kiunch Posted March 12, 2010 Posted March 12, 2010 5d 6a 6c 214a 2b 6c (bc) 6c 22c 66c sj9.d 6b 5c 236d I have trouble using this combo, only had chance to use it against bang. After 2b 6c (bc) 6c 22c, my 66c can never be connect (it turn blue if hit), it seems 22c hit bang way too high on the air, it take too much time to fall down and land on my 66c. is there some kind of delay within 2b 6c (bc) 6c 22c? Or my 66c too slow?
Hellmonkey Posted March 13, 2010 Posted March 13, 2010 go straight into 22b 22c from your first 6c on bigger hitboxes
DC Posted March 14, 2010 Posted March 14, 2010 Does 6d always whiff on Rachel after j.9d? I've tried both sj.9d and j.9d. Also lol at my bnb randomly switching directions mid combo.
Mizzet Posted March 14, 2010 Posted March 14, 2010 Yeah 6d tends to be very inconsistent against her in particular, don't know why, I just do 5d or 6b or 5c instead after j.d. Afaik there are two points in the bnb where the directions can randomly switch, one is the landing after j.d, and the other is if you're doing 6d 5c 6b after j.d. In the latter case, it happens after 5c and before 6b, not really a problem execution wise because you'll still get the 6b even if you technically pressed 4b, but if you're wanting to end the combo with them knocked down in the corner it can be annoying to have it switch directions and hit them back to the middle. If that's the case for you, you can change up the order of the moves and do 6d 6b 5c and it will never change directions.
DC Posted March 14, 2010 Posted March 14, 2010 What about Carl? Does his tiny hitbox make our bnb whiff still? I noticed that Arakune still randomly pops out sometimes.
ZONG_one Posted May 10, 2010 Posted May 10, 2010 Carl's hitbox is fixed, I'm pretty sure all of your BnB's work on him. Arakune has a weird air hitbox now. "/
CakeWasBannedd Posted May 11, 2010 Posted May 11, 2010 I need to update this shit. Yeah, I noticed there were some better damage combos off of some stuff. Please do update, so I'm not learning all the wrong combos. If there's a better list out there, would you mind pointing it out to me?
Mizzet Posted May 11, 2010 Posted May 11, 2010 As far as combos are concerned, the two combos you will use the most fall into two categories, Combos starting with 5d/2d Combos starting with 6b/3c the rest is miscellaneous stuff like, Haida loop Counterhit combos from specific normals CH 5b -> 3c CH 5c -> 5d Optimum combos off things like 4d, j.4d, corner shenanigans, hitconfirms off near and far 5a/2b, different ways her super can fit into combos. I would type them all out but I think you probably know them already, just think of it as a quick checklist.
DC Posted May 13, 2010 Posted May 13, 2010 2 midscreen combos, thats twice as many as Calamity Trigger!
archling Posted May 14, 2010 Posted May 14, 2010 Learn combos from videos, not from dustloop.. ohhhh, I went there.
Wutai_Shinobi Posted June 7, 2010 Posted June 7, 2010 Sorry if this was mentioned somewhere before but~ I've been wondering if the j.D cancel still works in CS and if so, does it work the same as in CT? I watched a tutorial video on it (this one: http://www.youtube.com/watch?v=PZN9bRvw7uE), and have been practicing it, but have only managed to get it once on accident lol. If it's not doable in CS, I'll probably just forget about it, but otherwise I'd like to tack on, any tips on landing it consistently? lol
Senovit Posted June 7, 2010 Posted June 7, 2010 I imagine it should still be doable, though I could be wrong. Try practicing with something simple at first, like right before landing, 236D. Make sure to hold down D so that the buffer can take effect. From there you can move to something more difficult like j.D canceling into d.6b.
Wutai_Shinobi Posted June 7, 2010 Posted June 7, 2010 Hold down the D in the 236D? Or should I be holding down the j.D while inputting the 236 motion?
Mizzet Posted June 7, 2010 Posted June 7, 2010 It's still doable, if anything it seems a little easier to do, especially her D drive moves. In CT, if you wanted to do a drive cancelled spring raid, you would have to press D~28D, just doing 28D close to the ground wouldn't cut it since you would jump. Now in CS you can just input 623D really quick just before you land and you will get the cancel. Same goes for 214d and 236d, you can just do the input alone, no need to input j.d first. Her a/b/c drives are still the same, just piano j.d and the input.
