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Posted (edited)

Current Noel Loketest Changes. (Will update daily as possible)

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Noel Color Palettes

post-24015-139515172351_thumb.jpg

Noel has a new outfit design.

New move: Chamber Shot (236C). Wallbounces in corner. Corner pushes opponents midscreen about fullscreen distance from noel.

New move: j.2C. can be used as a follow up after Revolver Blast and as a stand alone move. Bounces noel a bit higher into the air similar to her air DD on start up. Causes opponent to ground slide after air hit. Also can air dash after its recovery. (assuming you dont double jump before it is used)

All drives are now special cancelable.

Bloom Trigger no longer wall bounces, now "wallsticks" like Guilty Gear style in corner.

Bloom Trigger seems to no longer cause ground slide midscreen. Opponent is able to neutral tech as they hit the ground from BT midscreen.

5D seems to have been returned back to its CS1 counterpart and lost the "travel" effect on its startup. (Based on video footage 6B > 5D connected smoothly and 5D's frames and speed closely resembles that of 5D from CS1. Test Player also tried 6A > 6C > 5D. When compared to Extend's 6A > 6C > 5D the 5D whiffs. When tested in Extend with her unlimited mode the same combination works and in CS1 as well since in both iterations the 3 hit combination hit all three times which matches the video from CP.)

Her Counter Assault is changed. Now is replaced by d.5B's animation and no longer a dodging dash.

d.5B now wallbounces midscreen.

d.6C seems to have a better vacuum effect.

236A Optic Barrel range move is removed. 236A range is replaced with Optic Barrel B's range.

6B > 6C gatling removed.

6B > 5D hinted to work as a gatling (confirmed)

5A > 6A doesn't connect? (Either is harder to connect or 6A's frames are too slow for this to connect now / Pending on confirmation)

6C > 6D doesn't connect

d.6A > d.6C doesn't connect

5A attack level decreased (Pending on confirmation)

2C is probably slightly + on block (Might be +2 on block / Pending on confirmation)

JD inertia removed, can't run away

5A > 5B > 6A > 6C connected easily

22BnC seems somehow unexplainably harder to get out. Dash cancel as soon as possible > 2A for pickup afterwards. (Notes from loketest player)

22C launch effect on opponent is not as high as it use to be. Has been nerfed back to CS1 status basically.

4D now floats opponents on hit (launches opponents about as high as her 6A would)

New optic barrel inputs are different. since optic barrel A has been removed the ranges shift to different notations. OP (optic barrel):

OP-A (236A) = OP-B Range /// OP-B (236B) = OP-C /// OP-C (236C) = Chamber Shot

Optic barrel A version no longer exist and is replaced with the B version instead and the C verion replaces the origional B notation and the C version's notation is now the new chamber shot move.

6A startup increased to 13 or 14F? (Pending on confirmation / confirmed that it is slower).

Fenrir raw is 2400 (Mentioned about fenrirs damage of 800 which i think is the new minimun damage instead of 700).

New Astral input is said to be 236236C. New Astral resembles a counter distortion similar to hakumen's astral in a way.

Noel 6C(2) (second hit) no longer has repeat proration, and can combo 5~6 times in a row in corner.

New possible links/gatlings: 5B > 6A > 5B and 6C > 6B. (unable to do 5B > 2B afterwards from a 5B > 6A > 5B gatling route)

Someone mentioned Spring Raid seemed to have some invincibility (Pending on confirmation)

Mentioned about j.4D's movement of some sort. Seemed like they were touching on the lines of it being like its CS1 counterpart of its movement control (Seems to either have a bigger hitbox behind noel or shoots the way it use to back in CS1 a.k.a auto aim funtionality)

Bullet Storm > Fenrir doesn't connect, but from 5B > 5C > Thor > Fenrir connected

The speed of j4D after a blocked falling jC hasn't changed, and j4D after a 5A > 5B gatling retains its previous quickness as well.

Crush Trigger (takes 25% meter) hits the opponent with a knockdown right in front of you. 2B and 5C can pick up afterwards.

