Jump to content
Dustloop Forums

Litherain-XIII

Members
  • Posts

    694
  • Joined

  • Last visited

Everything posted by Litherain-XIII

  1. Team Name: Wolf Trigger PSN I.D's.: AkihikoSanada- & Litherain Characters: Valk & Noel State/Provinces: NY/GA Time Zones:EST/EST Representative: Litherain
  2. Yep. The only thing is that d.5C doesnt connect fast enough so probably d.6A will but i think it will float the opponent iirc. Im not sure
  3. 5D back in CS1 is 24 frames on start up which is the same as 6B. On there its possible and you can even do it on EX in her unlimited as well. So most likely yes since her 5D in CP seems to be back to the same speed as it use to be in CS1.
  4. Well although i havent been to Jp myself I usually like to answer alot of questions based on what i know. Delta most likely would have mentioned a change to 5C so a meaty 5C in general im not too sure about since it seems like it hasnt changed much at all if anything. As for 4D losing its head invuln frames it think it could affect some match ups to a degree for those who have deep jump ins like jin, valk, ragna, hakumen , maybe bang , relius , probably izayoi too. But in general it does make noel have to respect more jump-ins than usual imo if she's getting hit by air normals that she could usually punish in EX. 2D is decent to catch air opponents on their back air dashes and can score you a definite combo since it now downs the opponent instead of hitting them up back higher like previous iterations of 2D against air opponents so i think against zoners it will help her deal with the issue of catching her opponents who are running away for around 2~3k if im not mistaken. Lastly i did see one corner combo that hit 4k (about 4.1 or 4.2k not sure) in one video i think it was a drive starter. It included 6C(2) and AST iirc. I can look around for the video and post it if i find it.
  5. On a standing opponent it just stuns them as if they got hit by a CH 5C from noel. Here's an example http://www.youtube.com/watch?v=Dq8MTJ4YZls&feature=player_detailpage#t=2145s In regards to a raw j.2C CH in the air with the opponent im not sure since i dont think that has ever occured yet. I would assume it would do the same knockdown effect as it normally does in combos just with extra untect time maybe, but thats just a guess.
  6. hmm. interesting to see that. well j.2C does have quite a bit of untech time so yea i agree its likely only in corner due to how j.2c blows back too far midscreen.
  7. Ok i had a chat with delta these are some notes from his testing in CP: 5A > 6A doesnt work anymore. The new route seems to be 5A > 5B > 6A for a 5A hit-confirm. Not that bad to adjust to other than perhaps 5A > 2B > 6A 2A is no longer Jump cancellable. 6C first hit, wierd timing though, around the startup of the 2nd hit its not jump cancellable. 6A > 2B gatling does not work or exist. Response to the 22B~C dash cancel feeling: Once you get used to it, not bad. I'd say its more stricter but as long as you don't input it too early after a 3C its kind of the same. To do 22B~C you actually have to hold down B then hit C much different then CSE. I'd say its not worth using 22B~C anymore just because the follow up afterwards can get messed up from spacing. Using 22B~C from a point blank 3C could still mess up your spacing. And from far away, using 22B~C will almost always be too far away to follow up its like CS1 actually. I'm sure you can pick up 5B from most spacings but on some characters the follow up j.C can whiff because they're too far. Definitely 5B over 2A to pick up the combo after the dash cancel. Most times 2A > 6C will be no good compared to 5B > 5C. Response regarding Chamber Shot and its recovery: Pretty good, off random confirms midscreen you get at least 1.5k. Its unsafe but the pushback makes it safe. If the attack whiffs, the recovery by comparison I'd say its about as long as Optic Barrel maybe slightly faster. Response on opinion about CP Noel compared to the EX version: Very different. 4D mash is still good but just the overall pace of the game makes her different pushback on blockstrings is much higher, she's more neutral oriented.
  8. i say its still a somewhat viable option due to its range if you dont wanna send your hurtbox in too deeply with j.C where its easy to AA it majority of the time. the only problem is that you may need 50 heat to follow up. if it whiffs atleast you can still air dash back for safety even on block. its up to you just saying.
  9. PSN ID: Litherain State/Province: GA Main: Noel Sub: Mu-12, Ragna Availability: Majority of the time. Most likely in the afternoon
  10. Yea i ima miss 6B > 6C myself. But anyhow you dont have to use 6C as a block string starter you can always do 5A or 2A or 2B before throwng in the 6C. Gives almost the same results as you say which is true. I never implied to use 6C as the starter as if you were just gonna run up and freely do a 6C hell no lol unless you were already staggering up close to begin with with 5A and 2A. But it is a gimmick nontheless at the end of the day. Btw when you gonna get on PSN so i can get the chance to burn my awesome leader of people power!? ^_^ lol
