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


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Posted

Idk to be honest. her pressure seems iffy on paper but she seems to still be ok on video. Well anymore info regarding the mook stuff DC? i wouldnt mind updating if possible currently.

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Posted (edited)

well i wanted to go ahead and get down all the start ups, active frames and recoverys of the normals and drives. that way later on today in the morning most should be done. if its possible to get the attribute, guard, level, P1 and P2 stats as well that would be awesome. Somebody give me a command to input info im eagered to start typing lol

On a side note i also would like to know a list of all the new gatlings specifically other than the known 5b > 6A and 6c > 6B. if there are no other gatlings then disregard this request

Edited by Litherain-XIII
Posted (edited)

Name|Startup|Active|Recovery

5A|5|3|10

5B|9|3|16

5C|12|6|17

2A|6|3|10

2B|7|2|12

2C|14|2•2|14

6A|11|3|26

6B|16|5|18

6C|8|8(13)4|20

3C|20|3|32

j.A|6|2|9

j.B|7|4|17

j.C|10|2•3•2|16

j.2C|12|3|30

Edited by Chaoschao222
mook standard
Posted (edited)

For the sake of not typing it out each time, I'm using "R" to denote reload, which is 24f extra recovery.

5D|23|4|18 + R

5D [OD]|17|4|18

2D|26||5•[2x4]•3|25 + R

2D [OD]|19|2x6||25

6D|25|2|14 + R

6D [OD]|20|2|14

4D|25|7|18 + R

4D [OD]20|7|12

j.D|13|4•5|until landing + 12 + R

j.D [OD]|13|4•5|until landing + 8

j.4D|Until Landing + 10|3|30 + R

j.4D [OD]|Until landing + 6|3|30

Edited by Chaoschao222
mook standard
Posted (edited)

alright man and thanks alot. Ill get these up in the meantime

EDIT: btw do you guys wanna separate the OD versions on separate tablets or all on 1?

Edited by Litherain-XIII
Posted (edited)

R denotes 22f reload recovery for the following drive normals

d.5A|8|2|20 + R

d.5A [OD]|8|2|20

d.4/6A|13|2(3)2|16 + R

d.4/6A [OD]|13|2(3)2|16

d.5B|11|3(2)2|14 + R

d.5B [OD]|11|3(2)2|14

d.4/6B|16|3|25 + R

d.4/6B [OD]|16|3|25

d.5C|17|2(2)2|33 + R

d.5C [OD]|17|2(2)2|33

d.4/6C|23|4x9|19 + R

d.4/6C [OD]|23|4x9|19

d.5D|18|6|16 + R

d.5D [OD]|14|6|16

d.2D|19|4x3|25 + R

d.2D [OD]|17|4x3|25

d.6D|24|2|12 + R

d.6D [OD]|18|2|12

d.4D|25|4|30 + R

d.4D [OD]|20|4|15

Edited by Chaoschao222
mook standard
Posted
More random stuff, my Japanese is really basic so...

Assault Through is now -4 on block (0 while in overdrive!)

Spring Raid is now -29 instead of -34 lol

Bloom Trigger -14 instead of -13

The startup for drive attacks in OD seem to be the same but they are way better on block now.

A Optic Barrel (old B Optic Barrel) is +3 (instead of -6)

B Optic Barrel (old C Optic Barrel) is +5 (instead of -9)

Not sure how useful either of those are.

The advantage on hit also increased I would assume. If that's the case it should make it easier for Noel to get in after an optic barrel lands?

