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LunaKage

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Everything posted by LunaKage

  1. Yeah but the Demo doesn't have my character. Oh wait, the full game doesn't have my character either.
  2. Removal of the OS would be nice, though I would rather they speed up d.6D to match d.6B lol That shit would be crazy.
  3. Awesome. I'll see you soon then :3
  4. So Katz is coming to MI next month?
  5. I'd go out, I wouldn't drink though.
  6. We need more BB players in general lol
  7. We got around that much in CP, except we also got 22B oki off of it.
  8. 2D > d.5A > d.6B > etc will work 99% of the time. The only 1% that you would wanna use 2D > d.6B is if you hit them with 2D way too high, high enough for d.5A to whiff, if d.5A whiffs, then they will tech before the d.6B connects.
  9. Technically I'm not playing anything. I haven't had any matches in any game in about a month. As far as games I'm technically juggling: BlazBlue (I CAN'T QUIT YOU!!!) Dead or Alive (IT'S FRUSTRATING WITH A CAPITAL F CUP!!!) Street Fighter (I've given in, at least I'm playing a game that people wont quit playing for a new game)
  10. Some notes: -d.6B doesn't seem to be that bad, the only reason it dropped in that combo was due to the previous move. That particular confirm doesn't work in CP1.1 either. -j.C > j.2C > j.4D does combo, but it seems like it has to be early in the j.C, and it must be close to the ground. -4D must have lost projectile invuln, it completely lost to Jin's 6D. -Corner Standing hit 236C > Microdash 5A works, giving us a little more leeway that we previously thought. -Midscreen 236C > Rapid > 665B now looks to be impossible. -Upon closer inspection, forward momentum was added to 236C - 6B > 5D > d.5C > d.6C > d.4D > d.6C > 214A is still possible, but due to the changes in j.D, it's followup is uncertain, it's currently unknown if there's a way to put them back in the corner afterwards. -It seems her stagger pressure may be more viable now, the buff in 5A has a lot to do with it, perhaps her 2A and 2B received a buff as well? I dunno, her major flaws are still present, but they weakened her gimmick, and it also seems likeher oki is situational. The changes to j.D and Bloom Trigger really hurt us here.
  11. I wouldn't worry about that, the combo in the video is j.B > 5A > 5B > 5C > Rambo Combo j.B is a very poor starter, and adding that 5A afterwards really hurts the combo.
  12. Few notes: - Noel's grab whiff animation has longer recovery - Tager is still a stupid matchup Just from watching these videos, I can tell they didn't make any attempts at fixing Noel's fundamental problems. They just nerfed her drive reversals AGAIN, changed her combos AGAIN, and nerfed some of her general abilities even more. That grab speed was one of Noel's few saving graces. I don't know guys, I just don't see how she's strong at all, if anything she just seems worse than her CP1 incarnation.
  13. That leads me to believe it's at the very least no longer -3. If it were -1 it would be fine, but +1 is ideal. If they returned it to CT status +3, then that fact alone would convince me that Noel is strong.
  14. That 2D info is some weird shit. Though honestly there's not much reason to do the Ground cancel thing, since we can already do 2D > d.6D. Unless Starter 6D is faster now. 5A change has me hopeful, please be a buff, 5A can't take anymore nerfs ;w;
  15. There's kind of been this trend where the more I get upset about her changes, the better she ends up being. I remember thinking she was gonna be ass in CS2 before the game came out. So I'm kinda hoping this ends up the same way lol It worked in reverse too, I thought CS1 Noel looked hype.
  16. I mean, Oboro is a Noel player, maybe he knows something we don't, but it just doesn't look good. The whole "hurr durr now you need to block" is fine and all, but the reason other characters can get away with not having a reversal is because they are usually really good in their main area. I agree that being able to get 5k off of a reversal is silly, and even getting 3.5k off of 4D like we did in CP1 was a little silly, but it's the only reason we were able to stand a chance in certain matchups, like Azrael. Even still, if it had to take a nerf, I'd much rather it lose damage than lose invuln. Right now it just looks like: Below Average Mixup, below Average Rushdown, High Speed, bad neutral, below average defensive abilities, Stupid High damage on CH Punishes. But again, we probably just don't know the whole story. Oboro should know the struggle himself, so if he says she's strong, there's gotta be something we're not seeing.
