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Litherain-XIII

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Everything posted by Litherain-XIII

  1. Yep im just doing my job as.....well i guess you can call me LunaKage's right hand man in situations like this as of late lol.
  2. Im in the same boat as Luna about that question. Its hard to say specifically how better she is in a specific way but i suppose overall based on observations hit confirming into combos from virtually any hit from her is now a lot more solid and has that "complete coverage" feeling to it that it was missing for several games. her game plan is the same as always imo just get in and stay in killing your opponent fast as possible before momentum shifts over by a simple mistake. the methods to doing so isn't heavily reliant on watching your opponent come to you and letting them get in for free and waiting for the slightest gap in their pressure or mix-up just to eventually hit drives to actually get the hit confirm off them or atleast this is the common strategy for most noels who cant seem to get an offense going by other means. Its more reliant on using a combination of her other tools and drives more on an offensive rushdown manner as opposed to a defensive take on the match ups. Some say she is more of a neutral to offense and vice versa character now in CP. she is different overall. she did lose some stuff but gained just as much in the process so its really hard to say how much better she is until october but i will say her reset game is hella better tho and her oki is a bit better too so the teching control against the opponent is a lot more manageable for noel than previously.
  3. um... ok maybe you are doing 66C wrong. try just doing 6C in place instead and see what happens. either you are dashing forward too fast to the point you cross under your opponent or your doing 4D too fast that d.6C is whiffing at this point. otherwise your problem is described in a somewhat vague manner.
  4. Well I personally love the fact that online training mode is FINALLY included because that's something I needed for a while with all the hassle I go through trying to help ppl get into bb or learning some stuff with limited resources.
  5. Oh dear.... the humanity! the move didn't really need smp on it imo but wat can you do?
  6. EX - 22B P1: 100 / P2: 99 22C P1: 100 / P2: 80 CP - 22B P1: 100 / P2: 90 22C P1: 100 / P2: 100 As you can see the P2 of 22B was nerfed. But 22C P2 was buffed. Since the haida loop as of late only uses 22B the P2 is still rather pretty high. 22Bs damage use to be 300 in EX but in CP its nerfed to 200 instead. If you pay attention to how noel does 22B in the corner as an ender to a combo you'll notice how after 6B the 22B always hits regardless how close noel was to her opponent in the corner unlike EX where if you too close then 22B will whiff on some characters in the corner. this leaves me to believe that 22Bs hitbox range was increased to make this possible unless the characters hitbox was increased in CP but that doesnt seem likely to me. but due to this the way how the EX haida loop works was to whiff the first shot on purpose to create the loop off the second shot. but since on CP 22B never really whiffs at all even at close range its seems likely that even the method used on EX to make the loop work wont work anymore. so even I believe the haida loop is most likely dead this time for sure. but ill try to mess with it and see but I have serious doubts about it tbh.
  7. naw nigga you know we gonna try to use CPR on it this October so we'll see lol
  8. That's one of my favorite combos too bro XD lol
  9. Ok perhaps you're having trouble with the timing for the d.236D part in general. try to delay the input for 236D and it should go through. if you do it too fast after d.4D it will whiff so that's probably why other than you probably hitting the 5D part a bit too early in the combo. doing 5D while the opponent is relatively higher in the air can also make the 236D part whiff as well in some occasions even if you delay the timing but this is where you have to be aware of different character hitboxes regarding this. for example you can do this combo a lot easier on ragna or valk but may have trouble doing so with bang or lambda. but first try to delay the 236D.
