-
Posts
520 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by SkyKing
-
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.
-
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.
-
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.
-
Ragna's looking a bit like Archer there xD. Storywise, he's getting there at least. Nice ones~!
-
Kumakoro rampage! http://www.youtube.com/watch?v=bmtSG85I7Ms http://www.youtube.com/watch?v=Y4x5eQgT-HI
-
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
-
GUCCI and R-1 on 3v3 Team
-
Excerpts From the Diary of Noel Vermillion #1 - Starting Off #2 - Training #3 - Visit to the Clinic
-
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.
-
Makoto looking mad fine, there~!
-
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.
-
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
-
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.
-
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
-
Just tried it. Staggered will score a CH. And following with anything that isn't 2D is very unsafe since the starter speeds are still the same as CS1. And even if the mid-CR speed has been increased, it still isn't very safe to throw out. And in the case of 5D, you pretty much have to input it moment right before the move will hit you, so any kind of yomi attempt will get stuffed by the tail end of those moves.
-
Well, frame trapping is easier with 5C now that 2C > 5C is a gatling. And people do still try to do something after 2C since it looks like the end of a blockstring. And 5D is pretty bad to use now as a yomi move. If you do try to read and anticipate with 5D, you will be hit out of it. The adjustment on the invuln frames of 5D make it even more for reaction than anticipation, and meaties will beat out 5D clean.
-
Well, now she's got a truly "safe move". With IB nerf, it goes down to 0 and not a negative. It's even more usable now as a frame trap, especially if they try to poke out something after it and you stagger a 5C and possibly get a counter hit. Also, with 2A being +1F as well, we can start applying safe pressure with it and ending with 2C.
-
It seems there is an even larger window to continue with CR than before. You can be almost to the reloading animation and press another button, and that next CR move will come out. In a way we have a method to stagger pressure with CR, or maybe even have time to read a counterattack and react accordingly like with Spring Raid or Assault Through. She's looking to be trickier and trickier the more she's getting played...! EDIT: Tested some more gatlings. 2B > 2C will combo together. So now, you can do 2B > 2C > 5C > 6B as a possible fish for overhead, and go into 3C for a haida pickup. Also, with 2C being +3F, you can always opt to end the string there and possibly go for a 66C to find a CH if they want to throw out something after your initial string is over.
-
It's almost at CT level, but not quite there. I find myself using it a lot more now that you can do 6C > 2C > 5C as a block string that can gatling to 6B, 3C(pretty bad), or BC whiffed. It's crazy how a couple tweaks to her gatling string can totally turn her pressure game upside-down.
-
I'm just thrilled that Noel can consistently do 4k+ midscreen, even off of non-CH hits. Something the rest of the cast except Makoto don't have.
-
True enough. I'll see if I can actually contribute to the combo side of Noel's game this time around.
-
There's gotta be a way to break 10k with an optimal combo. If anything, Luna will find it.
-
Loving the Reload > 2B pickups! It seems like that's going to be the way to optimize damage off of 5A/2A starters. Non-haida damage seems to top off at 2.8k from those starters.
-
Yeah, I remember that video. Seems like she's got some nice combo linkers now, just in case on drops or if you aren't sure if the link will work and want to reload before the reset yourself.
-
Ah okay. That also feels the same from CS1.