HexaNoid Posted December 15, 2010 Posted December 15, 2010 Not really. Have you got any videos of you doing that successfully? Sounds pretty interesting to me.
The1Knightmare Posted December 15, 2010 Posted December 15, 2010 Actually, j.D > d.6D > d.5C > d.6B > 236D is my main ender, and it doesn't do any less damage, in fact, most of the time it does a very small amount of extra damage, about 1-20 damage more, and it is more reliable, so I recommend always using that variation midscreen while switching to j.D > d.6D > d.6B > d.5B > d.5C > 236D for corner enders. Extra damage? But whatever, the damage difference between the two was incredibly minor. But the question was why does j.D > d.6D > d.6B > d.5C > 236D sometimes cross over?
LunaKage Posted December 15, 2010 Author Posted December 15, 2010 Extra damage? But whatever, the damage difference between the two was incredibly minor. But the question was why does j.D > d.6D > d.6B > d.5C > 236D sometimes cross over? Stupid hit boxes, happens with my ender sometimes too, but the d.6B after the d.5C auto corrects in time for you to fix your motion for bloom trigger.
SkyKing Posted December 16, 2010 Posted December 16, 2010 Not really. Have you got any videos of you doing that successfully? Sounds pretty interesting to me. There are some videos online that demonstrate it. It works the same way as Ken's step kick kara-throw in SSF4, except you use 5D as the move that'll let you move forward. You will know you get it when she begins to talk for the 5D, but then goes for the grab immediately after she says it. I've tried it with string where the throw would normally whiff, like 5A x n > 2B or 2B > 2B. It'll reach far enough to grab them.
Sahgren Posted December 16, 2010 Posted December 16, 2010 There are some videos online that demonstrate it. It works the same way as Ken's step kick kara-throw in SSF4, except you use 5D as the move that'll let you move forward. You will know you get it when she begins to talk for the 5D, but then goes for the grab immediately after she says it. I've tried it with string where the throw would normally whiff, like 5A x n > 2B or 2B > 2B. It'll reach far enough to grab them. I could never get the timing for it. I'd always hit 5D~BC as quickly as I could, and ended up with just a 5D
SkyKing Posted December 16, 2010 Posted December 16, 2010 I could never get the timing for it. I'd always hit 5D~BC as quickly as I could, and ended up with just a 5D I've just pianoed it, unless you play on pad. It's almost hitting them at the same time. If anything, watch some tutorials with p-linking in SF4, especially those with the view of the joystick. It's kinda the same idea.
Sahgren Posted December 16, 2010 Posted December 16, 2010 I've just pianoed it, unless you play on pad. It's almost hitting them at the same time. If anything, watch some tutorials with p-linking in SF4, especially those with the view of the joystick. It's kinda the same idea. Right-o, I'll go try that.
MiraclePizza Posted December 16, 2010 Posted December 16, 2010 There's no reason to use d.6B d.5C unless you want to end with a j.D Fenrir. Even though they're technically interchangable for many combos, d.5C d.6B will always work more often than d.6B d.5C.
Sahgren Posted December 16, 2010 Posted December 16, 2010 Ok, got the kara cancel. The distance traveled isn't consistent, but at least I'm getting the throw to come out 90% of the time.
Danny Schme Posted December 16, 2010 Posted December 16, 2010 Do any of you ever use her kara-throw? Yes! No reason not to, really. Like all throws, its good once or twice a match. The reach on the kara-throw will mess with people fairly well. Especially those only familiar with the range of the normal grab. Pimp my Noel plz ! Tech purple grabs and you'll be doing much better overall. Lots of free damage from that. I remember seeing a few reps of haidas throughout the set so I'm sure there was minimal lag to where purple throws are easily teched. Hitconfirms, as Luna said. While its rare the overhead actually hits, you always have to be on your toes to capitalize. Majority of the time, Bang stood up for your overhead before the animation was even halfway done. If your opponent is really good at reacting to overheads, sparingly throw in a command throw. Its slow as hell but most people forget that she has it. There is a huge risk in doing it but hell, we play Noel. Gotta do what you gotta do. Esp against characters who are as easily looped as Bang.
Runis Posted December 16, 2010 Posted December 16, 2010 Pimp my Noel plz ! Well honestly you have very good fundamentals (much better than me so take anything I say with a grain of salt) But as said before, learn to hit confirm. CH 5B on an aerial opponent links to jump cancel j.C air combo. Saw one time you landed a 2D against a standing bang in the corner and went into 214A combo. Try to learn the optimal damage combos for corner use. 2D [d6A] d6C d2D d5D 623D 6C 5D d6B d5B d5C jc jD d6D 236D does more damage than 214A into 2B 6C j.D. Also I kinda dislike 214A in combos in that every single time I use d.6C 214A they burst just before the 214A connects, where as if I'm doing a Spring Raid combo, most moves have enough hit stop on them that you can react to the burst and hopefully punish. Not enough use of meter. Many matches ended with you on 100% meter. 95% of the time 900 Damage from Fenrir isn't worth 50 meter, but if you're at max meter it's good for positioning in corner. But mostly you're not taking enough risks. Last tournament I was at was in October, and people still bitch about "3C RC 3C" X Chain Revolver>623D RC j.C D.I 623D 6B RC 6B catches people too, since the standard response to blocking a 6B is to block low. 214D RC 2D sometimes catches people trying to punish. But yeah, you're playing a character that's "High risk> Reasonable Reward" without exploiting the fact those risks can be made risk free.
