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LunaKage

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Everything posted by LunaKage

  1. 6B > 5D > d.5C > d.6B > d.6A > d.5B > 236A~66 > 5B > 5C > Air combo did 3.3k. Can't remember if it was a full air combo or just j,C > RB~j.2C, but still. It's the basic Midscreen overhead damage, but the positioning loss makes it hurt a lot still.
  2. In fairness, it doesn't seem like anything actually WORKS. When I watch these guys test out stuff, they're usually testing the things I would test myself, and just, NOTHING is working. It really does feel like a dud, but this is what Loketests are for, I can't imagine ANYONE seeing this and thinking "yeah, that looks about right", shoot, even a few of the guys I know who dislike Noel are saying that her combos look super weak.
  3. Your combo off of that string in the corner is this: 2B > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 6C > 5D > d.6A > d.6B > 236C > 6C(2) > 6B > 22 or 2B > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 6C > 5D > d.6A > d.6B > 236C > 6C(2) > 6B > 6D > Fenrir For OD enders you have these: 2B > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 6C > 5D > d.6A > d.6B > 236C > 6C(2) > OD > OD Fenrir or 2B > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 6C > 5D > d.6A > d.6B > 236C > 6C(2) > OD > OD Thor > 66 > OD Fenrir
  4. Air hit 6C > 6B no longer combos, they air tech after 6C. Crouching hit d.5C > d.6C no longer combos Air Hit 236C > 5B no longer combos in the corner OTG 2B > 6C > 236C > 5A combos in the corner 6C(2) no longer wallbounces Air hit 6C > 2D > d.6A > d.5B combos
  5. Oh hey, good eye. You might be right. I really don't think that would have reached in previous games.
  6. Well, in both instances of this Noel using j.D, there were other factors involved. The first time, he air-dashed before he used it, and the second time he used it, he was in OD, and OD j.D kept it's momentum, even in CPEX.
  7. Boom: https://www.youtube.com/watch?t=308&v=w2EezZKXxkU OK, so now it's time to analyze. The first thing that jumps out at you is HOLY SHIT 6D. Cross da urff, hits low, body and projectile invuln during the rush. This is definitely our new neutral killer, the same way 2D was in CP, except you could probably argue that this one is better. Secondly, I saw later in the match that the Noel whiffed a 6A, it definitely seemed to recover faster, supporting my typo theory above. I didn't see any 5As, so no confirmation on that front. We didn't see all of her old drives, we haven't seen d.6B, which I'm curious to see, since I believe I remember that she lost her overheads in drive. Curious to see what drive pressure looks like now. d.6C > Reload managed to make the Jin scared enough to hold block and get grabbed, but later he poked out clean. It's possible that he was able to poke out the second time because the d.6C got him at a distance, and thus the last hit didn't connect, so the Noel didn't get the frames she needed to continue pressure. Also note that he was barrier blocking the first instance, now it's obvious she's not gonna be plus enough to get a guaranteed safe grab attempt, even on barrier block, but just the fact that he was scared enough to let her pull it off was noteworthy. We shall see. 6C(2) didn't seem to change as much as I was expecting, it's possible she can still do 6C(2) > 2D, since 2D's arc changed, and 6C(2)'s launch changed, but no confirmation so far. Also, since d.6D is just as hilarious as 6D, it's possible we'll get to use that for side-swap combos. It's too early to tell, but due to d.6C's change, it's entirely possible to could do something like Air hit d.6C > d.6D to side-swap. Dunno, just a thought. So far they're still clueless on combos. Every combo he managed to land ended in a typical air combo, I'm praying to whatever God that will listen that they find something good, quickly.
  8. Yeah, right now her confirms off of 6A and early 6A combos are looking pretty bleak. As well as any combo that takes to the air at any point. It's going to be really hard if they don't touch that up a bit.
