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Litherain-XIII

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Everything posted by Litherain-XIII

  1. well noel has a variety of options after a successful CA (counter assault). If you are familiar with micro-dashing then usually her best options are steming from that concept for a quick possible punish and momentum change. overall from my experience her best options imo for a follow up (assuming you CA passed your opponent as a cross-up) are usually micro-dash 5A, micro-dash 2A, dash 6A, or dash 6C. these are overall the best ive used and are pretty good the least recommended is the 6C variation since the range is iffy but if has the highest reward if you can counter hit someone with it if they're pressing buttons which can lead up to 5k anywhere if you know what you're doing. the best of the bunch is mostly 5A and 2A. 5A is a good follow up simply due to its start up of 5 frames and is the fastest move she can use to respond with afterwars if you dash with it and the possibility of your opponent extending their hurtbox to your 5A's range they could end up having their move getting beat by 5A majority of the time and if they happen to block 5A then it allows you to go into your pressure and staggers. 2A is a nice one too since its range is good enough to do the same as 5A and on opponents who like to block a bit you can dash up 2A > 2D cross-up on a crouching blocker to get a combo. if you wanna have a 2A > combo you may have to dash in with 2A just slightly more to hit 2A > 2B > 6A > air combo( try not to hit 6C after 6A because it usually whiffs if you trying to do a quick 2A after counter assault). 6A is a decent one as well as it has a good range to launch opponents into 5B > air combo ora air to ground combo that can lead to 2.8k . if the opponent blocks 6A > 5B it should be enough time for you to see and jump cancel out of there from 5B if the follow up is not hitting the opponent into the air. you can also try 5B after a CA since it range shoulod hit the opponent and you can jump cancel from it if you like and if it CH then thats good damage for you.
  2. OB-A doesnt exist anymore it new range is the B range so it hits them fine and has enough pop up midscreen to dash 2A pick up i seen it several times in the loketests
  3. 2B > 6A > 6C > IAD > J.C > J.D > d.6B > d.6C > d.5B > 236A > 662A > 6C > J.C > J.236C > J.2C > Thor. It just hit me recently when i had to re-read her changes regarding her 22C and her 3C combo routes that we have to go back to CS1 combo style. If you take in to fact that 22C launches the opponent the same height as its CS1 counterpart it makes sense why the loketests says when she dash 6A > 6C or dash 6C doesnt work anymore because i think they meant her "dash cancel" from her 22C makes it impossible to follow up since its too low and slow for her to connect 6A or 6C. If this is the case then we have to do our 3C combos the same way back in CS1 without the dash cancel included (basically kinda micro dash like the old days). It seems to fit together considering that they wanted to shorten her 22B~C part at the beginning of her combos (to make her combos shorter) and allowing the rest of the combo to slim out good enough overall. So hypothetically, we could do this with a 3C starter: 3C > 22BC > micro dash 6C > IAD > J.C > J.D > d.6B > d.6C > d.5B (wallbounces midscreen) > 236A > 662A > 6C > J.C > J.236C > J.2C > Thor. I did a bit of scaling to see what the damage may look like if all this connected while assuming J.2C does around 100~300 in the combo (i choose 200 since it seems likely to be the number in a combo) and tested the concept out and got around 4.1 ~ 4.4k as a reference to the damage we might see in CP.
  4. that was CT. she lost it in CS1
  5. i see. so do i need to make another thread for CP disscusions or can i just make this thread do both at the same time? either is fine by me
  6. actually i think that may be possible..... j.2C IS a normal...its not a special move...so it should be possible. i also wonder if we can J.2C > J.4D?
  7. yeah i dont mind the drop faster rate. the problem for me is where are we suppose to specifically use this at now? i dont see a valid way to use thor in a optimal way other than to take a lucky chance shot at a charge in opponent or somwone who is jumping in the air otherwise i rather just save the heat for something else.....unless we can RC thor missile on hit and air dash and run in for a combo lol. i can only dream ^_^
  8. we lost thor combos.....wow... thats just great so much for using thor now. its practically kinda useless now unless you wanna throw out 50 heat for no reason on it since its usually blocked majority of the time and its not a great combo ender either.
