Jump to content
Dustloop Forums

Recommended Posts

  • Replies 131
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Posted
Looks the same to me honestly. 3C on block was always a free punish upclose regardless......am i missing something here...?
It was definitely a free CH for your opponent if blocked up close, but IIRC, if it was spaced as far as possible with the opponent blocking it, I think you were safe? Not 100% sure though.

But whether or not 3C has more recovery or not, I think we can all agree that obviously we should still be wary of throwing out 3C at neutral and in blockstrings in general.

Posted

Ok if you're talking about it in the video at 00:32 then it was still pretty close. He didnt space it far enough for it to be safe he should have been further back to make that safe he ended up too close on ragna at the end of 3C. Noel herself should be at the very end of ragnas 5C range to be safe as far as distance is concerned when 3C literally shoots not the start up slide before the shoot.

Posted

I need to fucking watch these videos, DAMN YOU T-MOBILE

Has there been a good 3C combo yet?

Posted

Unfortunately no. There hasnt been a video when noel got off a 3C combo let alone a 3C in general. Maybe just 1 time somewhere but either way it probably was around 2.7-3.6k

Posted

Got to watch that video, and while I didn't see any combos(sadface) I did note a few things:

- The new feel to the game is very apparent, the same way it was between CT and CS.

- Seeing 2D, looked really cool, it goes so much higher now, has it been stated that its invuln is worse? Because it looks like it can go over so much more now.

- Chamber Shot looks hype, I noticed it didn't combo after 6B, maybe it was just because he hit the 6B from really far away. A little sad that he couldn't combo off of Chamber Shot midscreen with a Rapid, can we combo off of that in the corner in any way?

- Did not get to see RB>Followup in action during that video(sadface)

- 5A looks like it got a higher priority, after she teched she was able to trade with Ragna's 5A, could have been the Ragna's fault for not meatying correctly, but I'm optimistic.

- 4D got beat by Gauntlet Hades like in CS/CT, but it can beat Dead Spike now, meaning it really does Beat projectiles like it was always supposed to, this is going to make Noel Mirror Matches even sillier than before, but we may be able to 4D Bang's D-Nails now lol.

This is all just first impressions from one short video of a Noel player that didn't seem to know what he was doing though, but hey, I gotta take what I can get.

Posted
Posted

Ok, so I'm getting a better idea of what's up with her new stuff. the d.5B > 236B > 662A combo looks pretty good. I noticed the player fully extended that into a single jump air combo into RB > j.2C, meaning she could airdash and get some wakeup game going.

Yeah, I think she'll be just fine, OPTIMISM!

Posted (edited)

For visual reference

http://www.youtube.com/watch?v=tK3iL02_DQo&feature=g-all-u

Ok so in this video it shows a few combos and i noted out a few new things.

1- Her 2D now hits 6 times instead of 2 and it grounds opponent on air hit. It appears that her 2D jumps higher and a little farther than her d.2D if im not mistaken for visual perception.

2- 6a > 6C > 6B > 22B~C... actually works its legit without a knockdown move we known of (3C , j.D, throw, or 214A) so this must mean they changed 6B's properties on an air opponent to be a knockdown hit that allows her to use 22B~C afterwards.

3- Her dash cancel animation after 22B~C / 22C is replaced with the old Counter Assault dash animation instead of the running animation.

4- 22B~C > 66 > 6C still works as opposed to the loketests were saying originally. So her 3C combos should work fine but i noticed when they use 22B~C they always used 3 22B shots before hitting 22C so you may have to be specific with the shots now or perhaps the 6C will whiff by then if you add another shot in. ( 22B(3)~C >dash cancel >6C)

Edited by Litherain-XIII
Posted

Her dash cancel has definitely changed, seems like the animation is way slower, maybe it's just me. Doesn't seem like I can catch someone from a far away 22c with dash cancel + 66C anymore.

