-
Posts
4,456 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by LunaKage
-
Double post, but screw it, I'm the mod here, I'll allow it. Another good thing about j.4D replacing j.D in combos, is that thanks to the assist with the Optic Barrel changes, we get to do more stuff off of a j.D starter. Before, if we did a j.D starter, we would need to settle for a low damage confirm, or a corner carry combo, which also did low damage, but now, we can probably do something like this: j.D > d.6A > d.5B > 236A~66 > 2A/5A > 5C > j.2C > j.4D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B or for corner carry j.D > d.6A > d.5B > 236A~66 > 2A/5A > 5C > j.2C > j.4D > d.5C > d.5B > 214D > 66C(2) > 6B > 22
-
Did some more theory fighting for combos. Due to j.4D replacing j.D, and due to j.D still working in the corner, I've come up with a few possible combos: Corner: 5B > 6A > j.2C > j.4D > d.4D > d.2D > d.6B > 236C > 5B > 5C > sj.C > j.D > d.5C > d.6A > d.5C > 22 Noel in the corner: 5B > 6A > j.2C > j.4D > d.2D > d.5B > 214D(opponent is now in the corner that Noel started in) > 665B > 5C > sj.C > j.D > d.5C > d.6A > d.5C > 22 This one is reaching, but MAYBE: Corner d.6B > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > 22B > 2B > 5C > sj.C > j.D > d.5C > d.6A > d.5C > 22
-
5D and d.6C are probably the rarest moves to actually land on an opponent. As far as that goes, that is 100% a nerf. It's a buff for those two moves, sure, but only day 1 netplay scrubs are gonna actually get hit by CH 5D or d.6C on any consistent basis. In all honesty, her Fatals were worthless in CP as well. No one was gonna get hit by j.4D as a CH, and when you hit 4D, the fatal combo was the same as the normal combo.
-
Find a better teacher? No point in being a middle man if he can just find help here instead.
-
Alright, so after watching a bunch of Noel videos, I figured I'd make an analysis of how I think she's doing in CPEX, and while I don't exactly think she's a strong character, my opinion of her is definitely looking up, compared to the last time I spoke of her. Pressure: While watching, I noticed something. I'm not sure if it's just because I'm so used to CP's pushback nerf, or if it's a legitimate change in CPEX, but it really felt like Noel wasn't getting pushed back as far while staggering Normals. If this is true, it means that we can start using normals again during pressure, instead of praying that our opponents let us go into drive. Another note, is Optic Barrel's dash cancel buff. In CP, as well as CPEX, it was very possible to use 236A in pressure. This usually happened when we were facing an opponent who loved hammering on Barrier. Doing a drive string into d.5B > 236A was a thing that was really good at making sure we escaped safely. In CPEX, thanks to the dash cancel, it makes it possible to turn this "Escape from our own shitty character design pressure" into "oh, you hit barrier, now we're in your face, and at frame advantage". This is very good news. Another thing this allows us to do, is gain some ground after a midscreen j.236C > j.2C. It's very easy to use this as a setup for a meaty 236B, but now, we can 236B~66, which doesn't exactly give us a whole lot of advantage, but it at the very least gives meaty Optic Barrel a little more purpose than just praying for a cheese victory. Combos: Noel's combos got an interesting change in CPEX, there are quite a few routes to use, however, you can still just convert most of your confirms into CP1 routes and oki. While most JP Noels opted into ending all of their combos into Bloom Trigger(which I still insist is retarded), through theory fighting, and seeing a couple of R1's combos, I noticed that it's very possible to convert most combos into 22B oki. You can achieve this like so: In CP combos using d.5B > 236A > 665B, you now use d.5B > 236A~66 > 5A/2A > 5C In CP combos using Bloom Trigger in the corner, now you just use Chamber Shot. In CP combos using sj.C > j.D, you now use > j.C > j.4D Now, I know these were reported before, but at the very least, I'm now 99% certain that her combos were in no way nerfed, just changed. In CP, this combo: 4D > d.2D > d.6B > d.5C > d.5B > 236A > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B I'm almost positive, you can use this combo in CPEX: 4D > d.2D > d.6B > d.5C > d.5B > 236A~66 > 2A > 5C > j.2C > j.4D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B If that doesn't work due to 2A prorating the combo, I'm willing to bet that j.4D > d.5C > d.6A > d.5C > 22B will work instead In CP, this combo in the corner: d.6B > d.5C > d.6D > 236D > 5B > 5C > sj.C > j.D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 can 100% be done this way in CPEX d.6B > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 I have no reason to believe that CP's late combo Bloom Triggers can't be replaced by late combo chamber shots. In CP, the corner combo: 4D > d.2D > d.6B > d.4D > 214D > 2C > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22 Would instead be done like this in CPEX: 4D > d.2D > d.6B > d.4D > 214D > 2C > 5C > j.2C > j.4D > d.6B > d.5C > d.6B > 236C > 6C(2) > 6B > 22 Combining all this, with other possible optimal combos routes into oki, should make the adjustments about as painless as possible, since unlike most other games, our Drive fillers act almost exactly the same ways they did in CP.