  9. i cant really translate this too well but the guy was talking about an astral and azrael as well (probably his astral specifically since it mentions his name) as for the second info below its saying something regarding a dash towards the corner of the screen or something along the lines of that. i would appreciate it if i could have some help in the translation department but i guess we as a collective whole, NVG dont have strong translators T_T
  10. i actualluy liked CS1 j.4D the movement was cool to control but if i could have a cross version to use both variations that would be nice
  11. **THREAD UPDATED** Yeah i suppose so. well i just updated the thread so review over some stuff it should bring some speculations overall to how she gonna combo now
  12. No not much as of late. I never seen it yet but they said she forms some kind of barrier thing infront of her and it reacts like hakumen's astral when the opponent attacks it but how it reacts to projectiles and throws is a mystery to be answered since its not specifically said to work "exactly" like haku's variation. The new input is iffy imo simply because of the possibility of accidentally hitting a chamber shot trying to buffer it on wake up techings or whatnot but we'll just test how lenient it is on that note when we get the game.
  13. Current Noel Loketest Changes. (Will update daily as possible) ------------------------------------------------------------------------------------------------------------------------------------------------- Noel Color Palettes Noel has a new outfit design. New move: Chamber Shot (236C). Wallbounces in corner. Corner pushes opponents midscreen about fullscreen distance from noel. New move: j.2C. can be used as a follow up after Revolver Blast and as a stand alone move. Bounces noel a bit higher into the air similar to her air DD on start up. Causes opponent to ground slide after air hit. Also can air dash after its recovery. (assuming you dont double jump before it is used) All drives are now special cancelable. Bloom Trigger no longer wall bounces, now "wallsticks" like Guilty Gear style in corner. Bloom Trigger seems to no longer cause ground slide midscreen. Opponent is able to neutral tech as they hit the ground from BT midscreen. 5D seems to have been returned back to its CS1 counterpart and lost the "travel" effect on its startup. (Based on video footage 6B > 5D connected smoothly and 5D's frames and speed closely resembles that of 5D from CS1. Test Player also tried 6A > 6C > 5D. When compared to Extend's 6A > 6C > 5D the 5D whiffs. When tested in Extend with her unlimited mode the same combination works and in CS1 as well since in both iterations the 3 hit combination hit all three times which matches the video from CP.) Her Counter Assault is changed. Now is replaced by d.5B's animation and no longer a dodging dash. d.5B now wallbounces midscreen. d.6C seems to have a better vacuum effect. 236A Optic Barrel range move is removed. 236A range is replaced with Optic Barrel B's range. 6B > 6C gatling removed. 6B > 5D hinted to work as a gatling (confirmed) 5A > 6A doesn't connect? (Either is harder to connect or 6A's frames are too slow for this to connect now / Pending on confirmation) 6C > 6D doesn't connect d.6A > d.6C doesn't connect 5A attack level decreased (Pending on confirmation) 2C is probably slightly + on block (Might be +2 on block / Pending on confirmation) JD inertia removed, can't run away 5A > 5B > 6A > 6C connected easily 22BnC seems somehow unexplainably harder to get out. Dash cancel as soon as possible > 2A for pickup afterwards. (Notes from loketest player) 22C launch effect on opponent is not as high as it use to be. Has been nerfed back to CS1 status basically. 