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Everything posted by Chiizu
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d.6B has less hitstun than d.5C so in longer combos there's a chance it might bluebeat unless you have a perfect timing with j.d and all that stuff. Just stick to d.5C>d.6B midscreen and it won't bluebeat.
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Dude, get a fighting stick. Also, you don't need to dash fenrir. Well, more like you can't, but you do need to delay it for the first hit to connect. Dunno if you can do it on every character though.
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Midscreen i usually use it after d.6B. It's not often that i finish my combos with d.6D, not midscreen at least.
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Nope, CS2 damage is on the right. I wasn't sure at first but i confirmed it with her ground throw damage. It looks like her normal damage went down a wee bit from her CS1 counterpart. Doesn't look like her damage got really nerfed so i assume they tinkered a bit with proration or combo rate. Also, looks like the minimum damage from Fenrir's initial hit went up? Starter 2D damage nerfed a bit. d.6C and Bloom Trigger damage buffed. Ground throw damage buffed. Used to do 800, now does 1500. In the second post, it's the other way around. CS2 damage on the left. 22C does more damage whereas 22B does a wee bit less damage.
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Plus, it looks like we won't need to delay Fenrir anymore for it to connect considering the ground bounce on d.6B
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Yeah, on block or hit apparently, that's the best part of it. Maaaan, Noel is looking so bloody fine thus far.
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That would be really cool if same move proration was gone. That put aside, CR really looks faster now. Perhaps d.6B will finally be a viable overhead, especially since it's a 4k combo starter now. But j.236c being nerfed kind of hurts. I already had some trouble keeping tsubakis from jumping away and charging their install bar and now i just don't know what i'm supposed to do. EDIT: Oh my delicious air unblockable 5B...
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Not really welcome considering the time i spent learning it but well, it was among the least useful loops so i guess other characters had it harder
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Oops, not only good changes to Noel's normals apparently. This is coming from me who's not an official translator but: -5A's range was probably reduced +2B>2B>2C links. 2B's attack level possibly upped, still unconfirmed. Apparently not. +5C's range improved and attack level probably upped too -2C's range reduced +Something about 6C's P1 being 100% but i'm not too sure about that. Gotta wait for someone more experienced to translate that -J.B startup increased -Invincibility on 5D decreased quite a bit, as expected. Probably best used in combos rather than as a starter. -2D's hurtbox got bigger, but we already knew that. Stuffed quite easily if mashed. °d.5A>d.6C still connects, no surprises there +air hit d.5C>d.6C connects if d.5C connects pretty close to the ground °didn't understand a part about some primer breaking CR moves. +Optic Barrel (all levels) startup decreased, increased untechable time. Followup combo apparently much easier if you delay 6C a bit? Not too sure about that part. Explanations are starting to get a bit complex. °CA unchanged, thank god. -Something about kara 22C being useless? not that it was that useful to begin with. +CR moves faster, possibly a way to remove primers at a relatively low risk. Just speculations, not facts. Useful CR blockstrings? Sounds nice. °Noel's weakness lies in her aerial game. Apparently not having a good aerial game will hurt quite a bit.
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Can someone send me a link for every Noel changes in japanese? Also, Optic Barrel looks sexy. I was really worried about our combo options with d.5c no longer JCable and Spring Raid only comboable in the corner but now i'm relieved, and boy am i so pumped up about possibly discovering new combos.
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Punish predictable orbs with 3C into nice fat damage if you're close enough, bait some DP's, don't air dash in when Makoto has got 50 heat or you're in for some giant astral fist IYF, i don't know what to do against j.2c (the tail drop thing) except 6A really... and 6A's lousy hitbox doesn't make it very easy either...
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I've only seen that once but it was for a Winning Eleven machine so that doesn't count. Personally I love my stick, can't even begin to imagine what it feels like to play on a pad.
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If you hit them low enough with 2D i think you can use d.5D as a hitconfirm before going into Spring Raid. I don't know which one does more damage but it helps quite a bit for hit confirming.
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Yeah there probably is. 5C is so going to make my day in CS2.
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Simple, if you see a 5D, 2D CH him. If you see a 2D, 5D CH him. The one who presses the goddamn magic button first loses. Well, that's good and all but i can't do that to save my own life. I utterly suck at Noel mirrors.
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I DO use OB as a relatively safe way to end my CR blockstrings. OB will be faster in CS2 so maybe it could be used in some very interesting ways
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If you're hoping for a lucky 3C to land, at least keep 50 heat to RC it just in case. And if you're not predictable, 6B WILL hit. You just have to mix it up a little. About blockstrings and frame traps and all that stuff, ask dragontamer as he is much more knowledgeable about this subject than i am but basically it goes something like 5A>2A>2B>5B>5C>2C for the full blockstring. Make it shorter or use some frame traps if your opponent can IB. You just have to know that to escape, 2C on block is probably the best option you have IMO. Plus, if it hits crouching, it combos into 3C.
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[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Chiizu replied to MiraclePizza's topic in Archive
Pizza, you can do 6C throw cancel 3 times before going into drive ender if you start your corner combo from a throw. 4 heat and about 200 extra damage doesn't hurt. You can start the drive ender with either 5D or jD, your call. WTF, i know this sounds stupid coming from me but i have trouble with d.6b from 6B starter. Do i need to delay it or what? EDIT: Nevermind, i was pressing 5D too soon -
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Chiizu replied to MiraclePizza's topic in Archive
Totally worth it. It also prevents them from emergency teching and the added distance makes your opponent think twice before forward rolling into his death. I actually think it is pretty effective to keep him in the corner. -
Glad i could be of some use. Well worth the time spent experimenting and tweaking combo video combos for the community.
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[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Chiizu replied to MiraclePizza's topic in Archive
Well, it is. I tried and succeeded a few times, but i can't do it consistently. Granted, it's ridiculously hard to do. -
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Chiizu replied to MiraclePizza's topic in Archive
Double checked about the heat and you're right. I have some trouble with 66C after 4D>236D, and it seems like it is necessary for certain characters so no bloody way i'm trying that online. -
Nah, once you get used to it i find it more stable than haida loop variation which is a bit tricky on small hitboxes characters such as Hazama and Tsubaki. Also, it builds a bit more heat, enough to use Fenrir everytime. This is especially important for 6B starter as sometimes i'm a bit short on heat to finish the combo with Fenrir.
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[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Chiizu replied to MiraclePizza's topic in Archive
BTW,what corner combos do you guys use? Mine usually goes something like: 3C>22C>66C>4D>d.6C>d.2D>623D>(6C throw whiff cancel)x3>6C>5D>d.6B>d.5B>d.5C>sjc.jD>d.6D>Bloom>Fenrir Builds 57 heat without Fenrir, 6048 damage with Fenrir, can also be started from throw for about 5.5k. From 6B starter, just loop 6C throw cancel whiff twice and on the third 6C start the drive ender from jD. Also builds enough heat by itself to finish with Fenrir Shamelessly plundered from a combo video, don't remember which one, but i find it easier to do than the other 4D>d.6C combo. Builds a wee bit more heat and 50 less damage so i'll take the heat. -
Lambda is just a bit tricky to d.5b. I think you have to delay it a bit or whatever. Anyway, whenever i use d.5b i tend to use it right after d.6b and then d.5c into Bloom or jump cancel. Just a habit of mine, don't know whether it's a good one or not but it works for me. EDIT: dammit, got beat to it. Also, you might want to change to another corner combo. The others are a tad bit harder IMO but more rewarding in terms of heat and damage.