-
Well, I know that if you do 214K~H as quick as possible, then it catches jumps, so the gap is most likely tighter than 3 frames.
-
5H > 214K~H is a really effective frame trap. Opponents can backdash it, or reversal, and some characters can go under it with some stuff (stun dipper lol) but it prevents jump outs, and random mashing. You can also delay the H followup as well, to keep people from reacting to a gap in the block stun, since doing 214K~K > Throw is something you can do if you think your opponent is gonna respect out of fear of this frame trap. Some people wait for the roll, and then hit buttons if they feel the gap is longer than it normally is, which is where delaying 214K~H will catch those people as well. If 214K~H counter hits in the corner, you get a full combo into Disc oki as well. As far as stagger pressure goes, I feel like 2K is a better option, it's 5 frames, is plus on block, and hits low. This is just from my limited experience, so feel free to correct me on this if I'm wrong.
-
There is a Skype Group for Noel Vermillion, hosted by myself, in the group you can find a bunch of Noel players willing to help you out with stuff, give you general advice, or just shoot the breeze with. Just leave your skype info, and I'll add you personally, don't be shy now, we're here to help.
-
I'm making this thread now, I wont be updating the first post until the game is released, but feel free to post combos you've seen in videos.
-
Information If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for CHARACTER. Also refrain from using move names and abbreviations. Please refrain from going off topic in this thread. This thread is for posting of combos only. Only the most optimal combos will be listed in this thread. Collapsed: General Notations Used: [table] >Combo the previous move into the following move. j.XJump sj.XSuper Jump d.XCommand while in Drive state ADAir Dash IADInstant Air Dash dj.Double Jump sj.Super Jump XX~66Dash Cancel RCRapid Cancel ODOverdrive ODCOverdrive Cancel [ ]Hold Input (N)Attack must deal N amount of hits. [???] xNRepeat ??? N amount of times.[/table] Collapsed: Guide Specific Notations Used: Notations in red are for prefixes only. Notations in blue are for suffixes only. [table] Fenrir632146D Thorj.236236D [CH]Counter Hit combo [FC]Fatal Counter combo [sS]Side Swap combo [CR]Crouching Opponent [AA]Anti-air or Air-to-Air [RP]Roll Punish [HP<N%]Player HP less than N% required before combo start. Needed only for Overdrive combos. [N%]Player Heat % required before combo start. [N/N%]Damage/Heat Gain %[/table] Challenge Mode Combos[collapse] Mission #01 - [CR] 5B > 5C > 3C [1.4k/10%] Mission #02 - 2B > 2C > 5C > 236C [1.7k/12%] Mission #03 - 6D > d.6A > d.5A > d.6A > d.5A [1.8k/13%] Mission #04 - 5D > d.5A > d.5B > d.5C > d.5D > d.623D [2.5k/18%] Mission #05 - 6B > 5D > d.5C > d.6C > d.5C > d.6C > Fenrir [3.7k/17%] Mission #06 - 6A > 6C > 5D > d.5C > d.6A > d.5C > d.6A > d.236D [2.5k/18%] Mission #07 - 4D > d.6C > d.2D > d.6A > d.5B > d.214D [2.6k/18%] Mission #08 - B+C > 214A > 2B > 5C > j.C > j.236C~2C [2.8k/21%] Mission #09 - 5B > 6A > sj.B > j.C > j.2C > j.4D > Fenrir [3k/13%] Mission #10 - 236236C (Use your Astral Heat to counter the CPU's attacks) Mission #11 - 5D > d.6B > d.5C > d.6D > d.6B > 236C > 6C > 4D > d.214D > 6C(2) > 6C > 6B > 22B [3.8k/28%] Mission #12 - 6B > 5D > d.5C > d.6C > d.6A > d.5B > 236A~66 > 5A > 6C > j.C > j.B > dj.C > dj.B > Thor [3.5k/21%] Mission #13 - 5B > 5C > ODC > 