NakataYuji Posted June 9, 2011 Posted June 9, 2011 I use 5A 2A 5B 2B 5C then 3C or 6B. I use it too often though, so it get's really obvious :X. I don't know if it's any good or not. Also, what do you like to do when the enemy only has one primer left? I just go for more 3C's than usual, but I would rather not. Any advice?
excelence Posted June 9, 2011 Posted June 9, 2011 Use 2a>2a/2b/6b/dash in 2a, Noel 2a is very good for frame trap And about 1 primer left ... do nothing just play your usual games, forcing to break them often cost me my ass
LunaKage Posted June 9, 2011 Author Posted June 9, 2011 6B is -4 on block, so following up with anything can get you poked really easy, use that with caution.
Runis Posted June 9, 2011 Posted June 9, 2011 if you're gonna try force a primer break, try this: - any blockstring into 3C, be sure to hit confirm (ie combo if it works/do it again and combo if it breaks). if they block it you can rc into a dash 2D. It catches most people off guard because it will cross-up. If they start standing when you RC the 3C, just 3C again on them. 3C rc 3C works so often its no longer funny.
Nodelic2 Posted June 11, 2011 Posted June 11, 2011 Thanks for the reply earlier by the way. Kind of related to Hiroshi's post earlier, how is Noels pressure this time around? In CS1 I was terrible with it and I couldn't really figure it out so I always played very passively, but when I go into the match up section there are lots of suggestions to play aggressively. What would I do for that? Is there anything I can dash cancel on block or something along those lines?
SkyKing Posted June 12, 2011 Posted June 12, 2011 Thanks for the reply earlier by the way. Kind of related to Hiroshi's post earlier, how is Noels pressure this time around? In CS1 I was terrible with it and I couldn't really figure it out so I always played very passively, but when I go into the match up section there are lots of suggestions to play aggressively. What would I do for that? Is there anything I can dash cancel on block or something along those lines? Her normals are buffed in CS2, so you can actually mount decent pressure. She's got several new gatling options, and her 2A is much faster now. Open up pressure with either 5A, 2A, or 5B. Also, you don't always have to hit, as long as you can gain info on how people like to block, or if they are the types to throw out pokes or reversals against the gaps in the strings. When you do that, you can then apply that info to see if they'll tech throws if they block too much, or go for overheads, or even do an in/out game by cutting strings short and putting a little bit of distance to see what they go for before going back in for more pressure. After all this, you may be able to open them up by mixing in drive starters.
NakataYuji Posted June 19, 2011 Posted June 19, 2011 Is there anything special we can do off of tick throws? Specifically midscreen :X
HexaNoid Posted June 19, 2011 Posted June 19, 2011 Is there anything special we can do off of tick throws? Specifically midscreen :X If you can do a back throw, you can follow-up with a 662B > 5C > Air combo. Otherwise, you'll have to do a RC to pick up a tick throw into a combo.
GunslingerSonic Posted June 19, 2011 Posted June 19, 2011 (edited) If you can do a back throw, you can follow-up with a 662B > 5C > Air combo. Otherwise, you'll have to do a RC to pick up a tick throw into a combo. OR 662B > 6C on Corner. It can work on Midscreen to certain characters. Regular Throw > RC > any move you have in mind. Options on moves after RC on Throw is endless. The Choice is yours. Edited June 19, 2011 by GunslingerSonic
NakataYuji Posted June 21, 2011 Posted June 21, 2011 Yeah, I knew about those. It's probably just me but the last time I tick throwed a person and RC'ed into a drive combo, he teched out before the end. The proration of the jabs before obviously cause this, so I'll just have to go for a shorter combo.... I just answered my own question.... Lol
Were-Wulf Posted June 29, 2011 Posted June 29, 2011 How do you do this combo: 6A > 6C > j.D > Reload > 2B > 6C > 22B > 22BBC > 66C > [22B > 66C] x3 > 5D > d.6B > d.5C > d.6C > d.6A > d.236D - 3,238/49 On tager i can only do two reps of 22b >66c consistently, is there any trick to this combo? Like delays, etc. Also, i can only preform this combo on tager. Any other character and it whiffs between 2b > 66c > 22b and 22bbc > 66c. Also i have only been doing 22b > 22bc > 66c. Does that effect the combo other than its damage?
TransientFaith Posted July 15, 2011 Posted July 15, 2011 Hmm...so this "link" of sorts http://www.youtube.com/watch?v=OjR_4bfguAI&feature=player_detailpage#t=440s How does it work? He has 50 heat but manages to gold burst instead of rapid cancel or throw cancel hit 1 of 6C. I am very
LunaKage Posted July 16, 2011 Author Posted July 16, 2011 yeah it's a TK Gold Burst, jump cancel and gold burst before you even leave the ground.
