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[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.


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Posted

Alright, lets get this show on the road.

J.2C as a standalone move, how effective do you guys think it would be?

6A>2B is back, will it be as effective as it was in cs2?

236C, great move? Or the GREATEST move?

Discuss people discuss.

Posted
Alright, lets get this show on the road.

J.2C as a standalone move, how effective do you guys think it would be?

6A>2B is back, will it be as effective as it was in cs2?

236C, great move? Or the GREATEST move?

Discuss people discuss.

I want to see the hitbox on j.2C (does it hit behind her a bit, how far the shot portion extends, etc.). Maybe useful for anti anti-air since it suspends her in midair and you can do stuff while still dropping. Is there also a difference between standalone j.2C and RB>j.2C in terms of properties?

No comment on 6A>2B as I never used it much to my chagrin.

Still bothered by the shotgun being 236C. Would love to have it as 236A, but I'll get used to it. As for what it does, I feel it is really amazing in the safety department.

Posted (edited)

Ok one of my main concerns of j.2C is its range since if its decent enough it can be used as noels new jump in instead of the ridiculous j.C we have now forcing us to send noels hitbox deep in for easy AA's for our opponents unlike ragna and valk or jin for that matter. I think if it has good range it can be used at best with 50 heat behind it to RC the recovery of j.2C for a pressure string or a combo starter in theory that could lead up to 3k and atleast about 20 heat back. Another thing is if its an air overhead. this would actually lead us with some variated mix-ups now after jump canceling which would be nice for once.

Dont remember seeing 6A > 2B but if its back it should replace our 6B > 6C gatling we lost and gives us back an OS on AA attemps. on block we could do some pressure from it and gives noel some flow atleast. Im not sure about it being as good as CS2 but its better than not having it at all honestly so its still good regardless in my book.

lastly is chamber shot (236C) its a great move for hit confirming from weird scenarios that noel had trouble in midscreen or from pressure strings that used more gatlings but an unsatified hitconfirm to launch for 3C or a 6A due to either the opponent was standing , non CH or youre stuck in 2C , 6C or 5C during the pressure or mix up so it gives her that midscreen knockdown like ragna who can always end all his hit confirms with Hells Fang regardless of how he hit you in general. On block, chamber shot takes out alot of barrier meter. Block about 3-4 of these and your barrier meter is pretty much gone and its safe on normal and barrier block as well. Safe enough that ragna whiffed a 5B attempt to punish and noel seemed to recover just in time to be able to block afterwards before a punish attemp if opponent attempts to micro dash and punish the chamber shot on normal block but if instant blocked she can be punished most likely.

Edited by Litherain-XIII
Posted

Does j.2c stop her momentum in the air at all? If it doesn't then it should work as a pretty good jump in, if it does then it might serve as a decent AA baiting attack (similar to j.D)

6b 6c is gone? What is this nonsense...

Posted

If j.2c hits overhead, we'll have an instant overhead, similar to valks jc. Still wondering if it will cause craziness on ch such as a big launch (like makotos 214c~d back in cs2 for example) for a combo. If not, we still get a knockdown if they tried to jump, or a rapid > falling jc on normal hit.

Posted

Based on vids, I wouldn't necessarily think j.2C to be fast enough to be an instant overhead, but still not a lot of good footage to go off of...

Posted

j.2C does stop her falling momentum by poping her back into the air abit before she falls fown completely which is why i say you could RC to stop that from happening and keeping the momentum as opposed to just doing j.2C hit or no hit noel is till stuck in the air for a bit longer since she has a recoil from doing the attack in general so even if it hits what could she do? nothing but hit then attempt to land while the opponent recovers and press a button by the time you even try a 5A which isnt fast enough and she'll just get hit. Same thing if it was blocked in the first place except you will get hit before you even land or about to land.thats why i suggest 50 heat behind it to avoid it all and keep the momentum but the problem is you RC just to stay on them in the process without a REAL guarantee of actually getting a hit confirm from the entire scenario.

