ThunderboltZ28 Posted December 1, 2010 Posted December 1, 2010 I still have trouble doing 214a 2b 6c on the stick. I keep doing 2b 236c. Easy on the controller.
Halcyone3 Posted December 1, 2010 Posted December 1, 2010 (edited) It's funny though, because I find some things easier on a pad than a stick. thats a given, since the input layout is different. Doing repeated motions like dashes, or 22 are much easier to do on pad, since u are just mashing the same button twice with your thumb instead of moving your whole hand/wrist (I also personally find DP motions to be easier on pad, just imo). On the other hand, spin-like motions like 236, 214, most TKs, 360, 720, and variants of that are usually 100 times easier to do on a stick for rather obvious reasons (seriously try to 720 on pad and u'll see ). Stick also has a more convenient button layout (outside of motions i mean), and using more than one finger for pressing attack buttons makes the job a lot easier (like playing carl, nirvana control mid-combo on pad = ). of course, preference also plays its part. If you have been a frequent console player for quite a bit (like me), doing complex motions on a pad becomes easier, and making the switch to a stick is much harder. Edited December 1, 2010 by Halcyone3
ThunderboltZ28 Posted December 1, 2010 Posted December 1, 2010 3B 6C will never fail you. That sounds like it would work.
Mizzet Posted December 1, 2010 Posted December 1, 2010 3b 6c does work, I use it myself to make sure I don't accidentally get an optic barrel.
LunaKage Posted December 1, 2010 Author Posted December 1, 2010 I use 2B > 6C, the only time I ever get an optic barrel is when I 662B > 6C when I'm on the 2P side. Training myself to get over that as well, I'm at about 70% success so far.
Klazzix Posted December 1, 2010 Posted December 1, 2010 O, at least I'm starting to able to do 2x haida loops & IADs using an analog stick. Lmao.. I'm hoping it'd be somewhat good investment practicing on these though. If not I can always go back on the pad for serious matches.
Klazzix Posted December 2, 2010 Posted December 2, 2010 What's are some good resets in between combos that: a. Leaves Noel at an unnoticeable advantage b. High probability of punishing backroll/dash e.g In corner, during haida: 22B pause (reset) 22BC 66C 4D etc.
LunaKage Posted December 2, 2010 Author Posted December 2, 2010 What's are some good resets in between combos that: a. Leaves Noel at an unnoticeable advantage b. High probability of punishing backroll/dash e.g In corner, during haida: 22B pause (reset) 22BC 66C 4D etc. There are some simple ones that I use that can get you started. At the end of a corner combo ending in bloom trigger: 6C(red beat) > Throw wiff(They Tech) After the throw wiff there are a couple of things you can do, even on reaction. If they neutral tech, throw out another 6C for an anti-air into a combo, if they back tech they will be at the perfect spot to catch them falling into a 6A anti-air, and if they forward tech, you have time to backdash to catch them falling with an anti-air. Like all tech traps these can be beaten by anyone who knows what they are doing, but its a good easy place to start. Another variation of that is: 6C(red beat) > j.A(red beat) > they tech. If they neutral tech you can catch them with an air grab, if they back tech or forward tech you can double jump into an air grab. This was my first tech trap, but again, if an opponent knows whats coming they can beat it easily. These resets are done at the end of a combo, but they happen before you would normally throw out fenrir, and if you are like me I like to throw out 6C after bloom trigger but before fenrir for a little added style/damage, so these are more likely to connect against an opponent that knows you like to do that, because they would still be mashing tech hoping you fuck up fenrir.
dragontamer Posted December 2, 2010 Posted December 2, 2010 What's are some good resets in between combos that: a. Leaves Noel at an unnoticeable advantage b. High probability of punishing backroll/dash e.g In corner, during haida: 22B pause (reset) 22BC 66C 4D etc. Well, Chain Revolver Oki prevents backroll by forcing neutral tech. They can wakeup DP however if they're paying attention. The standard Oki trick is: Bloom Trigger -> 66 -> 2B (cross under a neutral teching opponent) -> combo. 2B their Roll into 2B -> 6C -> Combo. 2B the Neutral Tech into a cross-under 2B a quick-rise into 6A -> combo. Takes a bit of practice, but its good stuff.