  17. lol 4D weakened even more. So how is she strong? 6k off of a fatal move that never sees usage doesn't seem like a good tradeoff to me, unless they changed 5D to make it more viable as a punish tool, like made it faster or something. Due to Noel's weakened staggers she got since 1.0, and her "All or nothing" drive mixup, it was tougher to stay on an opponent, and now they made it harder to escape pressure, so what's her gameplan now? I don't get it man, this character needs to just stop.
  18. Needing to use 5A in all of our BnBs is gonna hurt our damage... again. I haven't seen a full combo though, so who knows I guess. I'm gonna assume it's possible to do j.C > j.2C > j.4D in combos. Which would be fine. I'm just hoping our damage isn't even more pitiful on confirms, since j.D was one of our more damaging drive attacks.
  19. Interesting. Are there any more reported changes?
  20. Here's a few of my favorites: CH Air Hit TK j.236C > 5A > 5C > sj.C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B Corner CH Air Hit TK j.236C > 5A > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 66C > 4D > 214D > 66C(2) > 6B > 22 Fatal j.4D > d.6C > 214A > 665B > TK j.236C > 5A > 5C > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B
  21. Not at all, if you're getting d.5C, you might be pushing C too late. The game is very lenient on execution of specials, so as long as you do the motion at least somewhat correctly you'll land the move, but if you accidentally press 2C2, you're just gonna get a d.5C. Just take your time. ALSO, another important thing to note is that in order for 22C to happen you need to have knocked your opponent down in the combo. So it only works in combos after you have already used a j.D, or a 3C earlier in the combo. For example: 6D > d.5A > d.6B > d.5C > d.6B > 22C WILL NOT WORK but 6D > d.5A > d.6B > d.5C > d.5B > 236A > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C WILL WORK
  22. Midscreen only do one hit, this sets up roll punish/crossunder oki. In the corner, do it until you're about 2.5 character spaces away from your opponent, this sets up roll punish/drive oki, you can also use 662B too, just to maintain advantage without committing to drive mixup.
  23. Depends. In order to combo off of d.6B midscreen you need two more drive attacks, or meter. Here are your basic mid drive mixup confirms: Midscreen d.6B > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B d.6D > d.5C > d.5B > 236A > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B Midscreen(Last drive hit) d.6B > 236C > Rapid > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B d.6D > 236C > Rapid > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B d.6D > 236D(1) > Rapid > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B Corner d.6B > d.5C > d.6D > 236D > 5B > 5C > sj.C > jD > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 d.6D > d.6B > d.4D > 214D > 2C/5B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22 Corner(Last Drive Hit) d.6D > 236D > 5B > 5C > sj.C > j.D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 d.6B > 236C > Rapid > 665C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22
  24. Yeah, it's fine if you do something rarely, and it catches them off guard. You just shouldn't do it as your main bread and butter offense.
  25. Or you could actually do the stuff that works consistently, not only on random netplayers, but also legit tournament level opponents. I've tested the Spring Raid ender into anti-air, it never worked for me, because if the opponent forward techs, you just lost your momentum. Noel is terrible against airborne opponents, so purposefully ending your combo so that your opponent can tech in the air is just a bad idea in the first place. Also, just because something works on random netplayers doesn't mean it's good. I get away with doing 5C(Blocked) > Throw Whiff > 5C online, but anyone will tell you that's a terrible idea. You shouldn't be relying on gimmicks, you can use gimmicks every once in awhile to catch an opponent off guard, but relying on them will get you killed against a player that knows what they're doing.
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