5C > 5D > d.623D > 5C > j.2C > j.4D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B [4.2k/31%] Mission #14 - 2D > d.5A > d.6B > d.5C > d.6C > d.236D(1) > RC > 214A > 5B > 5C > sj.2C > j.4D > d.6B > d.5C > d.6B > d.5C > 236C [4.1k/20%] Mission #15 - Do over 4000 damage off of a Guard Crush. (You have 100 Heat, and 50% Health for Overdrive) - [Example] A+B(Guard Crush) > 214A > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B Mission #16 - [CR] 5B > 5C > 3C > 22C~66 > 5B > 5C > sj.2C > j.4D > d.6B > d.5C > d.6B > 236C > 6C > j.D > d.6B > d.6D > d.6B > Fenrir [5k/28%] Mission #17 - [AA] j.C > j.B > dj.C > dj.236C~2C > RC > dj.4D > d.2D > d.5A > d.6A > d.5B > 236A~66 > 6C(2) > 2D > d.5A > d.6B > d.5C > d.6B > d.236D [3.3k/19%] Mission #18 - 5B > 6A > sj.C > j.D > d.4D > d.236D > 662A > 5C > j.2C > j.4D > d.6D > d.6B > 236C > 6C(2) > 6B > Fenrir [4.1k/22%] Mission #19 - [FC] 5D > d.5C > d.6C > d.5C > d.6C > 214A > 5C > j.2C > j.4D > A+B > OD > 662B > 6C > 6B > 6D > Fenrir [7k/27%] Mission #20 - Do a combo that has 100 hits or more. (You have 100 Heat, CH state, and 10% Health for OD) - [Example] [FC] 5D > d.6C > d.5C > d.6C > 214A > 5C > sj.C > j.D > d.6C > d.2D > 22BC~66 > 6C(2) > 2D > ODC > 6C > Thor > AD > land > Fenrir (Credit goes to Dustloop User "Canine" for the find) [/collapse] Baby's First Combos[collapse] Standing or Crouching Opponent - Anything into 2C or 5C combos into 236C - [Example] j.C > 5A > 2A > 5B > 2B > 2C > 5C > 236C [1.7k/12%] Airborne Opponent - Anything into j.C combos into j.236C~2C - [Example] j.A > j.B > dj.B > dj.C > dj.236C~2C [1.5k/11%] [/collapse] Mid-screen[collapse] Short Starters - j.A/5A/2A > 2B/5B > 6A > j.2C > j.4D > d.2D > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236D [1.8k/13%]~[2.3k/17%] - B+C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.236D [3.1k/22%]~3.2k/23%] - 4D > d.2D > d.6B > d.5C > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.236D [3k/22%] - [CR] j.A/5A/2A > 2B/5B > 2C > 5C > 3C > 22C~66 > 6C(2) > 2D > d.5A > d.6B > d.5C > d.6B > d.236D [2.4k/17%]~[3.1k/22%] - [AA] j.A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.235D [2.1k/15%] - [AA] j.B+C > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.236D [3k/22%]~[3.1k/22%] - [CH] d.623D > 5B > 5C > sj.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.236D [3k/21%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Normal Starters - (j.B/j.C) > (2B/5B) > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.6B > d.5C > d.6B > d.5C > d.236D [2.5k/18%]~[3.2k/23%] - 6B > 5D > d.5C > d.6C > d.6A > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > d.236D [3.2k/23%] - [CR] (j.B/j.C/2B/5B) > (2B/5B) > (2C) > (5C) > 3C > 22C~66 > 5B > 5C > j.2C > j.4D > d.5C > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.236D [3k/21%]~[4k/28%] - [AA] (j.B/j.C) > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.6B > d.5C > d.6B > d.5C > d.236D [2.7k/20%]~[2.9k/21%] - [AA] 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.6B > d.5C > d.6B > d.5C > d.236D [3.1k/22%] - [CH] 2C/5B/5C > 3C > 22C~66 > 5B > 5C > j.2C > j.4D > d.5C > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > d.236D [3.6k/26%]~[4k/29%] [use this combo to punish Reversals that leave your opponent Crouching] - [CH] 5C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.5A > d.6B > d.5C > d.6B > d.236D [5.6k/41%]~[5.8k/42%] [use this combo to punish Reversals that leave your opponent Standing] - [CH][AA] Falling j.C > land > 