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Litherain-XIII

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Everything posted by Litherain-XIII

  1. Probably. The only problem is that its slower so we may trade or just get beat out of it. In her OD her 2D looked like it returned back to the old 2D from EX so thats a good thing pretty much. I need to find a video recording of this though i happend to catch a quick glimps of it but i wanna make sure i wasnt seeing things so that its plausable proof. on a side note of that its likely if we hit someone in the air with 2D they should be grounded by it allowing us to acually combo off the hits instead of them jusy popping back up in the air again after the hits like in previous bb iterations
  2. I rarely catch those now and days maybe every once in a blue moon. I hope they didnt change its hitstun on CH (they probably did). Btw Luna do you think we could do some combo starter that can go into 6C > TK RB > J.2C > RC > air dash into a falling j.C > 6C > 6B > 22B~C > dash cancel > 6C > 5D > d.5B > d.6c > d.2D > d.6B > BT ? Just a combo i thought of on the subject of TK RB
  3. i really hope j.2C is atleast a decent jump in attack i would kill for that to be true on its range. And no Tking RB isnt technical i was refering to trying to be alot closer to the ground to making the falling recovery short and the blowback distance from j.2C for the opponent as small as possible instead of it blowing them far away fullscreen from her losing the mometum completely in the process, not executing TK RB itself lol XD
  4. well if you ask me it boils down to if you going for damage or for rushdown consistency in this case if you wanna keep the advantage you should go 5A > 5B > 6A > 5B > J.C >236C >j.2C then air dash forward land and run or land from j.2C then run up since you will be closer to the ground with this combo by taking out all the extra air hits that puts them higher in the air. Or if you wanna be really technical about it you could just take out the j.C as well and try a TK revolver blast then j.2C im not sure how this would end out but you are alot closer to the ground and could possibly still do and air dash and keep the momentum somewhat but this is as far as i can do in theory on the matter.its just a matter of distance off the ground, recovery for noel and tech timing for the opponent
  5. true but luna you could just cut the combo short by just doing 5a > 5b > 6a >5b > j.a > j.b > j.b > j.c > 236C > 2C. this would nerf our 3.2k damage by half to about 1.7k fo r a more universal guaranteed hit confirming from 5a instead of the character specific 3.2k variation using the 6C one. The 5b after the the 6a will always hit regardless and gives you the jump cancel follow up and the whole string is also kinda like OS for spacing 5B since we can possibly do 5B > 6A > 5B to either pick up a CH combo or see that the 2nd 5B is still blocked and jump cancel from it.
  6. i do 5A hit confirms often no problems in that area. we still have 5A hitconfirms in CP just 5A > 5B > 6A > 6C or 5B > air combo or if the 6C route is the case then follow up is just 6B >22B~C > 6C > 5D > d.5B > d.6C > d.2D > d.6B > BT. if its a crouching opponent i think its pretty easy to transition into the same thing imo they did mention 5A > 6A works on crouching opponents so its not that bad.
  7. yeah true but it wasnt like we got them very consistently without hitting D at the beginning of it unless you were auto pilotting 5A > 6A on ppl or something otherwise hell naw good day on hitting that slow 6B sir.
  8. something tells me she wont be hitting 6k anymore and if she does its probably rare the highest recorded damage overall for her as of late was 4500. everyone else was hitting 5k otherwise. she hitting 2.7 - 3.5k mostly midscreen pretty much all the time. hard to see how she gonna hit 4k like she did in the past i personally like the 2-3k damage change.
  9. For visual reference http://www.youtube.com/watch?v=tK3iL02_DQo&feature=g-all-u Ok so in this video it shows a few combos and i noted out a few new things. 1- Her 2D now hits 6 times instead of 2 and it grounds opponent on air hit. It appears that her 2D jumps higher and a little farther than her d.2D if im not mistaken for visual perception. 2- 6a > 6C > 6B > 22B~C... actually works its legit without a knockdown move we known of (3C , j.D, throw, or 214A) so this must mean they changed 6B's properties on an air opponent to be a knockdown hit that allows her to use 22B~C afterwards. 3- Her dash cancel animation after 22B~C / 22C is replaced with the old Counter Assault dash animation instead of the running animation. 4- 22B~C > 66 > 6C still works as opposed to the loketests were saying originally. So her 3C combos should work fine but i noticed when they use 22B~C they always used 3 22B shots before hitting 22C so you may have to be specific with the shots now or perhaps the 6C will whiff by then if you add another shot in. ( 22B(3)~C >dash cancel >6C)
  10. I stil want an online training mode in player rooms where the host and 1 person in the room can both join the same training mode and play against each other and stuff and a further expansion on this in general.
