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Everything posted by Litherain-XIII
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ok against litchi specifically you can 4D litchi's 6A overhead and 2D > D launch staff (low version) and her dp. 6D doesn't work on the 2D staff launch or her dp. Also on litchi's 6D you can 6D or 4D that. itsuu > 5B you can 4D or 6D that. Itsuu > 5C you can only 4D that. as for other things like litchi's 4D overhead you have to block it. these are just a few things but overall you kinda are gonna lean more on the blocking side of this match-up.
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Tested 4D against litchi's 6A overhead and against 2D > D launch staff (low version) along with dp. 4D confirmed to now beat all 3. note worthy to know since in the pass you was stuck blocking without being able to use drives to punish nearly all her mix-ups. 6D doesn't work on the 2D staff launch or her dp. Also on litchi's 6D you can 6D or 4D that as well. pretty funny
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you can only cancel it into drive enders on whiff. not chamber shot or optic barrel. that's what I meant
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Another sad change was made to noel in CP that I just noticed today. you can no longer special cancel the first drive attack (drive starters) on whiff like you could in EX. this was rather useful in neutral at times and was gonna be better in CP only that now its no longer possible except on block. just take note of that change and keep it moving..
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Wat I mean is basically if you did something like 2b> 6A> 6c> 6b> 22b on a standing opponent the 6b forces knockdown state which allows you to do 22b without the need for 3c or j.c.
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Well not really except repeated usage in training or in matches. It takes time to get use to it
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Ok was messing around with some stuff and found a new link path kinda interesting. On a standing or crounching opponent you can do 5B/ 5A/ 2B starter into 6A > 6C > 6B > 22B since 6B causes knockdown state. but you can also add a 3C at the end of 6B and link into a 22B to potentially continue the combo or end it still on 22B oki. the juggle 6C > 6B > 3C > 22B link can also set up some potential tech traps and can still offer oki as well. EDIT: Btw this can be used at the end of some combos. there are come that can go 6C(2) > 6B > 22BBBBBBBBB or simply just go the normal corner ender 6C(2) > 6B > 3C >22B as an example
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CH Revolver Blast on standing opponent can be followed up by the following after recovery: 5A , 2A, 5B , 2B , 6C. Best combo I have meterless is 4.2k / 30 heat. This is with the 5B follow up into 6A. CH 2369C > 5B > 6A > J.C > J.D > D.6C > D.2D > D.6A > D.5C > 22B > 662B > 6C > 6B > 6D > D.6B > D.5C > D.6B > BT. If you want a 22B oki ender instead, then this is what I came up with as a replacement for now: CH 2369C > 5B > 6A > J.C > J.D > D.6C > D.2D > D.5C > 22B > 662B > 6C > 6B > 22B. 3.7K / 27 heat both of these combos are midscreen or near a corner
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actually luna you can gatling into 2B from a 2b in CP its just requires you to do it pretty fast. the execution is on a demanding side especially if its in a combo to be red beat
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[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
Hopefully ill have the game in within the next 3 days or 5. Ill be testing as well so ill let you guys know if I find some stuff regarding tech and combos. probably may find more tech later on but combos will come first for now. -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
Yes im importing im also attempting to get the digital copy just to have an early start from a friends account. as for the details to CS1 reference Lunakage made, its basically already covered in my explination. basically 3C > 22C > dash cancel > 6C was the CS1 Combo route -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
well technically the 3C > 22B ...C > dash cancel >6C is still somewhat possible but its not really something you wanna do in CP since it appears you nerf the combo damage trying to do that or its simply too unstable on execution to do it too consistently since she is barely able to get a few 22B bullets in into a 22C to eventually dash cancel to connect a 6C. the problem here is that they nerfed the launch height that 22C use to have in extend and they also nerfed her dash cancel to be her counter assault animation from EX whish is slower than her usual running dash cancel which makes it barely possible to hit multiple 22Bs in after a 3C and still hit a 6C in time its too slow and by then the opponent hits the ground and techs before 6C could hit them. and distance is also a concern regarding the route as the combo will drop if you tried it almost anywhere. in all its probably not avised to do it but we'll see when we get the game this week. her new combo pathway is more like 3C > 22C > dash cancel > 5B > 5C > j.C > j.D >...etc. Or usually ends up having her go into 6A from a hitconfirm to go into j.C > j.D >...etc. Noel overall plays the same as far as playstyle her combos are a bit different but otherwise everything else is the same but using drives for mix up is now more viable than ususal and she can combo off virtually any hit confirms now unlike her previous iterations in bb -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
