FunkyP Posted February 26, 2010 Posted February 26, 2010 5D, 2D, 623D, 66C, J.D , 6D, d. 6B, d. 5C, 236 D about that, whats the timing on the 66C after SR? At times they'll blackbeat, should i start dashing the first possible moment Noel is able to recover? Also sometimes they're teching before 6D as well. And who does this not work on? I have a tough time getting all of it to hit Jin.
Hellmonkey Posted February 26, 2010 Posted February 26, 2010 You can do 22b 22c if you will get too far away, it's always best to throw a few reps in... do j.d higher up and make sure you don't delay 6d and it'll always connect do 66c as fast as possible and it's fairly easy to connect, although there are very few times it's optimal to do 623d in combos
DC Posted February 27, 2010 Posted February 27, 2010 I'm still testing it on Arakune, because the haida loop works surprisingly well on his strange hitbox. Yeah what the hell? I wasn't like this in CT... did his hitbox get changed? The sprite is still the same but it seems like it's bigger. I saw a video of him getting looped and it looked like the 66cs weren't even touching his air hitbox. Or did somebody mention that the 6c hitbox is bigger now?
kro_ Posted February 27, 2010 Posted February 27, 2010 whats the usual damage for a haida loop? 3c 22bc [66c 22b 22bc]x2 66c 5d 6b 5c j.d 6d 236d - 4600 dmg, +48 heat If the combo carries the opponent to the corner, add super at the end for 5500+ dmg. Here are a couple non-haida loop combos: 3c 22bc 66c 2d 623d 66c sj.d 6d 6b 5c 236d - 4100 dmg, +40 heat Easy to do and no special timing required. Works everywhere on everyone. 3c 22bc 66c 4d 236d 66c 5d 6b 5c j.d 6d 5b 236d - 4500 dmg, +47 heat Corner only, add super at the end for 5400+ Won't get as much if you start with something other than 3c though.
Hellmonkey Posted February 27, 2010 Posted February 27, 2010 In the corner you get max damage going into 66c 4d 236d after a rep or two depending on what you start with
Jais Posted February 28, 2010 Posted February 28, 2010 6C start-up 8 6A inv frames 5-10 5A SD -1, Optic barrel +- 0, start-up 30 5C start-up 11 5D is inv from 5-19. start-up 24 4D active for 7, start-up 25, j.4D gives 40 frames of hit stun
DC Posted February 28, 2010 Posted February 28, 2010 6C start-up 8 6A inv frames 5-10 5A SD -1, Optic barrel +- 0, start-up 30 5C start-up 11 5D is inv from 5-19. start-up 24 4D active for 7, start-up 25, j.4D gives 40 frames of hit stun 5a = Does it say whether 5d is full body invincible or no?
kro_ Posted February 28, 2010 Posted February 28, 2010 In the corner you get max damage going into 66c 4d 236d after a rep or two depending on what you start with Just tried this: 3c 22bc [66c 22b 22bc]x2 66c 4d 236d 66c 5d 6b 5c j.d 6d 5b 236d - 4970 dmg; 5870 with super
Hellmonkey Posted February 28, 2010 Posted February 28, 2010 Yeah that's about the highest you're going to get. What is more realistic is a corner throw into haida- combo into 66c 4d 236d though, which you can sometimes land against people that don't know how dangerous corner throw is from noel. It can be more damage to go into 4d 236d earlier in the combo using your 22c one-time positive proration for that earlier, then do another rep or two of 22bbc because of the way proration affects the combo.
kro_ Posted March 1, 2010 Posted March 1, 2010 Doing 4d 236d before the haida loop does do a bit more damage - 5060 dmg It also seems to space things perfectly so that you don't have to dash after bloom trigger. Just walk forward a bit 6c 22b 22bc.
DC Posted March 1, 2010 Posted March 1, 2010 Do we have a list of Haida and non-Haida characters yet? I'm heading to the arcade tomorrow so I can test if necessary. Right now for sure Hazama and Tsubaki cannot be 22b 22bc looped, right?