Posted
Idk to be honest. her pressure seems iffy on paper but she seems to still be ok on video. Well anymore info regarding the mook stuff DC? i wouldnt mind updating if possible currently.
Hate to play the devil's advocate but I'm going to say it's probably because it's Japan, where the players are more "respectable" than we are. Once we get the game and start playing, especially online (lolnetplay), I'm guessing that our pressure will be straight up disrespected and any fancy stuff we try doing will be stuffed at first, so we really have to be on point like Luna said.
Posted (edited)

Thats why i pray that the online for CP is as good as P4A when it first came out cuz that was gdlk

btw ichipoo how do you suppose we input the OD frame data in the wiki? im not sure how to do that except creating another template for it separately instead of the one used for the optic barrels

Edited by Litherain-XIII
Posted

You know what, I think that would be good for now, instead of trying to cram things together like how Optic Barrel is organized, since Overdrive is an important part of the game. The thing is I don't know much about Noel's OD so you can pretty much go ahead and organize it if you're up for it.

Posted

Alright cool. on a side note i find it hard to believe that 5A > 6A doesnt connect anymore when the 6A is only 1 frame slower than its old start up frames (was 10). its strange to me because both normals are fast in general, but that one frame makes a difference?? wow..

Posted

Active frame stuff is pretty funny at times in the mook, Haida's practically a math problem :lol:

22B's active frames go 2[(5)2] xn. 2f active, with 5f gap between every additional 2f active shot until forever.

Posted

Ah ok i understand that. also could you post the info for bloom trigger, spring raid. 2C and 2B frame advantages specifically. any invincibility properties for the drives in general. ill post the info accordingly

Posted
Ah ok i understand that. also could you post the info for bloom trigger, spring raid. 2C and 2B frame advantages specifically. any invincibility properties for the drives in general. ill post the info accordingly

I'll do what I can when I get home in 30ish minutes. I may need to ask staff/people what some of the invul properties are though if anything looks different from old drives (I doubt it, but better to be safe than sorry).

Posted (edited)

Ok, so for OD BT, I'm not sure why [the mook] says 2•2•2•2 for the latter 4 hits of the move's active frames rather than [2x4], the other time the mook does this was for 2C, where it said 2•2, because of all this, doing mook notation now.

Bloom Trigger|15|2(7)4|31

Bloom Trigger [OD]|15|2(7)2•2•2•2|27

Spring Raid|8|7|29 +12 landing

Spring Raid [OD]|8|7|29 +12 landing

2C is +1, 2B is +/- 0.

Any unlisted drive has no invul.

2D has foot invul from 1-10, OD 2D has foot invul from 1-8.

6D has body invul from 7-26, OD 6D has body invul from 6-21.

4D has body and projectile invul from 1-26, OD 4D has body and projectile invul from 1-21.

d.2D has foot invul from 1-8, OD d.2D has foot invul from 1-6.

d.4D has body and projectile invul from 1-26, OD d.4D has body and projectile invul from 1-21.

Assault Through is fully invul from 1-18, OD Assault Through is fully invul from 1-15.

Spring Raid is fully invul from 1-10, OD Spring Raid is fully invul from 1-10.

If you're adding things to the wiki, I think the mook's notation would be best, even though I hadn't been using it before. Like go look at Jin or Tsubaki's pages. Problem is I can't find other characters that use bullets in their active frames like Noel, if at all, which is why I think mook notation is best for now, because I can't be certain why they opt for bullet over #x# in situations like 2C and OD BT and so transliteration will at least 100% be correct, even if its meaning is a bit.... Best to wait till someone more knowledgeable than I has an answer.

•'s have been used in multi-hit moves with no gaps but different active frames between each hit.... outside of aforementioned pieces of shit moves that ruined everything...

()'s are for gaps

[]'s for grouping within multi-hit stuff

etc

Edited by Chaoschao222
Posted

I wonder how much Noel's combo's changed because she's more dependent on special canceling out of her Chain Revolver then killing the foe with Chain Revolver and Silencer.

Posted
I wonder how much Noel's combo's changed because she's more dependent on special canceling out of her Chain Revolver then killing the foe with Chain Revolver and Silencer.

Most of her combos now end in 22 into oki. She does extend her combos a lot better than her CS versions.

Posted

That's good, I noticed it's a little hard for Noel to restart pressure in CSE, and she doesn't have a strong Oki option. Has that changed in CP?

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