  11. Maybe they want to test the waters for all the characters in general in play before they add Nu and Mu since they are zoners and mostly everyone else is a rushdown or whatnot. Perhaps they wanna see how the cast fair enough without them in the equation to see how balance it will be before they start to hit the blueprint for the murokumos and nerf certain things to match the balance they want without doing too many iterations to change every character, furthering more rebalance patches/games in the process. But then again they could do this during loketest anyhow so it beats me other than they havent finished stuff with Mu and Nu...
  12. luna there are some other noel loketest videos to see. Idk if you can see these on your cell or something but ill post them anyways just in case and ill try to move these to the front page. http://www.youtube.com/watch?v=5ZkSe9rblsQ http://www.youtube.com/watch?v=7GcwsnMKf6A http://www.youtube.com/watch?v=U1jLtXM23-4 http://www.youtube.com/watch?v=zzGNekCMIjI http://www.youtube.com/watch?v=LD3UyKbE2YU http://www.youtube.com/watch?v=wTpxQPpcVuE http://www.youtube.com/watch?v=5H9aejgfueg http://www.youtube.com/watch?v=nIuvLGDeBl8
  13. Unfortunately no. There hasnt been a video when noel got off a 3C combo let alone a 3C in general. Maybe just 1 time somewhere but either way it probably was around 2.7-3.6k
  14. Ok if you're talking about it in the video at 00:32 then it was still pretty close. He didnt space it far enough for it to be safe he should have been further back to make that safe he ended up too close on ragna at the end of 3C. Noel herself should be at the very end of ragnas 5C range to be safe as far as distance is concerned when 3C literally shoots not the start up slide before the shoot.
  15. Wuuuut???? Confirmed kokonoe and saya? *faints and passes out from hype*
  16. Looks the same to me honestly. 3C on block was always a free punish upclose regardless......am i missing something here...?
  17. I think it may lower down the drive mashers since they just nerfed 2D like a mofo. i also hope 4D isnt as mashy to a degree kinda hoping it requires a bit of timing instead of easy mash that should force ppl to actually use her normals more often.
  18. The problem was that the noel player used 2 jumps thats why they were too high up in the air for noel to follow up midscreen. if he used 1 jump into revolver blast > j.2C then dash cancel afterwards it MIGHT have worked along the lines of oki (i personally still doubt it) but that wasnt the case in the carl video. On another note chamber shot looks pretty safe on block and barrier block too. i was surprised to see chamber shot push noel far back enough for ragna to whiff a 5B completely and still able to block afterwards. Also the 4D that went through dead spike seemed like the invincibility wast too short as they say. But then again it could be just perception...
  19. I agree. i want a new jump cancel somewhere honestly or something else good. Its getting to the point where im staring to wonder if noel is getting worse overall compared to other characters who changes implied they becoming S tier material *cough*...bang..*cough* carl...ta-ger T_T
  20. Crush trigger input is just A+B with 25% heat. Everyone can combo from it since it has long hitstun if it successfully guard crushes the opponent. Also some can already do crush trigger combos by using it in the middle of a combo. However no one has attempted to try this with noel during the loketests so its uncertain how good hers is as far as comboing with it since they say her CT is rather short on range. As far as the air dash from j.2C if its midscreen it probably depends on how high it is otherwise i doubt it gives noel oki at all considering it doesnt give noel a chance to REALLY enforce something without fear of dps or a potential anti air if revolver blast > j.2C was high in the air. Another reason why is because the timing for the air dash is almost on time for the opponents tech but the problem is the range of the dash and the initial follow up after landing to get a frame advantage on the opponent it would require most likely another ground dash or 2 to be in the oppoenets face to get them with a 5A or 2A on their wake up which is still vunerable to dps. Also this is where her j.2C may have to step in as a jump in with heat behind it to RC the recovery effect it has while hitting a lamding j.5C to continue pressure but this is assuming her j.2C has enough range on it under her and on the flares from the gun. Its pretty iffy imo unlike bang who can bait dps with his 2D on ppls wake up. we cant do that with 4D (as of now) but maybe in CP since they say 4D went through dead spike and stuff.
  21. **THREAD UPDATE** New info from the loketest on November 11.
  22. New info on CP noel coming soon either today or tomorrow ill update as soon as possible. On a serious note one of the changes seemed to refered to her 4D being changed somehow in bad way for us. One of the testers seemed to stated that they couldnt 4D ragnas gauntlet hades or something along the lines of that. Im not sure entirely since im using a translator to see a bit but as soon as Hakimiru help translate more clearly Ill update the changes accordingly
  23. Same here man. I've been itching to see combos and move ranges and stuff and soo ready to do combo theories. Im pratically dying for new noel info and confirmation on some things _-_
  24. Best thing you can do currently is learn her now because it will be easier to get down her fundamentals overall by the time CP rolls out but her combos will be different and one of her normal gatlings wont work anymore on CP. There are certain noel techiques that are used on EX but probably half of them wont work later on so its iffy, but id say pick her up anyways.
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