  9. Here's a match video of myself fighting our local Valk. https://www.youtube.com/watch?v=mK1BJke7_zo&feature=youtu.be
  10. 5A is expected to be a typo or something, since 5A ALREADY is unpunishable on normal block, it's only -3. While it's true that I would love for 5A to have better frames, if it does in fact whiff on crouching opponents, the move is officially useless. 5A moves that whiff on crouchers usually are on characters who are taller, allowing them to use them as anti-air moves, they also usually have about 2.5 times the range that Noel's 5A has. If Noel's 5A whiffs on crouchers, it still cannot be used as an anti-air, and will still have shitty range, making this a huge nerf. Some people are saying that he may have meant to say 6A, which would make a lot more sense. Since 6A whiffed on crouchers in CS1, so it's not a huge stretch for them to do it again, even though that's a whole other bag of worms that I really hate that I might have to deal with again. The idea that they made 6A unpunishable on normal block, would mean that 6A would be much safer as an anti-air on whiff, which is desperately needed, so I'll deal with the whiffing on crouchers thing, as long as my AA isn't complete garbage. However, if it is in fact 6A and not 5A, then it strikes me as interesting that they changed Revolver Blast's input in order to reduce the amount of screw ups when trying to go for Super-Jump-Forward j.C, but then they go and make screwing up a microdash 5A even worse, by having 6A whiff on crouchers. 5C having more startup, but less recovery is fine for me honestly, though I wouldn't say it's better on whiff, since it should equal out to be mostly the same from start to finish. The biggest difference would be on block and hit, here's hoping we have another plus frame move, but I doubt it. Is the 6C thing a nerf? Or a buff? I mean, it really depends on how her combos work now. With 2D no longer being a GIANT RAINBOW OF DEATH it's no longer possible to do 6C(2) > 2D combos, so I'm not entirely sure how to rate this one. Drive reload buff. Good. 2D forcing crouch. Again, it depends on how her new combos work. With 2D forcing crouch, she can't do CH 2D > 214A anymore, which is obviously bad, but with the change to reload and d.6C, it's entirely possible we may have d.6C > reload combos, in the form of 2D(force crouch) > d.5C > d.6C > Reload > 5A? > 5B > 5C > 3C > etc. So who knows? The nerf they did to her combo routes when going into the air really hurt my hype for stuff like this, since d.6C > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D isn't possible anymore due to j.4D being gone, and replacing it with j.D is going to be so situational and inconsistent that it really just gives me a headache thinking about it. d.6C buff, good, about damn time. here's hoping that it's actual frame advantage, I don't need much, but +3 or +4 would be a godsend. d.6D thing, not entirely sure what he's saying here. I assume that d.6D is going to be the same animation as her new 6D, which is her old j.4D's post landing animation. So when he says it goes behind an opponent, does he mean it crosses up? I assume so since he said it's easy to react to. This is a pretty cool thing maybe. I mean, people still get hit with Assault Through, so I'm sure I'll get plenty of hate for this new broken crossup. Chamber Shot buff, alright, that's pretty good I suppose. Again, combo news wont make me happy until I hear the words "she has enders that aren't j.D routes, that are actually good" that or "j.D momentum is back" which will let us use similar combos to CP1. Either is fine, but how it is now, just, please. RB Followup. Good. Fine. Spring Raid nerf. Literally why? Who at Arcsys is looking at Spring Raid and going "this move needs to be worse"? It doesn't make any sense. I mean, on normal hit it was super bad, and on counter hit, we could land a combo, but it was already kind of tough to do so, and led to a short combo that didn't do much. So like, what was the problem? If anything, I'd say that Raid needed to be BETTER, since there's really not a whole lot of situations where you would use it, outside of weird gimmicks, and the obligatory OD Raid confirm.
  11. That's all pretty accurate, Noel has the most trouble against the characters who work well at a range. The only thing I can really add is that while Noel's pressure/mixup game may seem really good, keep in mind she only has two chances to mix you up in drive without meter, if you manage to block both, you get to punish, and even if you miss the punish, you're now back at neutral, which as we've mentioned, she loses. If we have meter, we can use it to reset pressure in the event that you blocked the first go, if we manage to score that hit after using the meter, we don't really make it back, so we usually have to mix you up AGAIN just so we can get the kill, since we no longer have the option to super. Noel's damage on non-punishes is pretty mediocre considering the risk she puts forward to get it, so we're definitely going to want to keep all of our meter so we can end a combo into a round winning super/double super. Speaking of blocking her mixup, it may seem impossible to some, but there are a couple of locals here in Michigan that I cannot use drive against, they block it every time, which like I said before, forces me back into neutral. If you can consistently block her drive mixup, a Noel will be less willing to use it, due to it's big drawback. That will lead to us using much more risky tactics in an effort to get anything in at all, and it becomes super depressing really quickly. This is less the case against characters she can actually play neutral against, or characters with DPs, since she can get damage there instead, but someone who blocks, and blocks well, with a character that laughs at her neutral, can easily dominate the match.
  12. It's a new thread man lol, of course there's no info yet. We've got to get a discussion going.
  13. Depends on the situation, but as a reference point, you should be using 5A, 2A, 5B, 2B, 5C, j.C, j.2C, and 2D depending on how close you are. You can also use 4D to hard bait certain "neutral killer" moves that certain characters have, like Valk's 236A, and Tsubaki's 236X moves, if you've ever noticed a Noel using 4D while far away from an opponent, there's a good chance that was what they were trying. Honestly, this is pretty much all 4D is good for nowadays, since it's not very good in defensive situations in most cases anymore.
  14. Yeah, you can ask anything related to gameplay here.
  15. Yeah, you're doing it too early lol. Just delay a tad bit more and you should be good.
  16. What do you mean by "nothing"? At what point does it drop? The most common advice I give for this is: You can actually 5A earlier than you think. The timing is actually really easy once you wrap your head around that fact. It will feel really weird at first, but will become second nature once you get used to it.
  17. Discuss the Noel Vs. Valkenhayn matchup here.
  18. Discuss the Noel Vs. Tsubaki matchup here.
  19. Discuss the Noel Vs. Terumi matchup here.
  20. Discuss the Noel Vs. Tager matchup here.
  21. Discuss the Noel Vs. Taokaka matchup here.
  22. Discuss the Noel Vs. Relius matchup here.
  23. Discuss the Noel Vs. Ragna matchup here.
  24. Discuss the Noel Vs. Rachel matchup here.
  25. Discuss the Noel Vs. Platinum matchup here.
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