5B/5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.6B > d.5C > d.6B > d.5C > d.236D [2.9k/21%]~[3.1k/23%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Drive Starters - 5D > d.6B > d.5C > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.236D [3.5k/25%] - 2D > d.5A > d.6B > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236D [2.6k/19%] - 6D > d.5A > d.6B > d.5C > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236D [3k/21%] - j.D > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.6B > d.5C > d.6B > d.236D [3.1k/22%] - j.4D > d.6B > d.5C > d.6A > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > d.236D [2.5k/18%] - d.6B > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236D [2.5k/18%] - d.6D > d.5C > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236D [3.1k/22%] - [CH] d.214D > 665C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.6B > d.5C > d.6B > d.5C > d.236D [3.6k/26%] - [FC] 5D > d.6C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.5A > d.6B > d.236D [5.6k/41%]~[5.8k/42%] - [FC] d.6C > d.5C > d.6C > 214A > 2B/5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236D [5.7k/51%]~[5.8k/52%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Resource Spending Combos - At the end of any combo, a 6B, d.5C, d.6B, or d.6A will combo into Fenrir. Ender Examples: - 22BC~66 > 66C > 5D > d.6A > Fenrir - 6C(2) > 2D > d.5A > d.6B > Fenrir - j.4D > d.5C > d.6A > d.5C > Fenrir - [25% Heat] 6B > 5D > d.5C > d.6C > d.5C > d.6C > A+B > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.236D [4.1k/22%] - [50% Heat] (j.B/j.C) > (2B/5B) > (5B/2B/5C) > 2C > RC > 66A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.5A > d.6B > d.5C > d.6B > d.236D [2.6k/13%]~[3.7k/17%] - [100% Heat] 6B > 5D > d.5C > d.6C > d.5C > d.6C > d.236D(1) > RC > 214A > 2B > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > Fenrir [5.6k/4%] - [Overdrive] (2B/2C/5B) > 5C > ODC > 665C > 5D > d.623D > 5C > j.2C > j.4D > d.5C > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.236D [3.6k/25%]~[4.5k/32%] - [50% Heat][AA] j.B > j.C > j.236C~2C > RC > j.4D > d.2D > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.5A > d.6B > d.5C > d.6B > d.236D [3.5k/20%] [/collapse] Near-Corner[collapse] Short Starters - j.A/5A/2A > 2B/5B > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [2k/15%]~[2.6k/19%] - B+C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5B > d.214D > 66C(2) > 6B > 22 [3.3k/24%] - 4D > d.2D > d.6B > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3.1k/24%] - [CR] j.A/5A/2A > 2B/5B > 5C > 3C > 22C~66 > 66C > 5D > d.5B > d.214D > 66C(2) > 6B > 22 [2.3k/17%]~[2.9k/22%] - [AA] j.A > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [2.2k/17%] - [AA] j.B+C > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5B > d.214D > 66C(2) > 6B > 22 [3.3k/25%] - [CH] d.623D > 5B > 5C > j.2C > j.4D > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3.2k/24%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Normal Starters - (j.B/j.C) > (2B/5B) > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.214D > 66C(2) > 6B > 22 [2.4k/18%]~[3.2k/24%] - 6B > 5D > d.5C > d.6C > d.6A > d.5B > d.214D > 665B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 [3.4k/25%] - [CR] (j.B/j.C/2B/5B) > (2B/5B) > (2C) > (5C) > 3C > 22C~66 > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3.1k/23%]~[4.2k/31%] - [AA] (j.B/j.C) > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.214D > 66C(2) > 6B > 22 [2.7k/20%]~[2.9k/21%] - [AA] 