Aginor Posted March 1, 2010 Posted March 1, 2010 You can on both of them. Easier to do it on Hazama. Hazama is a little spacing dependent for Haida loop. Really hard to do Haida loop on Tsubaki. Wouldn't recommend it. That's just from my experience.
Hellmonkey Posted March 1, 2010 Posted March 1, 2010 Just depends on your spacing, everyone can be looped as it's less character specific than CT At the end of your corner combo, use 6c>super after bloom for an extra couple meter before the super (she has combos that give around 48ish meter so this can be required). I always use the super if I can since the minimum damage is a decent chunk and I find it more efficient to use your meter for damage when possible rather than blowing it trying to get in again.
whitevoid Posted March 3, 2010 Posted March 3, 2010 Does counter hit B not combo to 3C anymore? You don't have it listed....
Halcyone3 Posted March 3, 2010 Posted March 3, 2010 Does counter hit B not combo to 3C anymore? You don't have it listed.... just saw it being done in the latest kohatsu vids by the red noel, it still does
whitevoid Posted March 3, 2010 Posted March 3, 2010 just saw it being done in the latest kohatsu vids by the red noel, it still does whew. that's a relief.
FlameIce Posted March 7, 2010 Posted March 7, 2010 214a dash cancel 2B (that's 662B folks), 6C, BC, 6C, (22B, 22BC, 66C)x2-3, drive juggle. For this combo I'm having trouble doing the 66 2b dash cancel after the 214a command grab. Can't get it to happen reliably. Half the time i get black beat. Any advice on this?
mooyang90 Posted March 7, 2010 Author Posted March 7, 2010 214a dash cancel 2B (that's 662B folks), 6C, BC, 6C, (22B, 22BC, 66C)x2-3, drive juggle. For this combo I'm having trouble doing the 66 2b dash cancel after the 214a command grab. Can't get it to happen reliably. Half the time i get black beat. Any advice on this? Start doing 66 right before Noel finishes her 214A throw animation, then immediately do a 2b. If you want, you can just forget about doing the dash 2b and just do a regular one. You miss out on an extra 6C, 22B, and 22C, but honestly it's only 300 extra damage.
FlameIce Posted March 7, 2010 Posted March 7, 2010 Start doing 66 right before Noel finishes her 214A throw animation, then immediately do a 2b. If you want, you can just forget about doing the dash 2b and just do a regular one. You miss out on an extra 6C, 22B, and 22C, but honestly it's only 300 extra damage. OK. Wasn't sure if I could buffer it in. Ill keep working on the timing then. Thanks. :china:
Hellmonkey Posted March 7, 2010 Posted March 7, 2010 It's a link not a cancel, input 6563b to do it (no need to return to neutral). Linking a run is one of the few things in this game that actually requires some timing. It's possible to blackbeat your 214a after throw, make sure that's not where you're dropping it.
FlameIce Posted March 8, 2010 Posted March 8, 2010 It's a link not a cancel, input 6563b to do it Ok this makes sense. Its what I thought in the first place. If i may ask. How do you guys go about nailing down the timing of you combos. In CT it took me a little over 1 month to nail down most of noels combo's and I've been working on this 2b thing for about 2 days currently. I play for about 5 hours a day. I don't mind practicing but I feel I can be more efficient.
Hellmonkey Posted March 8, 2010 Posted March 8, 2010 Her combos are really not very difficult, the harder part is actually landing hits that go into them in a real match. The only linking required is on 66 2b or 66c, everything else can just get held (turns any link into a minimum 5 frame link). Chances are you're using harder combos than needed if you're missing a lot (662b is only needed for a stable combo against a couple chars) In the corner going directly into 6c 4d bloom after your first 22c and back to haida- loop is actually more stable than just doing haida- loop usually. Some characters are significantly harder to haida- loop midscreen so either learn the spacing really well against them or use easier combos. Your controller could be part of the problem too.
Recommended Posts