mooyang90 Posted June 28, 2010 Author Posted June 28, 2010 Basically any jump attack that has long recovery frames (Hakumen's j. C, Jin's j. C), when they are done really low towards the ground, will give Noel a very small window to use 5D to counter attack them when they land. Of course, this is also very height dependent, so you really have to play a lot and gain a lot of match up experience to determine when to use 5D as an AA and when to use 6A. Though for me personally, I never had much trouble swatting Hakumen away with 6A, since I'm really scared to use drive against good Hakumens (since they can easily take 4k off my health).
DC Posted June 29, 2010 Posted June 29, 2010 lol I don't think I've ever successfully AA'd Hakumen with 6a.
Nodelic2 Posted June 30, 2010 Posted June 30, 2010 So I've got a quick question against Tager, right after he gadget fingers me, I like to Fenrir, I don't do it all the time, even when I have 50 heat. My question: "is this a bad idea?"
mooyang90 Posted June 30, 2010 Author Posted June 30, 2010 Uuuuhh, it's not a bad idea if it works. In fact that'll be a great idea. A lot of Tagers thinks gadget finger oki set-ups are free on Noel due to the fact she doesn't have a DP, so many of them just mindlessly pick you up with gadget and start mashing 5a/360 and what not. Fenrir will beat those options clean. But as you probably know, if they block you're about to eat some huge shit if you didn't have 50 heat to RC out of the fenrir. Even if you RC out of it to make it safe...well you just wasted 100 meter man lol. Noel's meter building abilities are probably top 5 in the game due to her drive combos, but wasting a 100 meter to get out of a gadget finger set-up is still a tough pill to swallow. Also, I believe if they mash 720 after gadget finger, it will beat your fenrir. But really, this question is hard to answer. It's like a Ragna asking is mashing DP on wake-up a bad idea? Well...depends on the situation.
archling Posted June 30, 2010 Posted June 30, 2010 Fenrir beats 720. Done it before. Fenrir CH RC into 3c haida is like 5+ damage for.. 100% tension lol.. Something worth considering =D
Halcyone3 Posted June 30, 2010 Posted June 30, 2010 as long as u are unpredictable with it, go for it. Even if they block it when u do it, u'll probably scare him a bit and make him let you out of gadget finger for free later on out of fear for fenrir
madaxe_munkee Posted July 3, 2010 Posted July 3, 2010 Has anything to do with Noel changed in the console patch for CS? That is all.
Mizzet Posted July 3, 2010 Posted July 3, 2010 Console version you mean? Patch won't be for a few months. Nothing new that I am aware of, went to training mode and tried several combos, generally messed around a bit, same as arcade CS.
Yuushiro Posted July 4, 2010 Posted July 4, 2010 I beg to differ that jin most dangerous tool is 2D, that is just unreal lul
x1jinchu1x Posted July 4, 2010 Posted July 4, 2010 Off 3C or 6B or 5C/2C counter hit 3C, 22BC, 66C (22B, 22C, 66C) x 3-4, 5D, d. 6B, d. 5C, J.D , 6D, 236 D. Again, against smaller chars I would only do one rep of the haida loop. Ok can someone pls help me out with the timing for this combo? I can't combo the 22c after the first 66c. Is there a specific timing for this?
mooyang90 Posted July 4, 2010 Author Posted July 4, 2010 Other than that I can't really think of anything else other than a random 6C in the corner, that can lead to 4k+ damage. He can't really get much off his other ice attacks other than a random air Hishogeki. I guess his overhead is fast, and that can lead to a solid 2.5k combo. His 5b is still good, and even works as an AA, but it's not nearly as dominant as CT 5b. 2d is good because when done at the right distance is completely safe and can catch random backdashes. Hitting it on someone can easily change the flow of the match, and that's why I consider it his most dangerous tool (not saying he doesn't have other ones)... @question about Haida Loop: I can't really say where you're going wrong in the haida because I can't see your technique. The most general advice I can give is not to rush, which was my mistake when I first played the arcade version. Once I found that the "22's" of the loop can be done in a really slow, controlled manner, I managed to master the loop in 30 minutes...The key is getting that rhythm down. It would help if you can say what's going on when you try to 22c. Is it blackbeating? Are you getting a 2c instead? etc
DC Posted July 4, 2010 Posted July 4, 2010 30 mins really? Once I got used to 6c being slower it was pretty much the exact same thing as CT Haidas, except easier since I don't have to time anything. :p I'm actually a bit angry it's so damn easy now.
