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Posted

I'm curious to see how everyone else is using their meter. For me these are the most common uses: -At least 50%: 6C > 2C > Ground Distortion -100%: random ground distortion > rapid cancel > 3C > 22C > 66C > BC > etc. I'm surprised how often I can catch people off guard with this. -At least 50%: 2D > 28D (blocked) > (baits enemy counter) > rapid cancel > punish ? How about you guys? Is anybody using the rapid cancel to extend Noel's block strings? With Noel's attack range being so short, would this even be a viable use for her rapid cancel?

Posted

I sometimes use it to RC stand alone 236D's - either from blocked chains but then they ate the 236D for some reason, or they ran into a drive installed 236D (has about half screen range and I use it to deal Libra damage). You can get about 4.5K from mid screen, and upwards of 5-6k about 2/3'rds a screen length or closer to the corner.

Posted

In order of frequency: -air super to bait and punish AA's -rc and punish green/blue bursts -rc after blocked spring raid -stuff into 2c rc into 6a 6c drive loop -far 3c 22c rc into 6c drive loop -ground super after 2c or 214a for unburstable finish

Posted

Most of the ones I use have been mentioned, cept a few. About the only other use is to finish someone off whether it be after drive loop or air combo. RC to get those last few hits in. Oh, and 28D, RC, air dash, 6C, drive loop rocks as well. I've also been thinking about a tech trap in the air after 236C. If you rapid that and they tech a certain way I think you might be able to get a reset with JB. Haven't tested this out yet though. Could be useful towards the end of a round.

Posted

If I have meter to spare I like dashing in and jumping air distortion right in their face, pretty good for catching them off guard and trying to counter you. Since the recovery on Air super is quite minimal its pretty safe as long as you don't abuse it.

Posted

In order of use, I guess. Comboing a ground super off drive chain. RC'ing a blocked spring raid. Random air distortion. RC'ing an air distortion as a round ender so they float downwards slowly.

Posted

i do now: 1) random air super 2) finish round super off ground combo 3) make drive sheneningans safe (RC) i plan to do more: 1) rapid for more damage: - j.C land B C RC dash 6A 6C etc. - to far away 3C 22C RC combo. i really need to step up my damage from hits.

Posted

Sometimes I'll do an air DD and then air dash forward and do it again. I'm am both saddened and amused when it works... :yaaay:

Posted

How about you guys? Is anybody using the rapid cancel to extend Noel's block strings? With Noel's attack range being so short, would this even be a viable use for her rapid cancel?

I don't usually RC standard blockstrings into another blockstring unless I see that the opponent is close to guard break. Rarely am I able to lock someone down that long to even come close to guard breaking them (due to instant blocking and barrier), unless maybe they're tager.

However, I will frequently use the 50% to RC a ground string that hits on a standing opponent to continue the combo into 6a 6c drive loop.

When fighting tager, I find myself using her ground DD often against him.

Other than that, I RC unsafe things, like Spring Raid or 3c when they're blocked.

Posted

I really need to RC 2C into 6A combo more. Just found out about that stuff and it's great. till now I've been using my meter for: RC'ing a blocked 28D random air supers throw->super for unburstable damage comboing into ground/air super on an opponent who bursted for that last bit of damage and the ever-so-useless 2D>28D>RC>6C loop midscreen Need to do way more counter assaults, 2C Rc'ing, and the occasional far 3C into 6C is also a decent thing to have up your sleeve.

Posted

I really need to RC 2C into 6A combo more. Just found out about that stuff and it's great.

till now I've been using my meter for:

RC'ing a blocked 28D

random air supers

throw->super for unburstable damage

comboing into ground/air super on an opponent who bursted for that last bit of damage

and the ever-so-useless 2D>28D>RC>6C loop midscreen

Need to do way more counter assaults, 2C Rc'ing, and the occasional far 3C into 6C is also a decent thing to have up your sleeve.

3+k damage is useless? RC for 2D, 28D is useful in more ways than one. 28D RC, air dash, B crosses up and is a bitch to block. I've won a couple matches with this. You also have enough time after the cross up to throw out a JD cancel of your choice. If 28D hits, RC, air dash, 3K combo. Sounds like a win/win situation to me.

Posted

it's decent, but let's face it: youll be hitting 2D on mostly crouching ops, so you can do 2D>6A>5A>28D>6C stuff without meter. On a crossup situation if you're hitting 28D without the 2D, you can combo into 6C without meter as well. RCing a blocked 28D is a completely different situation, but I mentioned that in my first post. Im pretty much only using it on opponents who already bursted to finish them off, but I'm not a big abuser of 28D anyways. *edit* fixed combo

Posted

28D>6A>5A>28D>6C How the hell is this even possible? Unless your playing someone with a big hitbox, you're not going to be combing of 2D, 28D without meter.

Posted

Ah, I should have realized that. I'm still not sold on that combo. I haven't really implemented it in my game yet. I think it would be hard to hit confirm that for the simple reason there is so much time before 2D hits. It can look like it's going to hit em crouched but they have so much time to stand. I'm pretty sure I've even seen some players on GameChariot mess this up on the last update. If they IB it at the last second and you're already inputting 6A, you're screwed. That's why I like 2D, 28D with meter. If it hits, RC air dash, combo. If it doesn't RC, air dash, JB crossup, continue pressure. The 2D, 28D, RC, air dash combo also does a little over a grand more then 2D, 6A etc. I can see how it can be useful without meter though.

Posted

safer to try and connect with 5a instead of 6c for your first hit following 28d without RC, then hitconfirm the 5a into 6c and finish your combo

Genius! :psyduck:

Why didn't I think of that earlier? >_<

it's decent, but let's face it: youll be hitting 2D on mostly crouching ops, so you can do 2D>6A>5A>28D>6C stuff without meter.

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.

Its sad too... D -> 5A -> 6A -> 5A -> 6A -> 236D is on the DVD, and it does less damage than simply 5D -> 236D :vbang:... Oh well, at least thats a few more scrubby Noels who'll do significantly less damage, lol.

Posted

Most of your meter should be for RCs when you OPPS THEY DIDN'T FALL FOR IT RAPIDDDDD. Higher ups (probably) won't fall for j.236236D gimmicks... still works a lot interesting enough

Posted

safer to try and connect with 5a instead of 6c for your first hit following 28d without RC, then hitconfirm the 5a into 6c and finish your combo

??

I guess you'll have to excuse my ignorance? If you hit 28D, why would you have try and hit confirm?? If I hit Tager/Hak I know I can 6C, BnB. If I 28D CH on most anybody else, I know I can 6C, IF they don't tech at a very small window. If I hit 28D without 2D I know I can 6C anyone. If 28D is blocked, I'm not hit confirming anything, I'm getting raped.

I guess if you're concerned about distance maybe?

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