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Posted (edited)

From Spirit Juice's Thread: http://www.dustloop.com/forums/showthread.php?11073-Community-Project-BBCS2-Character-Tutorial-Videos

1) Introduction

Breakdown

Noel is a rushdown character with high mobility and damage, but only decent normals, and she relies on tight hitconfirms to make the most of her pokes, all it takes is one wrong read to lose momentum, and thus lose the match.

Strengths

Noel is very fast, she has the fastest run in the game, along with Tsubaki, she can space decently, and has stagger pressure for days, her mixup is decent, but easy to react to, her damage is unreal, only surpassed by Makoto and Arakune(Curse), off of good starters you're looking at scoring 4k at the least.

Weaknesses

As stated before, her mixup is a mixed bag, it leads to good damage, but is easy to react to, and going for an overhead is a risk in itself. She isn't very good against well spaced jump ins, and her own jump ins are lackluster at best. All of her longer pokes extend her hitbox so spacing can be a problem if you aren't careful. At medium to far range she needs a counter hit or a crouching hit to even get knockdown, let alone a combo, and confirming a CH into 3C can be a chore, since if you are even a frame late you will get 3C blocked and punished.

* Breakdown of normals

5A Basic poke, hits crouching.

2A Longer range than 5A, frame advantage.

6A Anti-Air NOW HITS CROUCHING!!!

j.A Overhead, quick air poke, good for a fast Air-to-Air

5B Medium range poke, medium speed, not as comboable as most of the cast's 5B.

2B Low poke, slightly less range than 2A.

6B Overhead, one of the slowest, leads to big decent damage.

j.B Overhead, relatively quick air poke, decent AtoA, semi-decent AtoG

5C Medium Range poke, Crouching and Counter hits combo into 3C

2C Medium range low poke, crouching and counter hits combo into 3C

3C Low attack, combos into 22B and 22C for big damage. VERY UNSAFE.

6C Anti-Air, most important as a combo follow up tool against juggled opponents.

6C(2nd Hit) Anti-Air, takes a primer, positive proration in combos, wall bounds.

j.C NOT AN OVERHEAD, still good for AtoG.

5D Slow, leads to good damage, small invuln window, loses to lows.

2D Pretty quick, leads to big damage, goes over lows, loses to highs and AAs.

6D Low attack, slow, beats some highs.

4D Fatal, leads to big damage, relatively large invuln window, loses to lows.

j.D NOT AN OVERHEAD.

j.4D Fatal, hits low, crosses up, much faster, no invuln.

d.5A really quick drive followup.

d.6A very quick, decent as a frame trap.

d.5B first hit isn't a projectile, far pushback.

d.6B Overhead. Not a projectile.

d.5C very good hitstun, good for setting up oki after a juggle.

d.6C huge blockstun, great in combos.

d.5D No invuln.

d.2D Goes over low attacks, loses to highs and AAs.

d.6D Low Attack, slow. Not a projectile.

d.4D NOT A FATAL, same invuln as 4D.

* Breakdown of special moves

Optic Barrel(236A/B/C)

Optic Barrel shoots a blast either Close(A) Mid(B) or Far© distances, it is much faster now, it can be used as a combo tool and as a pseudo zoning tool.

Silencer(22B/C)

Silencer B does damage but doesn't bounce, silencer C barely does damage but bounces and also causes positive proration for one use, but it has same move proration, so using it more than once in a combo is ill advised. Silencer can only be used after the opponent is knocked down.

Muzzle Filter(214A)

Her command grab, it only hits standing opponents, but cannot be broken, so it is used as a combo tool after mainly d.6C while opponent is standing.

Revolver Blast(j.236C)

Primarily used as an air combo ender, really doesn't have much use outside of combos currently.

Bloom Trigger(236D While in Drive state)

Pushback is great, can be used to safely end drive strings if your opponent is hesitant.

Assault Through(214D While In Drive State)

Crosses up, but if blocked it can be punished hard.

