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Everything posted by SkyKing
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Yeah, it's too risky to do it, but sometimes you'll go for the combo and misjudge the timing or the height. In the corner, it's even easier to miss the 6C > 5D link. Just a quirky option just it case it happens, but it's safer just to make sure you know your heights and distances, or to replace/omit the 5D.
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Also, for any combo that involves 6C > 5D links, makes sure you catch the 6C pretty low. If it's too high, then the following 5D will have Noel step under the opponent and whiff. However, if you do that this into consideration, it could be used as a pseudo-tech trap or reset but you are still in a disadvantageous situation when that happens.
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Just saw some names I recognized from that one player room. GGs to you guys. My bro Glirandly and I use the "SkyKing Oz" account for XBL, so it's pretty wacky what happens when we enter random rooms. I'm the Noel/Makoto, and bro uses Rachel and probably Plat now. Nice playing the guys I did.
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The combo is dropping on me on the d.2D > 236D.
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1. It's all a preference of heat gain vs. damage. d.5D > d.5C enders do a bit more damage, so that one is the preferred ender. 2. If it's 2D and d.2D, they count as separate moves, so they don't count towards the same move penalty.
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Sexy combos all around! And dat trollin' power... Must resist urge to troll myself...
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Last I remember, 138 decided to go Lancer instead of Archer for SBO '09 simply because Archer had too many bad matchups that he felt he could be eliminated with. Lancer's just has tools for every situation.
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Along with all of this, the overall system changes that they did to nerf the power of IB, and toning down other characters in general really helped propel Noel to where she is now in CS2.
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mAc explained neutral game pretty spot on, so I'll explain normals. Normals are what we call the attacks that only require the one button press (excluding the drive button). So when we explain things like 5A, 2B, 6A, j.C, etc., we are talking about her normals. Her are particularly bad in CS because of the lack of range, priority, and things we can do after hitting with one aren't very good. Also, any of her normals with have the gun blast animation (5C, 2C, j.C) are considered to be projectile based, so Tager can Sledge through them.
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Yeah, the colors are the same for CS2. For the arcade version in Japan, they buy the DLC colors with their actual player card points. So sometimes you'll just see that one color on the DLC side that they bought. It should all transfer over when the patch releases next month, since the actual CS2 console is a patch and not an entirely new game. Mainly, it gave the chance for arcade goers access to the colors if they didn't play on console. The Creed, yeah! Funny thing about that was that it started off with just a simple "Thank You" to Cristina Vee after we noticed her lurking to boards one day. One thing lead to the next, and then she came to San Antonio for an anime convention. So we were thinking of something she could say for the Noel boards, and that came up. She was nice enough to do the speech for me after her mini-concert, and that's how we got it to go here. xDDDDD
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Yeah, I hear you on the colors thing. I like using the original colored white, black, and DLC white/red ones, but they are kind of popular choices so I changed to another one. Anyway, here are the color charts for Noel: (In order from left to right: #1 - Top Left, #12 - Bottom Right) Original Palettes DLC Palettes So my main one now is DLC #3 (The Pink one).
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Using her 6B overhead move is a good was to open up someone's defenses if they are blocking a lot because it's meant to be blocked standing up, and since the move forces the other guys into a crouched position, this combo is almost guaranteed to work if you did the dash. You can do the full "6B > 6C > 2C > 3C > stuff" because you dashed, and this tactic can be used during the opponent's wake-up, during a pressure string you do, or even just out of nowhere. The dash just allows you to add the extra hits. For the most part, you can do 6B > 3C and achieve the same result. For combos, start off here: [CS1]Guns Should be Used as Melee Weapons: Noel Vermillion CS1 Combos This is a pretty comprehensive guide to combos that are possible from every type of hit, and everything from simple and effective to flashy and damaging. As for the notations, the numbers you see are all references to the NUMPAD on your computer and assuming that you are on the 1st Player side (so 4 = left and 6 = right). It was created as a universal way to say directions because it would be too long to say the actual directions. The numbers that come after the combos are indeed damage and heat gain. This is useful because sometimes you are looking for an optimal damaging combo or one that can give you enough heat so you can possibly tack on a super to extend the combo.