  11. True however 5A is a more generic way to do all of those overall and is more or less easy to tell if a tick throw is coming since there is always a gap between it and the throw unless you just resetting pressure with 5A over and over again. Imo its not difficult to react to a 5A > 6B overehead or ppl get the incentive to mash out or try to throw whenever you try it unless its extremely early in pressure then i can see why it would land often. i think the 6C variation is a secondary way to do all of this under the table if the opponent doesnt know the potential set ups after 6C if they think she is simply gonna 2C immediately afterwards all the time. Also the 6C setups would be implemented using short pressure and not long dragged out pressure going into 6C preferably after 5A, 2A or 2B but mostly 5A or 2A. I like the idea of using 6C because most wont think she gonna do much after 6C really except 2C and isnt as telegraphed as 5A from a tick throw stand point. Thats just me but safe is your forte luna so i respect that view lol.
  12. Ok so i wanna talk a little bit about a mix-up aspect of 6C ive been thinking of in CP for noel. 2 of them are currently possible in general but with the addition of 6C > 6B gatling, it increased the overall consistency of the idea without meter involved. So we have the following options: 6C > 2C 6C > 6B 6C > Delayed Throw So to explain these options on how they could work out very well we have to look at 6C specifically to justify my reasoning. One of the best aspect of noels 6C that helps with these options after 6C is that 6C allows noel to late chain a following normal afterwards on hit or block. The longest time you can delay a follow up normal (which atm is only 2C in EX) is as late as noel literally shooting 6C(2) with the gunshot sound effect but without the actual active frames of 6C(2) hitting the opponent so you would see 6C(2) gun flares come out but it wont hit the opponent at all if you hit 2C at the right time. Because of this, it leaves a nice gap between to alter the timing of when 2C can come out whenever you decide in general. Keep in mind that the timing can be alter anywhere between the first hit of 6C being blocked or hit and before 6C(2) comes out. Using this knowlegde, you can potentially do the following as a form of mix-up based on 6C: 6C > Delayed Throw: This setup uses the delayed follow up strategy to set up a green throw if done correctly to score 3.4 ~ 3.6k meterless in CP. This requires you to be close to your opponent after a 6C for the throw to connect. You can use a pressure string like "2A > 6C" or "5A > 6C" to set this up specifically. If done right it should come out as a green throw instead of a purple throw. Your opponents options are dp, teching the throw, and mashing 2A. If the opponent is mashing 2A to beat this set up use the "6C > 2C" or "6C > Delayed 2C" variations to punish them accordingly. 6C > 6B: This is an overhead mix-up that can be used on ppl who are conditioned and use to blocking low against a typical 2C follow up after a 6C that can net you 3~5k in CP. 6C > 2C: Typical follow up after a 6C in pressure. Can be used to reset pressure on frame advantage and to condition opponents to block low to eventually open them up for a "6C > 6B" hit confirm or to allow a delayed green throw setup. Can also be use to score a hit confirm on opponents who try to punish the forementioned options after 6C. It can be slightly delayed to allow a small opening for the opponent to press a button but if you time the 2C right it will beat almost everything thats not a dp or a DD or invun frames. It can beat bang's 2D, valk's 6A and rachel's 2C guardpoints if you time the 2C correctly after 6C on block and can score you a free CH into 3 ~ 5K depending on whether the CH was a standing hit or a crouching hit. 6C > Delayed 2C: This setup can be used to punish ppl who attempt to preemptively tech the 6C > Delayed Green Throw setup ahead of time if done correctly. Also can be used to hit-confirm an opponent low who thinks a "6C > 6B" overhead is coming if they are getting used to that mix-up pattern. 6C > 214A: This could be used to potentially score a command throw starter for a combo if the opponent thinks to block high in anticipation for a "6C > 6B" but is very risky. I dont recommend it overall but the reward would be pretty big if it connects. Now considering all these options, the only thing that hurts this mix-up aspect the most is dps in general. Otherwise its pretty decent in my opinion
  13. yeah thats what i was implying sorry for the non specific statement. The thor change is in OD only as the video is showing overall. either way its nice to see the old thor again.
