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Everything posted by LunaKage
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I was getting caught alot with Stuff > Command grab, once I find out if I can 2D over it though, I can bet Plat's aren't gonna try it TOO often on Noel :P
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I'd assume: 5C > j.B > j.C > dj.C > dj.236AAA
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Same as the other two DLC characters. 1. Beat Challenges 1-7 2. Use her Unlimited Mode in Arcade/Versus/XBL/PSN 3. Do a Redbeat 5k combo in Arcade/Versus/XBL/PSN(unlimited can be used for this)
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Surprisingly the best way to deal with 2D in CS1 was 6C, but we got very little reward off of it, you could probably still use 6C now to catch 2D and get a better combo due to 6C's 100p1, but 6A is MUCH safer on wiff in case you messed up somehow.
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6A is actually pretty good nowadays, due to hitting crouchers it's safe, it's also a good idea to use it as an AA, auto input 6A > 2B, if the 6A CH, you wiff the 2B and can run up for a combo. As far as on the ground goes, it's not all that amazing, but it is crucial in the Noel mirror(to name one example) because it actually hits 2D EVERY TIME now, instead of being hella inconsistent like in CS1, so using it as a jump out bait or a 2D bait in stagger situations is a good idea.
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Alright got some more hit confirms for you guys: CH Assault Through, how does it work? Long Range Combo(Long Slide before corner), can also function as a less hard combo to do instead of the short range one. CH Assault Through > 66~2B > 6C(2) > 6C > 4D > d.6C > SR > 66C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger(4.1k) Short Range Combo(Hit immediately into the corner), damage varies depending on how many 22Bs you got in/character you are fighting. CH Assault Through > 66 > 22B(Mash)C~66 > 6C(2) > 6C > 4D > d.6C > SR > 66C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger(4.6-5.1k)
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Don't worry, once you start fighting good players you'll stop feeling bad because you'll realize how bad 2D really is, also 2D and Grabs aren't considered normals, 2D is a drive and Grab is a... well a grab. Anyways, my favorite normals so far are 5B, 2A(+1 on block), 2B(Low, neutral on block) and 2C(low, +3 on block).
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Real talk when I saw C0R became mod, at first I was like "wtf, of WHAT?" then I saw it was Mu Mod and I was all "=w= PARTY AT C0R'S PLACE!" And everyone had a designated driver(Noel player).
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:3
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The Noels also use ~ in a similar fashion, we use it for two things: 1. For a run in a combo(As in, not a dash, a fucking sprint) example: Thor > 66~6C(2) > 6C > yourhealthisgone.jpg 2. For dash cancels, usually following the move that can be dash canceled so that the difference is obvious, example: 22BBBBBBC~66 > 6C > yourhealthisgone.jpg Just mah 2 cents, you can disregard if you want, cuz I'm hella free.
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>Makoto I see what you did there.
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I gotta admit, I want to try this.
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I interrupt the posting of pro Japanese players for a couple of scrubs breaking in CS2 on day 3 netplay: OmniSScythe(Makoto) Vs. LunaKage(Noel) 720p
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2D > d.5C > d.6C > d.2D > SR > 66C(2) > 6C > 5D > BT > 6C > j.D > d.6D > d.6B > d.5D > d.5C > BT(4.9k) 4D(Normal hit, not fatal) > d.5C > d.6C > d.2D > SR > 66C(2) > 6C > 5D > BT > 6C > j.D > d.6D > d.6B > d.5D > d.5C > BT(5k) 5D > d.5C > d.6C > d.2D > SR > 66C(2) > 6C > 4D > BT > 66C > j.D > d.6D > d.6B > d.5D > d.5C > BT(4.7k) 6D > d.6C > d.2D > SR > 66C(2) > 6C > 4D > BT > 66C > j.D > d.6D > d.6B > d.5D > d.5C > BT(4.6k) j.4D(Out of the corner crossup) > d.6C > d.2D > SR > 66C(2) > 6C > 4D > BT > 66C > j.D > d.6D > d.6B > d.5D > d.5C > BT(4.7k) j.D > d.5C > d.6C > d.2D > SR > 66C(2) > 6C > 4D > BT > 66C > 5D > d.6B > d.5B > d.5D > d.5C > BT(4.7k) Some corner combos off of every drive starter(starter), some of them(mainly the 2D one) may be repeats of what we already have though.
