Sahgren Posted October 10, 2011 Posted October 10, 2011 That is a Day 1 tier list though, which don't mean all that much. The first couple tier lists put Tsu in S and Valk in C, and later ended up putting Valk in A and Tsu in B. Things can change as we find out more stuff. Now wondering whether it's optimal to do d.5B > d.5C in a juggle, or if they'll find something else better. In CS2 a lot of people didn't use d.5B, since d.5D gave more damage for just a little less meter gain. I want to know if that's changed or not.
Arcknight Posted October 10, 2011 Posted October 10, 2011 Not exactly Noel specific but, has anyone posted about those proposed system adjustments earlier in the first loctest? I was wondering if any of that stuff made it into the final version of the game.
HexaNoid Posted October 10, 2011 Posted October 10, 2011 Not exactly Noel specific but, has anyone posted about those proposed system adjustments earlier in the first loctest? I was wondering if any of that stuff made it into the final version of the game. I think these are all the system changes that made it through: [system Changes] [Global] - All glide throws removed - Wallbound glitch completely fixed [burst] - No longer has the 25% heat mechanic - Green and Gold bursts have slightly reduced active and invincibility frames, and are now completely invulnerable to all non-burst attacks. - Green bursts have faster startup [barrier Guard] - Gauge depletion rate has been increased - Barrier gauge usage when only 1 primer left has been lowered [Counter Assault] - Most characters can no longer follow up on a successful CA. Some characters like Arakune are an exception to this. - Using a counter assault permanently reduces your Guard Primers by 1 [Throws] - All characters can follow up a throw midscreen now [5A, 2A attacks] - All characters with self-gatling A attacks can only do it up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2) [Grounded, Jump A's] - Damage changed to 300. [system Changes] [Gold burst] - Duration decreased, less invincibility. Easier to bait and punish [break burst] - Hitting the opponent with burst or making the opponent block it gives 25% meter to you [Knockback] - When air guarding a ground attack, knockback is increased to make it easier to gain some distance [barrier guard] - Larger knockback on moves with a higher attack level [instant barrier guard] - Knockback is even larger, making it easier to get away
Arcknight Posted October 10, 2011 Posted October 10, 2011 Thanks. Clears up a lot of questions I was having. My super-awesome Tager pressure strategy will not work any more. 5A x N.........no more. I will miss you troll combo.
HexaNoid Posted October 12, 2011 Posted October 12, 2011 5C (CH) > 5D not working Looks like 5C counter-hits into drives won't work anymore due to the decrease in level, but I haven't seen any other examples so it might've just been a poor hitconfirm. If anyone can find any other videos of this combo starter not working, we should probably add this next to the C move nerf.
LunaKage Posted October 12, 2011 Posted October 12, 2011 5C (CH) > 5D not working Looks like 5C counter-hits into drives won't work anymore due to the decrease in level, but I haven't seen any other examples so it might've just been a poor hitconfirm. If anyone can find any other videos of this combo starter not working, we should probably add this next to the C move nerf. Never used it, as long as 5C(CH) > 3C still works, along with 2C(CH) and 5C/2C Crouching hit still confirm into 3C, I'll be alright.
Sahgren Posted October 12, 2011 Posted October 12, 2011 Never used it, as long as 5C(CH) > 3C still works, along with 2C(CH) and 5C/2C Crouching hit still confirm into 3C, I'll be alright. CH 5B > 3C still works, so we should still be fine there.
TrueGunnerShadow Posted October 13, 2011 Posted October 13, 2011 5C (CH) > 5D not working Looks like 5C counter-hits into drives won't work anymore due to the decrease in level, but I haven't seen any other examples so it might've just been a poor hitconfirm. If anyone can find any other videos of this combo starter not working, we should probably add this next to the C move nerf. 5C (CH) > 5D does work on air.
LunaKage Posted October 13, 2011 Posted October 13, 2011 22C no longer has same move protation, and even if it does it is very little. 3C > 22C~66 > 6C > 22BBBBC~66 > 66C > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > BT did 3.6k
Chiizu Posted October 13, 2011 Posted October 13, 2011 I'd like to say, BRING BACK CT HAIDA LOOP but.....
HexaNoid Posted October 13, 2011 Posted October 13, 2011 With the new properties of 22C compared to CT (bounces higher and dash cancellable), it would probably be impossible to do the CT haida even if the repeat proration was taken out completely. If the 120% bonus proration has been left in for 22C and repeat proration is gone though, that could lead into even better corner damage if we use two 22Cs and a 6C(2).
LunaKage Posted October 13, 2011 Posted October 13, 2011 With the new properties of 22C compared to CT (bounces higher and dash cancellable), it would probably be impossible to do the CT haida even if the repeat proration was taken out completely. If the 120% bonus proration has been left in for 22C and repeat proration is gone though, that could lead into even better corner damage if we use two 22Cs and a 6C(2). 3C > 22C > 66C(2) > 4D > d.6C > AT > 6C(out of the corner) > 22BBBBC~66 > 6C > 236A > j.D(back into corner) > d.6D > d.5D > d.5C > d.6B > BT Maybe.
