Mysrt Posted July 28, 2009 Posted July 28, 2009 Best move to punish 2D with? having trouble coming up with a reliable move for this
KrazySh0t Posted July 29, 2009 Posted July 29, 2009 Standing block then 5A before she tries to intiate another attack
Patchi Posted July 30, 2009 Posted July 30, 2009 you can always just wait for the reloading animation to attack i guess. if they are doing 2d im pretty sure you can just catch them with a 5d if you know it's coming?
Tae Seong Kim Posted July 30, 2009 Posted July 30, 2009 Best move to punish 2D with? having trouble coming up with a reliable move for this Watch their pattern and try to go for air throw. You do not even have to IB the prior hit.
dragontamer Posted August 10, 2009 Posted August 10, 2009 Watch their pattern and try to go for air throw. You do not even have to IB the prior hit. You serious? You can Air Throw a 2D? :8/: I suddenly feel unsafe >_< EDIT: Well, I always felt unsafe after playing Hell Mode Tager and trying to Drive Spam him... but seriously, air throw? o.O
kuma Posted August 10, 2009 Posted August 10, 2009 In this specific case, 5A before hit is better than block and punish, since it doesn't give them the opportunity to 28D. Never even considered air throw. I'll have to try it.
Supa Posted August 10, 2009 Posted August 10, 2009 Expecting 2D? 6A 6C loop. Or block the 2D and 5A 6A 6C loop whatever comes next. You should be able to catch her before she lands, and she has to land to 28D.
Wizard Posted August 17, 2009 Posted August 17, 2009 What about D spammers? I know to block, etc. But usually there's little time to punish in between their attacks. At the same time mirror matches mess with me as is, not my favorite fight. Especially when fgts who are level 30+ who main someone else and pick them just so they can D spam. IT ANGERS ME! RAWR!!! ... And then they win. D:
dragontamer Posted August 17, 2009 Posted August 17, 2009 I suggest you go into training mode, set the dummy to random D mashing, and then figure out the holes. Generally, the holes are slightly different depending on how they move, but in general... D-> 6A, 6B, 6C, and a few others are unsafe to a well timed grab. 2D is unsafe to your 6A Finishers (28D, and 214D) are generally unsafe on block. Because of the startup invincibility of certain attacks, you don't have a 100% counter to "glowing green", you have to block by default and then react. Fortunately, most bad D Spammers only do one string over and over again... and most D spammers tend to do the easy as hell D -> 6A -> A -> 6A -> A -> 236D. Between A and 6A, you can grab them out of it. If they do something like 2D -> D -> 2D, etc. etc, then you should time a 6A as the 2D comes out. 6A is also a good option vs the above drive string. Just be careful with their D attack, it has invulnerability to head attacks, so 6A will wiff and open yourself up to a counter hit. My favorite is D -> 6C spam. 6C has damn slow recovery and you auto-block after blocking the first hit. You can literally do whatever the hell you want as 6C ends. 6C is mad unsafe on block. My favorite is to simply 236236D super them while their gun is still spinning. If you don't got the heat, instant-block the last hits and then buffer a grab and then do your BNB grab combo when it comes out. Or 5a -> 6a -> BNB pwnage. If they are doing 2D -> 236D or 28D or 214D, they are pretty smart IMO :-p. I find that entering chain revolver and then quickly finishing it is the safest option. If you want to punish them, it is quite easy to block both 214D and 28D and then punish. In a mirror match, 236D is hard to punish in my experience and is IMO the best option to go if YOU want to start drive spamming. Now note, a Drive Spammer can start getting smart. If he starts baiting your grab / counter-attacks, he can then D -> 28D which practically beats out all grabs / counter-attacks. Of course, all you gotta do is block 28D and bam, you've got him. If he's really smart, he'll then punish the 28D counter-hit with a 6C BC combo or something similar... but I've only seen this from non-spammy Noels...
SuperKawaiiDesu Posted September 15, 2009 Posted September 15, 2009 This is easily my worst matchup ;_; WELL what are some good pressure strings against noel? ive really been doing JC5C alot to keep pressure, and baiting their responses for a good ol airthrow and just mixing it up but it feels really inconsistent and more of a mindgame than a pressure string. Other characters i can read just fine but i really have to work hard for noel mirrors compared to other ones, even nu and kune arent that bad :\
dragontamer Posted September 15, 2009 Posted September 15, 2009 Lol. I feel the same thing. Against a good, unpredictable Noel, I just can't read them. >_< I think Mirror Match is my worst matchup as well. Pressure though is as usual for me. Noel doesn't have any one-frame heatless options like dragon punches, so no worries about the hole in 5A -> 5B -> 5C -> 2C. 5A spam always works well, and you can mixup into jump-cancels, 2B as a low, 6B as an overhead or even running up to them during your 5A spam and throwing them. (or 214A for the untechable throw). More or less, its the same thing as most other opponents. It should be noted that the Second player to activate chain revolver has the advantage. So... never start chain-revolver against a good Noel unless you know she won't block it, lest you be counter-chain revolvered into a BNB damage string. And if the opponent is doing chain revolver against you, 5D works very well against chain-revolver spam. I need to slightly retract my (Drive) 6C advice from above... I just figured out recently that (Drive) 6C -> 5B on normal block has a hole smaller than 7 frames. Basically, unless you instant-block, you can't grab them safely after 6C. You can still counter-super them during _their_ chain revolver for lulz.
