Litherain-XIII Posted March 23, 2014 Posted March 23, 2014 based on wats seen mostly the same. the only known difference is the damage change on MF which seemed like it improved from a CH 5C perspective. no crush trigger combos as of yet. im interested to see if d.6C is more stable now to go j.D > d.6C > d.2D on all the cast instead of it being more of a character specific route currently.
Demon Wind Bomb Posted March 23, 2014 Posted March 23, 2014 In one of the videos MF did 1840 damage, which is weird considering the max damage was supposed to be set at 1600. Is there something I'm missing or what?
LunaKage Posted March 23, 2014 Author Posted March 23, 2014 no idea man, maybe if used as a starter it caps, but it has a different damage value that scales normally when used ss s combo.
legacy49i Posted March 25, 2014 Posted March 25, 2014 Man, I just had a thought! What if you did CH 5C - MF - Fenrir 1st Hit - RC - MF - Stuff. It would be a very expensive combo, but there could be a lot of damage.
LunaKage Posted March 26, 2014 Author Posted March 26, 2014 It would be, but I'm not sold on that possibility yet. Last time I saw a Fenrir used in a combo, it pushed back REALLY far, might be too far to use a Muzzle Filter.
legacy49i Posted March 26, 2014 Posted March 26, 2014 Was it midscreen or in the corner? Or does it matter? Is it always a big push back? Where is this video, anyway? I'd like to see it.
LunaKage Posted March 26, 2014 Author Posted March 26, 2014 It was midscreen when I saw it, there's a possibility that it will be less in the corner, I guess we'll have to see.
legacy49i Posted March 26, 2014 Posted March 26, 2014 Just watched a video and saw it in the corner. Looks Muzzle Flitter MIGHT work. I'm staying optimistic. However, the distance created looks like it's gonna make double Fenrir truly impossible, even in Overdrive.
Adsfzxczxc Posted March 26, 2014 Posted March 26, 2014 So it seems like the minimum damage for MF is actually 1k rather than 1.2k.
Litherain-XIII Posted March 26, 2014 Posted March 26, 2014 the minimum damage is always gonna be 1000 unless its used earlier in a combo then the damage is changed accordingly so far. imo 6B stuff into MF looks to be alot more weaker
legacy49i Posted March 27, 2014 Posted March 27, 2014 So with these changes in 1.1, are there any new combos possible? Aside from anything involving a restand with Fenrir (which may or may not be worth anything). Anybody seen anything new in any videos?
Litherain-XIII Posted March 27, 2014 Posted March 27, 2014 ive seen this new combo route involving a d.6C in the middle of it that wasnt the usual j.D > d.6B > d.6C > d.2D route we know of. it involved a d.4D in it if im not mistaken. cant remember but i think it was on one of those streams. also quick mention that now the d.6C follow up after a j.D is now more stablized on wat seems to be all characters instead of it being character specific. it worked on noel in a mirror match which typically by the time you went d.2D she will tech out the combo for free. in 1.1 this is no longer the case heres the example: at 24:20 http://www.twitch.tv/team_exe/b/513214402
legacy49i Posted March 27, 2014 Posted March 27, 2014 That looks great! I'm looking forward to that A LOT!!! There's too many characters that won't get hit by the 2D correctly as it is in 1.0.
9:02 PM Posted March 28, 2014 Posted March 28, 2014 So with these changes in 1.1, are there any new combos possible? Aside from anything involving a restand with Fenrir (which may or may not be worth anything). Anybody seen anything new in any videos? I'm not sure how many starters will allow for this route, but the combination of d. 6C and crush trigger changes allow for 4D (FC), d, 2D, d. 6B, d. 6C, CT, 5C, hjc, j. C, j. D, xxx It's at like 21:50 in the stream Litherian linked. The round ended after the j. C, but he was at like 3100 by that point, so I would assume the whole thing is pretty damaging. If she can get in to it from different starters it seems like it would be pretty useful. I haven't watched the whole stream yet, but if she's able to work CT into more combos that alone seems like a pretty good buff since you have an option to get more damage without going all the way for a rapid.
legacy49i Posted March 29, 2014 Posted March 29, 2014 A LOT of combos lead to d.6C, so CT combos should come pretty easy. What I'd like to see is a combo where everything after the CT will get your 25 Heat back so you can easily finish with Fenrir. Speaking of, is there a cooldown or something after CT, or do you gain Heat normally afterward?