HexaNoid Posted October 13, 2011 Posted October 13, 2011 Possibly. It'll be interesting to see what the full potential of this new Noel will be.
LunaKage Posted October 13, 2011 Posted October 13, 2011 Possibly. It'll be interesting to see what the full potential of this new Noel will be. Well it's true she's been changed a great deal, it doesn't look like her normals have been ravaged as hard as CT>CS1, so we still have that. I definitely need to find new oki setups, because OB/6D wiff enders were the best things to happen to my play since I learned how to block overheads last week awhile back. >.> <.<
HexaNoid Posted October 13, 2011 Posted October 13, 2011 Well it's true she's been changed a great deal, it doesn't look like her normals have been ravaged as hard as CT>CS1, so we still have that. I definitely need to find new oki setups, because OB/6D wiff enders were the best things to happen to my play since I learned how to block overheads last week awhile back. Lol. :3 The only thing that can potentially annoy me about CSX normals is the reduction in level to our C moves, since that could mean we'll have a crappy 2C again. As far as oki goes, we'll probably have to drop our combos at d.5C or use a move that forces emergency tech and try and get tricky with j.4Ds (although if our opponent dodges this and we're in drive that's GGs).
LunaKage Posted October 13, 2011 Posted October 13, 2011 Lol. :3 The only thing that can potentially annoy me about CSX normals is the reduction in level to our C moves, since that could mean we'll have a crappy 2C again. As far as oki goes, we'll probably have to drop our combos at d.5C or use a move that forces emergency tech and try and get tricky with j.4Ds (although if our opponent dodges this and we're in drive that's GGs). Well something I've noticed is that everytime I've seen someone drop a 6C for whatever reason, the opponent Emergency teched, I'm not sure if it was only due to it being mid combo, or if it's even always been that way that early in a combo since I don't normally drop combos at 6C, or at all. but if 6C techs to the ground all the time it could prove useful, like Corner BT > 6C > throw wiff/OB. If you have BB at arms reach could you do a test for me? Just do a 3C > 22BBBBC~66 > 66C and see if they tech to the ground or in the air. I'd test it but it would take me about 15 minutes to set everything up.
HexaNoid Posted October 13, 2011 Posted October 13, 2011 The 6C thing is height and combo dependent for it to force ground tech. Like, I just did 3C > 22BBBBC~66 > 66C and Ragna teched in the air, but when I did the same combo but with 6C > B+C > 6C he teched on the ground. And when I ended a long combo (double Fenrir in this case) he could always tech in the air after I hit him with 6C. If you can get them to tech on the ground by ending your combo low enough, you can set-up and empty jump into pressure, a tick grab or a meaty j.4D if you're feeling risky or wanna break some primers.
LunaKage Posted October 13, 2011 Posted October 13, 2011 Hmm, yeah it's probably unchanged, though it had to be changed a little bit, for worse though, since in CS2 6C ALWAYS combo'd into the second hit, CSX I counted it being dropped like 10 times, so they can't be low to the ground anymore.
HexaNoid Posted October 13, 2011 Posted October 13, 2011 Lame. That's almost definitely due to the C move level reduction. Well, we'll think of something when we have the game, I guess. =/
Fluck Posted October 13, 2011 Posted October 13, 2011 You don't have to cross yourself up after doing corner Assault Through. You can crossunder and do 6C and the opponent will be back in the corner. I think I saw maruko do this in the Game Plaza Central videos.
7r17r1 Posted October 13, 2011 Posted October 13, 2011 Yeah but it may be char specific But you can do assault throug, then keep the corner in your back for 6C optic barrel, then 6C cross up j.D to put back the opponent in the corner
LiveWireX Posted October 13, 2011 Posted October 13, 2011 Just wondering, but any information on whether Tager's going to be harder/slightly easier for us in CSX, and if so for either of them, by how much?
HexaNoid Posted October 13, 2011 Posted October 13, 2011 Yeah but it may be char specific If it's anything like Lambda's dash-under 5C in the corner, then I doubt it'll be character specific. Still, as long as we know both ways work, we can be certain that we'll be able to do that corner combo on anyone regardless. Just wondering, but any information on whether Tager's going to be harder/slightly easier for us in CSX, and if so for either of them, by how much? There isn't any information on the match-up specifically but, judging by the Tager buffs and the Noel nerfs, it's looking like it's going to be a lot tougher for Noel in CSX.
SkyKing Posted October 13, 2011 Posted October 13, 2011 Just wondering, but any information on whether Tager's going to be harder/slightly easier for us in CSX, and if so for either of them, by how much? No concrete information, but we really do need to be more aware of things like delayable sledge and 3C > magnet stuff that he can do to keep us within his favorable range.
TrueGunnerShadow Posted October 18, 2011 Posted October 18, 2011 (edited) C moves; Level decreased (to 3?), 5C > Thor no longer combos 5C > Thor can combo. What is this? Edited October 18, 2011 by TrueGunnerShadow
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