Chiizu Posted July 20, 2010 Posted July 20, 2010 Hmm, try 663b, should be easier on the timing/execution. I tried that but somehow i end up with a 3c instead of a 6c, pisses me off so i stopped doing the 663b trick.
kuma Posted August 1, 2010 Posted August 1, 2010 I tried that but somehow i end up with a 3c instead of a 6c, pisses me off so i stopped doing the 663b trick. Are you playing on a stick or a pad? If you're on a pad, I can't really give you any advice, but if you're on a stick, I would advise learning it the right way. There is plenty of time to let the stick go to neutral before entering the 6C, so you shouldn't need to do a down-up-right motion. The input should be down, then let go of the pressure on the stick for a couple of frames, then go straight to the right. The advantage of this is that you never make anything remotely resembling a 236 motion, so once you get the hang of it, it'll be impossible for you to accidentally do an Optic Barrel. It should also be impossible for you to get 3C, because you'll never pass through 3. There's actually plenty of time to enter the 6C, especially if you delay it. I find that it's almost always easier to haida off a delayed 6C, but even if you don't delay you should have enough time.
Chiizu Posted August 1, 2010 Posted August 1, 2010 I'm playing on a stick, but i'm not delaying it. I will just try delaying my 6c but i'm having a hard time just to combo the 662b so it might be a while before i can pull it off without any issue.
kuma Posted August 1, 2010 Posted August 1, 2010 Sorry, ignore my advice. I was just thinking of the regular 2B 6C motion, rather than 662B 6C. Using the dash up first, it is a lot better to use 663B. My mistake, I should have read better.
7thFonon Posted August 1, 2010 Posted August 1, 2010 So I'm pretty bored and I currently play one fighting game (and hate all others including SF4) and thinking about picking up CS soon.... I played CT for a short while during the month of release.... so anyway... I was looking at the first post.. and I'm a little unsure if this statement means "hit" as in "landing a hit" or as in "hit the opponent, either blocking or hitstun". vvvvvv 5C Her best normal hands down. Can be linked into 3C or 5D if hit by counter. Decent range. Solid poke tool. Jump cancelable on hit. I guess I could check whenever I get the game, but I'm just curious....
FunkyP Posted August 1, 2010 Posted August 1, 2010 hit means hit, as in the move connected and hit the opponent, 5C on block is not jc'able
7thFonon Posted August 2, 2010 Posted August 2, 2010 Wow, what the hell. That I can remember, CT Noel only had 2 moves jump cancellable on block (5A and 5C). Now she has like none?? I'm kinda pissed about that.... Actually about to go to a friend's house in a few to play CS, so I'll see this soon I guess.... But no jump cancel on block is pretty lame.
7thFonon Posted August 2, 2010 Posted August 2, 2010 Okay, so I just got back from a session of playing. Things aren't as bad as I thought... sorta. Like 5A jump cancels on block and so does 5B, so I'm okay. I was under the impression that they just took 5C jump cancel and gave nothing to replace it. Sadly we played on an HD TV that had a little bit of lag. So I'm not sure.... but it feels like 3C, 22C >>> dash is slower. Like the 22C has a lot slower recovery... But I still managed. And it may be due to the TV I guess... Might just have to wait til I can play the game on my TV before I really see how much her speed is affected in CS.
The_Zawmbee Posted August 2, 2010 Posted August 2, 2010 I think ive got a potential anti-air 6a sj.IAD, J.d, d.6b, d.5a, 623d(rc, Air Dash, 632146d) dunno if it works on everyone optional 100% heat version in () EDIT:works on ragna, damage is 2610 kinda bad i think for 100% heat but hey thats optional EDIT2:(rc,land,dash...) changed to (rc,Air Dash,...) for better probability to land the poke from the super, reason: if you land and dash you might not make it in time to use the super.
FunkyP Posted August 2, 2010 Posted August 2, 2010 22C does have more recovery along with 6C having longer startup, however it feels as if haida combos feel a good bit easier than before
DC Posted August 2, 2010 Posted August 2, 2010 6a is a terrible, terrible AA. You'll only catch the sloppiest of jump-ins with 6a.
Halcyone3 Posted August 2, 2010 Posted August 2, 2010 Haha ... i find it harder this. i could perform CT haidas no problem even with some lag, but now im having issues with some characters, i keep whiffing 6C vs a lot of ppl, and missing dashes, getting too close, etc etc. =,=
archling Posted August 2, 2010 Posted August 2, 2010 Doing the dash 6c is different in CS... You need to dash, hold 6, and delay the 6c. I don't do 66c in one smooth motion anymore. For me, it's 66[hold, pause] c. Maybe this will help.
