Litherain-XIII Posted September 15, 2012 Author Posted September 15, 2012 hey if it serves as a good pseudo FRKZ reversal im down for it since im sure we can whip up 4k from it nicely
AcoTan Posted September 15, 2012 Posted September 15, 2012 Hard to see ODs as a reversal during pressure, as likeliness of a Burst would happen.
Litherain-XIII Posted September 15, 2012 Author Posted September 15, 2012 Im pretty sure you can IB then OD for a possible punish. Its theoretically the same as IB then gold burst currently on EX
Chaoschao222 Posted September 15, 2012 Posted September 15, 2012 Because ODs have a superflash-esque startup, I wonder if be that much harder to punish with, though.... especially against someone with a DP... then again, DPs are always jerk-tier
Litherain-XIII Posted September 15, 2012 Author Posted September 15, 2012 Unless they have a frame gap start up for the opponent like tsubaki's mugen install....
LunaKage Posted September 17, 2012 Posted September 17, 2012 Just read through all the changes, and Im liking it so far. It seems like they completely revamped her combo routes, which is good because I was dtarting to get a little bored lol.
Litherain-XIII Posted September 17, 2012 Author Posted September 17, 2012 (edited) Ok guys got more translated JBBs: To the Noel users participating in the loctest today: Hello, this is someone who went to the loctest on day 1. In the previous thread it was mentioned that Bullet Storm > Fenrir doesn't connect, but from 5B > 5C Bullet > Fenrir connected like it used to. I didn't test it from an aerial, so I don't know if that works. 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. I think j4D starter is, at the current stage, a practical way to open someone up and and do damage. There's also the new guard crush feature, where you input AB for a Crush Trigger (takes 25% meter). If this hits, the opponent gets downed right in front of you. I think 2B was the most popular pickup, but 5C also worked, so I'm imagining that something like corner AB>5C>Bullet>run back in might work. If someone could find out, that would be great. 5A > 6A doesn't work 5A > 5B > 6A > 6C connected easily 6A doesn't connect if you hit with just the tip of 5B If you connect with somewhere near the middle of the hitbox it works. When blocked, you can do 5B > 6A > 5B, but the route makes you unable to do 5B > 2B afterwards. Corner 6B > 5D > 5C > 6C > 6D > BT > 6C > JD > BT > Fenrir did around 4000. Fenrir minimum somewhere around 800? 22BnC comes out when it should, but it seems somehow unexplainably harder to get out. Dash as soon as possible> 2A for pickup Random corner combo 5B > 6C(2) > IAD > JD(crossover) > 4D > AT > 6C > 22BnC > 66> 2A > 6C(2) > 6C > J236C > J2C Blockstun seems about the same as before. As far as I can tell 2C is probably slightly + That reminds me, when I used airdash J4D, it did a strange motion like CS, where I went over the opponent, landed facing away from them, and then fired in the wrong direction, but I was right next to them and it still hit. It looks like there's a hitbox behind you too now? I wonder if there's a way we can use this. ・JD inertia removed, can't run away ・CA is now an attack instead of a movement ・Assault through downs on normal hit? The opponent doesn't move ・5A attack level decreased? ・For gatlings: 5A > 6A doesn't connect? 6C > 6D doesn't connect 6B > 6C doesn't connect d.6A > d.6C doesn't connect **Will Update Accordingly** Edited September 17, 2012 by Litherain-XIII
Kaisukex Posted September 18, 2012 Posted September 18, 2012 Thanks for the work guys! Sad that 6B > 6C doesnt work anymore. But loving the new changes. Time to enjoy experimenting again. -w-b
Chaoschao222 Posted September 18, 2012 Posted September 18, 2012 That reminds me, when I used airdash J4D, it did a strange motion like CS, where I went over the opponent, landed facing away from them, and then fired in the wrong direction, but I was right next to them and it still hit. It looks like there's a hitbox behind you too now? I wonder if there's a way we can use this. Nifty difty, intrigued.
LunaKage Posted September 18, 2012 Posted September 18, 2012 So shorter combos for about the same damage, and legit launch confirms on standing. At least thats what Im taking from this.
Litherain-XIII Posted September 18, 2012 Author Posted September 18, 2012 Well the things that bother me is how 5D's inv frames are in CP (is it the same 5D from CS1 full body inv or the new head and body but no foot inv), 5A > 6A not connecting, spring raid's launching distance midscreen, and exactly how different is j.4D otherwise im pretty pleased so far by the new changes. Also as a separate note i think Revolver Blast's hit effects have also changed as well as i looked over a video again. I noticed that when she hit RB normally the opponent will pop up a few times as each hit hits them in all the previous bb games which would sometimes cause some of the hits of RB to whiff a few hits depending on the height of the opponent as it hits them. But that wasnt the case in CP all the hits hit and the opponent stood in place in the air as RB hits them and didnt shift upwards like they use to after each hit. Pretty much a change in my eyes for a positive note to consistently get all the hits in instead of sometimes getting only 2-3 hits in various occasions.
