dragontamer Posted September 13, 2009 Posted September 13, 2009 Note: this is a Calamity Trigger Guide. --- Guide Versions --- Version 1.0 -- Major change to guide structure. Dec. 16, 2009 Version 0.1a -- Edited Tae Seong Kim's name in. Oct. 08, 2009 Version 0.1 -- Initial Posting. Posted Sept. 13, 2009 --- The Fundamentals --- Read Hellmonkey's and Tae Seong Kim's guide. He did a good job covering the basics attacks. Also, look up the frame data yourself (the link is in Hellmonkey's guide) if you want to figure out a lot of this yourself. I will also shamelessly plug my own topic on the Frame Advantages of the Drive Attacks. A lot of the work I present in this guide is based on those calculations. I suggest reading and understanding the above before reading this topic. The frame guide is linked in Hellmonkey's guide, so you can study that for more of the specifics. Apologies to updating this guide so late. CS is out, but this guide is still on CT, for us people who don't play in the Arcades. --- General Strategy --- While every Chain Revolver string is risky, there is no single strategy that can always beat Chain Revolver. Mixing it up is your only protection when using Chain Revolver. If your opponent knows what you are going to do, he can counter you with potentially devestating results. On the other hand, if your opponent guesses wrong, there are plenty of "traps" where Chain Revolver can damage your opponent. Also keep spacing in mind while doing Chain Revolver. A properly spaced Chain Revolver should be outside the range of your opponent's grabs and jabs, but close enough so that you never whiff an attack. This distance is character dependant. Long range chain revolver against Ragna and Jin can allow you to pressure your opponent outside of their dragon punch range. However, Nu has few options up close and her 3C outranges your chain revolver hits anyway. So you might as well stay as close to her as possible, and focus more on frame traps to prevent her from grabbing you. I don't recommend chain revolver pressure on Tager, Bang, Hakumen, or Mirror-Match Noels. Tager has Sledge and 720C. Bang has 2D. Hakumen has his counters, and Noel can counter-hit with 5D. If you do enter chain revolver pressure against these opponents, know that 2D beats Tager's grabs, (Drive) 5B, 236D, (Drive) 6B, and 28D beat his sledge. "Big holes" vs Hakumen beat out his Yukkikaze, 2D and 6D, but lose out to his jabs and 5D. (For example, (Drive) 6A -> 5C is a 16 frame hole). Use 214D on reaction to Bang's 2D and Daifunka (2363214C super) and you may get out in time. Against Noel, wait for the opponent to start chain revolver. Wait for improper spacing on your opponent and use 5D -> 6C -> 214A -> 2B -> 6C -> j.B -> j.C -> j.236C as a counter-hit. If your opponent keeps doing this to you, use 28D to frame-trap the 5D, or (Drive) 6D or 3C to counter his 5D. 3C is beaten by (Drive) 5A, 6B, and 2D, but beats 5D, (Drive) 5B and 236D. --- Anti-Strategy --- Here's what NOT to do with Chain revolver. 1. Randomly Mash buttons. "Random" Chain revolver will be beaten by a grab almost every time. Focus your efforts: you need to play in such a way to discourage your opponent from grabbing you by controlling your distance and using frame traps if you get too close. 2. 