The_Zawmbee Posted August 2, 2010 Posted August 2, 2010 6A has been one of Noel's well known AAs buddy. i know i meant that for a good punish but eh not so much 6a is just a starter
Wutai_Shinobi Posted August 4, 2010 Posted August 4, 2010 When people write 22BBC or 22BC in combos, I'm having trouble with the BC part. I take it to mean press B then C quickly, right? I know the C part should bounce the opponent into the air but I'm not getting it. Any help on the input? ^^;; Also, an early suggestion was use 5C, 5D~ if the C counters, the D will combo. From there I do the regular d.6A, d.6C, Muzzle Flitter, 2B, 6C (and so on~) but it blue beats at the d.C, right before Bloom Trigger under that condition. That how it normally goes? Anyone able to get it t combo, or can alter it to be safer (assuming a tech at the d.C is vulnerable with a BT coming next). Having a hard time with comboing into ground DD with the combos posted on the first page. Is everything there up to date? I'm aware it's probably all just me sucking ^^;; lol
SkyKing Posted August 5, 2010 Posted August 5, 2010 There may be too many hits when d.C or BT becomes active. I'd cut the combo short one move, likely the d.C. j.D, d.6B, BT instead of j.D, d.6B, d.C, BT.
rei-Scarred Posted August 5, 2010 Posted August 5, 2010 As a new Noel player (never touched her in Ct) these Haida loops are super confusing. All her BNBs without the silencer are cake for me, but I can't understand these at all. I'm guessing they are super easy to do against bang cause in challenge mode I could do them no problem (btw in challenge mode they used 22b 22bc, but this guide says 22b 22c. Why?) anyway tl;dr 22B ALWAYS whiffs after 6C for me and it's making me a sad panda . And I'm talking on normal sized characters like ragna and jin I can't get this. Help
Mizzet Posted August 5, 2010 Posted August 5, 2010 Haida loops are quite spacing dependant, pretty much everyone that's not Tager, Bang, or Hakumen, you're going to have to look at the spacing veryyy carefully before you decide to do it. I would recommend you learn at least one other BnB from 6b/3c that doesn't involve haida looping. Most important would be the first 22b after 6c, if you can hit that, the spacing of the subsequent reps will tend to sort itself out, but for most people after point blank 3c into 22b 66c, you'll be too close for the next 22b to hit after.
confusedxphreak Posted August 5, 2010 Posted August 5, 2010 22B>22BC does more damage than 22B>22C. 22B>22BC is slightly more difficult because the extra B pushes your opponent out further; therefore it requires stricter timing. If you think you can consistently do 22B>22BC, then go for it. More damage.
Wutai_Shinobi Posted August 5, 2010 Posted August 5, 2010 [...]I would recommend you learn at least one other BnB from 6b/3c that doesn't involve haida looping. [...] Is there a good list of these combos somewhere? The only 3C/6B combo listed in this thread is the Haida Loop hehe. On an earlier note~ I figured out on my own that 22BC means inputting B, C quickly lol~ now I just need to practice that loop... and hit confirming during drive strings better ^^
rei-Scarred Posted August 5, 2010 Posted August 5, 2010 The 3C combo I use is 3C 22BC 66C 5D d.6B d.5C j.D 6D d.6B d.5C 236D. I just made it up but it does a nice 3.8K. Well anyway I understand the spacing now so I'm getting the first loop to connect but now I'm always whiffing the 66C. I'm doing it on Hazama if that makes any difference. Also how unsafe is 3C on block. I know it was god awful in CT. And if my 5D is blocked I'm supposed to d.6A right?
confusedxphreak Posted August 5, 2010 Posted August 5, 2010 Actually, I think trying it on Hazama does make a difference. I dont think its possible to Haida loop Hazama outside a corner, and even so, itll be extremely unstable. And 3C is still extremely unsafe on block, so use it with caution. If your initial 5D is blocked, I think the two most practical options are either to continue into a drive string with mix-ups or to exit CR via pushing them away with d.5B or something along those lines. If you want to play it safe, try to end a blocked drive attack by pushing your opponent away, but if your opponent is reluctant or you're dictating the match, feel free to continue into a drive string of your liking. I think it's just easier to go into d.6A because under the condition it hits, the 5D will link into d.6A>d.6C...etc. @Wutai_Shinobi - Click on the link in Mizzet's sig. There's a lot of Noel combos listed there.
Recommended Posts