Her new combos seem obnoxious, wall bounce in the middle of bnb is great, guess that's where you can stick Fenrir if you need the extra damage?

I dunno how I feel about her, wish there were more vids.

Posted

It's great that her BnB's off a 6A can deal some decent damage mid-screen. I watched MANY, MANY hours of the stream last night and most characters were only dealing 2k tops on mid-screen damage. Of course this is only 1st day footage, so who knows how this will pan out. I wish I caught some new stuffs from the stream, but Noel was the only character I did not see in the stream. ORL

Posted

Sounds good. Cant wait to see the big combos, assuming we get any 6+k ones this go round.

Posted

something tells me she wont be hitting 6k anymore and if she does its probably rare the highest recorded damage overall for her as of late was 4500. everyone else was hitting 5k otherwise. she hitting 2.7 - 3.5k mostly midscreen pretty much all the time. hard to see how she gonna hit 4k like she did in the past i personally like the 2-3k damage change.

Posted

yeah true but it wasnt like we got them very consistently without hitting D at the beginning of it unless you were auto pilotting 5A > 6A on ppl or something otherwise hell naw good day on hitting that slow 6B sir.

Posted

i do 5A hit confirms often no problems in that area. we still have 5A hitconfirms in CP just 5A > 5B > 6A > 6C or 5B > air combo or if the 6C route is the case then follow up is just 6B >22B~C > 6C > 5D > d.5B > d.6C > d.2D > d.6B > BT. if its a crouching opponent i think its pretty easy to transition into the same thing imo they did mention 5A > 6A works on crouching opponents so its not that bad.

Posted

My main worry in that field is character specifics, I think they said 5a 5b 6a 6c wouldnt work on a few characters.

Just gonna have to wait and see.

Posted

true but luna you could just cut the combo short by just doing 5a > 5b > 6a >5b > j.a > j.b > j.b > j.c > 236C > 2C. this would nerf our 3.2k damage by half to about 1.7k fo r a more universal guaranteed hit confirming from 5a instead of the character specific 3.2k variation using the 6C one. The 5b after the the 6a will always hit regardless and gives you the jump cancel follow up and the whole string is also kinda like OS for spacing 5B since we can possibly do 5B > 6A > 5B to either pick up a CH combo or see that the 2nd 5B is still blocked and jump cancel from it.

Posted

You know I actually wanna look into how practical ending in j2c would be as a bnb, since my main concern overal is keeping advantage after the combo.

Posted

well if you ask me it boils down to if you going for damage or for rushdown consistency in this case if you wanna keep the advantage you should go 5A > 5B > 6A > 5B > J.C >236C >j.2C then air dash forward land and run or land from j.2C then run up since you will be closer to the ground with this combo by taking out all the extra air hits that puts them higher in the air. Or if you wanna be really technical about it you could just take out the j.C as well and try a TK revolver blast then j.2C im not sure how this would end out but you are alot closer to the ground and could possibly still do and air dash and keep the momentum somewhat but this is as far as i can do in theory on the matter.its just a matter of distance off the ground, recovery for noel and tech timing for the opponent

Posted

Tk RB is technical? :3333

Ill just have to see, Im kinda just extra hype that we can also use j2c on its own. I wonder what we can do on block, or if its just punishable, looks like a good anti anti air. Maybe we can get a combo on counter hit as well.

THE POSSIBILITIES

Posted (edited)

i really hope j.2C is atleast a decent jump in attack i would kill for that to be true on its range. And no Tking RB isnt technical i was refering to trying to be alot closer to the ground to making the falling recovery short and the blowback distance from j.2C for the opponent as small as possible instead of it blowing them far away fullscreen from her losing the mometum completely in the process, not executing TK RB itself lol XD

Edited by Litherain-XIII
Posted

Im watching you sir, my TK RB is ready to strike.

Which reminds me, I really hope we can confirm off of ch rb still, thats my schtick.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...