Litherain-XIII Posted March 29, 2014 Posted March 29, 2014 there is a cooldown after CT for everyone so getting heat back into the 50 range unless you already started with 50 then build over 25 then CT, youll find it nearly impossible to build up the extra 25 afterwards.
legacy49i Posted March 29, 2014 Posted March 29, 2014 Hey, I just thought of something. If CP1.1 d.6C has less horizontal motion, then will the d.5B (wallbounce) - d.6C link still connect? I don't think I've ever gone this route, but it would be nice to know.
Litherain-XIII Posted March 29, 2014 Posted March 29, 2014 theres a good chance it wont since the distance of the falling opponent is pretty far its looking iffy. not entirely sure but id say it wont mostly. best case scenario imo it might graze the end of their foot hitbox at best but they may tech from it after getting hit by it under 3 hits out of 9 from d.6C. thats just my 2 cent on that. its be nice if it still connects entirely.
legacy49i Posted March 29, 2014 Posted March 29, 2014 Do you ever even use that combo? I've always done d.5B - Optic Barrel A - stuff.
Litherain-XIII Posted March 30, 2014 Posted March 30, 2014 I personally dont even though in certain cases its needed unless you like forcing yourself into a revolver blast ender. An example of using it in a combo would be a non CH j.D ( normally from a cross-up attenpt) into d.6A > d.5B > d.6C > (slight delay) d.5B > 236A > run 2A > 6C before they land to ground to continue combo into a BT, an AST, or 22B oki ender of your choice. Using the d.6C in this scenario simply allows for a bit more damage and an easier execution on the OP pick up to continue combo into your combo ender options outside of Revolver Blast. it is possible to cut out the d.6C part entirely and just do j.D > d.6A > d.5B > d.5A > d.5B > 236A > run 2A > 6C > etc. But its kinda tight on execution around the 2A pick up part so its just an example of how you can get around not using it at all. However its harder without it imo based on reward and execution differences alone in my experiences using it. Overall its better to use the d.6C but if you feel like doing the variation without it works for you then go for it.
Justice7541 Posted April 7, 2014 Posted April 7, 2014 So I'm thinking about trying to pick up Noel again (I say this every iteration btw) but MAYBE IT'LL STICK THIS TIME SINCE SHE ACTUALLY HAS A KNOCKDOWN NOW. Just a couple of questions since it's been a really long time since I've played as or fought as a decent Noel: 1) Is drive mash still horribly unsafe mid-chain? Or can I try going for d.6B/6D mixups and frametraps now, etc.? 2) What's her Haida Loop this time around? 3) What's her optimal CR route now? I was looking at the combo thread and it looks like it's mostly the same in corner and midscreen, except BT > 6C 6B 22B ender now? 4) Did Mori ever confirm her canon bust size?
Adsfzxczxc Posted April 7, 2014 Posted April 7, 2014 So I'm thinking about trying to pick up Noel again (I say this every iteration btw) but MAYBE IT'LL STICK THIS TIME SINCE SHE ACTUALLY HAS A KNOCKDOWN NOW. Just a couple of questions since it's been a really long time since I've played as or fought as a decent Noel: 1) Is drive mash still horribly unsafe mid-chain? Or can I try going for d.6B/6D mixups and frametraps now, etc.? 2) What's her Haida Loop this time around? 3) What's her optimal CR route now? I was looking at the combo thread and it looks like it's mostly the same in corner and midscreen, except BT > 6C 6B 22B ender now? 4) Did Mori ever confirm her canon bust size? 1) It's a lot more legit now though you can still get mashed out of certain strings and dp'd out a lot of them as well. Though as long as you don't use d.6C or be super predictable with your mixup it should be fine. Stuff like 5D>d.5A>d.6B/d.6D/d.4D is solid as I believe 5D>d.5A is frametight and then you can call out dp's and stuff with d.4D since it has invincibility now. 2) >implying Haida Loop still exists 3) CR as in Crouching? then its pretty much stuff>3C>22C>665B>5C>sj.C>j.D>Ender. The ender is slightly different depending on where you are on the screen and what you want (Ex. BT/AT/22B enders or side switch with 2D) while corner is almost always 22B. I would try not to do BT>6C>6B>22B since a lot of the time the hit stun decay doesn't allow for that, or they are too low to pick up with that route. It's probably better to just cancel a drive string into 22B and if possible do 22B>2B>6C>6B>22B, or just do AT>6C>6B>22B. 4) Does that matter? Everyone else is still ridiculous compared to our Noellers (except maybe kokonoe/loli's don't count).
Justice7541 Posted April 7, 2014 Posted April 7, 2014 CR as in Chain Revolver, my bad. Also Noel bust size is important~
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now