LunaKage Posted September 18, 2012 Posted September 18, 2012 Which I imagine makes the follow up more consistent. Its probably why that change was made.
Litherain-XIII Posted September 18, 2012 Author Posted September 18, 2012 I agree. It seems apparent enough to believe that to be the case. Im really looking forward to the next Loketest for noel. Really hoping for a new jump cancel somewhere or a 6B normal follow up if possible but not likely to happen lol.
confusedxphreak Posted September 21, 2012 Posted September 21, 2012 I'll be going to TGS tomorrow, so if there's anything you would like me to confirm or check up on, let me know ASAP and I'll report back.
Litherain-XIII Posted September 21, 2012 Author Posted September 21, 2012 Test if we can j.2C > j.4D. Also see hows j.4D in movement and 5D's inv frames if possible(see if its inv to low hits specifically like 2As and 3Cs). how 5A > 6A is doing as a gatling. j.2C > Thor and see the range on chamber shot on the ground and against an air opponents (wanna see if it could be used for AA lol never know till u try) Thanks in advance ^_^
confusedxphreak Posted September 22, 2012 Posted September 22, 2012 I just got back from TGS, and unfortunately, I was not able to confirm most of what you wanted me to check up on. @.@ There were way too many people in line because Arc was doing a giveaway to people who tried out all their games and I was paired up with someone who mashed and didn't really let me try anything out. I did note some stuffs from my match and from watching others though, so I'll list them out. I tried to sneak in some recording, but I got reprimanded. lol. -5A>6A CH works, but I believe 5A>6A does not. I cannot confirm 100% because my opponent mashed, but I don't think I connected any 6A's from 5A w/o CH. -Chamber Shot's range is not that great. The blast radius is probably similar to that of 5C's blast. I wouldn't use it as an AA. -Her AH has the same start-up animation as her old AH. She projects a small version of her crest at the barrel of Bolverk.The person who used it missed, so I don't know the properties of the counter, but the active frames last like a typical DD counter. -6A>6C(1)>6B>22BC works. I don't know if this works on all characters, but it works on Litchi. -Corner BT>Fenrir still does not work -22B(xn)C>dash cancel timing is really awkward. Maybe its just different from CSE. :/ There is probably some stuff I'm missing, so you can ask me to clarify some stuffs and maybe I can recall something. o.o Sorry I wasn't able to get much.
Litherain-XIII Posted September 22, 2012 Author Posted September 22, 2012 (edited) You did well warrior :D ok so lets get down to buisness. So non CH 5A > 6A may be a gap since 6A may be that much slower so its probably 14 frames on start-up like they hinted. As i personally expected from both situations chamber shot's range was short and corner BT > Fenrir is basically impossible to connect the wallstick is too fast and too low for her to connect it properly we may have to replace it with chamber shot to allow the wallbounce to happen to allow the fenrir to connect a bit more easier as planned. 6A>6C(1)>6B>22BC is a new property change in her 6B specifically since i tested this concept out in extend and usually 6B on an airborn opponent in this situation doesnt register as a knockdown status until the opponent actually hits the ground in all previous iterations of noel however in CP they must have changed 6B's knockdown properties on an air opponent to be early before they touch the ground allowing the access to 22BC earlier than usual so thats new. The dash cancel timing is something we all gotta get use to. The executions is probably different and not as fluent as CS2 and EX might be stricter timing or something we may just have to wait for actual gameplay to see how it looks consistently. Lastly the AH seems ok but i really dont have a major concern about it since im not an AH person but i will miss being able to combo into it. Edited September 22, 2012 by Litherain-XIII
thines12 Posted October 27, 2012 Posted October 27, 2012 I'm thinking about picking up noel in cp. I was wondering if I should begin to learn her now or just wait.
Litherain-XIII Posted October 27, 2012 Author Posted October 27, 2012 Best thing you can do currently is learn her now because it will be easier to get down her fundamentals overall by the time CP rolls out but her combos will be different and one of her normal gatlings wont work anymore on CP. There are certain noel techiques that are used on EX but probably half of them wont work later on so its iffy, but id say pick her up anyways.
LunaKage Posted November 9, 2012 Posted November 9, 2012 Are they still loketesting or are they done? I have been paying very little attention to CP, which Im changing right now.
HexaNoid Posted November 9, 2012 Posted November 9, 2012 If I remember correctly, I believe the final loketest is still ongoing and won't be over until Tuesday.
LunaKage Posted November 9, 2012 Posted November 9, 2012 Fair shout. Once the official arcade release hits, Imma watch like a hawk. Combo theory and shit.
Litherain-XIII Posted November 9, 2012 Author Posted November 9, 2012 Same here man. I've been itching to see combos and move ranges and stuff and soo ready to do combo theories. Im pratically dying for new noel info and confirmation on some things _-_
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