The following combo pathways were mentioned to no longer work:

Throw > 214A > 2B > 6C > 22B.... (opponent techs before 22B connects)

(In corner) Throw > 22B~C > 6C... (opponent techs before 6C connects)

Any combo route that uses 3C such as 5B > 3C, 5C > 3C, etc.. that leads to 22B~C > dash cancel 6C >..... no longer works (opponent techs before 6C or 6A > 6C connects)

6C > 6D was hinted to no longer connect as a gatling link

Based on video footage, its possible that BT > fenrir in corner may no longer connect as smoothly as it use to anymore. Video is too small to see if it red beat or blue beat on opponent but the opponent hits the ground before fenrir connects. (Either its harder to connect or the player didnt do it fast enough. Hard to say since it looked like it was the fastes input overall that the game allowed for the player due to the new wallstick property on BT)

Combo paths they are currently testing out:

2B > 6A > 6C > 6B > 22B~C ...

6A >6C > 6B > 6D > 4D > AST...

5A > 2B > 5B > 6A > 6C > 2C...

6B > 5D > 5C > 6C > 6D > BT > 6C > JD > BT > Fenrir

(In corner) throw > 22C > 2A > 6C...

Noel is hinted to still hit 4k (pending on consistency midscreen)

Here are some combo samples they have found/tried on footage:

2B > 6A > 6C > IAD > J.C > J.D > d.6B > d.6C > d.5B > 236A > 662A > 6C > J.C > J.236C > J.2C

4D > d.5A > d.5C > d.6C > d.5B > 236A > 662A > 6C > J.C > J.236C > J.2C

5B > 6A > 6C(2) > IAD > JD(crossover) > 4D > AT > 6C > 22BnC > 66> 2A > 6C(2) > 6C > J236C > J2C

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Newest Loketest information from November 11th:

Raid can be comboed after with RC (not necessary during OD)

Wallstick on Chamber CH is rather long Pushes pretty far away on barrier guard, and removes a fair bit of barrier gauge

Optic doesn't down on hit

AH has long active frames

Drive followups seem to have invulnerability too

2B>6A>6C(2)>2D comboes. 2D knocks the opponent out of the air and downs them, and might be comboable after.

5A>6A didn't connect.

5A>6A only combos on crouching opponents.

On the other hand, 5A>5B>6A>6C works.

Although you need to be closer than before, or else 6C will whiff.

Midscreen, 6C(2 hits)>2D is sort of iffy, and only connects sometimes. might be character specific

jA feels like its not jump cancelable or is hard to.

Even from point blank, wasn't able to get anything off Chamber without RC.

For 5A>5B>6A>6C midscreen, the 6C dropped on Platinum no matter how close Noel was.

~>6A>6C>jD>d.6B>d.5B>AT connected.

Although it only carries about half the distance it did in EX.

You can switch out AT for B Optic and follow up with 2A, but our options afterwards seem pretty bad.

CT reach is way too short.

Don't know about the frame data, but I think it might even be minus.

5A>5B>6A>jB>jC>jD connects.

~>6A>6C missed on Bang

Corner 6B>5D>d.5C>d.6C>d.6D>BT>6C>4D>AT>6C(2 hits)>2D>6B>5B>Chamber or Fenrir

This did around 4500 with Fenrir ender.

Fenrir minimum damage was around 750

Chamber seems to be pretty good at depleting barrier

jD horizontal hitbox is a lot wider than in EX, and it feels like untechable time is longer as well.

4D invuln is ridiculously short... wasn't able to dodge Gauntlet Hades with it

4D seems to go through Dead Spike and Lobelia. Not sure if it's the invuln time or properties that's changed

6D invuln might have gotten slower

AH doesn't work on projectiles. Tried on Platinum's bombs and Kokushi, but got hit normally

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Video Footage from the Loketests

http://www.youtube.com/watch?v=5ZkSe9rblsQ

http://www.youtube.com/watch?v=7GcwsnMKf6A

http://www.youtube.com/watch?v=U1jLtXM23-4

http://www.youtube.com/watch?v=zzGNekCMIjI

http://www.youtube.com/watch?v=LD3UyKbE2YU

http://www.youtube.com/watch?v=wTpxQPpcVuE

http://www.youtube.com/watch?v=5H9aejgfueg

http://www.youtube.com/watch?v=nIuvLGDeBl8

Edited by Litherain-XIII
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Posted

Good job on the thread, Lith~

So there's been discussion on the input and activation, but has there been anything on the actual animation of Noel's new Astral yet? Not the most relevant of changes, but you know... aesthetics are nice, too :kitty:

Posted

No not much as of late. I never seen it yet but they said she forms some kind of barrier thing infront of her and it reacts like hakumen's astral when the opponent attacks it but how it reacts to projectiles and throws is a mystery to be answered since its not specifically said to work "exactly" like haku's variation. The new input is iffy imo simply because of the possibility of accidentally hitting a chamber shot trying to buffer it on wake up techings or whatnot but we'll just test how lenient it is on that note when we get the game.

