-
Posts
78 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by 7r17r1
-
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
7r17r1 replied to MiraclePizza's topic in Archive
Why would you reset when you can oki ? ;D After a corner combo that ends with fenrir, or in the middle of a haida loop that just brought your opponent to the corner, you can land a 22B 22B is untechable, and most player think that Noel doesn't have any real untechable attack that gives a good oki, so they just mash recover while holding their guard So you just have to land a 22B then delay to okizeme 22C, they will often backroll (this will punish forward rolls too) =D and for the combo => 22C 66C 4D d.6C d.2D 623D 6C j.D d.4D 236D 66C d.5D d.6B d.5B d.5C 236D ~ no skill 6k combo =p -
I like to do j.4D d.6C 623D on people that burst too early :p to set up the j.4D I try to land a j.C > j.4D cross up
-
huuu.. whaaaaat ? can you be more precise plz ? :p
-
Good to know, I didn't want to use it since I was thinking it was just a bait like "ho ! I messed up and throw out a throw ... 5D =p !"
-
5C has 18 recovery frame, but also 6 active frame, so if you throw cancel 6C at the first frame well... you exchange 23 recovery frame for 23 recovery frame =D huhu
-
No, her throw can be seen earlier in the video, with the active box Her counter assult is suppose to be 100% invulnerable, no ?
-
What is that move at 2'50 ? the ones with no blue hitbox underneath her chest ? I don't identify it... and if I have a low invulnerable move I want to know about it =P edit : with the video link it's always better http://www.youtube.com/watch?v=KfZkLl4o3ww#t=2m50s
-
Yeah, that's exactly what I said
-
I don't like getting 2C fatal counter from Ragna while dancing, sorry :P
-
I m pretty happy looking at noel changes in CS2, for me there are only better version of her in every locktest... even the first that give Noel hardly nothing is still giving her something (100% unsafe to reversal gatling lol) :P seems to me that they are trying to create a Noel between the CT one and the CS one I mean, in CT Noel had good normals, but her drive was terrible, it was really pure suicide to try to drive unless you were doing a combo In CS, Noel have terrible, terrible normals, but her drive is pretty good, it's safer (still unsafe, but safer), you can pressure with it if you are doing it cleverly for CS2 they give her back some good normal, they are not as good as it was in CT, but they are usefull... 6A hitting low opponent really is something, and her drives are more or less the same, they just do a bit less damage in corner Still, Noel lose a lot of damaging midscreen combo, but it's not that bad, Noel will really have to work on bringing her opponent in the corner to slaughter them, I like it :D I would like to see spring raid getting back its invulnerability tough, we are really fucked when j.D hit a guard x) edit : plus, I want disjointed Hit box on 5B -.-
-
j.C counter lead to 3C too (if you are low enough), very nice against a whiffed 360/720 (I don't really know the combo after j.D counter, you say 5k heatless huuu... ? o_o) I m playing with some good player these day, and I swear that if you 6B on wake up they will reversal and won't get baited out if you don't 6B In the worse case for them, they will just block it That's because Noel's 6B is really terrible, and because it's her only overhead, so your opponent doesn't have to watch out for an other one If you want to avoid reversal, you can try 2A os 2B, this will work on some char 2A's recover is 8 frame, so if you hit them on wake up with the last frame of 2A, you can block any reversal that come out in more than 9 frame for example Ragna's dp Also 2A is somewhat fast, they can't really confirm it on wake up, it will be a high risk for them to bait on your 2A and reversal Jayakou or something like that and you can start pressure from 2A>2B, clearly a safer option than 6B but 6B isn't that bad, you can try it on wake up sometimes, but be very carefull, they can avoid it really easily and in the worst case, reversal you, with pure reflexe (sad but true, believe me T_T) Try to hit confirm that they IB'd your 6B, if they did they surely try to punish you and your only option is to drive (or rapid cancel), once you have punish them for trying to punish your 6B they will think twice before trying to IB punish your 6B It's just to show them that IBing 6B doesn't give them a free punish, don't drive everytime your 6B is blocked (don't act like me ), or you'll be punished for it
-
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
7r17r1 replied to MiraclePizza's topic in Archive
4D(FC) > d.6C > d.2D > Rapid > 3C > 22C > 66C > [22B > 22BC > 66C]x4 > j.D > d.6D > d.6B > d.5B > d.5C > jc > Thor > dash > 5C > Fenrir ~7330 Damage Same combo as above, with double distortion :p Can Noel do more damage ? -
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
7r17r1 replied to MiraclePizza's topic in Archive
also work on Lambda, Litchi, Taokaka, Rachel, Mu-12, Arakune, Hakumen, Noel, Carl and Ragna, all with 4 rep doesn't seems to work on Hazama, Makoto and Tsubaki can't test on Valken, but I suppose it will work edit : added the rest edit 2 : work on Carl edit lol : this combo generate 75% heat XD -
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
7r17r1 replied to MiraclePizza's topic in Archive
A combo I just found against Hazama, I like it because it bring your opponent to the corner, instead of other version that needs you to high jump j.D that will nearly always cross up hazama and bring him to the center [4718] 3C 22BC 66C 22B 6D d.2D 623D 66C 5D d.6B d.5C j.D d.6D 236D You have to delay the 2D to the most, same for the 623D and 5D, ofc you can add fenrir and d.5B (5700) Can be done with 6B > 3C starter, 3900 damage, 4800 with fenrir I trained hard to do another combo that looks really cool but doesn't do as much damage, usefull on Tsubaki tough If some of you love tricky combo here it is : [4400] 3C 22BC 66C 4D d.5C jump j.C landing drive cancel 623D 66C 5D d.6B d.5C j.D d.6D 236D -