Pyanchar Posted July 5, 2010 Posted July 5, 2010 I could never do the 22bc mess because it made them bounce too fricking high for me in CT. Doing straight 66c 22c was cake, in comparison. Did the bounce change at all or is it just more generous with untechable times?
EkusuKariba Posted July 5, 2010 Posted July 5, 2010 Yeah. Haida Looping is much easier than it was in CT. But I still can't get into the Loop, when I hit the Dummies point blank with 3C. 3C 22BC 66C 22B 22BC... This is where I whiff all the time, when I hit my enemies point blank with 3C. If I do it from (nearly) max range, I always get the 22B to hit though. Is there a specific trick to avoid this? 22B will simply not hit.
Mizzet Posted July 5, 2010 Posted July 5, 2010 That's just the reality of haida looping. From a point blank 3c, most characters will be too close for 22b to hit, only on fat people like Tager can you really rely on 22b hitting. What you can do is add more 22b reps to push them out further, like sanshiki said, or wait a little bit and 22b them when they're closer to the floor (does not always work). Regarding the second option, 22b has a more generous hitbox near the floor so you'll be able to nick them with it in some cases. For all those cases where your 3c is not point blank, you'll have to judge the distance for yourself and make a judgment quickly, with experience this will become easier and more natural until it's second nature.
FunkyP Posted July 6, 2010 Posted July 6, 2010 The juggle physics seem to be different now as they carry momentum when being bounced. While in juggle 66c to 22c will cause them to bounce high, while 22bc puts them at a set height. 22b sets them on the ground and dampens their momentum, while 22c launches them.
Mizzet Posted July 6, 2010 Posted July 6, 2010 Yeah, 22b really plays a big role in CS haida loops. 22c hitting an airbourne opponent causes their bounce trajectory to go wild, 22c hitting a grounded opponent always bounces them at the same height. 22b hitting them as they fall to the ground this keeps them in hitstun for the subsequent 22bc or 22c to hit them on the ground. Edit: There's something weird that happens on crouching characters. 5d d.6b won't combo if 5d is the first drive move you use, i.e you run up and 5d d.6b them. However if you do it mid combo, like 5d 6a 6c 5d 6b, then it will combo just fine. Very odd, I'm not sure why this is the case.
Chiizu Posted July 20, 2010 Posted July 20, 2010 Very strange indeed but if i were you i wouldn't think so hard about it. Whatever happens, happens. Anyone got some piece of advice on how to execute 662b fast enough to combo it from 214a? I just can't seem to get the hang of it.
Ichipoo Posted July 20, 2010 Posted July 20, 2010 Anyone got some piece of advice on how to execute 662b fast enough to combo it from 214a? I just can't seem to get the hang of it.I'd like to know this as well. But from my experience 214A>2B>6C(1)>6C(1)>22B>22BC/22C>66C>Chain Revolver BnB works as well but the timing is a bit stricter. I've done this with Jin and I'm able to get at least one rep of 22B>22BC if my "rhythm" is just right. I'm able to get at least 3.5k I believe. Next I wanted to practice Haida Looping on a character with a smaller hitbox so I picked Rachel out of random. Little did I know that Nago makes Rachel fat, making Haida Looping easier off of 214A and making it possible to do at least one more rep that usual.
mooyang90 Posted July 20, 2010 Author Posted July 20, 2010 Hmm, try 663b, should be easier on the timing/execution. Do the 66 dash right BEFORE she starts to land. This is honestly the only thing Noel has that is pretty strict on timing (strict enough so that I wouldn't try it online). TBH I can only get it like 40% of the time in real matches, so I kinda stopped trying it.
Mizzet Posted July 20, 2010 Posted July 20, 2010 I stopped trying that as well, nowadays, off 214a I usually just do 214a 2b 6c 2d 623d 66c j.d 6d 5c 6b 236d, 3.2k. Very easy 66c link on this one. Likewise for airthrows actually, if you're not going to be doing any haida loops, you should be putting a 623d 66c in there somewhere. Going straight from 2b 6c to j.d+drive ender is missing out on quite a bit of damage.
mooyang90 Posted July 20, 2010 Author Posted July 20, 2010 I stopped trying that as well, nowadays, off 214a I usually just do 214a 2b 6c 2d 623d 66c j.d 6d 5c 6b 236d, 3.2k. Very easy 66c link on this one. Likewise for airthrows actually, if you're not going to be doing any haida loops, you should be putting a 623d 66c in there somewhere. Going straight from 2b 6c to j.d+drive ender is missing out on quite a bit of damage. From airthrows and raw 214a's (you land it without doing a BC), you can actually just haida loop on a bunch of characters without doing a 663b. For some reason, when you add a BC in there, their body gets pushed too far away
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