5D -> 5A -> 6A -> 5A -> 6A -> 236D. I've seen this time and time again, and it makes me sad. For one, this sequence is weak as hell: dealing only 1815 damage. Hell, 5D -> 236D deals more damage (2034) and is less vunerable to throws if it is blocked. So this string is terrible on block, and terrible for doing damage. You should never do this string, despite what the Limited Edition DVD tells you. 3. Play repetitively. In the previous version of this guide, I put up some sample Chain Revolver strings. While they were "better" in some sense than mashing buttons or using string #2 above... I need to emphisize the point that ANY repetitive sequence can and will get punished by good players. Focus on reading your opponent and yourself. Are you getting beaten by dragon punches on your 3rd hit? Maybe its a good time to use 214D on that precise hit. Getting grabbed or poked out of 5C -> 5D ? Then its a good time to use 5C -> 3C -> Haida loop. 4. Play Combo Strings as pressure and vice versa. Pressure is NOT about using combos, but instead about forcing your opponent to make a mistake. --- Note on Notation --- (Drive) will point out Chain Revolver followups. Note that (Drive) 5D is different from 5D. 5D staggers on hit, forces the opponent to stand, combos into (Drive) 6C and is nasty on counter-hit. (Drive) 5D on the otherhand barely combos into anything, but provides a little more frame advantage on block and leaves the opponent crouching. During a combo string, such as 5D -> 6C -> 5C -> 6B -> 236D, (Drive) may be omitted. Finishers may also have (Drive) omitted. 236D and 5B have two hits, if necessary, I'll explicitly note the first or second hit with (1) or (2) respectively. --- Combo Information --- If you just want to "learn some combos and play", skip this section. This section is for "theory", and "combo building". Many chain revolver attacks have 100% initial proration, except for 6B, making them excellent combo starters. On counter-hit, almost all chain revolver attacks directly lead to (Drive) 6C, and on a crouching opponent, (Drive) 6A leads to (Drive) 6C. On hit, all chain revolver attacks except 6D, 4D, 28D and 214D rapid cancel combo to 3C, which implies that with 50% heat, you can potentially hit-confirm chain-revolver into the haida-loop. I have not fully tested where this may lead. On counter-hit or crouching, 4D combos into 3c. All chain revolver attacks except 214D and ->5D rapid cancel into 6A or 66A. Drive Attacks in order of slowest to fastest (listed with their startup frames). This is straight from the frame data on the zetaboards site. 33 (Drive) 6D 31 (Drive) 214D 30 (Drive) 4D 29 (Drive) 236D (2nd hit) 26 (Drive) 5C 24 (Drive) 5D 23 (Drive) 6C 22 (Drive) 5A 21 (Drive) 6B 21 (Drive) 6A 21 (Drive) 5B (2nd hit) 20 (Drive) 236D 19 (Drive) 2D 17 (Drive) 5B 8 (Drive) 28D And now, for some links. Note: because (say) 5D links to 5C, this probably means that 5D links to 6C as well, because 6C is a faster attack than 5C. So whats listed here are the "slowest link" in terms of startup frames. 6D launches, so I did not bother to test 6D. The following was tested using Ragna. Milage will vary (For example: 6A -> 6C does not combo on crouching Jin). I also couldn't counter-hit a standing Ragna with 2D, (Drive) 2D, or (Drive) 6C so they are not listed. Standing Opponent Links: 5D -> (Drive) 5C 4D -> 28D 2D -> 236D (first hit) (Drive) 5D -> (Drive) 5B (Drive) 2D -> (Drive) 5B (Drive) 4D -> (Drive) 28D (Drive) 5A -> (Drive) 6B / (Drive) 6A / (Drive) 5B (2) (Drive) 6A -> (Drive) 5A (Drive) 5B -> 28D (Drive) 6B -> 236D (Drive) 5C -> (Drive) 5A (Drive) 6C -> (Drive) 4D Crouching Opponent Links 5D -> 5C 4D -> 28D 2D -> (Drive) 6B / (Drive) 6A / (Drive) 5B (2) (Drive) 5D -> 236D (Drive) 2D -> (Drive) 5A (Drive) 4D -> 28D (Drive) 5A -> (Drive) 6B / (Drive) 6A / (Drive) 5B (2) (Drive) 6A -> (Drive) 5D (note: links to (Drive) 6C) (Drive) 5B -> 28D (Drive) 6B -> (Drive) 5A (Drive) 5C -> (Drive) 5A (Drive) 6C -> (Drive) 6D Standing Counter-hit Links: 5D -> [b]Any[/b] attack 60+ frames of stagger 4D > 236(2) 2D -> I Can't Counter-hit Ragna (Drive) 