Spring Raid(623D While in Drive state)

Anti-Air, no invuln so its not advised to use outside of corner combos, very unsafe on block.

Fenrir(632146D)

Ground Super, good for ending a combo, can be used as a semi reversal, note that the missile will not come out if the gun but doesn't connect.

Thor(j.236236D)

Air Super, can be used as an anti-anti-air, no action can be taken while in the air, but there is no landing recovery.

* Changes from CS1 to CS2

http://www.dustloop.com/forums/showthread.php?10683-Noel-CS2-Changes-from-CS1.

2) Combos

* Basic combos

5A > 5A > 6A > 6C > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > 236D

2D > d.6A > d.6C > 214A > 2B > 6C > j.D > d.6D > d.6B > d.5D > d.5C > 236D

* Advanced combos

3C > 22BBBBBC~66 > 6C > B+C > 66C > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > 236D

2D > d.5C > d.6C > d.2D > d.6A > 214A > 2B > 6C > 236A > 66C > j.D > d.6D > d.6B > d.5D > d.5C > 236D

* Counter hit and Fatal Counter combos

4D(Fatal) > d.6C > d.2D > d.5B > d.5C > 214A > 2B > 6C > 22B > 22BBBC~66 > 6C > 236A > 66C > j.D > d.6D > d.6B > d.5D > 236D

5B(CH) > 3C > 22BBBBBC~66 > 66C > BC > 66C > 5D > 236A > 66C > j.D > d.6D > d.6B > d.5D > d.5C > 236D

* Character specific combos (if needed)

Every haida loops is character specific, and different reps and spacing is required.

(Keep in mind that the combo section is going to be 100% practical combos you would use in a tournament, not flashy, combo video material)

3) Strategy

* Mixups

Any normal that can be canceled into a jump can be TKed into j.4D for a crossup low.

Any blocked jump in can gatling into j.4D for a crossup low.

Alternatively, after a blocked jump in you can land and do 2B, this is effective for someone expecting the crossup.

* Pressure

2A and 2C are both positive on block, Noel has no real blockstring potential but her staggers are great, staggering after 2B, 5A, 2A or 2C is a must for pressuring with Noel.

* Okizeme

After a combo ending in an air hit d.5C, cancel into 236B, it will wiff, but you will still recover before your opponent, allowing you do go for more pressure or mixup.

After a combo ending in j.D, you can recover and use 662B to attempt a crossunder.

* Misc. tips/tricks

Use drive sparingly, it is not a be all end all answer to everything.

I'm leaving this here for now, so you can all mull over some ideas, right now, I want your input regarding what the video should touch on, my biggest worry right now are Noel's normals, before we get the game all we can give is speculation, not only do we not know for sure if her longer normals have disjointed hitboxes, but we also don't know the solid frame data, for example for all we know 2C may be +3 now, or 5B could be +1, so I only want to hear your opinions if you have solid evidence, I want as little theory fighting as possible. I already have a good idea of what to recommend for combos, just the very basic BnBs that every Noel will need to learn come CS2, and I will also provide a section about the new Haida loop.

Edited by LunaKage
Posted

From my understanding, he is looking for something typed... just a written compilation of everything that will go into the video, and then the video will be created once CS2 hits consoles.

Posted

Right now I'm just looking for suggestions, I don't want one person to do a big write up, I already have a bunch of things in mind, but I don't want to start throwing things in just yet. I'll start updating the thread pretty soon here though.

Posted

alwayt then, if dat's da case.

from what I can understand so far...

Strengths are:

-Faster CR

-Somewhat noob-friendly due to her drives (though probably not as noob-friendly as tsubaki is)

-Large damage at midscreen (even more at corner)

-Fast normals?

Weaknesses:

-Most of her moves are still unsafe?

-block strings are risky? (especially with drives since she can't block?)

-no SR midscreen T_T (and it was so good)

This is pretty much all I've got.

Posted

Jesus Christ I wrote that much? Well here is some stuff, no where near complete.