Halcyone3 Posted June 7, 2010 Posted June 7, 2010 It's still doable, if anything it seems a little easier to do, especially her D drive moves. In CT, if you wanted to do a drive cancelled spring raid, you would have to press D~28D, just doing 28D close to the ground wouldn't cut it since you would jump. Now in CS you can just input 623D really quick just before you land and you will get the cancel. Same goes for 214d and 236d, you can just do the input alone, no need to input j.d first. Her a/b/c drives are still the same, just piano j.d and the input. actually instant 28D on landing could still be done with just 28D without another D before it as long as u buffered the 28 during another move's animation, like j.C, or even a low air throw, or when u already used ur double jump or air dash. It's not really a rare scenario, i can't really picture noel tying to do landing-cancel 28D by just jumping in without doing any attacks or anything, i see myself getting kicked if i tried that. I do agree that 623 motion makes it easier though, even with the above u could start the 28 motion late and still jump, happened to me a few times and i ate AA into rape. online input lag =
Wutai_Shinobi Posted June 9, 2010 Posted June 9, 2010 Ok~ whereas before I could only do it on accident (and only twice ever lol) I tried a technique that lets me do the d.6B off the j.D cancel much more frequently. My only issue is not hitting it too high in the air or too late~ which should be smoothed out in training mode. What I do is input a sliding motion from D to B as I land (keep 6 held down before even the D, hehe). This is the same kind of input as you find in some Soul Calibur moves. On the PS3 pad, sliding from X to Triangle can be a little awkward tho, as I sometimes get a O input in there and throw the opponent. Anyway~ that's what seems to be working for me so far, for those that are having trouble with it like myself. ^_^
Nov Ganon Posted June 24, 2010 Posted June 24, 2010 http://www.youtube.com/watch?v=QAROINGkBqw noel vid
mooyang90 Posted June 28, 2010 Author Posted June 28, 2010 Revamped and updated in preparation of influx of console players seeking info.
archling Posted June 28, 2010 Posted June 28, 2010 Useful combo not listed: j.c (on standing) dash 5a 6a 6c 5d 623d dash 6c j.d 6d 5c 6b 236d (2.8k !!!!!!!!!!!!!!!!!!!!) Also, if you anti air with 6a/6c, most of time (height dependent) you can add in 2d/5d 623d before doing the rest of the drive ender.
mooyang90 Posted June 28, 2010 Author Posted June 28, 2010 I'll add that, but honest to god there's so many small nitpicky combos you can do with Noel that it'll be impossible to list them all. I'm assuming the reader has some background in BB to understand that j. C will go into any 5A combo. .
DC Posted June 28, 2010 Posted June 28, 2010 You know what's amazing? Drive cancel reload. Apparently if you try to drive cancel and hit the ground at a certain point, you'll just hit the ground and reload your guns without any attack ever coming out.
Vhaeraun Posted June 28, 2010 Posted June 28, 2010 I saw a Noel (I think it was buppa) who did 6a CH IAD jd, 6d, drive juggle
Mizzet Posted June 28, 2010 Posted June 28, 2010 I've been using 5c as a situational anti air sometimes, it has a good hitbox for those cases where your opponent is lower in the air and further away horizontally (If you play SSF4, it's like Juri's c.MP vs c.HP). There was a point I was so fed up of 6a losing to Litchi's ungodly j.b I just did 5c and lo, it was actually quite effective. Can follow up with 5d 623d for knockdown and a bit of easy hitconfirmable damage.
mooyang90 Posted June 28, 2010 Author Posted June 28, 2010 I've been using 5c as a situational anti air sometimes, it has a good hitbox for those cases where your opponent is lower in the air and further away horizontally (If you play SSF4, it's like Juri's c.MP vs c.HP). There was a point I was so fed up of 6a losing to Litchi's ungodly j.b I just did 5c and lo, it was actually quite effective. Can follow up with 5d 623d for knockdown and a bit of easy hitconfirmable damage. I just don't feel safe using 5c because she has no upper body invulnerability during that move. 5D serves much of the same purpose, and it will cleanly go through Litchi's who like to do j. b's (and many other jump in moves) close to the ground. It also leads to a lot more damage.
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