5D -> 236D (2) (Drive) 4D -> 236(2) (Drive) 5A -> 4D (Drive) 6A -> 214D (Drive) 5B (2) -> 236D (2) (Drive) 6B -> (Drive) 6D (Drive) 5C -> Reload Guns then 3C. (does not link to 5D after reloading) Crouching Counter-hit links: Everything except Drive 5B(2) and (Drive) 5A can link to (Drive) 6D. Both (Drive) 5B(2) and (Drive) 5A link to 214D. Important combo building combos (combos for battle exist later in this guide) : (Drive) 6C -> 5C -> 6C links on Jin only. 5D -> 6C -> 5C -> 6B -> 5B -> 28D Important Links: (Drive) 6A on crouching links to (Drive) 6C -> 28D -> 6C BC Loop. (Drive) 6B on crouching leads to (Drive) 6A. (Drive) 6C -> 6D on a crouching opponent has less proration than (Drive) 6C -> 28D. Also, 6C BC loop links to 6C -> super jump -> j.D for a knockdown. Useful if you think Oki is more important than damage from the air combo, but you have racked up too many proration points so you can't do a real BNB Drive combo finisher. Puts you in ideal Oki positioning. --- Pressure Guide --- Please familiarize yourself with frames before reading this section. (Frame Advantage, Frame Traps, and so forth) Pressure is about limiting your opponent's options, while simultaniously increasing your options. While Chain Revolver provides overall weaker pressure than 5A, I find that it still is a good tool to catch your opponent off guard. Then, when you catch your opponent's mistake, you need to punish it to the best of your ability. With exception of 4D and 5B, all chain revolver attacks can lead to about 3k damage or more heatless. 4D requires a counter-hit and 5B requires Rapid Cancel for 4k damage. The combos I list here are the best combos that I know of off of that particular chain revolver. If you know of any better combo, please let me know. :-) 5D : Great for starting combos on counter-hit (time your invincibility carefully). Decent pressure starter, but don't get predictable. 6B -> 5D on block has a 6 frame hole, so most characters cannot throw you out of it (Tager has a 6-frame normal grab however). 5C -> 5D and 2C -> 5D are 8 frame holes, which can be poked / thrown out of, but is useful option to encourage your opponent to start mashing out, which is then punished by the 2C/5C -> 2D / 3C frame trap and mixup. Good range. On hit, 5D -> 6C -> 214A -> 2B -> 6C -> j.C -> j.B -> j.B -> j.C -> j.236C for ~3800 damage. Hitconfirm your 5C / 6C / 2C counter-hits for Massive Damage!! 5C CH -> 5D -> 2D -> 28D -> 6C -> Corner BNB or Air Combo for about 5k heatless in the corner. Midscreen has 5C CH -> 5D -> 6C -> 214A -> 2B -> 6C -> air combo for about 4k damage. If you're willing to spend a rapid cancel at midscreen, 5C CH -> 5D -> 236D -> RC -> 6C BC Loop -> 5D Chain Revolver BNB for about 5k. 2D : Overhead, low invincible, airborne (requires airthrow to get thrown. Ground throws don't work). Poor pressure option but great on crouching opponent hit. 2D -> 6B -> 6A -> 5D -> 28D -> 6C -> Air Combo for 2977 damage mid-screen heatless. 2D -> 6A -> 28D -> 6C -> 5D -> BNB Midscreen Chain Revolver is 2962 heatless. In the corner, 2D becomes devestating with 2D -> 28D -> 6C -> corner BNB, which may involve multiple bloom triggers on some characters. Some characters with wide crouching hitboxes such as Litchi have 2D -> 6A -> 6C -> 6D -> 28D as a midscreen option. Also an option for 5C / 6C / 2C counter-hits on some opponents. On Rachel, 5C CH -> 2D -> 28D -> 6C -> 5D -> 236D -> 6C -> 5D -> 5B -> 6B -> 5B -> 6B -> 28D for 5.6k damage heatless in the corner. 6D : Low. Very slow. On block, it works well as a pressure option however: large frame advantage on hit if you continue chain revolver. 