ioKain Posted September 10, 2009 Posted September 10, 2009 Believe me, I know. My point is, after any 28D hit, I know what will connect and what won't. What is there to hit confirm?
Hellmonkey Posted September 10, 2009 Posted September 10, 2009 if you are too far and have to link a dash to get close enough to connect without RC. obviously if you're close enough there is no hit confirming needed. 5a hitbox is probably slightly better too, both have the same startup.
Bommlinger Posted September 10, 2009 Posted September 10, 2009 Uhhh... and 300 dmg with 75% proration scaler (Drive -> 6A) and 240 damage with 85% proration scaler (Drive -> 5A) ? I think the 6A would be useful to take a "step forward", but hell, if you plan to ever 236D during a combo, Drive->6A and Drive->5A have so much proration that they actually reduce the amount of damage you do. Totally agreee with you on that. I just feel that 50% meter isn't worth the extra damage unless you KNOW youll be finishing off your opp with it. I've had no trouble hitconfirming 2D into 6A. Also, if you stop after a blocked 2D, there are lots of players who won't punish you for it, because they're waiting for 28D. "ever so useless" 2D>28D>RC combo might have been the wrong term. As I said, I'm still using it once in a while, but I still feel, there are plenty of better ways to spend 50% meter with Noel.
FunkyP Posted September 10, 2009 Posted September 10, 2009 Does 3C give enough blockstun to RC into a 6B before the opponent can react? It should at least be faster than 2A to 6B. if you can reliably 3C, RC, 6b it would be worth it to get the damage from the Bnb.
homicidalrapist Posted October 21, 2009 Posted October 21, 2009 In order of frequency: 1. Air super for AA bait 2. RC Spring raid 3. RC far 3C 4. CA during a blockstring, usually at the C move.
DF2K Posted November 16, 2009 Posted November 16, 2009 It depends on the situation obviously: Sometimes I'll RC a block string (ie. first hit of 2c) and run up and throw -> 214a, etc. Wake up supers against greedy players. Combo extending (ie. 5a, 5b, 5c, RC, run up, 5a, 6a, 6c b&b). Baiting/avoiding bursts. If they have a little bit of health left and they're in the corner, sometimes I'll RC the last hit of spring raid in her b&b, and airthrow since throw damage doesn't prorate. Sorry for possibly overstating the obvious. lol
Gemakai Posted December 13, 2009 Posted December 13, 2009 I throw out random Air DDs to attack people trying to AA me I drive combo into my ground DD for a bit of extra damage And more recently I've begun to RC out of failed Spring Raids and whatnot to protect from counter attacks.
Nitrocidal Posted December 13, 2009 Posted December 13, 2009 I use heat for supers, Rapid cancelling and coutner assaults. I dunno what you guys use it for.
Mizzet Posted December 13, 2009 Posted December 13, 2009 Mainly i use them on distortion drives, be it for reversals or to end combos, since they do a minimum damage regardless of proration in CS it's a small buff to using them at the end of combos. I typically pressure downed opponents waking up with 2b, if it hits and i have meter i'll do 2b 5b 5c fenrir. For her 22b 22c loop i like to end it with 6c 5d 6b 5c j.d fenrir. 4 reps + distortion drive ender does about 5.5k, very sweet. Actually this applies to everything, if you really need the extra damage you can insert a distortion after you land from j.d and the opponent is bouncing, it's the only point in her chain revolver attacks that combos into fenrir in the open (not in corner) on a airborne/bouncing opponent. Something i do when i want to mess around or my opponent has a sliver of health left - after bloom trigger you can actually rc immediately and iad forward j.c j.d > continue combo.
DJ Magic Marco Posted January 8, 2010 Author Posted January 8, 2010 Mizzet, is that j.D to Fenrir a CS combo?
Mizzet Posted January 8, 2010 Posted January 8, 2010 Yeah it is, sorry for not making it clearer. Although you can still do j.d fenrir on a grounded target in ct, it stuns for a pretty long time making it possible. Alternatively you can j.d 28d and fenrir them as they fall, easier to hitconfirm j.d into 28d since the input is so simple. And of course in ct, on non grounded targets j.d combos into nothing since it doesn't bounce them (there are some exceptional cases where you can still 28d, but it's rather unreliable and often they'll tech through the 28d and punish you if you try that after a j.d aerial hit.)
DJ Magic Marco Posted January 8, 2010 Author Posted January 8, 2010 Ah, makes sense. Since I began this thread, I find myself using her counter assault more and more. This pays off well when being corner pressured, and you can follow up with 6A > 6C > combo of choice. Noel's counter assault is so underrated.
Tae Seong Kim Posted January 8, 2010 Posted January 8, 2010 Ah, makes sense. Since I began this thread, I find myself using her counter assault more and more. This pays off well when being corner pressured, and you can follow up with 6A > 6C > combo of choice. Noel's counter assault is so underrated. Indeed! Works wonders against Litchi's and Rachel's pressure. Personally I use it to Rapid Cancel Assault Through and Spring Raid, whether it is to save myself from being punished or to continue a combo. There is a chance to combo them after a counter hit Assault Through using 6C. Give it a try. There are also the times where you can Rapid Cancel your normals or Drive attacks to prevent being IB dragon punched by Ragna or Jin. Bullet Storming an anti air attack is delicious too.
FunkyP Posted January 8, 2010 Posted January 8, 2010 This is pretty novel, but if you have 100 heat to spend to ensure that you win the round, if you are in a corner or if your op is in the corner, bullet rain combos into itself for 4.6k, you just have to air dash forward if the op is cornered. Fenrir also combos into bullet rain if the op is cornered for same damage. It may seem impractical, but 100 meter is easy to get and 4.5k is a lot of damage no not be able to burst out of, plus BR is easy to land..
Mizzet Posted January 8, 2010 Posted January 8, 2010 Aye, just to add some cs stuff about bullet rain, in cs you can't air dash or do anything except fall after a bullet rain, like spring raid recovery. However, on bullet rain hit if you really need the damage you can fenrir upon landing and the bullets will hit them. Due to distortion's doing some minimum damage regardless of proration, it actually does decent extra damage if you're going for a kill. And it looks very stylish, haha. Also on bullet rain whiff in cs, when the opponent runs over to your landing spot to punish you, if you had 100 heat you can sometimes catch them being overeager with a fenrir upon landing, rather hilarious when it happens.
mooyang90 Posted January 8, 2010 Posted January 8, 2010 Personally in CS i find myself using it for... 1. RCing after a 22BC if the opponent got pushed too far away to continue the combo. Noel has such shitty abare, so any potential combo has to be capitalized on. 2. RCing d. 6B -> SR and d. 6D -> Spring raid mixups. 3. RCing random 3C's. And of course, Mizzet mentioned you can basically do fenrir after any d. 5C or j.D or 6D, but I find that's it's not worth it. Extra 500 damage at the end of combos? Meh.... She's such a risky character to play as, I rather save that meter to RC myself out of risks that didn't pay off.
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