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
7r17r1 replied to MiraclePizza's topic in Archive
What about Noel's options selects ? :p Here's what I found, not crazy but usefull AA option select on opponent's guard : 6A 19B or 18B, will high jump cancel on hit for combo and throw out a 5B or 6B on block 3C option select on opponent's guard : 3C RC 22BC, will throw 22BC on hit and 2B on block after the RC 6B option select on opponent's guard : 6C 6C[x]D, throw 6C on hit and xD on block... do not use against litchi, bang or carl, the 6C will often whiff usefull when you begin, but it's clever to hit confirm the 6B yourself, driving on block is not always a good thing against some char, even if they are better in CS :p 5C zonning : 5C 2362367D, throw thor on hit, drive on block, nothing on whiff not very usefull, since thor will often be a waste of heat, you can use it when your opponent is in the corner if you know how to combo off the thor, or to finish your opponent with -
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
7r17r1 replied to MiraclePizza's topic in Archive
heeeee, you are right, I forgot the drive 5C, tks :p [5300] 4D d.6C d.2D d.5D d.5C 2147A 2B 6C 22C 6C 2D 623D 66C j.D d.6D d.6B d.5C 236D you can see it in the blue saver combo vidéo at 3'17 : http://www.youtube.com/watch?v=lCPq5r7ZChM and you can add the last 5C... but maybe it does less damage because of repeated proration, I'll test it -
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
7r17r1 replied to MiraclePizza's topic in Archive
I've redone the calcul, I find the same result again Still, drive start up of d.5B in the dustloop's frame data is 17, so d.6C > d.5B is still solid on instant block anyway, your older post is better than mine, there are more explanations :p -
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
7r17r1 replied to MiraclePizza's topic in Archive
If you hit them too high with the 66C you can delay the 4D so that the d.6C connect anyway from 4D : [3721] 4D 5A 5D 6A 6C 214A 2B 6C j.D 6D 5C 6B 236D FC : [5300] 4D 6C 2D 5D 5C 2147A 2B 6C 22C 6C 2D 623D 66C j.D 6D 6B 5C 236D not really hard combo, high damage, easier to do than haida loop on some char, you may have to delay the first 6C (after 214A) on some, timing on 2D 623D is character specific if you were cornered you can add fenrir for 6200 damage Here some work I' ve done on Noel's drive: the number parenthesis are the amount of frame you can delay the next follow up -
236D slide STANDING character, the juggle properties are still the same, this won't affect our combo... maybe it will just create new corner ones something like 5D 6A 6C 2D 5D 236D 6D ect... I don't know if it will be worth it tough huuu, I really think this doesn't work, and I don't see why it should btw, for the other corner combo we are talking about, I have trouble landing it on lambda because of her hitbox the d.5B's 2nd hit whiff on her x)
-
well, I tested it on jin, litchi, ragna, hazama, bang, tager, rachel, hakumen, lambda and tsubaki it's work on everyone but lambda and tsubaki, this is most of the cast including high tiers characters, so I think it's a good one :p
-
Well, I don't see why her high damage corner combo should disappear ... I've seen the video you are talking about, so I bet you are talking about the throw corner combo from the challenge mode I don't think this combo will disappear, for me it appears that the Noel had not enough time to adjust her timing after the first 22C, because it bounces higher Anyway, this combo isn't the best, I do another combo that work on most character (hard on lambda) and that does more damage... and I find it even easier to do B+C 22C 66C 4D 6C 2D 623D 6C hjc.D 4D 236D 6C 5D 6B 5B 5C 236D in BBCS2, Noel is supposed to combo easier after 22C because of the higher bounce... even if the untechable time remain the same it will means nothing if noel couldn't combo 22C to late 66C just after a throw The rest of the combo will still work, and can only be better if they didn't change the untechable time of her drive move. We just know that they are faster so either we will have a better drive route ending or we will keep the same So Noel deal less damage mid screen, but she got better normal and the overall damage are more nerfed than her I think Noel will be ok There is just the 2k mid screen throw combo that bother me
-
After the first 3C what you need to do depend on the distance and the character in front of you And you can't do 22B 22BC after 3C, because after 3C your opponent is already down on the ground, so he will be able to tech out of your combo right after the 22B 22B is untechable when it connect on a airborn opponent (it will knock him down), not on a grounded one So, after your 3C, you need to do 22BBBBBC... the number of 22B depending on the opponents distance, the closer he is, the more 22B you want to throw at his face Don't forget that landing many 22B will prorate a lot, so you may not be able to land as many [66C 22B 22BC] loop afterward for example on jin, wich I just trained on a few minutes ago, after a point blank 3C I need to do 22BBC to have the right distance to be able to 66C 22B after Against some char you just can't do anything but 22C after 3C point blank practice makes perfect
-
Hey, I m already subscribed on that forum, I didn't remember that :P Just a little post to point out that 22C bouncing higher means that we will be able to combo from further than now And that means that we might be able to put some 22B before 22C... It doesn't seems that they put any repeat proration on 22B (that would just kill the move), so maybe noel can put down a lot of 22B (something like 3-5) on most of the cast instead of the Haida, that would grant her enough damage to match her combo in CS1 maybe even two row of 22BBBBBC :p pure speculations of course