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Litherain-XIII

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Everything posted by Litherain-XIII

  1. yes it cause knockdown. well more like a launch off imo similar to her 6A the only real way to say its a knockdown is if we can hit a 22B or 22C afterwards in general without using j.D , 3C, 214A or a throw in the same combo otherwise its just a launcher similar to BT to corner push midscreen.
  2. a big broken aspect of her gamestyle. but thats in the past i guess..
  3. Unfortunately not really. Its highly likely we cant do that anymore due to how BT hits the opponent and how it BARELY connects to fenrir now. the reason why is cuz the wallstick doesnt "bounce back up" the opponent from hitting against wall instead it just "sticks them to the same spot they hit the wall at and drop pretty fast back down". In this situation thats about the height of noels 2A ontop of her gun against the wall which is not very high and the time on the wall is not as long as the wallbounce variation thats not enough time to do alot considering it was hard for fenrir to connect since the opponent still hit the ground first before fenrir even hit them (cant see video closely to confirm if it was red beat or blue) so i feel that BT > 6C > TK thor is gonna be next to impossible without blue beating it unless you wanna spend 100 heat on the idea to make the combination faster. This is why BT may be replaced with Chamber Shot instead since it gives that wallbounce property we need to hit fenrir more consistently and most likely the 6C > TK Thor you want.
  4. chamber shot does give us that knockdown we needed badly its legit pretty much it works on 5A > 5B > 5C > CS and also 2C > CS. the first did like 900 dmg. 2C > CS did 1200 but a knockdown overall is good enough Thank God we no longer have to RC to get a midscreen combo to work off of non CH hit phew i seriously got tired of RC into a 2.4- 2.6k combo with half the heat back.
  5. 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.
  6. 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...
  7. 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...
  8. 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.
  9. 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
  10. 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 ^_^
  11. 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.
  12. 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
  13. that girl look more like a GG character imo and the guy just reminds me of kilik from soul calibur lol
  14. 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..
  15. 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
  16. well he did say both lambda and mu were not there anymore... about nu...kinda iffy but we can dream and pray right?
  17. 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
  18. 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.
  19. 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*
  20. 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
  21. 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.
  22. 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
  23. theres already a haida loop tutorial. just scroll down till you see it in the noel forums
  24. 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
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