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Did a little lab testing, and it looks like our corner combos are gonna consist of Starter > 6C(2) > Drive > BT > Ender. Examples: 2D > d.5C > d.6C > d.2D > SR > 66C(2) > 6C > 5D > BT > 6C > j.D > d.6D > d.6B > d.5D > d.5C > BT(4.9k) 4D(Normal hit, not fatal) > d.5C > d.6C > d.2D > SR > 66C(2) > 6C > 5D > BT > 6C > j.D > d.6D > d.6B > d.5D > d.5C > BT(5k) 5D > d.5C > d.6C > d.2D > SR > 66C(2) > 6C > 4D > BT > 66C > j.D > d.6D > d.6B > d.5D > d.5C > BT(4.7k) 6D > d.6C > d.2D > SR > 66C(2) > 6C > 4D > BT > 66C > j.D > d.6D > d.6B > d.5D > d.5C > BT(4.6k) j.4D(Out of the corner crossup) > d.6C > d.2D > SR > 66C(2) > 6C > 4D > BT > 66C > j.D > d.6D > d.6B > d.5D > d.5C > BT(4.7k) j.D > d.5C > d.6C > d.2D > SR > 66C(2) > 6C > 4D > BT > 66C > 5D > d.6B > d.5B > d.5D > d.5C > BT(4.7k) These are what I have so far for basic corner bnbs off of every drive starter(starter) and I recommend them for everyone to learn :3
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My favorite off of CH5B is currently: CH 5B > 3C > 22BBBC~66 > 66C > 4D > d.6A(wiff) > d.5C > 236A > 66C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger (3.5 give or take a few)
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You're asking why you are only doing 4.5k? I'm not sure I understand the question. And for the 4D wiff combo, I've never even seen that combo before, seems like something that is combo vid material as opposed to a potential "go-to" combo.
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I haven't had any problems so far with the j.D > d.6D > d.6B > d.5D > d.5C > BT ender, so post the full combo and I'll see what I think is happening to throw it off. Also, people need to stop focusing on the haida too much, learn her BnBs before you even attempt haida, it will do wonders for you in real matches.
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Your name is also the name of a guitar model.
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Dedicated to the new CS2 Noel, no question is too dumb, just ask away and we will do our best to answer.
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j.4D crossup doesn't seem to work on higher level players, despite the speed boost. Good thing I live in America
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lol feel free to ask about the matchup come CS2, you guys may actually need some help now.
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Yeah, sounds about right, I guess you could say I went a bit more into detail about the things you mentioned, either way, no harm done, because there was nothing here to derail in the first place.
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Nah there was more in there, besides, you said you would elaborate later, and never did =w=
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Most of what is said above is true, regarding an easy win and all, however there are some things to look out for: The 3C thing is correct, but the damage output is a bit misleading, Noel will only get 5k meterless if 3C was the starter, anything used before that is looking to get more in the ballpark of 3.8k depending on the starter, and that is only if one move was used before 3C, such as her overhead, or her 5C(crouching or counter) or her 5B(Counter), even two moves used before 3C will prorate her damage to the point where it feels like a simple little scratch. Another thing about this matchup, is that Bang is the second easiest character to haida loop(right under Tager) due to his horizontal hitbox, so any Noel worth their salt will consistently get 4.8k-5k meterless off of a naked 3C, while those may be rare in other matchups, Bang is one of our common victims of 3C reversal, due to some of his favorite moves being vulnerable to low profiles, such as 5A, 5B, and his 2D as well, just to name a few. My apologies for reviving this thread, especially since CS2 is right around the corner, but a few of these points will still apply anyways.