6D -> 5C -> 6B -> 28D -> 6C -> 5D -> 6B -> 5C -> 6B -> 5C -> 236D for 3688 damage. Best I could do with Carl's annoying hitbox is 28D -> 6C BC loop -> 2D -> 28D 4D : Works decently against air-dashing opponents. Strange hitbox makes it work well against Mirror-Match 5A, and invincibility works on Ragna's 5B. 28D is the only link on non-counter hit. On Counter Hit, links to 6C -> 214A and forces opponent to stand. 4D CH -> 6C -> 214A -> 2B -> 6C -> j.C -> j.B -> j.B -> j.C -> j.236C is 3759 damage. (Drive) 5D: Seems to be the anti-burst move. Useful followup if your opponent barrier blocked your last hit, because you "slide" forward while attacking. Strange hitbox during this move. Doesn't have many combos, but can set up 28D -> 6C heatless nicely. (Drive) 2D: Seems to be idential to 2D. Used in frame-traps, anti-low, and a fast overhead. If you ignore initial proration, 2D (and Drive 2D) has the best damage / proration ratio of all Chain Revolver attacks, even better than 236D. (Drive) 4D: Aside from a strange Rapic Cancel combo I discovered... there doesn't seem to be much use of this. If you want more space between you and your opponent, I generally have better experiences with 5B or 6B. Very Good damage to proration ratio, if you ignore initial proration, making this theoretically very good for combos. (Drive) 6D: Your only low in chain revolver. 214A is a useful pseudo-low attack however. Slow as hell, but launches the opponent. Inside of a combo, great damage / proration ratio, but only 6C on crouching and some counter-hits link to (Drive) 6D. (Drive) 5A: Tied with 5B for most frame-advantage on block, few options on hit. "Steps forward" a bit, so its useful on barrier-guarding opponent. Deceptively good range. (Drive) 6A: Poor on block (only +8 frames), very useful link to 6C on crouching opponent for some characters, useful to stay in on a barrier-guarding opponent because of "slide forward". (Drive) 5B: Very long range. Fastest Chain Revolver attack. Tied with 5A for most frame-advantage on block. First hit is non-projectile, which beats Tager's sledge. Very few combo options on hit however. On pressure, use this attack if you are too close to the opponent: it safely pushes you away. Meatier than Jin's 5B with so much range that it always beats Nu's backdash if you're close enough. 28D is the only real combo however, and only if the opponent wasn't pushed away. Rapid Cancel (Drive) 5B (1) into (Drive) 5B (1) -> RC -> 6A -> 6C -> 5D -> Drive BNB for about 4k damage. Or, (Drive) 5B (1) -> RC -> 3C. (Drive) 6B: Decent speed, pretty good on block, overhead, non-projectile. Combos to (Drive) 6B -> 6A -> 5D -> 28D -> 6C -> 5D -> Drive BNB on crouching opponent for 2987 damage. Useful at close range to push the opponent away. Poor initial proration limits damage on combos, but good P2 and good speed makes this useful as a combo link. Frame traps to (Drive) 5B with a 4 frame hole, and if you're far away frame traps to (Drive) 5B (2) with a 8 frame hole. (Drive) 5C: One of the slowest attacks. Devestating to Guard Libra and Barrier (2200 vs Guard Libra). If properly spaced from the opponent, it is reasonably safe to use this attack because it has pretty good range. Links to (Drive) 6C vs Jin on standing opponent. Forces opponent to stand. On hit, you may attempt a reset to 214A. If close enough, (Drive) 5C -> 28D -> 6C -> 5D -> Drive BNB for 4020 damage. If you are going to spend the heat anyway, do (Drive) 5C -> 2D -> 28D -> Rapid -> 6C -> Drive BNB for 4.9k. Rapid is not necessary in the corner. (Drive) 6C: The guard-crush move with 2700 Guard Crush. Draws opponent closer. Great pressure tool if they don't reversal you out of its startup. On block, mixup between frame trap (5-frame hole: (Drive) 5B), anti-dragon punch (214D), (Drive) 2D and (Drive) 6B overheads, a low (Drive) 6D, and another guard crush hit (Drive) 5C. 28D is a 1-frame trap if they instant-block (Drive) 6C. Combos into 28D -> 6C heatless, because the opponent is always close after 6C. On standing opponent, combos into 214A. On crouching opponent, combos to 6D -> 5C -> 6B -> 28D -> 6C -> j.C -> air combo for 4682 damage. With 50% heat on standing opponent, combos into (Drive) 6C -> RC -> 6A -> 6C loop -> Drive BNB for ~4.6k damage. A more difficult combo is (Drive) 6C -> 4D -> RC -> 66A -> 6C -> BNB Drive Combo for 4.9k midscreen, or 5.1k in the corner. (Drive) 236D: Out-ranges Barrier Burst. Useful as a frame-trap, and good combo-finisher. At higher levels of play, even this attack is unsafe on block, as your opponents learn to instant-block and then combo you. If you manage to counter-hit with this, you have nasty Rapid Cancel options. 236D(2) -> RC -> 6C BC (loop) -> BNB Chain Revolver leads to 4623+ damage. In the corner, 236D (2) -> RC -> 6C -> 5D -> 236D -> 6C -> 5D -> 5B -> 6B -> 5B -> 6B -> 236D leads to 6377 damage. (Works on Jin, and Litchi, probably others) Lol, three bloom triggers in one combo. (Drive) 214D: Anti-Dragon Punch. If you think your opponent is about to dragon-punch you, throw this out, and you'll probably beat their dragon punch. Rapid Cancel on some characters (Ragna, Noel, Jin are easiest) 214D -> RC -> 6C BC Loop -> 5D -> etc. etc. This Rapid Cancel combo works on all characters on counter-hit. Time it right against Litchi, and you've got knocked-down Staffless Litchi in the corner. (Drive) 28D: Launches opponent, startup invincible. Poor damage / proration ratio but easily starts up combos. 28D is the universal frame trap from any chain revolver hit. Some chain revolver hits have a lot of frame advantage, so you may have to "delay" the 28D if you want a real frame trap. Leads to 6C loop if the opponent was close enough. Overall: you have frame traps (236D, 5B, 28D), Guard Crush moves (5C and 6C), links (5A and 6A), Overheads and Lows (6D, 2D, and 6B), and anti-dragon punch (214D). No attack is safe on block: almost all characters can punish any move on block if you "finish" the chain revolver. The safest way to finish chain revolver is to mixup between a frame trap and an early finish. IE: Finish on (Drive) 5B sometimes, and on other times, finish with (Drive) 5B -> 236D. This will discourage your opponent from rushing in on (Drive) 5B, and if -> 236D isn't used often, then your opponent will likely miss his opportunity to punish you. Sometimes finish with 214D, or really, any move so that you aren't predictable. The only thing protecting you is your opponent's uncertainty. As soon as he knows what you are doing, he can punish you. Similarly, if you know what your opponent is going to do, you can almost always beat him. If he wants to jab out or grab you out of your chain revolver string, start using 236D and 5B frame traps. Keep your distance from your opponent to prevent 5A or throws. Use 5B and 6B to "move back" and use 5A, 6A and 5D to "move forward". It is possible to control your distance by using these attacks. -------- Thats All for now! ----------- Thank you for reading this far. I know this is a lot of text, but I hope it is all useful. Add your questions / comments / improvements and I'll try to integrate them into this guide.
Runis Posted October 8, 2009 Posted October 8, 2009 Just something I noticed last night in regards to d.5B I was up against Rachel and whiffed a 5D but still went into 5B to try catch him off guard, and her pumpkin went right through me. Not sure if it's hitbox related or invuln frame related.