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No problem! Always happy to help. And I noticed you are in Houston? Hit up the arcade their for some CS2 experience. It'll be a wondrous one, which is more than I can say for her ventures in CS1. ;___; Anyway, keep with the practicing. You just need to get down the feeling of not even thinking about the stick, as it will be second nature to you.
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It's always like that when you first start off. Especially if you are just learning with stick, too. So I commend you for doing both at the same time. Just get it into your muscle memory by doing reps each day or so in practice mode. Then, it'd be better to just find people around you to play. If they aren't that good or aren't the level you want to play at, then look online and find some of the regulars here on DustLoop for matchup experience.
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Ragna's looking a bit like Archer there xD. Storywise, he's getting there at least. Nice ones~!
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Kumakoro rampage! http://www.youtube.com/watch?v=bmtSG85I7Ms http://www.youtube.com/watch?v=Y4x5eQgT-HI
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Noel vs. the World (As dubbed by pktazn) 5a x N = the anti-tech roll!!! Lambda vs Noel Valkenhayn vs Noel Hakumen vs Noel Jin vs. Noel
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GUCCI and R-1 on 3v3 Team
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Excerpts From the Diary of Noel Vermillion #1 - Starting Off #2 - Training #3 - Visit to the Clinic
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Yeah, along with the input change, it lost it's invincibilty frames in CS1. It's pretty much the same in CS2, except they added the neutral change of the knockback angle.
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Makoto looking mad fine, there~!
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Putting this here since the frame data is finished for CS2 Noel, something to compare CS1 and CS2: CS1 Data: http://dustloop.com/guides/bbcs/frameData/noel.html CS2 Data: http://dustloop.com/guides/bbcs2/frameData/noel.html One thing I noticed right away is the changes they made to 5D. CS1 had 23F startup, with frames 5-19 having strike invuln. In CS2, they increased the startup tp 27F and having head and body invuln through only frames 3-15. So the window for getting hit after the invuln is much greater now, and you pretty much have to react to use 5D effectively. Also, j.4D has it's invuln tweaked to much earlier in the move to where it's 1-21F instead of the 7-26F that was in CS1. And having the start up reduced from 15F to 10F makes this move just as insane as we saw in the videos. It helps too that it's now a low. Now, I'm hoping for a hitbox viewer so we can put all of these pieces together.\ EDIT: A list of Noel's Air unblockables--- 6A, 5B, 2B, 6B, 5C, 2C, 6C, 5D, 6D, d.5A, d.6A, d.5B, d.6B, d.5C, d.5D, d.6D, Assault Through, Spring Raid Yeah, we've got some decent ones.
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Found one CH combo: CH 2D > d.6C > d.2D > d.5B > d.6A > 214A > 2B > 6C > B+C > 6C > 22B > 22BBBBC > Dash Cancel > 66C > j.D > d.6D > d.5D > d.5C > d.6B > 236D (5166; 53 Heat) If you replace the BT with Fenrir = 6205 Damage If you get them to the wall and do BT > Fenrir = 6354 Damage
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Tried out: 6A > 6C > jc > j.D > d.6D > d.6B > d.5D > d.5C > BT (2376; 25 Heat) 6A > 6C > jc > j.D > d.6D > d.6B > d.5B > d.5D > BT (2369; 26 Heat) 6A > 6C > jc > j.D > d.6D > d.5D > d.5C > d.6B > BT (2380; 25 Heat) So overall, the new one works a bit better for overall damage, and the heat isn't too bad unless you know exactly how much heat you need to get the meter. Also, the last one allows you to Fenrir instead of Bloom since the d.6B properties drag down the opponent into the Fenrir hit, but if you do it and don't do each CR move immediately, you risk whiffing and crossing under. IMO, CR is tricky to try and mash out of with her ability to change speeds and directions with her moves. And with the extended windows to cancel out CR moves, you can somewhat react with Assault Through, Spring Raid, Muzzle Flitter, Optic Barrel, or another CR move that can avoid moves like d.2D, d.4D, or even beating things out with d.5B or d.6A, and even risk an air unblock with SR, and d.5A.
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On those, you don't even have to IB since the 6B/6D will come out like it did in CS1. However, adding a d.6A after the drive starter will making it a bit harder to counterattack if the starter wasn't IB'ed, and 5D/2D > d.6A > d.6B has a tight enough window to where the worst you get is being traded out of drive.. But, if you IB the starter, a 5A will beat out the d.6A