Kinezumi Posted December 2, 2010 Posted December 2, 2010 Just got the game. After doing the Intermediate tutorial and messing around in Practice mode with every character, I thought I'd try the Challenge mode. I picked Noel and got as far as Challenge 03 when her first proper combo shows up. In case you can't remember, it's A, A, 6A, C, SJC, B, C, B, air jump and then another normal hit or two follow by an air special. I've been trying for at least half an hour now and I can't even connect the first B after the super jump cancel. Most of the time I screw up the SJC, sometimes I don't even get the 6A to come out, sometimes I fudge all the controls and end up doing her midrange gunshot attack on the guy as he flies away from me (looks kind of cool, but still...). I've got to the point where I'm SJC'ing after him about 50% of the time but the B has yet to connect. So basically, what the hell? Do I suck enormously at this game or is there some trick to it... Or is it just hours more practice on one part of one challenge for one character? I am absolutely dreading the later combo challenges.
Arcknight Posted December 2, 2010 Posted December 2, 2010 In regards to Noel's Challenge 3, that was one of the last ones I finished with her. If you force Bang into the corner it's a bit easier. Also, you can buffer the super jump during 5c (standing C). I had a lot of problems with that one so you aren't the only one. Her other challenges were much easier to me but I had some background knowledge to fall back on. Keep trying!
ThunderboltZ28 Posted December 2, 2010 Posted December 2, 2010 Just got the game. After doing the Intermediate tutorial and messing around in Practice mode with every character, I thought I'd try the Challenge mode. I picked Noel and got as far as Challenge 03 when her first proper combo shows up. In case you can't remember, it's A, A, 6A, C, SJC, B, C, B, air jump and then another normal hit or two follow by an air special. I've been trying for at least half an hour now and I can't even connect the first B after the super jump cancel. Most of the time I screw up the SJC, sometimes I don't even get the 6A to come out, sometimes I fudge all the controls and end up doing her midrange gunshot attack on the guy as he flies away from me (looks kind of cool, but still...). I've got to the point where I'm SJC'ing after him about 50% of the time but the B has yet to connect. So basically, what the hell? Do I suck enormously at this game or is there some trick to it... Or is it just hours more practice on one part of one challenge for one character? I am absolutely dreading the later combo challenges. I've been practicing it since the game came out and I still can't get it. Just keep practicing.
confusedxphreak Posted December 2, 2010 Posted December 2, 2010 (edited) That challenge was one of the most painful ones for me too, just because positioning and timing on that combo is stricter than a lot of Noel's more practical combos that you'll often use in combat. Since you keep messing up at the j.B following the SJC, I believe it would help if you input the B command at the same time as you input the 8/9 (up/diagonal forward up) motion for the SJC. Don't wait to confirm the super jump before you input the command for j.B, so in simplest terms, 28B, not 28>j.B. Did that make sense? lol Since you're new to BB, I think you'll just need more practice with getting used to the timing and buffering system. When I was new to the game, I tended to mash to buffer inputs, which resulted in getting the wrong move out frequently. Once you get used to the timing, the 5C after the 6A will be easier to pull off; although don't get used to this because most of Noel's practical combos from her 6A actually go into 6C (gun twirl). Edited December 2, 2010 by confusedxphreak
ThunderboltZ28 Posted December 2, 2010 Posted December 2, 2010 I actually just did challenge three. Now I'm stuck on challenge four. If I don't mess up 225B I mess up the jump canceled jC Thor.
LunaKage Posted December 2, 2010 Author Posted December 2, 2010 Challenge 3 may not seem practical, and the combo itself is retarded, but it shows you the way to follow up if your opponent is too far away for 6C to connect, here's a couple of examples. 3C(Max Range) > 22BC > 66 > 5B > 5C > sj > j.C > j.B > dj > j.B > j.C > j.236C (About 3k) Air Grab > 2B > 6C > Throw Wiff > 6C > 22B > 22BC > 66 > 5B > 5C > Air combo listed above.