  10. My New PSN background.....hell yea.... ^_^
  11. well from experience I notice if you input 2369 while 5C is hitting your opponent around the same time instead of waiting for the hitstun of 5C to end to finally input the super jump it a lot easier. I think the 5C stun time allows you to advance input it ahead of time which should make the super jump come out without accidentally doing TK RB in the process. practice it and eventually you should see what I mean. or alternatively just input SJ but give it a slight pause before pressing j.C
  12. I doubt it. id say mostly yes after the first drive starter it should be relatively but between 5D > drives and 6D> drives those are gaps if I ever saw them. especially 5D > drives its noticeable but after that the rest looks more solid than in previous games
  13. I agree on the aspect of drive now being more useful as an offensive tool for noel and its about time it serves the bill well. it still does fall under some risk of getting dp out of but then again d.4D was buffed to have the same invuln. frames as 4D so in that sense it could be baited. I have seen 4D beat ragna, jin, makoto's dps multiple times on their wake up even with 6D as well. so perhaps this will allow for more variated forms of offensive mix-up strings while in drives maybe like 6D > d.4D > 236C / BT or 6D > d.4D > d.6B 236C / BT who knows. On the subject of 2D I personally think its as Luna said basically "Fuck it YOLO" move overall except against runaway players or zoner match ups that made noel have a hard time getting in even if j.D had projectile invuln. I have seen a small amount of players attempt to use it as a jump out of corner move when pressured but IMO 2D in that particular situation looks pretty free to punish before you even land to the ground to follow up on it I advise against the idea unless your opponent likes to let you out for free (its bound to happen knowing netplay). On the other hand I see it being used in combos as a way to produce corner push midscreen in some combos otherwise I have mix feelings on it. J.D has been used as a form of cross up as of late in pressure strings typically IAD > j.D. Im not sure if this is legit or what but if so that's pretty nice considering it pretty much nets 3k iirc, 2k is guaranteed which adds onto the viability of noels drive offensively. the fact that noel can cancel drives again like CS2 is a boost. but whether if its specifically on block and hit im uncertain of, but its confirmed for on hit atleast. If we can on block that could potentially lead to 214A mix-up attempts which leads to some huge damage up in the 4k range. j.2C might have some use as a weird jump in on RC just a thought I had. imo it might be better than j.C in that regards but it requires RC to do it and on hit im sure 3k can be collected from the confirm. but honestly I don't think noel in CP has the luxury to expend heat like that for that idea. maybe in EX but in CP I don't think its a good idea overall unless you feel ballzy. I already stressed how much chamber shot was a HUGE needed buff she needed in ALOT of situations regarding midscreen and clutch situations on hit confirms otherwise would require RC to combo or CH or a crouching opponent. Thank God for 236C. I feel that CP noel is geared more towards normal-oriented noel players and offensive noels overall. she seems to be more dependant on neutral and offensive options in CP as opposed to the wait it out-press D then hit hard as fuck mind set. im interested to see more noel players try to come up with more tech and a change in the overall strategy with her.
  14. yes bb has a footies game but noel is pretty underwhelming in regards to that which we refer to as her neutral overall if im not mistaken. typically your 5B and 2A serves as your best footies tools in general. 5A and 5C have their uses but they require you to have experience to know when to use it in certain given situations otherwise you would probably get beat out of them majority of the time against other characters with more superior neutral options and pokes that are better than noels.
  15. yeah I think delta is going if im not mistaken.
  16. Noel's overdrive increases the speed of all her drives and cancels the recovery frames of all of them in which she normally would attempt to reload her guns after a drive move has been used This will allow combo paths that normally are impossible to do without rapid cancels in the middle of drives viable. An example would be hitting d.6B > 6C since the recovery of drives would normally result in reloading her guns she skips that with a little delay then hits a 6C afterwards. Increase of damage with her dirstortions and changes her Fenrir distortion to recover faster in the same manner like it use to be in CS2 allowing for double distortions to be possible. Changes her air distortion Thor to be able to recover and air dash after the missile is launched like her CT counterpart use to be. changes her Bloom Trigger(hit multiple times past 2 hits) , Assault Through(makes noels body completely disappear from screen in the middle of the animation and reappear at the time of when the shoulder thrust is about to occur and better invincibility iirc), Spring Raid (remains the same pretty much)
  17. its ok bro uncle Lithy-Kun got your back :D wats the issue?
  18. awww yea. :') a nice conversation in such a long time on here I can die in peace.
  19. nah just dp through her drives you'll be fine just like always with dp characters.
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