Also we lost 6B > 6C its been posted on the loketest thread since day 1 its one of the very first changes for noel.

Posted

Kind of surprised that there's no real match footage for Noel yet, guess her popularity dropped? :P

Anyway since we lost 6B > 6C (damn it Arc), what's the best she can do with it? :v:

Posted
Also we lost 6B > 6C its been posted on the loketest thread since day 1 its one of the very first changes for noel.

I thought I saw this work on an airborn opponent...

Posted (edited)

In the new Noel footage, the player tried to perform 5A > 6A and 6A was blocked. We most likely lost it as a gatling? He also tried doing 5A > 2A > 6A at one point but 6A whiffed. :v:

Also, a CH Optic Barrel puts the opponent in a long standing stun state, almost makes we wished they kept her old 236A, would've made some nifty CH 236A combos in CP.

Edited by Ichipoo
Posted

True. It was our auto pilot gatling after a 6B attempt that allowed enough time to cancel into optic barrel or a drive if you wanted should you see that 6C didnt come out after the 6B. Oh well R.I.P 6B > 6C ill miss you T_T

Posted

Well I mean as long as it's still safe on block. Last I checked it's -1. I just don't understand why it was removed, as if her high low mixup wasn't terrible already and characters like Ragna can throw in 6b's in their block strings for free, oh well!

Any info on her invuln? I wonder what drive we'll be mashing in this version...

Posted

I actually thought Noel's j.2C had potential in the corner as a air combo ender since she can follow-up after a confirm hit, but she flies so far back after the shot that I don't even know if she can recover quick enough to continue pressure. :/

Posted

I think if she has enough forward momentum to begin with that may be possible, but I guess that's dependent on how much j.2C is affected by Noel's initial momentum, if at all... :NL:

Posted

Like i said if you going for momentum you wanna try not to do a long air combo you wanna cut it extremely short just 1 jump into a j.C > RB > j.2C no j.A or j.B involved if you wanna be more closer to the ground and wanna air dash foward after j.C this should do the trick to keep the momentum. The less hits in the air combo the more closer to the ground and to the opponent you will be to be able to follow up on it thats my take on it.

Posted

Now that I think about it, every once in awhile when I was feeling froggy I would stagger into a 6c to fish for a big counter hit. If 6c is the same as before, then ch 6c>6b would combo, and lead to bigger damage due to 6c p1 and 6b p2.

What is our biggest combo off of 6b so far?

Posted (edited)

Noel's new Counter Assault can be low profiled. -__- Just watched the Noel/Jin match where he 3C'ed under it. We really have to pick our spots when using it.

Another thing I saw was that OB no longer knocks down on standing. Don't know if that's the same on counter hit though.

Also, I wish people would drive a bit more right now just to see the properties.

Edited by SkyKing
Posted
Well I mean as long as it's still safe on block. Last I checked it's -1. I just don't understand why it was removed, as if her high low mixup wasn't terrible already and characters like Ragna can throw in 6b's in their block strings for free, oh well!
Mori wants Noel to suck even more so that less people would pick his precious waifu. :P

5A > 6A also not connecting as well really sucks. Do they really want us to spam Drive more? I don't mind it's just that it really makes playing as Noel one-dimension like in CS1 IMO. :v:

Posted

Or maybe they wanna give us a reason to use chamber shot more.

Think about it.

Ragna cant combo 5a>6a on normal hit, so he needs to go into hells fang. And now neither can noel.

Ragna cant combo max range 5b>6a, so he needs to use hells fang. Same with noel.

Both characters can combo close range 5b>6a.

Posted

Thinking about it that way, both their strings are very similar to each other now. In Noel's case, you can always go 5A > 2B > 6A if you want the launch combo. The way I see it, she's going to be pretty versatile in her combo strings and enders compared to previous versions.

Posted

Well before we had two options for enders meterlesd

Revolver Blast and bloom trigger

Now we have

J2c for air enders

Bloom trigger for drive enders

Chamber shot for normal enders

What does spring raid do in this version?

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