Arcknight Posted December 2, 2010 Posted December 2, 2010 (edited) Challenge 4 was also pretty bad and it's nearly as obnoxious as Challenge 3. It and 3 last were the last ones I finished with Noel. You just have to get the feel of the dash into 5b (I always hit 4b so I didn't accidently do 6b as a result of the dash, which is exactly why I couldn't do Rachel's Challenges at all). I'm still at a loss as to why anyone should use bullet rain in an air combo though. I always seem to max out at an extra 500 damage maybe. For 50 heat I think that is a rather paltry reward. Edit: It's actually around 500 damage not 200. Not sure what I was thinking. 500 is still a bit on the low side though. Also Miracle you are correct about that but those situations aren't the most regular for me (especially having 100 heat). Also didn't know you could Fenrir after Thor. That's interesting haha. Edited December 3, 2010 by Arcknight
HexaNoid Posted December 2, 2010 Posted December 2, 2010 That's weird. I thought they had that whole minimum damage thing with distortion drives so it wouldn't do crappy damage as a combo ender.
MiraclePizza Posted December 3, 2010 Posted December 3, 2010 Ending your combo in Thor actually gets you corner push and more momentum too than if you ended it it Revolver Blast. If you had 100 meter you can tack on more damage with a long range Fenrir after your Thor if it means killing them.
Kinezumi Posted December 3, 2010 Posted December 3, 2010 I'm going to practice challenge 3 in a bit, then. It's nice to know that it is actually a bit of a bastard of a challenge rather than that it's just me. I mean, by no means am I incredibly good at fighting games, but I'm better than all my friends and considering this game's tutorial starts out with "press -> to go forwards! GREAT! Now press <- to go backwards" and bothers explaining things like health bars and time outs, it seems odd for it to suddenly leap up to that kind of tricky combo when the last thing it asked for was just a single special move. Talking of difficulty spikes, I got through Arcade mode with Noel without any difficulty (on Normal, btw) and then got repeatedly raped by the boss. It was a cause for celebration if I got his HP down to 50% even just in one of the two rounds it took him to win. God damn those KOF-style super bosses.
Klazzix Posted December 3, 2010 Posted December 3, 2010 Just got the game. After doing the Intermediate tutorial and messing around in Practice mode with every character, I thought I'd try the Challenge mode. I picked Noel and got as far as Challenge 03 when her first proper combo shows up. In case you can't remember, it's A, A, 6A, C, SJC, B, C, B, air jump and then another normal hit or two follow by an air special. ... So basically, what the hell? Do I suck enormously at this game or is there some trick to it... Or is it just hours more practice on one part of one challenge for one character? I am absolutely dreading the later combo challenges. Try to buffer superjump during the first C then in air B C -> Mash the second B until it comes out (cause of the multi-hit from C) -> Jump C, ender. J. B lifts up the dummy a little so yeah, once you see it just jump again and it should be easy to connect. This took me about 2 hours to understand, air comboing in BB can really be retarded sometimes especially Tao's. :[ Thanks too to MOD, and D for the reset tips. Really awesome, esp. the air grab thing!
Runis Posted December 4, 2010 Posted December 4, 2010 (Any starter) 6C(2) sjc Thor 66~C 5D 6B 5B 5C sjc j.D d.6D 236D in a corner usually ADDS about 2.5K to what ever combo you were going to use without thor.
Klazzix Posted December 4, 2010 Posted December 4, 2010 Will ... 214A 66 2B 6C Throw(whiff) 6C 22B 22BC (loop) ... work on everyone?
Sahgren Posted December 5, 2010 Posted December 5, 2010 (edited) Will ... 214A 66 2B 6C Throw(whiff) 6C 22B 22BC (loop) ... work on everyone? It'll work on everyone who can be Haida looped, so Tsubaki and Hazama will be hard, but technically possible, and Makoto will be straight up impossible. Though I'm can't remember right now whether or not you need a FC to start it up Edit: I really should learn to read other threads before posting. It works on everyone who can be Haida looped. Edited December 5, 2010 by Sahgren
Klazzix Posted December 6, 2010 Posted December 6, 2010 I find myself whiffing a "D", I see opponent IAD'ing going for a crossup. In my head 'I'm still recovering what are my fucking options'?
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