Posted

"Tips/Tricks" should cover stuff about Cases of where/when 6A hits an opponent, j.D cancel(still viable?), and 6C Throw Whiff 66C (since we can do it again)

Posted

I think it should be noted that 5C is JCable on BLOCK AGAIN! PRAISE JESUS! and IIRC, d.5C can't be JC anymore unfortunately.

Posted
2A Longer range than 5A, slower startup.

It should be somewhat easy to test if 2A has a lower-level than 5A. All we need to do is find enough video footage, and listen carefully. Level 0 attacks have a different sound than level 1 attacks.

If so, then we can note that 2A tick-throws sooner than 5A, due to the lower attack level.

Posted
It should be somewhat easy to test if 2A has a lower-level than 5A. All we need to do is find enough video footage, and listen carefully. Level 0 attacks have a different sound than level 1 attacks.

If so, then we can note that 2A tick-throws sooner than 5A, due to the lower attack level.

I don't really wanna get into all that yet, at least not in the breakdown, I can pretty much say that 2A IS the same level as 5A now, which will probably make tick throws harder than before, but I don't want to go into explicit detail regarding her normals before we all have a chance to play the game.

Posted

I think the tips/tricks section should also explain her Counter Assault and how to use it effectively (best moments to use it, when not to use it, etc.), since it is unlike any other CA in the game.

Posted
Does 2D still crossup when close and opponent is crouching?

It still works if you get a running start at least (video proof). I haven't seen people do it from a stand still in the videos, so we'll have to wait until someone tries it.

Posted

Hmm, I've always wanted to do an exhaustive video on Noel's grabs and tick-throws from various situations.

IE:

Approaches:

j.C -> 5A -> grab

j.C -> j.A -> grab

empty jump -> grab

j.C -> 66 2B -> grab

(etc. etc.)

66 -> 5A -> grab

66 -> grab

(etc. etc.)

Oki:

(Blah) -> d.5C -> d.236D -> 66 -> 2B (crossunder neutral tech) -> grab

Simple Meaty grab

There are a hell of a lot of times a grab can be used, and demonstrating all of them ought to help most people's offense.

Posted
Hmm, I've always wanted to do an exhaustive video on Noel's grabs and tick-throws from various situations.

IE:

Approaches:

j.C -> 5A -> grab

j.C -> j.A -> grab

empty jump -> grab

j.C -> 66 2B -> grab

(etc. etc.)

66 -> 5A -> grab

66 -> grab

(etc. etc.)

Oki:

(Blah) -> d.5C -> d.236D -> 66 -> 2B (crossunder neutral tech) -> grab

Simple Meaty grab

There are a hell of a lot of times a grab can be used, and demonstrating all of them ought to help most people's offense.

This would be good for a full on guide, but I don't think SJ wanted that, I can't say for sure though, from my understanding his tutorial video is meant to get people used to some of the changes for CS2.

Posted

So a slightly more detailed version of like BBCT:LE tutorials, than a full comprehensive guide? Intro to Noel and her playstyle, Breakdown of Normals/Specials, Changes and options for her drives, Functional Combos, and Some Misc/Tips and Tricks.

Posted
So a slightly more detailed version of like BBCT:LE tutorials, than a full comprehensive guide? Intro to Noel and her playstyle, Breakdown of Normals/Specials, Changes and options for her drives, Functional Combos, and Some Misc/Tips and Tricks.

Yeah, that's what I was thinking, since SJ is doing all of the videos himself, I highly doubt he wants a full 9 minutes of footage just for Noel.

Rest assured though, once the game has been out for awhile, I'd be happy to make a video guide myself, and 2GB said he wanted to do the written guide, hopefully he is still around, last I saw him he was using Litchi and getting bodied by a Valk =w=

<3 2GB

  • 3 weeks later...
Posted (edited)

This tutorial video idea sounds kind of fun. I got CS2 Portable today and while it would be a stupid idea for me to do any recording on that, I might do it anyways just to give a minor basis to go on for when the tutorial vids on the arcade/console versions are put together. I'll check in here with anything I get.

Edited by Bolverk-GTM
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