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Everything posted by LunaKage
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If you play Noel, make sure to drop by the Noel subforum, if you have any way to record your matches, post them in the critique thread and either myself, or one of the many helpful Noel players that post there will be happy to give you pointers. You'll be happy to know, that just like Mahvel Baybee, Noel plays a very momentum based game, and is also full of some fun bullshit.
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no guide yet. I'm working on one though.
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just press D, there's never a perfectly safe time to go into it. just try not to be predictible. if you want mix up: D - d.5A - d.6B/d.6D/214A if you want push back: d - d.5A - d.5B - d.6A - d.5B - 236D is alright
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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.
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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.
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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.
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you got it dude. I'll go ahead and lock this thread as well.
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cp1.1 videos should probably get it's own thread. anyone interested in creating and updating it?
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Actually looking at it, I don't even think Fenrir(1) > RC > 214A would even work. Doesn't it look like Fenrir sends them a little too far away? Also shit, this thread is turning into a General Gameplay Discussion/Speculation thread, I guess we should cut this conversation short here, if anyone has anything to add to the CP1.1 discussion, send it into the Gameplay Discussion thread.
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Meterless 6.2k is crazy. Considering into oki we only get about 5.4-5.6 right now. Really curious about the route.
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Well if it does a minimum damage of 1.2k that's still really good. I was expecting like 800 personally.
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Air hit j.A > j.B > dj.C > dj.D > Fenrir(1) > Rapid > 214A > 2B > 6C > 6B > 6D > 236D would probably work, and do a lot more damage than a j.A starter normally would. So you could do a combo like this to kill... maybe.
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honestly, I think it would be great for certain air confirms.
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Yeah but look at how badly he was playing. I'm not gonna consider him the epitome of optimization just yet.
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despite how one-sided that match was, we still saw some things that made me feel better. hitstop change for 22C is noticeable, and will make following it up easier. P1 for j.C must not be too different since the standard j.C ABC 236C did 1.5, which it normally does anyway. d.6C does not negatively affect our bnbs, like I feared it might.
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6B > 4D is good to bait pretty much all DPs, except for command grabs, in which case you're pretty stuck, you can 6B > 2D, but that might not prove too usefull in that sitation. As far as air to air moves, j.A is really good, it's fast, and can confirm into: j.A > j.B > dj.C > dj.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B And no need to apologise for asking questions, it's what we're here for. :3
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YOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
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Noel's combos are easy for the most part. the hardest thing about them are remembering your starter, how long into the combo you are, and taking the route accordingly. for example, a 214A starter, gets a full combo with an extra ender, however, a CH 5C into 214A will require you to use the basic ender without extending it with the extra ender.
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Yeah some people have an easier time reacting to drive pressure than others, hell one of MI's mid level guys have an easier time blocking my drive than Axis does lol.
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your best bet in that situation is the drive string of 4D > d.6C, or in a pressure situation d.4D > d.6C. If both moves whiff, then the d6C will catch Mu standing, and allow a combo into Muzzle Filter. If your 4D actually connects, and you aren't in the corner, d.6C will still connect, at that point you do 4D > d.6C > d.2D > d.5C > d.5B > 236A to continue the combo. If your d.4D connects, it will counter hit, and combo into the d.6C, which again will combo into Muzzle Filter.
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Actually, higher level players DP every chance they get, they only block if they feel that a 4D is coming.
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Good input there Zeromus, though the one problem I have with your assessment is at one point you implied that Noel's "real Pressure" was outside of drive. In reality, she doesn't really have mixup outside of drive, there are situational exceptions of course, but if you're pressuring your opponent in a normal blocking situation, drive pressure/mixup is her best bet, while still carrying the same risks it has always had.
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Personally if I'm gonna spend meter it's going to be for one of three reasons: 1. Make something stupid and risky safe/safer 2. Finish off the round/match with a Super Ender 3. Keep on an opponent who was godlike enough to actually block everything Number 3 is super important to me in CP, since Noel's main objective while up close is to land a hit with her tools. The gimmick/option that you posted is fine if that particular combo will kill and you just need a bit more damage, but the way I see it, Noel's mixup and baiting options are good enough as it is, they just allow your opponent to escape if they block/don't take the bait. Basically what I'm saying is: Personally I'm not going to bother using a trick that needs meter just to work, when Noel's basic options are strong enough when used correctly meterless, and thus saving that meter to cover your bases if they blocked, or to kill them if you get a chance. I feel like keeping as much meter as you can is so important for Noel in CP, since it's so much more rare in CP than it was in Extend, 50% heat can mean the difference between a win and a loss. I've actually had several situations occur, where my opponent blocked my first barrage of mixups, I rapid canceled to allow a couple more mixups, I HIT THEM FINALLY, but then I couldn't kill them since I didn't have enough meter to Fenrir at the end of the confirm, so I had to go for another mixup/bait situation.
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Axis(Azrael) Vs. LunaKage(Noel) First to 10. http://www.youtube.com/watch?v=gZvT430mujU
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we'll see. but yeah, 4D beats most ground overheads, except for the ones that put your opponrnt in the air, as Ayane said.