Posted (edited)

I was wondering when the Noel forum was going to get a CP thread. Anyways, good stuff so far. I'm really interested to see how the whole Spring Raid having invincibility thing plays out. I always wondered why it never had any. Hopefully, it has some good uses.

Also, about the 6C change, does that mean, once they hit the corner, they just die? That's what it sounds like they're hinting towards. Digging the possible gatling changes as well (This more than any of the changes so far honestly). 6C>6B sounds crazy but it beats always having to end 6C with 2C.

So, i'm assuming when they talk about j.4D's movement being changed they're referring to the CS1 counterpart when she would do a veeeeeery long spin before falling down rather than what we have right now. If so, I approve of this change, I missed CS1 j.4D so much.

Edited by LastStarSaviour
Posted

CS1 j.4D was utter garbage though, and this coming from someone who used it waaaay too much.... It was too slow and not invulnerable enough to really be worth it...

Posted
Also, about the 6C change, does that mean, once they hit the corner, they just die?

I wouldn't think so since they didn't say the 6C loop is an infinite. Eventually the hitstun will be low enough for them to escape if you do it too many times.

If so, I approve of this change, I missed CS1 j.4D so much.

What Chao said. I would only ever approve of j.4D changes if they took it back to CS2 levels, but I'll just have to wait and see what they've done with it first before I start complaining.

Posted
そして、みんなお待ちかねのアストラル。最初の1戦目、余裕があったから試してみました。

アズラエルだっけ?新キャラのJ攻撃に合わせたらアストラル入ったので、情報通り当て身のようですね。ただひとつ言わせて欲しい、今作のアストラルもダサいだろwww

アニメーションというか、絵的なものが何枚か出てきて、最後はおなじみのカチン。

正直行って個人的に盆踊りのがマシw

I think this is the description of the Astral.

He also mentions

画面端バレットレイン後、ダッシュ拾いは不可でした…。あれ好きだったのにな…。
Posted

i cant really translate this too well but the guy was talking about an astral and azrael as well (probably his astral specifically since it mentions his name)

as for the second info below its saying something regarding a dash towards the corner of the screen or something along the lines of that.

i would appreciate it if i could have some help in the translation department but i guess we as a collective whole, NVG dont have strong translators T_T

Posted

Well that's pretty suffering... not even OB B? (i assume you can, and they just mean legit combo pickups)

Also NVG could have a decent translator or two... we just lost them to lolis and Skype.

Posted

we lost thor combos.....wow... thats just great so much for using thor now. its practically kinda useless now unless you wanna throw out 50 heat for no reason on it since its usually blocked majority of the time and its not a great combo ender either.

Posted

I wonder what happened, though... did BR change, or did Noel's speed change, her normals... I'm really curious as to what exactly is :kitty:facing us right now...

Posted
i cant really translate this too well but the guy was talking about an astral and azrael as well (probably his astral specifically since it mentions his name)

I think he said he used it against an Azrael, that's what I gathered from machine text.

And don't worry guys 5A > 5B > 5C > 5D combos now.... in OverDrive.

Posted
It already recovers for 10 and a half days, though D:

Talking about landing recovery not the whole thing. Like, even though we're in the air for days, once we land we can start dashing straight away. I'm guessing we'll have an extra few frames of not being able to do things in CP which'll result in no follow-up combo.

And don't worry guys 5A > 5B > 5C > 5D combos now.... in OverDrive.

:toot:

Posted
Talking about landing recovery not the whole thing. Like, even though we're in the air for days, once we land we can start dashing straight away. I'm guessing we'll have an extra few frames of not being able to do things in CP which'll result in no follow-up combo.

Ah... well that still is balls, I don't wanna reload my missile after landing D:

Also you should get on Skype for like 5 seconds so I don't create a random as fuck backlog of nonsense for you :3

Posted

Or they can do what they did to fenrir, they drop faster after rocket so we won't be able to hit them in time even if we did dash in.

Posted

yeah i dont mind the drop faster rate. the problem for me is where are we suppose to specifically use this at now? i dont see a valid way to use thor in a optimal way other than to take a lucky chance shot at a charge in opponent or somwone who is jumping in the air otherwise i rather just save the heat for something else.....unless we can RC thor missile on hit and air dash and run in for a combo lol. i can only dream ^_^

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