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.214D > 66C(2) > 6B > 22 [3k/22%] - [CH] 2C/5B/5C > 3C > 22C~66 > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3.7k/28%]~[4.2k/31%] [use this combo to punish Reversals that leave your opponent Crouching] - [CH] 5C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 665C > 236C > 66C(2) > 6B > 22 [5.9k/43%] [use this combo to punish Reversals that leave your opponent Standing] - [CH][AA] Falling j.C > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.214D > 66C(2) > 6B > 22 [3.1k/23%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Drive Starters - 5D > d.6B > d.5C > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3.6k/26%] - 2D > d.5A > d.6B > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [2.7k/19%] - 6D > d.5A > d.6B > d.5C > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3k/22%] - j.D > d.6B > d.5C > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [2.7k/19%] - j.4D > d.6B > d.5C > d.6A > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [2.6k/19%] - d.6B > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [2.6k/18%] - d.6D > d.5C > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3.2k/23%] - [FC] 5D > d.6C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 665C > 236C > 66C(2) > 6B > 22 [5.9k/43%] - [FC] d.6C > d.5C > d.6C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [5.9k/43%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Resource Spending Combos - At the end of any combo, a 6B, or a d.5C will combo into Fenrir. Examples: - j.4D > d.5C > d.6A > d.5C > Fenrir - d.214D > 66C(2) > 6B > Fenrir 6D will work as well: - d.214D > 66C(2) > 6B > 6D > Fenrir - [25% Heat] 6B > 5D > d.5C > d.6C > d.5C > d.6C > A+B > 5B > 5C > sj.2C > j.4D > d.5C > d.6A > d.5C > 22 [4.1k/22%] - [50% Heat] (j.B/j.C) > (2B/5B) > (5B/2B/5C) > 2C > RC > 66A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.5B > d.214D > 66C(2) > 6B > 22 [2.5k/13%]~[3.7k/18%] - [Overdrive] (2B/2C/5B) > 5C > ODC > 665C > 5D > d.623D > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3.7k/27%]~[4.7k/35%] - [50% Heat][AA] j.B > j.C > j.236C~2C > RC > j.4D > d.2D > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.214D > 66C(2) > 6B > 22 [3.5k/20%] [/collapse] Corner[collapse] Short Starters - j.A/5A/2A > 2B/5B > 6A > j.2C > j.4D > d.4D > d.2D > d.6B > 236C > 6C(2) > 6B > 22 [1.9k/15%]~[2.5k/18%] - B+C > 2C > 236C > 66C > 4D > d.214D > 66C(2) > 6B > 22 [3.3k/25%] - 4D > d.2D > d.6B > d.4D > d.214D > 5C > 236C > 6C(2) > 6B > 22 [3.3k/25%] - [CR] j.A/5A/2A > 2B/5B > 2C > 5C > 3C > 22C~66 > 6C(2) > 6B > 22 [2.1k/17%]~[2.7k/22%] - [AA] j.A > j.2C > j.4D > d.4D > d.2D > d.5D > d.6B > 236C > 6C(2) > 6B > 22 [2.2k/16%] - [AA] j.B+C > j.D > d.2D > d.6B > d.5C > d.6B > 236C > 6C(2) > 6B > 22 [3.1k/24%] - [CH] d.623D > 5B > 5C > j.2C > j.4D > d.6B > 236C > 6C(2) > 6B > 22 [3.1k/23%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Normal Starters - (j.B/j.C) > (2B/5B) > 6A > j.2C > j.4D > d.4D > d.2D > d.5D > d.6B > 236C > 6C > 4D > d.214D > 66C(2) > 6B > 22 [2.4k/18%]~[3.2k/24%] - 6B > 5D > d.5C > d.6C > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 [3.7k/27%] - [CR] (j.B/j.C/2B/5B) > (2B/5B) > (2C) > (5C) > 3C > 22C~66 > 5B > 5C > j.2C > j.4D > d.4D > d.2D > d.6B > 236C > 6C(2) > 6B > 22 [3.1k/22%]~[4.1k/30%] - [AA] (j.B/j.C) > j.2C > j.4D > d.4D > d.2D > d.5D > d.6B > 236C > 6C > 4D > d.214D > 66C(2) > 6B > 22 [2.7k/20%]~[2.9k/21%] - [AA] 236A~66 > 5A > 5C > j.2C > j.4D > d.4D > d.2D > d.5D > d.6B > 236C > 6C > 4D > d.214D > 66C(2) > 6B > 22 [3k/22%] - [CH] 2C/5B/5C > 3C > 22C~66 > 5B > 5C > j.2C > j.4D > d.4D > d.2D > d.6B > 236C > 6C > 4D > d.214D > 66C(2) > 6B > 22 [3.8k/28%]~[4.2k/31%] [use this to punish Reversals that leave your opponent Crouching] - [CH] 5C > 214A > 2B > 6C > 4D > d.214D > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 [5.4k/40%] [use this to punish Reversals that leave your opponent Standing] - [CH][AA] Falling j.C > 5C > j.2C > j.4D > d.4D > d.2D > d.5D > d.6B > 236C > 6C > 4D > d.214D > 66C(2) > 6B > 22 [3.1k/22%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Drive Combos - 5D > d.6B > d.5C > d.6C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 [4.2k/31%] - 2D > d.5A > d.6B > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 [3.1k/23%] - 6D > d.5A > d.6B > d.4D > d.214D > 5C > 236C > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 [3.4k/25%] - j.D > d.4D > d.214D > 5C > 236C > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 [3.1k/23%] - j.4D > d.6B > d.5C > d.6C > d.6D > 236C > 5A > 6C > 6B > 4D > d.214D > 66C(2) > 6B > 22 [2.9k/21%] - d.6B > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 [3.2k/23%] - d.6B > 236C > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C > 6B > 4D > d.214D > 66C(2) > 6B > 22 [2.7k/20%] - d.6D > d.6B > d.4D > d.214D > 5C > 236C > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 [3.6k/27%] - d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C > 6B > 4D > d.214D > 66C(2) > 6B > 22 [3.5k/26%] - [CH] d.214D > 5C > j.2C > j.4D > d.4D > d.2D > d.5D > d.6B > 236C > 6C > 6B > 22B > 2B > 6C(2) > 6B > 22 [3.5k/25%] - [FC] 5D > d.6C > 214A > 2B > 6C > 4D > d.214D > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 [5.5k/40%] - [FC] d.6C > d.5C > d.6C > 214A > 2B > 6C > 4D > d.214D > 5B > 5C > j.,2C > j.4D > d.5C > d.6A > d.5C > 22 [5.6k/41%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Resource Spending Combos - At the end of any combo you can use Fenrir after these moves: - j.4D > d.5C > d.6A > d.5C > Fenrir . 6C(2) > 6B > 6D > Fenrir - 6C(2) > 6B > Fenrir - [25% Heat] 6B > d.5C > d.6C > d.5C > d.6C > A+B > 5B > 5C > sj.2C > j.4D > d.5C > d.6A > d.5C > 22 [4.1k/23%] - [50% Heat] (j.B/j.C) > (5B/2B) > (2C) > (5C) > 236C > RC > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 22 [2.9k/16%]~[3.8k/18%] - [100% Heat] 6B > 5D > d.5C > d.6C > d.5C > d.6C > d.236D(1) > 214A > 2B > 6C > 4D > d.214D > 66C(2) > 6B > 6D > Fenrir [5.6k/5%] - [Overdrive] (2B/2C/5B) > 5C > ODC > 665C > 5D > d.623D > 5C > j.2C > j.4D > d.4D > d.2D > d.6B > 236C > 6C(2) > 6B > 22 [3.7k/27%]~[4.6k/34%] - [50% Heat][AA] j.B > j.C > j.236C~2C > RC > j.4D > d.4D > d.2D > d.5D > d.6B > 236C > 6C > 4D > d.214D > 66C(2) > 22 [3.6k/20%] [/collapse] Character Specific Notes[collapse] To be completed [/collapse]
-
Welcome to the new Gameplay Discussion thread for Noel Vermillion. Talk about CPEX Noel here.
-
If we're posting basic stuff, then I might as well throw my video into the hat. https://www.youtube.com/watch?v=prxjpKkO8O0
-
Yeah I figured as much. At least she's got Bad Moon and Da General. What of this instant j.K though? Is that something you can confirm off of without disc set? I wasn't even aware it could be used like that.
-
So I keep hearing people say that you can meaty throws, the Ky players in my scene use his 5K (I think), what's our best move to meaty with to stuff throws? Or is Millia just better off hard baiting them?
