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Litherain-XIII

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Everything posted by Litherain-XIII

  1. true but the problem is most tests they had in the past the first ones usually stayed but with few minor changes at the final test. secondly Mori already stated that CP is gonna have shorter combos and to achieve that that means taking out the long parts in a combo. if they take that out ima be a bit upset. they already fucked up my 22B and 22C usability. specifically 22C since it got changed back to CS1 status again.
  2. yea same here but if the new change to it is gonna cause noel to lose our comboable AST methods i rather they take it back. its looking pretty close to becoming a reality the more i look at it man...
  3. im not sure how this change will influence our combos but i suppose that midscreen 4D > d.6C > as a juggle will be more viable. however the more i look at the d.6C's last hits and draws closer to noel in a more 45 degree angle downwards to her the more i fear that we may have possibly lost our 4D > AST combo pathways...
  4. so far it looks like BT is still gonna be normal midscreen combo ender. i did noticed how BT miscreen no longer ground slides like it does midscreen instead you can neutral tech in place when you hit the ground from BT hit so idk kinda iffy... i did see BT being used in a corner combo but its only 4D > d.6C > BT > 6C.... also took note that BT seem to hit twice alot more often idk if BT's hitbox got changed or the combo just lets the opponent fall down a little faster or something. also a side note from observation her d.6C seems to have a vaccum eff in a juggle combo its barely noticable but it seems like it since BT hit twice after the d.6C without any delay in the corner and usually it whiffs 1 hit in extend in this fashion but this time it hit twice. the opponent was rather drawn closer to noel at the end of d.6C before BT hit them just thought id put that out there.
  5. BT no longer wallbounces in the corner it now wallsticks like GG does which virtually makes BT > fenrir almost impossible or very hard to connect based on video footage the opponent was too close to the ground when fenrir was being used and the opponent hit the ground before fenrir connected and looked funny. i couldnt see if it was red or blue beat so its iffy tho so we may have to replace BT with chamber shot to make it work normally
  6. Amen to that DC. Matter of fact i wonder how chamber shot is on block i hope its safe atleast be +2 on block that would be nice as hell to have another pressure string ender instead of 2B , 2C , and 2A trying to reset the thing over and over again. i also praying they buff her j.B and j.C range ans a christmas wish is a buff in range for 2C too ^_^
  7. from what i know so far it only wallbounces in the corner currently. midscreen showed it works the same as BT so far. i have yet to see it be used by itself as a CH but something tells me its the same result. i really hope it can be used as an AA and for spacing too. theres also a hint in the JBBs for noel that someon testing her felt like her 5B was funny as if it lost some range.... i REALLY hope that isnt the case.
  8. i highly doubt its a fatal since noel has 2 fatals already but then again mu-12 has 3 fatals sooo..... yea but anyhow even if it had fatal property you couldnt follow up on it midscreen unless you had your opponents back faced to the wall and i dont think its likely to happen just as its unlikely to hit a FC 4D while your opponent is in the corner instead of noel. i see the idea working if chamber shot has a pretty good vertical hitbox as well as horizontal that can be used as an AA of sorts and FCs pp out the air in a similar manner to 6C(2) but slightly more hang time in the air tho
  9. that girl look more like a GG character imo and the guy just reminds me of kilik from soul calibur lol
  10. well thats the idea of it honestly. i always thought you supposed to use it sparingly in certain situations in a match not hit it all the time as if its a 4D. i used it on average outside of combos maybe 3 to 5 times in an entire match given but like i said best used with 50 heat since you can frame trap them with it cuz thats the idea you want your opponent to think most know thats a sign saying ok her pressure momentum pretty much ended so ima hit a button and start my shit. thats when you RC the first one and hit a second one and before you know it CH OBA success free combo. it always worked for me when i used it in that manner. oh well _-_ good times i guess..
