a Counter hit and a crouching hit 5B, but it always gatling'd into 6B.

Posted

If she's doing 4k dmg drive combos without Haida~ does that mean she's not very haida dependent? I ask cuz I suck at combo execution and was never able to get the haida down~ I may have make Noel my main again~ along side the MaknCheese this time lol.

Posted
If she's doing 4k dmg drive combos without Haida~ does that mean she's not very haida dependent? I ask cuz I suck at combo execution and was never able to get the haida down~ I may have make Noel my main again~ along side the MaknCheese this time lol.

She can get good damage midscreen off optimal starters, but most of the odd normals hits do about 3.5-3.8k, which is still about what we can do in CS1. The haida now is a lot more universal and is good for increasing damage output, but with everyone else getting mid-screen nerf you can get away with not doing Haida loops. If you can learn them, then it's a bonus for you. If not, then you still have really sick damage options and wall carry.

Posted
If she's doing 4k dmg drive combos without Haida~ does that mean she's not very haida dependent? I ask cuz I suck at combo execution and was never able to get the haida down~ I may have make Noel my main again~ along side the MaknCheese this time lol.

I'm gonna answer this because your name implies that you are a Yuffie fan.

She can do a huge amount of damage without haida, but it also seems like haida is easier, as of right now it doesn't look like you NEED haida to win, but we shall see when the game drops.

Posted

Thanks~ and ya ^_^ this is like, an 8 year old screen name that I didn't want to change on this site for no particular reason lol but ya~ Yuffie ftw

I'll definitely pick her back up when CS2 finally hits.

Posted

5C - Not much change in use from CS1, except now I used it as her air-unblockable normal for distances that 6A feels unsafe to throw out from. The increase in level makes it a crazy CH anti-air move, since you can throw whiff > 6C right after.

Not really important but they didn't increased the level of 5C

If they did, we we would be able to 5C 3C on standing opponent (hitstun +19)

But they reduced the recovery of her whiff throw

That allow Noel to do 5B / 5C counter B+C dash 5B actually combo on a croucher opponent =P

Posted
Not really important but they didn't increased the level of 5C

If they did, we we would be able to 5C 3C on standing opponent (hitstun +19)

But they reduced the recovery of her whiff throw

That allow Noel to do 5B / 5C counter B+C dash 5B actually combo on a croucher opponent =P

It did increase though. CS1 5C is level 3, and CS2 5C is level 4. However, they increased the startup time of 3C from 19F to 20F, still making it not 5C > 3C'able on non-CH standing.

Posted
My bad, but this is really a huge improvement for Noel, hit confirming will become as easy as stuffing Tager with V-13 x)

Yeah, I believe that trading our 5C with someone else's anything can actually give us the advantage for once. Especially if it trades with an airborne character, theh we might have enough time to recover and pick up the combo.

Posted
It did increase though. CS1 5C is level 3, and CS2 5C is level 4. However, they increased the startup time of 3C from 19F to 20F, still making it not 5C > 3C'able on non-CH standing.

TROLLLLLLLLLLLLL

1 frame, damn, they will let Ragna combo into 3C off of 5B all day, but Noel never gets that braindead autopilot hitconfirm.

Oh well, it was never possible in the past, so it's not gonna change much now.

Posted

Erm, even if 5C 3C was possible on standing opponnent we should not use as auto confirm regarding the fact that it's awful on block :D

In the end, is her throw recover faster or not ?

And, Skyking, have you an idea of the frame advantage after an A optic barrel ?

Posted (edited)

I think it's funny how Noel was supposed to be a more newby friendly character. Yet almost all of her damage is (currently) coming off of capitalizing on hit-confirmed CHs (which Ragna, Litchi, and Bang have no problems in this area). I am looking forward to this being more to the inverse in CS2. Where WE can capitalize off of random hit-confirms for once. IMO I do not think any character should be able to yield more than adequate results off of almost any hit. Counter or otherwise.

Edit: Was it Noel's 5B that was air-unblockable? If so was that hitbox actually improved upon?

Edited by Arcknight
Posted
Erm, even if 5C 3C was possible on standing opponnent we should not use as auto confirm regarding the fact that it's awful on block :D

In the end, is her throw recover faster or not ?

And, Skyking, have you an idea of the frame advantage after an A optic barrel ?

What do you mean by throw recover? The whiff or the recovery after a throw is landed?

Also, Optic feels the same regarding the frames. It may start faster now, but the recovery still feels the same. They are -3, -6, and -9 respectively for each Optic Barrel. All in all, it's not something to abuse, but it is certainly an option for controlling space a bit. They'll mainly be used for combos anyway.

EDIT: I believe we have 5B, 5C, 6A, and 6C as our air-unblockable normals.

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