LunaKage Posted December 16, 2010 Author Posted December 16, 2010 Take note, that her Kara-throw doesn't seem to work if you gatlinged into 5D, I'm not sure why, but you can only kara throw if you do a naked 5D.
The1Knightmare Posted December 16, 2010 Posted December 16, 2010 Extra damage? But whatever, the damage difference between the two was incredibly minor. But the question was why does j.D > d.6D > d.6B > d.5C > 236D sometimes cross over? I'm so stupid, the original question wasn't why it would sometimes cross over. The original question was why it sometimes blue beats in between the d.6B > d.5C.
LunaKage Posted December 16, 2010 Author Posted December 16, 2010 I'm so stupid, the original question wasn't why it would sometimes cross over. The original question was why it sometimes blue beats in between the d.6B > d.5C. There is another possibility too. What is the full combo you are doing?
MiraclePizza Posted December 16, 2010 Posted December 16, 2010 I'm so stupid, the original question wasn't why it would sometimes cross over. The original question was why it sometimes blue beats in between the d.6B > d.5C. Your combo proration is too high, nothing more to it. Like I said, just stick with d.5C > d.6B except for a select few situations.
The1Knightmare Posted December 16, 2010 Posted December 16, 2010 5D > d.6A > d.6C > 214A > 2B > 6C > j.D > d.6D > d.6B > d.5C > 236D or 5D > d.6A > d.6C > d.2D > d.5D > d.623D > 66C > j.D > d.6D > d.6B > d.5C > 236D It's not all the time, occasionally it would blue beat.
Chiizu Posted December 16, 2010 Posted December 16, 2010 d.6B has less hitstun than d.5C so in longer combos there's a chance it might bluebeat unless you have a perfect timing with j.d and all that stuff. Just stick to d.5C>d.6B midscreen and it won't bluebeat.
MiraclePizza Posted December 16, 2010 Posted December 16, 2010 5D > d.6A > d.6C > 214A > 2B > 6C > j.D > d.6D > d.6B > d.5C > 236D or 5D > d.6A > d.6C > d.2D > d.5D > d.623D > 66C > j.D > d.6D > d.6B > d.5C > 236D It's not all the time, occasionally it would blue beat. For the first combo d.6B > d.5C should never blue beat unless you timed something wrong. Do your d.5C really early and see if it still blue beats sometimes, because I get the feeling that for whatever reason you're timing it too late which is the only explanation for that to happen in this combo. For the second one use d.5C > d.6B.
Runis Posted December 16, 2010 Posted December 16, 2010 Or fancy combos like 5D d6A d6C d6D d2D 623D 66C 236A 66C sjc j.D d5C 236D 2D d6A d6C d2D d5D 623D 66C 5D d6B [d5B] d5C jc [iAD] jD d6D 236D (the d5B is if they're in the corner or close enough to corner that after d5B d5C will hit. IAD is if they're close enough to get hit by d5C after d5B but too far for a normal jc to get you close enough. d5C has a long un-techable time.)
Klazzix Posted December 17, 2010 Posted December 17, 2010 Found a decent meaty corner trap: ... d.6B d.5B d.5C Bloom 6C delay (tech'd) OpticA 66C 2D etc. Probably won't work in CS2 due to faster startup on Barrel. Just thought I'd post some stuff like this here since we don't really have a strategy guide around for CS1 that tacks traps and gimmicks.
7r17r1 Posted December 18, 2010 Posted December 18, 2010 Can somebody tell me where are the invulnerable frames of noel's backdash ? I don't understand the system data of DL 18 frames of backdash and 5 frame of invulnerability, but where ? at the start up or later ? :p
Sahgren Posted December 18, 2010 Posted December 18, 2010 Can somebody tell me where are the invulnerable frames of noel's backdash ? I don't understand the system data of DL 18 frames of backdash and 5 frame of invulnerability, but where ? at the start up or later ? :p According to the system guide, invul for back-dashes start on the first frame.
Klazzix Posted December 27, 2010 Posted December 27, 2010 What's a good motion for IB'ing lows? Does 12121 work? I've been doing 15151 and I get hit from time to time during tight strings.
SkyKing Posted December 27, 2010 Posted December 27, 2010 I do a combination of 212121 and 242424, just in case they throw in something that is an overhead or a whiff tech trap.
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