excelence Posted October 8, 2009 Posted October 8, 2009 The first thing that i thought, the second hit of d.5b that has projectile properties, nullified pumpkin Hit Box
excelence Posted October 8, 2009 Posted October 8, 2009 Just something I noticed last night in regards to d.5B I was up against Rachel and whiffed a 5D but still went into 5B to try catch him off guard, and her pumpkin went right through me. Not sure if it's hitbox related or invuln frame related. Sorry, i must be blind ... i'm pretty certain that d.5B doesn't have invul frame :8/:
Hellmonkey Posted October 8, 2009 Posted October 8, 2009 Just to give credit where credit is due, most of the current guide was edited/added by Tae Seong Kim
dragontamer Posted October 8, 2009 Author Posted October 8, 2009 Okay, I added that info. I think I'll be giving the guide a major revamp eventually. There are a lot of possible strings, so it is more important to understand each individual move. IE: I think I'll put down how I use the various chain-revolver attacks, a few examples of key frame-traps, and all that. I'll try to keep the strings that serve as an example and cut down a lot of the language. I think this guide is currently too verbose.
Axle_the_red Posted November 6, 2009 Posted November 6, 2009 Just some input on what it would be nice to see when you revamp the guide... Add something about strings and proration aside from "this chain is bad." I often find myself wondering when I pull off drive chains if there's any point to continuing for all hits into a finisher or just using a finisher. It seems a lot like proration or black beat makes the majority of her drive chains somewhat useless unless we're talking BnBs or something. Just a wish though. Very helpful guide!
dragontamer Posted November 14, 2009 Author Posted November 14, 2009 I think I've found a good use for all of her drives. 4D is a somewhat reliable anti-air if you're stuck in drive for example, combos into 28D. You have to remember that combos are only one aspect of this game. The game is "played" IMO at the pressure / mindgame level. Combos just punish your opponent for making stupid decisions. On block, I suggest finishing the sequence as safely as possible. Overall, Noel's "normal" game is far more safe and easy to use. If you do want to risk it, you'll have to take advantage of all of your options. 214D takes out dragon punches, switch up your attacks to cause frame traps of varying sizes everywhere, and switch it up between overheads and lows. (214A practically is a low) The cool thing about chain revolver, is that ALL hits can transition into a frame trap (worst-case 28D, most attacks have a better frame trap, but 28D is a frame-trap nonetheless), a low (214A and 6D), an overhead (2D and 6B), a unique "anti-dragonpunch" move (214D), and several guard-crush moves (236D has 2900 Guard Crush. 5C has 2200 and 6C has 2700). The "strength" of chain revolver is not in any one of these attacks, but the fact that you can do any of them off of any hit. ----------------- Anyway, on block, the safest way to finish her drives is usually 5B -> 236D. Just push them away as far as possible. Not a good idea vs Nu, who can just 5D you on block (13 frame startup on 5D, on your -18 frames from 236D), and good players can IB the 2nd hit of 236D and then rush in with their +23 frames and combo the hell out of you. Stop at 5B sometimes and use 214D sometimes to switch things up as an ender, because quite frankly, they're all punishable. They are just punishable in different ways, and switching things up helps force your opponent to think. (5B -> 236D is a frame trap of size 5. So it isn't safe for them to rush in after a 5B)... Hmm, maybe just stopping at 5B is the best idea. Also, Taokaka and Noel can punish 5B regardless of when you pull it out (Taokaka crawl, Noel 3C). Hakumen also can, obviously. I'm somewhat convinced that the only way to safely end a drive chain is from a combo.
Axle_the_red Posted November 17, 2009 Posted November 17, 2009 Rapid cancel -> only safe end to drive. :P *USUALLY* from what I've seen bloom trigger is a safe finish...but I don't really think there is any kind of absolutely 100% safe ending when I think about it...I think it's all situational... Well given that, I *guess* there are certain safe endings depending on the situation... 4D is good for getting space, 5B as well...situationally apply that and add a bloom trigger perhaps? Heh...on second thought..."situational" also means "lucky". -_-
dragontamer Posted December 16, 2009 Author Posted December 16, 2009 I have updated the guide, changing its structure completely. I've also discovered some better corner loops off of 5C counter-hit in the process :-) I'll post the combo information in the General Noel thread. See the 2D and 5D sections for the 5C counter-hit options in the corner.
Recommended Posts