4D now floats opponents on hit (launches opponents about as high as her 6A would) New optic barrel inputs are different. since optic barrel A has been removed the ranges shift to different notations. OP (optic barrel): OP-A (236A) = OP-B Range /// OP-B (236B) = OP-C /// OP-C (236C) = Chamber Shot Optic barrel A version no longer exist and is replaced with the B version instead and the C verion replaces the origional B notation and the C version's notation is now the new chamber shot move. 6A startup increased to 13 or 14F? (Pending on confirmation / confirmed that it is slower). Fenrir raw is 2400 (Mentioned about fenrirs damage of 800 which i think is the new minimun damage instead of 700). New Astral input is said to be 236236C. New Astral resembles a counter distortion similar to hakumen's astral in a way. Noel 6C(2) (second hit) no longer has repeat proration, and can combo 5~6 times in a row in corner. New possible links/gatlings: 5B > 6A > 5B and 6C > 6B. (unable to do 5B > 2B afterwards from a 5B > 6A > 5B gatling route) Someone mentioned Spring Raid seemed to have some invincibility (Pending on confirmation) Mentioned about j.4D's movement of some sort. Seemed like they were touching on the lines of it being like its CS1 counterpart of its movement control (Seems to either have a bigger hitbox behind noel or shoots the way it use to back in CS1 a.k.a auto aim funtionality) Bullet Storm > Fenrir doesn't connect, but from 5B > 5C > Thor > Fenrir connected The speed of j4D after a blocked falling jC hasn't changed, and j4D after a 5A > 5B gatling retains its previous quickness as well. Crush Trigger (takes 25% meter) hits the opponent with a knockdown right in front of you. 2B and 5C can pick up afterwards. The following combo pathways were mentioned to no longer work: Throw > 214A > 2B > 6C > 22B.... (opponent techs before 22B connects) (In corner) Throw > 22B~C > 6C... (opponent techs before 6C connects) Any combo route that uses 3C such as 5B > 3C, 5C > 3C, etc.. that leads to 22B~C > dash cancel 6C >..... no longer works (opponent techs before 6C or 6A > 6C connects) 6C > 6D was hinted to no longer connect as a gatling link Based on video footage, its possible that BT > fenrir in corner may no longer connect as smoothly as it use to anymore. Video is too small to see if it red beat or blue beat on opponent but the opponent hits the ground before fenrir connects. (Either its harder to connect or the player didnt do it fast enough. Hard to say since it looked like it was the fastes input overall that the game allowed for the player due to the new wallstick property on BT) Combo paths they are currently testing out: 2B > 6A > 6C > 6B > 22B~C ... 6A >6C > 6B > 6D > 4D > AST... 5A > 2B > 5B > 6A > 6C > 2C... 6B > 5D > 5C > 6C > 6D > BT > 6C > JD > BT > Fenrir (In corner) throw > 22C > 2A > 6C... Noel is hinted to still hit 4k (pending on consistency midscreen) Here are some combo samples they have found/tried on footage: 2B > 6A > 6C > IAD > J.C > J.D > d.6B > d.6C > d.5B > 236A > 662A > 6C > J.C > J.236C > J.2C 4D > d.5A > d.5C > d.6C > d.5B > 236A > 662A > 6C > J.C > J.236C > J.2C 5B > 6A > 6C(2) > IAD > JD(crossover) > 4D > AT > 6C > 22BnC > 66> 2A > 6C(2) > 6C > J236C > J2C --------------------------------------------------------------------------------------------------------------------------------------------------- Newest Loketest information from November 11th: Raid can be comboed after with RC (not necessary during OD) Wallstick on Chamber CH is rather long Pushes pretty far away on barrier guard, and removes a fair bit of barrier gauge Optic doesn't down on hit AH has long active frames Drive followups seem to have invulnerability too 2B>6A>6C(2)>2D comboes. 2D knocks the opponent out of the air and downs them, and might be comboable after. 5A>6A didn't connect. 5A>6A only combos on crouching opponents. On the other hand, 5A>5B>6A>6C works. Although you need to be closer than before, or else 6C will whiff. Midscreen, 6C(2 hits)>2D is sort of iffy, and only connects sometimes. might be character specific jA feels like its not jump cancelable or is hard to. Even from point blank, wasn't able to get anything off Chamber without RC. For 5A>5B>6A>6C midscreen, the 6C dropped on Platinum no matter how close Noel was. ~>6A>6C>jD>d.6B>d.5B>AT connected. Although it only carries about half the distance it did in EX. You can switch out AT for B Optic and follow up with 2A, but our options afterwards seem pretty bad. CT reach is way too short. Don't know about the frame data, but I think it might even be minus. 