SuperKawaiiDesu Posted September 15, 2009 Posted September 15, 2009 Well im good at reflex blocking and reading, but i can only reflex block offline. thank god i can read well or else i would just be losing more often than not ;I Im not bad at the matchup, but i just needa work pretty hard to pressure. 6C 2C is a godsend. so far, RC hitconfirming into 6A 6Cbc6C BnB Hits 4.3k, off of both 6C and 2C or just 2C, its nice. Also getting heat back instead of blowing 50 for no profit, but the unburstable finish is nice. Yeah 2D pretty much beats everything in CR ;p so that into 5A 6A 28D > 6C 5D 236D is what i usually do. Everything else for me is a-ok except my pressure lawl ;o sometimes i eat DD ;( Lol noel is pretty recognizable in her mixups tbh. Under pressure, someone will eventually crack, but it takes a while.
dragontamer Posted September 15, 2009 Posted September 15, 2009 Proration == crap. 2D -> 6A -> 28D -> 6C 5D (BNB) will do more damage than 2D -> 5A -> 6A -> etc. etc. 2D -> 28D does the most damage, but only with proper spacing or a rapid cancel will you land the 6C, so the 6A can be used for a bit more reliability. The 5A makes you _lose_ damage. Really, the A attacks in chain revolver are very bad from a damage perspective. All combos will benefit if you remove them. I do think they are useful, but try to leave them out when you've already hit your opponent.
SuperKawaiiDesu Posted September 15, 2009 Posted September 15, 2009 the second 5A is only when i barely hit with 2D to confirm damage. I usually do 2D 6B (maybe 5A for spacing) 28D > combo but the 5A 6A is for range purposes, id rather get confirmed damage from a longer range than whiff horribly and miss out. From a damage perspective, no. But scoring that knockdown is more important than a few hundred damage. In this case from the 2D counterhit you cant do 6B so the only thing to do is 5A, and they are still probably far away from you regardless. You seem like a theory fighter kind of guy, but try 2D 6A 28D and tell me how often that works, cause you dont spend every fight right in your opponents face, especially from 2D CH Im sure one 5A wouldnt cover enough sapce.
SuperKawaiiDesu Posted October 14, 2009 Posted October 14, 2009 http://www.nicovideo.jp/watch/sm8242265 Thats me, im the airthrow. that really doesnt look that hard to pull off, thanks for the find
Runis Posted October 14, 2009 Posted October 14, 2009 Thats me, im the airthrow. that really doesnt look that hard to pull off, thanks for the find Just tried it this morning. The timing on the 66C after the second 22C is TIIIIIGGGGHT!!!!
Kronikhall Posted October 15, 2009 Posted October 15, 2009 Is there any special trick to doing that, or 22C ricochet loops in general? I fail at the 66C after 22C.
Halcyone3 Posted November 27, 2009 Posted November 27, 2009 dude, noel mirror matches are the bane of my existence, i rly dunno why >.< its like i start falling for every 2D overhead, every 6B on wake-up, i just rly blank out in mirror matches as for D spammers, u can actually C under a lot of drive moves, and the 1 that hits low is slow enough that u can hit her before it comes off. But then again, i have a bad tendency to blank out even more vs spammers, but thats just annoyance being added to the usual blanking of mind. its a rly weird match-up, u would think that becuz u main her u would be much more aware of her moves and have a much easier time predicting them, apparently im living proof thats not necesarily true
Halcyone3 Posted December 25, 2009 Posted December 25, 2009 double post, but i gotta bump this or no1 reads my question >.< what's a good punish for a blocked 28D? I've tried doing the basic 5C->5D->etc CH combo that i use for punishing other long recovery moves, but the 5C seems to never count as a counter hit, is this me just missing my timing for it or does any attack just not count as a counter as long as she lands?
DC Posted December 25, 2009 Posted December 25, 2009 You can't get CH off of Spring Raid if she lands. Best combo is 3c > BnB (possibly haida loop since you have a ton of time to set it up) or 6c 2c super if you have 50 meter.
Halcyone3 Posted December 25, 2009 Posted December 25, 2009 allright thnx, ill try around some combos with that in mind and see what i like best
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