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


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Posted

yeah thats what i was implying sorry for the non specific statement. The thor change is in OD only as the video is showing overall. either way its nice to see the old thor again.

Posted (edited)

Ok so i wanna talk a little bit about a mix-up aspect of 6C ive been thinking of in CP for noel. 2 of them are currently possible in general but with the addition of 6C > 6B gatling, it increased the overall consistency of the idea without meter involved. So we have the following options:

6C > 2C

6C > 6B

6C > Delayed Throw

So to explain these options on how they could work out very well we have to look at 6C specifically to justify my reasoning. One of the best aspect of noels 6C that helps with these options after 6C is that 6C allows noel to late chain a following normal afterwards on hit or block. The longest time you can delay a follow up normal (which atm is only 2C in EX) is as late as noel literally shooting 6C(2) with the gunshot sound effect but without the actual active frames of 6C(2) hitting the opponent so you would see 6C(2) gun flares come out but it wont hit the opponent at all if you hit 2C at the right time. Because of this, it leaves a nice gap between to alter the timing of when 2C can come out whenever you decide in general. Keep in mind that the timing can be alter anywhere between the first hit of 6C being blocked or hit and before 6C(2) comes out. Using this knowlegde, you can potentially do the following as a form of mix-up based on 6C:

6C > Delayed Throw: This setup uses the delayed follow up strategy to set up a green throw if done correctly to score 3.4 ~ 3.6k meterless in CP. This requires you to be close to your opponent after a 6C for the throw to connect. You can use a pressure string like "2A > 6C" or "5A > 6C" to set this up specifically. If done right it should come out as a green throw instead of a purple throw. Your opponents options are dp, teching the throw, and mashing 2A. If the opponent is mashing 2A to beat this set up use the "6C > 2C" or "6C > Delayed 2C" variations to punish them accordingly.

6C > 6B: This is an overhead mix-up that can be used on ppl who are conditioned and use to blocking low against a typical 2C follow up after a 6C that can net you 3~5k in CP.

6C > 2C: Typical follow up after a 6C in pressure. Can be used to reset pressure on frame advantage and to condition opponents to block low to eventually open them up for a "6C > 6B" hit confirm or to allow a delayed green throw setup. Can also be use to score a hit confirm on opponents who try to punish the forementioned options after 6C. It can be slightly delayed to allow a small opening for the opponent to press a button but if you time the 2C right it will beat almost everything thats not a dp or a DD or invun frames. It can beat bang's 2D, valk's 6A and rachel's 2C guardpoints if you time the 2C correctly after 6C on block and can score you a free CH into 3 ~ 5K depending on whether the CH was a standing hit or a crouching hit.

6C > Delayed 2C: This setup can be used to punish ppl who attempt to preemptively tech the 6C > Delayed Green Throw setup ahead of time if done correctly. Also can be used to hit-confirm an opponent low who thinks a "6C > 6B" overhead is coming if they are getting used to that mix-up pattern.

6C > 214A: This could be used to potentially score a command throw starter for a combo if the opponent thinks to block high in anticipation for a "6C > 6B" but is very risky. I dont recommend it overall but the reward would be pretty big if it connects.

Now considering all these options, the only thing that hurts this mix-up aspect the most is dps in general. Otherwise its pretty decent in my opinion

Edited by Litherain-XIII
Posted

Or, OR you could just do that with a much less risky move like 5A.

If you wiff 6C or time it wrong and the second hit comes out youre boned. The only use I see 6C > 6B having on block is the added block stun from 6C. So basically, cancel it asap and it may be harder to mash out of 6B.

Posted

True however 5A is a more generic way to do all of those overall and is more or less easy to tell if a tick throw is coming since there is always a gap between it and the throw unless you just resetting pressure with 5A over and over again. Imo its not difficult to react to a 5A > 6B overehead or ppl get the incentive to mash out or try to throw whenever you try it unless its extremely early in pressure then i can see why it would land often. i think the 6C variation is a secondary way to do all of this under the table if the opponent doesnt know the potential set ups after 6C if they think she is simply gonna 2C immediately afterwards all the time. Also the 6C setups would be implemented using short pressure and not long dragged out pressure going into 6C preferably after 5A, 2A or 2B but mostly 5A or 2A. I like the idea of using 6C because most wont think she gonna do much after 6C really except 2C and isnt as telegraphed as 5A from a tick throw stand point. Thats just me but safe is your forte luna so i respect that view lol.

Posted
True however 5A is a more generic way to do all of those overall and is more or less easy to tell if a tick throw is coming since there is always a gap between it and the throw unless you just resetting pressure with 5A over and over again. Imo its not difficult to react to a 5A > 6B overehead or ppl get the incentive to mash out or try to throw whenever you try it unless its extremely early in pressure then i can see why it would land often. i think the 6C variation is a secondary way to do all of this under the table if the opponent doesnt know the potential set ups after 6C if they think she is simply gonna 2C immediately afterwards all the time. Also the 6C setups would be implemented using short pressure and not long dragged out pressure going into 6C preferably after 5A, 2A or 2B but mostly 5A or 2A. I like the idea of using 6C because most wont think she gonna do much after 6C really except 2C and isnt as telegraphed as 5A from a tick throw stand point. Thats just me but safe is your forte luna so i respect that view lol.