-
5 Frames? Good. Much good. As far as matchups go, I'm having problems against pretty much every character. Except for Faust, I can deal with him.
-
That's what I was thinking, though I just figured 2S seemed slower because it just has much more recovery. Did this information come from the mook? Is there even a mook to get info from? Anyway, new question: What would you say are Millia's worst Matchups? And her best Matchups?
-
Aight cool. I took a look at her frame data finally, and found out 2K was 9 frames, and there are plenty of moves faster than that, that I can use in it's place for what I normally used it for.
-
So I find that I'm hitting max range 2K a lot, and when I do this the standard BnB into 2D just wont work, if the 5H doesn't whiff(which it does quite often) then the 2D will whiff. So what do I do? I've been doing 2K > 5S > 214K~H for a frame trap, or 2K > 5S > 214K~K > Throw, I'll also just let the 2K recover and run in to apply close range pressure. Is there anything else I can do though? Preferably to actually get a knockdown going? I know with meter this is easily corrected, so I'm fine with that.
-
I wouldn't say that they're making her more of a real character. They keep nerfing her normals, which are the only things that would save her if they nerfed her gimmick into the ground. Thing is though, they wont do that, because if they made her normals good, there wouldn't be much of a reason to use her drive, which they want you to use because it's her gimmick. BlazBlue in a nutshell. They want to make sure every character has a reason to press D, Noel just gets more hate for it than normal because her drives expose people who don't want to play the matchup. So basically, they're gonna nerf drives, but still make sure her normals are bad enough so that you still need to use drives, however if they get carried away, she'll just end up sucking, because then nothing she does will be a good idea. This is the path she's on now, I guess we'll see what happens in CPEX+R.
-
You both are kinda looking at it the wrong way. Technically you're both right, it is important to actually be GOOD with Noel to beat anyone who knows what they're doing, and characters with a reliable reversal will on average just be better, However she's also not a character you can afford to make mistakes against, since she's now much more punishing in that regard, with her decently good wakeup game. The real thing you MUST be good at when playing Noel, is making shit count. Always end combos with 22B unless absolutely impossible, never drop your combos, and commit 100% to what you're gonna be doing next. Let's take a look at why for a sec here: Always end combos in 22B: Noel's oki may not be the strongest, but it's still terrifying, if you have a solid grasp on all of her options, and all of your opponent's options after every knockdown, you can get a shit ton of mileage out of it. Never drop combos: This is obvious, while it's true that it's impossible to have a 100% success rate at performing combos, the higher your percentage, the more time's you're gonna set up oki, and the more times your going to hitconfirm off of oki into a combo, right back into oki etc. Hitconfirms especially are important here, because consistently landing every crouching confirm, and random stray hit into a combo, will make you much more dangerous. COMMIT THAT SHIT: The second you hesitate, is the second you fail to hitconfirm into that crouching combo, or fail to 4D that Ragna's 5B, or to apply good mixup on wakeup due to the threat of an opponent's reversal. I know doing certain things can be scary, I've been hit by too many reversals to count, and I'd been hit out of more 4Ds than I've seen in Japanese videos combined. The point is: If you want to do it, then you better do it. If you're going to bait a reversal, then bait a reversal, if you're going to 4D, then do it without fear, if you're going to throw out a normal or a drive in an attempt to play footsies, then do that shit with GUSTO! I'm not telling you to mash 4D like a scrub, or to auto-pilot into 3C without any regard to your opponent. I'm saying HAVE NO FUCKING FEAR, because you're supposed to make your opponent fear YOU. If your opponent truly thinks Noel is a broken character, then half of your job is already done, you just need to follow up on it, and give them a reason to think it.
-
Not gonna lie. I'm digging it. I'm not getting much exp though, since my drive to play fighting games in general has been low lately, so I haven't really been playing anything at casuals for awhile.
-
Yeah man, he's like, Top S.Lab player in the world, last time I checked. Not even Japan was touching him with S.Lab. And his Kokonoe was ridiculous, but to be fair, everyone's Kokonoe was ridiculous, even if they had no skill, so that would make BKen like, super duper retardiculous.
-
You must have not talked to BKen in ages. He's kinda been blowing up anime recently lol.
-
Man if you want to netplay, I'm down. I only ever get online when asked, so that's the only way to face me lol
-
I don't really like GG all that much, but I always try a new fighter when it comes out.