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LunaKage

[CPEX] Noel Vermillion Q&A Thread.

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GG's kept me occupied for awhile, but now that I'm back...

 

Did we really get the 5A attack level buff? The CPEX frame data on wiki is barren.

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No, 5A is still -3.

Also, we never got a mook for CPEX, so an update to frame data was pretty much impossible. I only found out about 5A's frames by testing it myself.

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Welp, the dream is suffering ;_;

 

On the other hand, after what moves in our Drive blockstrings should we generally expect to get mashed out of? I usually 4D after a blocked d.6B if I expect Jin or Ragna to DP afterwards, but when trying to bait a super out of Nu or Lambda, the head property kills the invul on 4D. I can't exactly reload and block in time either. Do I just Bloom Trigger to keep myself safe until she no longer has those resources?

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Bloom Trigger isn't safe, none of our drives are. If your drive string is fully blocked, it's your opponent's turn, unless they don't know the matchup. Assault Through is only -4 on normal block, but it can be punished on IB, and it's easily beaten by jumping, since it's startup is slow.

As far as what drive strings can be mashed out of, pretty much anything can be DP'd after, except for d.6C, if you expect your opponent to use a reversal, you can d.4D most DPs, you can d.2D command grabs, and everything else can be beaten by a well timed Assault Through. If you notice a Calamity Sword Super Flash, your only hope is to hit d.214D and hope for the best, if it works out, you will get a CH combo.

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Guys I need help, one of her combos 6A > 6C > 5D > 5C > 6A > 5C > 6A > 236D , I could always do it perfectly against challenge mode / training note: This combo is from challange #6, but when I use it on fighting opponents, they always tends to wake up during the 2nd 6A, what am I doing wrong? 

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Honestly, you're better off just not doing that combo. It's awful.

Off of 6A you want to do:
6A > sj.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236D

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On 3/5/2016 at 7:06 PM, lovemachine101 said:

Hello everyone. I've got trouble with Noel's mission#18. Basically I can't run down A => std.C after Bloom Trigger. Does anyone know how?

This was actually the hardest challenge in my opinion. The timing on that microdash is very strict, and you cant mash the A or C. iirc you can watch the bloom trigger and as she starts to put the gun away quickly press 63A > C to get through it. Either way it will take some time. Luckily 19 is much easier

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Hi all, I was trying to learn this particular combo:

6B > 5D > d.5C > d.6C > d.6A > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > d.236D

But I struggle with getting the microdash after 236A. The microdash usually doesn't happen. I notice that 236A~66 appears in quite a few combos so I figured this might be a good place to ask about it. How should I get the timing?

Thanks!

Edit: I managed to get the microdash sometimes, but timing the 5A after is a little tricky (it appears that microdashes can't be cancelled, so I need to wait for the entire microdash animation to finish first?). Any idea how to get the 5A to work?

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It's not necessarily a microdash so much as it is a command dash that's executed when you press "66" after 236X. The timing is pretty lax when you treat it as such, so try to experiment with the timing of 236A~66 so that you're comfortable with how it feels.

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Thanks. I think the problem is that I tend to be a little too quick with the inputs. It's easy when I'm just doing 236A~66 alone, but when I'm doing the d.6A > d.5B > 236A~66 chain, I somehow tend to input the 66 way too early. When I try to delay it a little it becomes too late, so I get the feeling it's a really narrow window.

It kind of still works when I mash the ~66, but following up with the 5A > 6C (another difficult part of the combo for me) becomes a lot harder then.

Edit: With quite a bit of practice, I managed to get the full combo down, thanks! But it'd be a lot easier if we could buffer the 5A during the command dash...

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The timing is actually super lax. I think it might help if you try to have the second 6 input pressed at the same time her projectile explodes.

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Thanks. I've figured out the timing for the 236A~66, but getting the 5A > 6C follow up is a little challenging (took me ages to at least get it with 50% accuracy).

However, I've found that quite a few combos are unnecessarily difficult because of the lack of buffers (or incredibly short buffers).

Examples (I've coloured/bolded the parts where there seems to be practically no buffer, meaning you must key in the second input immediately after the animation for the previous move is finished):

Mid-screen

6B > 5D > d.5C > d.6C > d.6A > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > d.236D

5D > d.6B > d.5C > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.236D (it's a lot worse here because the follow-up j.c > j.2C > j.4D requires a lot of joystick movement in a very short period of time, so being unable to buffer 5A means it's easy to whiff the moves after it)

Corner

5D > d.6B > d.5C > d.6C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 (the rush to input j.c > j.2C is made more difficult because of being unable to buffer 5B)

Are these buffering issues what people call one-frame links (something I've read about when people discuss Slayer)? The timing on these seem awfully strict, and I'm not sure how many hours more I need to practise them to even get them to be 70% consistent.

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no, they aren't one frame links at all, they aren't even hard. If there's no buffer, then you just have to commit to it. 

If you ever tried a real one frame link, you'd see how much harder it is than this particular issue lol.

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Hey! New to Noel and the game (in terms of actually trying to get good at it). I was wondering what her best wake up options are and just waking up in the game in general? I tend to just bone myself a lot on wake up because I'm trying to hit out of it most of the time, but I feel like I should just be blocking/ barrier blocking? Any help would be great!

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Noel is a character where you want to try to block as much as you can, she has reversal options but they're not exactly ideal. 4D is her meterless reversal that loses to lows and throws, but because of how easy it is for an opponent to adjust their pressure in order to properly bait it: it isn't something you should rely on. Though that isn't to say you shouldn't use it at all, as it's a good move to use to punish a possible overhead attempt. Fenrir (her 50 meter distortion) is another reversal option, which is more akin to a DP, but is also flawed as well. Opponents can react to the super flash and block even if it appeared they pressed a button during the activation, and if they safejump it using an air normal: they can barrier the guardpoint and punish it for free. So yes, I would recommend blocking: as it would help you out more in the long run as a whole given you are a newer player.

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For the j.2C > j.4D stuff, just park the stick in 1 after jumping, then hit C followed by D (i.e. 5A/5C > 91C > 1D). There's no j.4C or j.2D, so it just picks the right moves.

As for 236A~66>5A, the 66 seems to have a generous buffer, but that 5A does seem to be somewhat strict. I feel like it can be a bit late without dropping, but I tend to do it too early and just get the 5C/6C followup instead, which does whiff. The trickier part for me is that I've been practicing it out of the 6D combo (6D > d.5A > d.6B > d.5C > d.5B > 236A~66 > 5A > 5C > j.2C > etc.) and that d.5B needs to be delayed so it doesn't only hit once and cause the 236A to whiff against lighter characters, so remembering when to buffer and when to delay screws with me if I haven't practiced it a bit that day (though I am still quite new to BB specifically).

Do you have any *useful* advice (i.e. not vague bullshit like "just commit") for dealing with post-dash moves. Mashing doesn't seem to work, and there isn't a clear cue for proper timing in the animation.

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