Dude, people never see stuff coming after 6C because there's never anything to do afterwards, once Noels start doing it, people are gonna start expecting it, at that point it's just gonna be an unsafe gimmick. 5A and 6C work ALMOST the same way for your "mixup" but lets break it down real quick:

Options after a delay 6C:

2C (Low)

Grab (Throw)

6B (Overhead)

Second Hit (Oops)

Options after a delay 5A:

2C (Low)

Grab (Throw)

6B (Overhead)

2B (Low)

2A (Now I'm +1 suck on it)

Jump Cancel (I'm out of here, or maybe I'm jumping in)

5B (Will catch jump outs)

and then my personal favorite:

STAGGERS ALL DAY

Obviously if you do nothing but 5A > 6B every time, people are gonna mash out eventually, but if you know how to frame trap after 5A, which is painfully easy to do, then you'll start scaring people who mash, which will allow you to do 5A > 6B again, or a tick throw. My point is that 6C as a blockstring starter is just a gimmick, while Noel's standard options up close are more solid, hell if her 6B had frame advantage then Noel would be TOO good up close, especially now since she has Hell's Fang :P

Still gonna miss 6B > 6C though.

Posted
Dude, people never see stuff coming after 6C because there's never anything to do afterwards, once Noels start doing it, people are gonna start expecting it, at that point it's just gonna be an unsafe gimmick. 5A and 6C work ALMOST the same way for your "mixup" but lets break it down real quick:

Options after a delay 6C:

2C (Low)

Grab (Throw)

6B (Overhead)

Second Hit (Oops)

Options after a delay 5A:

2C (Low)

Grab (Throw)

6B (Overhead)

2B (Low)

2A (Now I'm +1 suck on it)

Jump Cancel (I'm out of here, or maybe I'm jumping in)

5B (Will catch jump outs)

and then my personal favorite:

STAGGERS ALL DAY

Obviously if you do nothing but 5A > 6B every time, people are gonna mash out eventually, but if you know how to frame trap after 5A, which is painfully easy to do, then you'll start scaring people who mash, which will allow you to do 5A > 6B again, or a tick throw. My point is that 6C as a blockstring starter is just a gimmick, while Noel's standard options up close are more solid, hell if her 6B had frame advantage then Noel would be TOO good up close, especially now since she has Hell's Fang :P

Still gonna miss 6B > 6C though.

Yea i ima miss 6B > 6C myself. But anyhow you dont have to use 6C as a block string starter you can always do 5A or 2A or 2B before throwng in the 6C. Gives almost the same results as you say which is true. I never implied to use 6C as the starter as if you were just gonna run up and freely do a 6C hell no lol unless you were already staggering up close to begin with with 5A and 2A. But it is a gimmick nontheless at the end of the day. Btw when you gonna get on PSN so i can get the chance to burn my awesome leader of people power!? ^_^ lol

Posted

The ps3 isnt the problem, my internet is so bad it makes a 0 bar look like offline by comparison.

Posted
No it's not. People with more questions feel free to ask.

Is 6B still jump cancelable on hit? If so, does 6B combo into a tk j.D?

Posted

6B on hit is still jump cancel-able. If you meant 6B > j.D on standing I didn't try it but I did do 5C > sj.D like in one of the combo videos and it didn't work. I'm assuming it's char. specific. TK RB doesn't combo without j.2C unless it's CH, it's pretty similar to the CSE counter part.

Posted

Try this combo for me in the corner

6B > j.D > d.5C > d.6C > d.4D > d.6C > 214A > 2B > 6C > 6B > 6D ender

If the parts I listed work, then thats all that matters to me. If it.does work, let me know how much of an ender you can do. Im trying to find a way to replace our 6B > 6C os. Though this wont be as good unless we can find another way to put our opponent back in the corner.

Posted
TK RB doesn't combo without j.2C unless it's CH, it's pretty similar to the CSE counter part.

Forgot to mention that. That's all I need to know. Thank You.

Posted

I can't test anymore but like I mentioned getting hits into j.D on a standing opponent seemed pretty unstable. And stuff > d.4D > d.6C > MF actually only works on a few characters midscreen, but it works on a few more characters in the corner. One option I tested for the pseudo 6B OS was 5D then either CS on block or d.5C for the 6B confirm but unfortunately 5D > CS has a pretty big frame gap. And 5D > d.6C does not connect.

I'll upload some of my matches soon though they aren't very note-worthy.

Posted (edited)

Noel's 6D looks great. Must be some major upper body invincibility going on since it evades Inferno Divider and beats Haku's 5C cleanly.

Edited by confusedxphreak
Posted
TK RB doesn't combo without j.2C unless it's CH, it's pretty similar to the CSE counter part.

Just now, I just saw the first two combos on this video, you can combo from TK RB with a 5A. It only works on 4D FC.

Posted

^ I have the strongest feeling that in this iteration because I TK so sloppily on pad that I'm going to get a lot of SJ'd j.C's when I'm trying to TK RB and SO MANY TK RB's when I'm trying to 5b 5c sj.C j.D

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