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Posted

WOAH WOAH WOAH

I noticed something in those last 4 videos.

- They changed what j.A and 2A sound like on hit, this pisses me off, but has nothing to do with gameplay, so no biggy.

+++++++++++++++++++++++++ 2A traded with Hakumen's 4C.

-Luciferin can't block overheads, maybe he's American.

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Posted

It could just be me, but it looked like 2A was sped up a bit. If so, then maybe Noel can actually beat some stuff out while applying crouching pressure.

Posted

Holy cow, dash cancellable 22C looks amazing indeed. And i always be surprised at the hefty chunk of life Fenrir's last hit takes away

Posted

Oh wow, why don't I see people complaining and jumping to Makoto ship? She looks insanely crazy now. Everyone was complaining about Noel, but Makoto's mixups and long corner carry combos... :vbang:

I do like that Noel's 2B(crossunder)>2D on opponent's neutral tech. Hope we can abuse this more in CS2. Also gonna be interesting to learn the timing for dashing after 22C, either dash cancel or normal dash.

Posted

I found that Noel a bit drive happy but i'm more than surprised at how they sped up CR. It almost feels safe now.

Posted
Everyone was complaining about Noel, but Makoto's mixups and long corner carry combos...

Noel as the new Bang and Makoto the new Litchi. Calling it.

Posted

Arakune would be the new Litchi, skill requirements taken into account

Therefore, Noel would be the new Ragna

Hazama is the new Hazama

Posted
Therefore, Noel would be the new Ragna

No. No character could possibly be as easy to play as Ragna execution-wise. At least it took me longer than an hour to learn Noel's harder combos.

Posted

More like Noel is Noel, and Makoto is Makoto. Anyways, updating the OP now.

Posted (edited)

[bBCS2] Noel Vermillion 1st Combo Video Exhibition

http://www.youtube.com/watch?v=2Hn-nF3hhIk

Stylin' stuff in here, and some that can be used mid-match, IMO.

EDIT: I also noticed that none of the combos had Fenrir enders, but were still consistently doing ~3.8k+ starting from anywhere on the screen. That seems like more damage that can be added, giving us potential for multiple ways of reaching upwards of almost 8k. It show us also a way to link 6C(2) wall bound from a bit farther away from the corner. j.4D went from nearly useless to the one of the most versatile moves for her.

Edited by SkyKing
Posted (edited)

I'm about to watch the first to links you posted. But the way GUCCI plays in the Ragna video just confuses me to no end. Backdash happy when he knows Ragna can easily reach him anyways. Maybe they're bad IB attempts? Punished wiffed DP with... 5A 6A CS1 combo?! Then at the end he grows some balls and sensibility... Well GUCCI, at least you've still got some clutch in ya.

Arakune match - AGAIN WITH THE CLUTCH!! Glad he realized mashing 2D doesn't work after round 1. Big nerf to the character but a buff to the players. People will actually have to think now. No idea what that invalid rapid cancel drive corner combo was all about but... whatever works, works.

Edited by Danny Schme
Posted

Arakune match - AGAIN WITH THE CLUTCH!! Glad he realized mashing 2D doesn't work after round 1. Big nerf to the character but a buff to the players. People will actually have to think now. No idea what that invalid rapid cancel drive corner combo was all about but... whatever works, works.

It was to keep the advantage / to keep the pressure rolling IF the Arakune tech'd. Good stuff.

Posted
It was to keep the advantage / to keep the pressure rolling IF the Arakune tech'd. Good stuff.

Good looks! A variation on the run up 4D while they're downed then d6B or d6D 50/50 pressure, but since he didn't tech he got a little more damage. Nice eye!

Posted

At the end of that Noel vs. Ragna video it actually looked like Noel was able to keep pressure on Ragna pretty well. That is something that has been non-existent for far too long. I find it sad though that he can still stick Inferno Divider in there after a blocked d.6c though.

Posted
At the end of that Noel vs. Ragna video it actually looked like Noel was able to keep pressure on Ragna pretty well. That is something that has been non-existent for far too long. I find it sad though that he can still stick Inferno Divider in there after a blocked d.6c though.

My reasoning VV

*reposting since it fits the conversation here*

And yea GUCCI, too many close calls. I'm noticing a lack of j.4D use, is it probably because of the match ups?

I'm assuming you mean the Ragna match since Arakune is always in the air. Honestly I'm not sure if its specifically match up related. Personally I think it was more of how the Ragna showed GUCCI that he didn't give a shit about what he was doing in the air. Everything was DP'd, 5A'd, 2A'd or 6A'd. Hell, even running up got DP'd. He used it once in the very last round.

Actually because of what happened in round 1 - GUCCI adapted and took a much more ground based approach which is hard but needed in the Ragna matchup. If he was in the air it was in attempts to dodge/yomi a move.

And in all honesty, if the Ragna wasn't SO scared of the corner in round 3 and stopped barriering, he could have DP'd his way to victory for free. He had 100 meter to do whatever the fuck he wanted, but the pushback allowed GUCCI to keep pressuring at a somewhat safer distance.

Posted

I was still under the impression that Ragna couldn't follow up after 6a any more but I see that is no longer the case. Seemed like a dumb change to Ragna at any rate (I know this isn't about him though). Does Fenrir in the corner push back less allowing for the double or was that always possible? Some things I just haven't ever tried in training.

Also ya that Ragna played it too safe instead of counter assaulting or what have you. A win is a win though haha.

Posted

Double Fenrir was possible in CS1. It's normally safer to Fenrir > Thor if you are not sure about proration. I've had people tech on the 2nd Fenrir before.

Posted

I don't think it is. Thor prorates slightly less than Fenrir but, like you observed, it's not failsafe.

In most cases, it's best to just save your heat rather than go for a double DD as chances are your opponent will tech.

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