yep.so its not really needed just a funny little trick you can do. just use drive to bait dp in CP -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
Im just waiting.... just waiting. -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
any combo that has a standing opponent that has enough hitstun to allow MF to be used is basically it. you cant use it off any combo that use 3C or any one that has the opponent juggling before you get a chance to use it. it needs a standing opponent. so that narrows it down to CH 5C, 2C, j.D, 6C, 6B certain drives on CH stuff like that. unless you RC something with good hitstun like BT(1) assuming there on the ground standing then you're not gonna be able to make it connect. I saw a CH j.D > MF before recently but it was CH j.D > d.6C > MF. d.4D has a new force stand property so if you did hit the opponent with an overhead you would basically go into d.6C for increased hitstun to allow d.4D to create the force stand situation to set them up for the MF as a meterless 5K combo on certain characters. otherwise they go BT RC then MF. -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
simple. it does 1500 damage by itself. its no longer 800 like it was in the past so of coarse they'll try to put it in as much as possible. it turns 3k combos in CP to 4 ~ 5K combos easily -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
well as for random news I basically had established something decently for recording so I may start actually recording matches and in the lab stuff etc. im looking forward to eventually doing a combo video in the future. -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
Its the Humbled mentality of some good players. I've had a lot of ppl say im good with noel and that my offense with her is....."scary". idk but I usually shrugged it off like it wasn't much or that im not that great. just decent. others think otherwise. I RARELY give myself enough credit. Delta knows lol -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
specifically inferno divider. I haven't tested against other dps except mu 12s dp. -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
yes basically. -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
ill play now if you want.. or in a few hours. just woke up so let me know and send dat FR on PSN its time to get crackin my nigga -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
its hard to say honestly cuz even I don't completely understand it even though I designed it myself which is funny LOL. its not making her hitbox disappear I will say that. but after some tests I did several months back I noticed theres a difference in either her hitbox or the DP when this happens. because there is a case where if you kinda stay in place the dp only hits once instead of twice like normally. this happens with the 4B input. however without the input both hits of ID do hit even if you stay in place as stated earlier. this leads me to believe that either the hitbox of the dp or noel is somehow being manipulated from 4B's input. my initial theory for ragnas case is that perhaps the input created a funny system read on his ID and messed up its hitbox range when he was under blockstun but that doesn't make sense in all. so the second most logical explanation for me was noels hitbox but rather almost anyone hitbox in general that does the OS / glitch (since it seems universal / tested with tsubaki , MU-12 , jin, ragna) their hitbox somehow gets smaller or shifted to an unusual area behind the characters actual visual sprites despite the dp technically making contact with the sprites. My theory in this case is that the bb system tries to take into an account that the 4 input was to try to block an upcoming attack that hasn't register yet into active frames. its somewhat similar to how a characters hitbox kinda sits behind barrier guards so it adds a layer of a hitbox infront of the character imo. I think the system was reading the 4B input like a barrier guard attempt and messed up on placing the hitbox correctly so when you dash forward with it the dP ends up whiffing because some of the hitbox was pushed back behind the character to a unusual spot that the dp happens to miss in regards to its range therefore making it appear as if noel ran passed the dp through invincibility alone or low profiled it with her running frames. This is all just a theory. keep that in mind. -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
im still active.. -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
its weird but its not space dependent because if you try to imitate it as is on the video you'll still get hit by both hits of the DP. But the input you need to do is 4B at the recovery frames of certain normals like 5C or 5B or even some thing like 2B. If you do it right the dp whiffs entirely otherwise without the 4B input you will get hit normally. this is actually a Universal way to make ragnas DP whiff for several characters I haven't tested everyone just a few. so it may be character specific. -
[CP] (Pre-Release) Noel Vermillion - Gameplay Discussion.
Litherain-XIII replied to DC's topic in Archive
Nah just a weird option select / glitch I found a while back. thought maybe ill pull a vid for it. but it makes for a nice noel joke. Im so good at invincibility that I don't need my drives to still go through your shit XD