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


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Posted

I think they just took away its head invuln. It looks like it still has crazy body invuln though because it beat a Ragnas 6B clean. If we wanna use 4D as an anti air now, we have to use it early so its big hitbox hits an opponent as high as it can.

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Posted (edited)

Well there goes the head invuln. Idk why but for some reason I get the feeling something about 5C changed idk why maybe its just me :o

And LOL at your signature Luna XD i just now looking at it

Edited by Litherain-XIII
Posted

Yeah, I know. I've always found it slightly hard to not laugh with that silly picture of Johnny Ace-hole, lol.

Posted

Went ahead and posted Jourdal's upload of the YT version in the video thread.

Might just be me not paying attention to the changes thread, but didn't know that d.6A pops airborne now. Also, looks like they did manage to combo a 214A without meter by doing d.6C > d.4D > d.6C from a 6B starter.

Posted

And how about the return of the double fenrir ender in the corner. Nice to see its basically back assuming you have OD ready for the setup and its unburstable so it could be used to seal the round for noel in some instances if she in a hurry to finish the round without dealing with wake up games.

Posted

I'm also liking that 22 into 2B untech punish. Pretty sure we can do that even now, but since it's gonna be harder to use 22~C mid-combo, it seems like the go-to corner ender if you don't have meter or want to save it.

Posted

Holy jesus fuck.

- Midscreen meterless 5k off of 6B, in EX we needed Corner and Fenrir to do that.

- Double Fenrir is back in Overdrive, can't wait to be hitting that shit again.

- 3.7k off of midscreen grab, fucking hell.

So far it seems like she's doing more damage midscreen than in the corner, with the exception of a few cases most of her BnBs in the corner were weaker than midscreen, mostly due to lack of 214A, which was shown to still be an option against a cornered opponent due to instantly crossing back over with the sj.C > j.D combo route. Also thanks to 214A coming back in style, we also get back one of our most common burst bait methods (214A > 2B > Recover > Block Burst) Since they can't burst the 214A itself, and since the 214A puts us in the corner as well, it's a risk a lot of players take, since if they score the burst then it's free corner pressure and shit, so I've learned to exploit that by baiting the fuck out of people, of course this wont work 100% of the time, I'm just saying it has it's uses.

Can't wait.

Posted (edited)

I actually was using a similar method with 22B as oki in a sense but you would have to modify your combo to set it up but its only sacrificing about 400~1000 damage it works here and there it does discourages the opponent to roll tech or late tech since it will reset when i do a late 22B again. Glad the concept is still viable in CP mid combo now

also for the double fenrir it looks roughly about 2200 all together since it was 5.8k before the double fenrir happened and ended on a flat 8K

Edited by Litherain-XIII
Posted

Really loving what I'm seeing so far, we obviously have our work cut out for us when it comes to Noel's combos because there's a lot of options for her.

But I'm curious if stuff > j.D > d.6C works on everybody, probably just the bigger characters.

Posted

It should work on CP on everyone since it does in EX. The d.6C does hit from the ground up and from a j.D in the air the opponent does ground bounce a bit so usually the d.6C would pick it up everytime even if you try to delay it it still hits. I cant say the same for the new characters but i assume azrael has a hitbox like hakumen in a way with bullets like litchi's and then amane like jin's or relius somewhat. izayoi looks like a mu-12/bang hitbox if i had to guess so i would say it should work on everyone regardless.

Posted

I love the easy mode properties on 2d in combos now.

lol at 6b damage. Inb4 CP2.

Posted

So now d.6B forces crouch on opponents on hit and d.4D forces stand-up on crouching opponents in hitstun on hit which now allows us to manipulate how our opponents are getting comboed in general. This i like alot i approve of this greatly

Posted

I noticed that CH 5C starters so damaging! Looking like CH 5C > 6B > 5D on crouching confirms for 6k, and CH 5C > 214A on standing for 5.7k. We really have to pay attention to stand/crouch confirms as well as spacing in order to proceed with the correct combo paths instead of auto-piloting them like before.

Posted (edited)

It will be easy honestly since we can always do d.4D > d.6C > 214A now since the d.4D will auto force stand on a crouching opponent regardless of how CH 5C hits them either standing or crouching since 5C on a crouching can lead to the d.4D force stand eventually and the 5C into 214A would work into a good combo assuming you wanna go that route and risk the possibility of it being blocked instead but i would go 5C > 6B > 5D > d.6D or d.6B since the overhead force crouch will be corrected if it hits you can d.6C > d.4D > d.6C > 214A and if you decided to go d.6D for a low you should still net a decent 3k combo off it in general this is assuming the 5C > 6B > 5D was blocked in general otherwise if its on hit should be an easy 4~5k to transition into.

also CH 5C > 6B connects as a red beat so i personally dont think 5C > 214A is necessary to do overall

Edited by Litherain-XIII
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