  14. d.6A hits twice now and the first hits floats the opponent off the ground. this is an alternative to using d.6D in the combo to start a juggle combo since its been consistent with following it up with d.5B > 236B > 665B > 5C > stuff. http://www.youtube.com/watch?feature=player_detailpage&v=yCtUwoBdQEY#t=41s In overdrive her drive recovery seems extremely fast. she hit a d.6D at the end of a drive string and immediately follow up with a 6C as a red beat which is speculation that the typical recovery frames are close to being gone entirely from the drives since there wasnt any reload action frames that normally would show up after a drie is done without using a drive ender. http://www.youtube.com/watch?feature=player_detailpage&v=yCtUwoBdQEY#t=268s lastly it seems her Thor distortion has returned back to its CT counterpart wth the air dash after the missile is launched which is pretty cool too. http://www.youtube.com/watch?feature=player_detailpage&v=yCtUwoBdQEY#t=111s
  15. Well good old friend of mine delta is going to japan sometime soon to try out CP for us and we both compiled a list of things for him to try out for all of us im pretty sure we got all the things down we needed to figure out overall outside of combos in particular. i will confirm now that 4D beat jin's C dp and D dp also 6D does this as well. 4D beats tsubaki's dp. 6D can beat ragnas dp (still hard to beileve for me but its true) need to test on litchi and mu-12 and hazama to clarify them as well. 6C > 6B does work on block so its confirm as a gatling both hit and on block which opens up a new mix up pattern.
  16. Yes noel news is rather slow. I think this string could work the only thing about this is if 5D has enough hitstun to allow d.6C to connect by then. d.6C speed did increase a bit but not as much overall maybe by 2~3 frames (guessing). if 5D has enough hitstun for d.6C to connect this should work but again they probably tested this by now.
  17. Her drives where speed up overall in CP and are a bit faster than her CS2 drive speeds. most notably the 6D which is hella fast, 5D returned back to its CS1 speed and lost the travel effect it had during start up. i'd say each drive was speed up by a few frames between 1 to 4 on start up but this is a guess. as far as going straight into d.6D and d.6B specifically without using 5D, 6D, j.D, 4D, or j.4D as a starter you have to do drive cancellation which can only be done by jumping first then pressing 5D right before you land to the ground. if done right, j.D should not come out but you will see her reload her guns when she lands as if she used a drive move. when you get this down in general you will have to quickly input the drive move you wanna throw out right after you input j.D on the landing frames so that when she lands she does the move without using a typical drive starter. usually its easier to do by doing a j.C on an opponent close to the ground and input j.D before you land as you hitting them with j.C then quicky input d.6B after the j.D so that it will come out as J.C > d.6B. for drive enders like Bloom Trigger, Assault Through, or Spring Raid its a bit different. for These you wanna jump and right before you land you input the notation for the corresponding move you wanna throw out and she will do it without using drives. If done right she should jump then land and do the drive ender right as she land. you can also do this with the j.C example i explained earlier. as far as doing so on the ground without jumping at all there isnt a existing method to do so. if you saw something resembling that it was because you saw her quickly whiffing a 6D that when into d.6B because 6D on whiff in CP is really fast almost as fast as a whiffing 5A kinda.
  18. Well not really. The information we have is basically all we know for now regarding her changes. We could probably get slightly more but i doubt ppl are interested in helping translating or helping anything associated with noel so they put her stuff on the back burner and dont care. But then again ppl hate her so what can you do? _-_ ill update the forum with what i know when possible.
  19. I use to have a scene in Atlanat GA but they moved out and closed the place a few years back so i have no particular scene close to me other than probably florida. But honestly i dont have the money to get the gas for that kind of drive due to college and schedule with working. Just driving to college alone kills most of my cash. I would love to have a scene towards my location i definietly would love that. Problem is theres barely anyone here in GA to play with and if there are, chances are they arent many at all or are totally unknown individuals.
  20. If it can beat a dp like Inferno Divider and stuff id be jumping for joy to be able to run up 4D on someones wakeup. But that doesnt seem to far from becoming a reality. If it beats low hitting moves like hakumens 5C then theoretically it should beat dps that hit from the ground up.
×
×
  • Create New...