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


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Posted

I can't recall if I mentioned this but I'll say it so I don't forget it. Part of Noel's combo theory involving d.5B sometimes causes the 2nd hit to whiff. However if you do d.5C > d.5B both hits of d.5B should always connect. I vaguely remember testing this and having consistent results but I might be wrong. Just something you guys should test out once the game's out.

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Posted

Yeah I remember seeing that off of d.6D confirms. Also keep in mind that d.6A picks up an opponent, so ground hit d.6A > d.5B will work.

Posted

Had some really nice combo tech there, But Even through 7:30 minutes worth of combos, he still only used Crush Trigger for one of them lol.

Posted

I'm just glad haida loop is FINALLY dead. Lithe and Delta have been keeping it on life support in EX, but I let it die. (I'll still forever miss the CS2 Rachel Haida though, so awesome) ;w;

Posted

Theoretically, there should just be no way for haida loops to exist anymore, but OD Hazama says fuck SMP, maybe some extraordinarily stupid thing will be found and haida will be revived.

(or maybe u. noel will get to have it still :kitty:)

Posted

I dunno man I think they finally killed it. 22B and 22C have SMP, 22B followups barely do any damage, and it wont even get you loads of meter anymore since heat gain scales like damage does.

I could see the EX haida possibly working as a sandbag combo, but it would be useless for any practical sense.

But who knows? Maybe there will be some kind of glitch like EX's SMP loop where 22B does massive damage and doesn't SMP if we use Crush Trigger for the 13th hit of a combo when the round timer's second number is a 5, and the opponent has Heat divisible by 3.

Posted
maybe some extraordinarily stupid thing will be found and haida will be revived.

But who knows? Maybe there will be some kind of glitch like EX's SMP loop where 22B does massive damage and doesn't SMP if we use Crush Trigger for the 13th hit of a combo when the round timer's second number is a 5, and the opponent has Heat divisible by 3.

:eng101:

Posted
22B and 22C have SMP

Wait, just making sure. This only applies to first series of 22B, not every single 22B shot, right? I can't imagine how this move would function if it SMP'd itself. Like, that would be analogous to putting SMP on Hazama j.CxN

Posted
yeah just the first shot

Then did the P2 change? Is that why it's dead so far in CP? I haven't really been catching up as of late.

Posted (edited)

EX - 22B P1: 100 / P2: 99

22C P1: 100 / P2: 80

CP - 22B P1: 100 / P2: 90

22C P1: 100 / P2: 100

As you can see the P2 of 22B was nerfed. But 22C P2 was buffed. Since the haida loop as of late only uses 22B the P2 is still rather pretty high. 22Bs damage use to be 300 in EX but in CP its nerfed to 200 instead. If you pay attention to how noel does 22B in the corner as an ender to a combo you'll notice how after 6B the 22B always hits regardless how close noel was to her opponent in the corner unlike EX where if you too close then 22B will whiff on some characters in the corner. this leaves me to believe that 22Bs hitbox range was increased to make this possible unless the characters hitbox was increased in CP but that doesnt seem likely to me. but due to this the way how the EX haida loop works was to whiff the first shot on purpose to create the loop off the second shot. but since on CP 22B never really whiffs at all even at close range its seems likely that even the method used on EX to make the loop work wont work anymore. so even I believe the haida loop is most likely dead this time for sure. but ill try to mess with it and see but I have serious doubts about it tbh.

Edited by Litherain-XIII
Posted

Talking about 22B like it matters... The REAL tragedy here is that Revolver Blast now has same move proration.

Posted

I'mma make it work, I'll miss my RB > Rapid > RB air combos though.

Posted

Then we learned it could crossup on crouchers(except litchi) and it was almost like an overhead again.

So it's kind of like we are losing it AGAIN lol

Posted
EX - 22B P1: 100 / P2: 99

22C P1: 100 / P2: 80

CP - 22B P1: 100 / P2: 90

22C P1: 100 / P2: 100

As you can see the P2 of 22B was nerfed. But 22C P2 was buffed. Since the haida loop as of late only uses 22B the P2 is still rather pretty high. 22Bs damage use to be 300 in EX but in CP its nerfed to 200 instead. If you pay attention to how noel does 22B in the corner as an ender to a combo you'll notice how after 6B the 22B always hits regardless how close noel was to her opponent in the corner unlike EX where if you too close then 22B will whiff on some characters in the corner. this leaves me to believe that 22Bs hitbox range was increased to make this possible unless the characters hitbox was increased in CP but that doesnt seem likely to me. but due to this the way how the EX haida loop works was to whiff the first shot on purpose to create the loop off the second shot. but since on CP 22B never really whiffs at all even at close range its seems likely that even the method used on EX to make the loop work wont work anymore. so even I believe the haida loop is most likely dead this time for sure. but ill try to mess with it and see but I have serious doubts about it tbh.

That's strange, you'd think with the P2 buffs on 22C, we'd be using it more, but it seems like everyone's more content using 22B as some kind of combo oki ender.

Posted

22C is used a lot in CP though.

Obviously it's the main pickup off of 3C, especially meterless (3C > Rapid > 5B > 5C may end up being better overall, but I need to mess with that personally before I make any decisions).

By extension, it is the pickup off of all of our crouching confirms (5A > 2A > 2B > 2C > 3C > 22C)

And now, thanks to drive being cancelable into Silencer, we have Drive combo extensions with 22C (5B > 6A > j.C > j.D > d.6C > d.2D > d.6B > 22C > 66C > 6B > 4D > d.2D > d.6B > d.5C > 22)

22C as a stand-alone move (meaning, without the 22B mash before it) is now an important move, something it hasn't been since CS1. I'm kinda happy about that, though I will of course miss my gangland pick-ups, but at least now Noel has American History X oki.

  • 2 weeks later...
Posted

So, aside from a significant stylishness boost, did Noel get any changes to her game plan in CP? And do you guys think she got stronger or weaker overall?

Posted

It's really difficult to say. Noel's gameplan has always been "Get in and kill them, then stay in and keep killing them" it's just that now her method of doing that is different.

I can't even give you a straight answer for her being better or worse. a lot of her stuff got weaker, but just as much stuff got stronger. I'd say that she's just "different", so being better or worse really depends on what you are personally comfortable with.

Posted

Im in the same boat as Luna about that question. Its hard to say specifically how better she is in a specific way but i suppose overall based on observations hit confirming into combos from virtually any hit from her is now a lot more solid and has that "complete coverage" feeling to it that it was missing for several games. her game plan is the same as always imo just get in and stay in killing your opponent fast as possible before momentum shifts over by a simple mistake. the methods to doing so isn't heavily reliant on watching your opponent come to you and letting them get in for free and waiting for the slightest gap in their pressure or mix-up just to eventually hit drives to actually get the hit confirm off them or atleast this is the common strategy for most noels who cant seem to get an offense going by other means. Its more reliant on using a combination of her other tools and drives more on an offensive rushdown manner as opposed to a defensive take on the match ups. Some say she is more of a neutral to offense and vice versa character now in CP. she is different overall. she did lose some stuff but gained just as much in the process so its really hard to say how much better she is until october but i will say her reset game is hella better tho and her oki is a bit better too so the teching control against the opponent is a lot more manageable for noel than previously.

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