Is very probable that the game will be released on 360 for the USA and Europe, is just that since the 360 is dead on Japan they didn’t announce a version for it, after all, ASW has only announced the console release for Japan and not the rest of the world yet.
Chamber Shot appears to be a sort of Bloom Trigger style ender for combos where you’re not currently in Drive, if that makes sense. And Dustloop obviously has some links to good Noel matches/combo videos, but a couple I’ve found are…
I’ve also seen Chamber Shot used a lot as an ender when they’ve already used Bloom Trigger in a combo, and SMP would prevent Bloom Trigger’s second hit from comboing.
You know Noel can’t exactly do ABC Drive right? Most practical way would require hitting 6A. That requires her to hit 5A first. Guess how much range that normal has?
I don’t know Noel’s combo paths, I just know that 75+% of all Noel combos I see involve her drive because either of her basic C normals goes into 3C on crouchers, and her overhead forces crouch. So any combo that starts with drive, with 6B, an anti-air 6A, or, as you point out, 5A, all lead into drive. And apparently you can do 2B > 6A, soo… yeah. I hope you like it, but it doesn’t seem like it’s filling a big hole in her repertoire.
It’s all situational and it all has it’s own risks. You either hit them crouching (keep in mind this requires you to react quick enough lest your 3C gets blocked and you die), do 6A (see my previous post), or 6B which can be blocked on reaction and IIRC she can no longer go 6B to 6C on hit as an OS to confirm that the overhead hit. It’s not like she can do poke to bnb like so many others could and still can. Well, she technically CAN, assuming that poke is counter-hit but counter-hit 5B to something isn’t exactly practical.
So yeah. If I could do 5B xx 5D, I’d never leave the game.
That’s not how SMP works. SMP removes a fixed amount of combotime when the attack hits the opponent in the combo the second time, so it can never stop the attack from hitting a second time but it can allow the opponent to tech very quickly after the attack so that you are no longer at an advantage after which makes it a poor ender.
But in a multi-hit move like Bloom Trigger, doesn’t the SMP kick in on the first hit, meaning sometimes they will be allowed to tech before the second hit? I don’t play Noel but I’m fairly sure that’s how it works for everyone.
Like Celerity said above, SMP kicks in on Bloom Trigger’s first hit, so if you already used Bloom Trigger during your combo–usually when RCing the first hit to 214A–using it as an combo ender later won’t work because the opponent will be able to tech before the second hit occurs. The second hit’s the one with the knockback. That’s why they generally opt for Chamber Shot at that point.
Bloom Trigger will only hit twice on certain hitboxes. Makoto and Arakune are the ones that I remember off the top of my head. Which is why there are some corner combos where you can use Bloom Trigger more than once, though they generally require really good starters.
Any of Noel’s counterhit or crouching confirms can combo into drive. There are some exceptions, like 5A or 6A, but even those are situational, depending on height or distance. If you have meter, you can turn pretty much any confirm into a driving game~
EDIT: Talking about Extend here, for the record. I don’t know enough about CP Noel. :3
Yeah, as has been said there are a bunch of corner combos where BT gets used twice. Like for instance, you can do 6A>6C(2)>6C>4D>delay>BT>66C>236A>6C>j.D>basic string>BT ender (with Fenrir if meter’s present).
It’s always struck me as weird on how the 22B series and 22C got changed up in CP. It seems nobody uses the 22BBBBBBC bit in the game and normally drops the C part of it, so there must have been some change done. I however, don’t know what the change is though.
That being said though, Lythium’s pretty much right in that you can lead a bunch of things into Drive.