  11. i agree on OBA being very nice. its pretty nifty on AA ppl with it from a jump in and also spacing to stop charge-ins too i personally loved and also the double OBA frame trap was nice too you could pressure into OBA > RC > OBA this was good in the corner mostly cuz its technically somewhat unsafe as a pressure string ender upclose but you can frame trap them with another one and can net up 5k and get 50 heat back from it too it was great for me. midscreen was about 2-3k with half the meter back but nontheless was pretty effective when used at the right times
  12. well he did say both lambda and mu were not there anymore... about nu...kinda iffy but we can dream and pray right?
  13. true. i dont blame them though. i just dont wanna go through the move command change thing like CT >CS1 noel did. that was hell for a minute or 2 but ill get over it lol
  14. i honestly rather they change the inputs for the OBs and chamber shot. chamber shot should have been 236A instead and should have kept optic barrel B and C the same input its much simplier and makes sense overall unless they going by the fact chanber shot looks like a C based attack in terms of the way it looks and properties.
  15. or maybe perhaps we could use her crush trigger to help extend and build other combos with her.....im interested in testing this idea. i noticed that after it hit the opponent bullet didnt tech as fast as i thought even with it just being a knockdown of sorts i wonder how big the hitbox is. maybe a 2A or 2B follow up is possible. on a side note for her 2D im not liking that change at all..... and the 6C(2) > 2D just looks..... weird for me. i rather they gave the ability to use both variations of j.4D from extend and CS1. the CS1 j.4D had auto aim correction and moved the way you wanted it to move forward or backwards i think using it after 6C(2) midscreen would have looked alot better than the 2D variation imo but i can only dream for now. otherwise 2D looks hella unsafe now. i can see it now....2D and ragna just standing there under her 2D he waits till she about to land and hits a 5B before she lands..COUNTAH!!......*face palm*
  16. her d.5B now wallbounces opponents midscreen and also find this combo string interesting 2B > 6A > 6C > IAD > 5C > JD > d.6B >d.6C > d.5C... http://www.youtube.com/watch?v=5ZkSe9rblsQ&feature=autoplay&list=ULPFx5aFKte58&playnext=1
  17. idk luna. just by first impression it gives me the cold chills man we virtually lost nearly every combo route that made sense. its mind buggling but ima just wait it out and see what comes back and whats added new over time.
  18. ok guys i think i found something regarding her changes someone help translate this stuff out id appreciate it. http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1344259024/ (this one seems to even have the moves frame data for damage heat gain P1 and P2 info and combo ideas) http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1332256878/l50
  19. theres already a haida loop tutorial. just scroll down till you see it in the noel forums
  20. umm noels 2C is a low attack.....so idk how someone can block a 2C while standing cuz thats like impossible. either they where already blocking 2C but pressed a button and got frame trapped or tried to shift guard or something but thats my take on it
  21. well the obvious j.4d after neutral tech in the corner, j.4d midscreen after a few pressure strings off of 5a, 2a, or 5b. otherwise i use it in 2 corner combos for style thats it. 1 off of throw and once in a while after a 6b overhead that leads into a 6c(2)
  22. technically the 2a variation is the universal one and never drops on you. the 6A variation is just an alternative but most probably dont use it since its more likely to drop on you in certain cases due to spacing and the fact that sometimes 6A > 6C after thor is hard to get in tough spots in a match usually the 6C would whiff if the opponent isnt low enough but if you try to let them fall too low then 6A seems to whiff so 2a is usually prefered since its easy without thinking about it. thats really about it but if you can nail 6A into combo after thor then by all means feel free to do it as you please. for the characters that you maybe have problems on doing that on simply replace it with 2a on them and just do 6a on the others you feel comfortable doing that follow up on
  23. Yeah the Haida Loop was once a very useful loop that all experienced noel players used until Extend came out. Like said previously there is a variation that exists for rachel and tager and also valkenhayn if it wasnt noticed after all this time. also in addition there also exists a haida loop in Extend but to be honest its pretty tough to get the feel for it since its very picky on execution and required great understanding of in-game character hitboxes and spacing so most will probably not suggest to learn it but there is a thread for it in the noel forums teaching it for anyone who wants to use it. but forcus on the basics and the fundamentals.
  24. i rather it have guardpoint towards landing
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