excelence Posted July 18, 2011 Posted July 18, 2011 How do you do this combo: 6A > 6C > j.D > Reload > 2B > 6C > 22B > 22BBC > 66C > [22B > 66C] x3 > 5D > d.6B > d.5C > d.6C > d.6A > d.236D - 3,238/49 On tager i can only do two reps of 22b >66c consistently, is there any trick to this combo? Like delays, etc. Also, i can only preform this combo on tager. Any other character and it whiffs between 2b > 66c > 22b and 22bbc > 66c. Also i have only been doing 22b > 22bc > 66c. Does that effect the combo other than its damage? 6A > 6C > j.D > Reload > 2B > 6C > 22B > 22BBC > 66C > [22B > 66C] x3 > 5D > d.6B > d.5C > d.6C > d.6A > d.236D - 3,238/49 @2B > 6C > 22B : if it whiffs on some character, u need to delay the 6c and 22b as long as you can ... dunno if this can works on every character, but it's damn hard on Mu12 @22bbc : if u only do 22bc it effect the range if u do the dash cancel which effect the follow up combos can be done or not, but it can work if u dash linking from there ... i think >_> @[22B > 66C] x3 : just do it as fast as you can
jailhousefrog89 Posted July 18, 2011 Posted July 18, 2011 ive seen a bunch of pro noels do an antiair 6a into iad jump d for the pickup but cant figure out how to do it also heard on some stream that its somehow an option-select? someone explain pleasee
jailhousefrog89 Posted July 18, 2011 Posted July 18, 2011 also, how do i get the double fenrir in the corner? it always seems to either bluebeat or they tech out..is it just like a 1f link or somethin?
excelence Posted July 18, 2011 Posted July 18, 2011 also, how do i get the double fenrir in the corner? it always seems to either bluebeat or they tech out..is it just like a 1f link or somethin? For Double Fenrir, u can't have too much proration on your combos
LunaKage Posted July 18, 2011 Author Posted July 18, 2011 ive seen a bunch of pro noels do an antiair 6a into iad jump d for the pickup but cant figure out how to do it also heard on some stream that its somehow an option-select? someone explain pleasee That method is actually very dangerous and it is in no way an option select. On hit > IAD > j.D(doesn't combo on normal hit so you are now in drive state with your opponent in no danger) On CH > IAD > j.D(This combos, and it may look flashy for a while but is really nothing special) On Block > IAD > notice that you didn't jump because 6A is not able to be jump canceled on block > get punished because it is too late to cancel 6A into anything The real 6A option select is to 6A > 2B On normal hit 6A > 2B(wiffs) but you are at an advantage because you recover from 2B before they can tech, you can not combo, but this gives you a chance to pressure. On CH a 6A > 2B(wiff) will allow you to run after your opponent and combo into 6C(on a high up opponent) or 2A > 6C(on an opponent a little closer to the ground), and it looks flashy to boot. On block, 6A will cancel into 2B, and if they block the 2B you are at neutral, which is Noel's way of saying "Push buttons at your own risk", this allows you to continue pressure. Basically using 6A like this will allow you to instill fear in your opponents, and will make them afraid to jump in, except for Arakune, because his j.B just kills us. It's safe, effective, and looks cool, and even has a higher damage output than 6A > IAD > j.D, so it's a win/win.
Arcknight Posted July 18, 2011 Posted July 18, 2011 Does 6A still prorate combo damage into the crapper? I am not discounting it. I just remember it not being able to yield much. I actually experimented with 6A > IAD > Drive combos in CS1 and I could not find anything worth noting.
cookiehours Posted July 18, 2011 Posted July 18, 2011 I'm looking to relearn Noel since she was my main in Calamity Trigger. I know a few things with her but I was wondering if she's okay to learn using a fightpad? Or does a joystick suit me better?
HexaNoid Posted July 18, 2011 Posted July 18, 2011 Does 6A still prorate combo damage into the crapper? I am not discounting it. I just remember it not being able to yield much. In the corner, 6A can get around 3.7k meterless at most and around 3.3k average. Midscreen is about 3.2k at most and 2.6k average. I wouldn't say it's that bad as a starter, but you'd want to avoid using it mid-combo unless you're doing the 6A > 6C haida loop. I was wondering if she's okay to learn using a fightpad? Or does a joystick suit me better? This is something you'll have to answer yourself, to be honest. I wouldn't think Noel would be easier or harder to use depending on the controller, so just go with whatever one you're most comfortable with.
cookiehours Posted July 18, 2011 Posted July 18, 2011 In the corner, 6A can get around 3.7k meterless at most and around 3.3k average. Midscreen is about 3.2k at most and 2.6k average. I wouldn't say it's that bad as a starter, but you'd want to avoid using it mid-combo unless you're doing the 6A > 6C haida loop. This is something you'll have to answer yourself, to be honest. I wouldn't think Noel would be easier or harder to use depending on the controller, so just go with whatever one you're most comfortable with. Okay, I'll try my fightpad then.
LunaKage Posted July 18, 2011 Author Posted July 18, 2011 I wouldn't say it's that bad as a starter, but you'd want to avoid using it mid-combo unless you're doing the 6A > 6C haida loop. 6A prorates differently mid combo than it does as a starter. In fact it prorates even better than 2B mid combo, which as you know is one of our more common combo linkers (airgrab > 2B > 6C, Muzzle > 2B > 6C, etc) and to add to that 2B is actually the better starter of the two despite being worse mid combo for both damage output and proration. tl;dr: stay free. :3
HexaNoid Posted July 18, 2011 Posted July 18, 2011 6A prorates differently mid combo than it does as a starter. In fact it prorates even better than 2B mid combo, which as you know is one of our more common combo linkers (airgrab > 2B > 6C, Muzzle > 2B > 6C, etc) and to add to that 2B is actually the better starter of the two despite being worse mid combo for both damage output and proration. Oh cool. I never actually knew that. I just looked at some frame data and tried it out using 6A instead of 2B and it indeed does about 100 more damage. It only seems to be able to pick up Rachel and Hakumen OTG however. I'll have to remember that for whenever I fight those two. Oh, and for the record, we weren't actually comparing 6A against 2B to begin with, so I wasn't technically wrong. :3
Recommended Posts