5A>5B>6A>jB>jC>jD connects. ~>6A>6C missed on Bang Corner 6B>5D>d.5C>d.6C>d.6D>BT>6C>4D>AT>6C(2 hits)>2D>6B>5B>Chamber or Fenrir This did around 4500 with Fenrir ender. Fenrir minimum damage was around 750 Chamber seems to be pretty good at depleting barrier jD horizontal hitbox is a lot wider than in EX, and it feels like untechable time is longer as well. 4D invuln is ridiculously short... wasn't able to dodge Gauntlet Hades with it 4D seems to go through Dead Spike and Lobelia. Not sure if it's the invuln time or properties that's changed 6D invuln might have gotten slower AH doesn't work on projectiles. Tried on Platinum's bombs and Kokushi, but got hit normally -------------------------------------------------------------------------------------------------------------------------------------------- Video Footage from the Loketests 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
  14. Noel Honestly doesnt have good oki setups ( currently. and it varies on the game you play) im not sure if noel had oki like that in CT so i cant say since i wasnt on CT for that long. As for anti-airs 6A and 4D are usually her primary AAs. 6C is a more situational one since it has no head inv frames so you may get hit trying to use it as such but if you land it, you can get alot of damage from it. since this is CT her 5B can be used for the same reasons but its not really recommended you will definitely get hit half the time unless you gdlk at spacing it, you better off hitting 6A. same can be said for her 5C on there it can do the same thing provided you time it but to be safe 6A and 4D should be the ones to go for majority of the time.
  15. Yes sir! btw i saw another change as well which should be interesting they also stated that noels 6C no longer has repeat poration can combo up to 5~6 times in a row in the corner. ok now idk what they mean by this cuz 6C(1) never had smp but 6C(2) did im very curious. if they meant 6C(2) then thats a shocker for me O_o does this mean we get multiple 120% poration added everytime or what cuz im kinda lost as to how this will affect noel overall
  16. please...no more 2D mentions.... it took a week for me to forget about it the sight of it is unbearable for me
  17. I know i said the same thing. Its possible only if they delayed the 2C input but the follow up has to be a 5C > air combo >j.2C or air combo > j.D to a ground one if possible.
  18. Thanks alot. ok i did some reading and tried to translate somewhate and this is what i came up with so far and im baffled with what im reading from loc test 2: 6A startup increased to 13 or 14F? (is 10F currently in EX) Fenrir raw is 2400 (from what i see they mentioned about fenrirs damage of 800 which i think is the new minimun damage instead of 700) Astral input is said to be 236236C New possible links/gatlings: 5B > 6A > 5B... 6C > 6B someone mentioned Spring Raid seemed to have some invincibility (take as a grain of salt but i hope this is true) mentioned about j.4D's movement of some sort. seemed like they were touching on the lines of it being like its CS1 counterpart of its movement control (dont quote me but this is a guess) combo paths they are currently testing out: 2B > 6A > 6C > 6B > 22B~C ... 6A >6C > 6B > 6D > 4D > AST... 5A > 2B > 5B > 6A > 6C > 2C... 6B > 5D > 5C > 6C > 6D > BT > 6C > JD > BT > Fenrir and she still hitting 4k....so yea.
  19. if anyone has a recent updated JBB link to noels loc tests stuff please post it i would love to see it and appreciate it if possible
  20. so..you dont like sexy? -_o id go to miami florida and see girls wear the same kind of shorts bullet has minus the 2 ring effect but either torn around a bit or not torn but generally the same shit honestly
  21. Yay now we have a shooting star _-_ lol. but seriously i hope they change it back cuz that nerfs noel down seriously in the defensive option department. but then again it could be a blessing in disguise. It can potentially weed out the dumb noels to a degree i guess.
  22. yeah. the only thing i dont like about her currently is the new 2D otherwise everythings is ok. Im REALLY happy we can finally end our midscreen combos more legitly with chamber shot without depending on 6A > BT combos and RC > 6A combos or crouching hit combos ^_^
  23. well.. anymore questions or concerns im happy to discuss if needed. _-_ in the meantime im breaking my ass off in p4 trying to incorperate IAD / TK Megido pressure with Naoto so far its fun to experiment with
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