LunaKage Posted November 9, 2011 Author Posted November 9, 2011 1. Yes, learn them, they will be good building blocks for the harder combos. 2. Yes you can TK it. 3. Yes it is just a matter of practice, it becomes second nature once you get used to it. Note however that it is harder to land on Tager due to his size. 4. We have a thread for that ;3
ReachForTheEnd Posted November 9, 2011 Posted November 9, 2011 (edited) Better question where is the thread for help? Edited November 9, 2011 by ReachForTheEnd
Sahgren Posted November 9, 2011 Posted November 9, 2011 Better question where is the thread for help? Just post in Noel Vermillion General asking to play some on XBL. If anyone is around and interested, they'll respond.
excelence Posted November 14, 2011 Posted November 14, 2011 Question about her basic BnB 6a>6c>ob>j.d>6d>6b... sometimes they can tech out on 6d/6b ... i think i need to slow down on OB part is that correct? ... and about this basic BnB on Tagger, most of the times the 6d will not connect but sometimes it does hit what cause this? And the last, does 6a>6c>j.d>reload ... works on everyone?
LunaKage Posted November 14, 2011 Author Posted November 14, 2011 ok slow down a bit. your basic BnB is actually wrong, if you do what you are saying "6A > 6C > OB > 6C > j.D" then your opponent will be really high up, there are three ways to correct this: 1. Do the throw wiff combo "6A > 6C > BC(Wiff) > 66C > BC(wiff) > 66C > 236A > 66C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger" 2. Go right into j.D, and skip optic barrel: 6A > 6C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger 3. Do a super jump, and delay j.D slightly: 6A > 6C > 236A > 66C > super jump j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger I usually either choose option 1 because it does the most damage, or option 2 because it is the safest option. About the Tager thing, you should delay the j.D just a bit, because if you are going too fast, d.6D will not connect, due to his hitbox bouncing. and yes, j.D reload works on everyone.
excelence Posted November 14, 2011 Posted November 14, 2011 ... Thanks, i've never realize i do the wrong combos orz... and another question, i'm not really fond with sj.d, the sj.d will switch sides right?
Fluck Posted November 14, 2011 Posted November 14, 2011 ... Thanks, i've never realize i do the wrong combos orz... and another question, i'm not really fond with sj.d, the sj.d will switch sides right? It depends on the height and distance but as Luna says, it tends to switch sides more often than not. If you're dropping combos cause you don't know which way to do the d.6D afterwards, just input 6D normally anyway and Noel will auto-correct the direction d.6D goes in.
excelence Posted November 15, 2011 Posted November 15, 2011 Err not really sure about the input buffer on drive, if u timing the d.6d wrong, you'll end up with d.4d, on some (rare)case even if i didn't sj.d it still switch sides =_= ... well the reason why i don't like switch sides is, it's more often leaving my back to the corner instead of pinning them down to the corner.
LunaKage Posted November 15, 2011 Author Posted November 15, 2011 You have two options if a j.D will put your back into the corner: 1. 6C(2): If you are really close enough to the corner that a j.D will put you into it, than the second hit of 6C should make them wall bound, at that point just follow up the wall bounce with 6C into drive ender. 2. j.D(ending with you in the corner) > d.6D > d.6B > d.5D > d.5C > Assault Through: This one is a bit tricky to explain, but bear with me. After a juggled d.5C you can use assault through, this does not combo, however if your opponent neutral techs, you have frame advantage, if they don't tech, they get hit by assault through as a blue beat. In this situation, if they tech, you have advantage and can pressure them, while they are a bit closer to the corner, if they decide to get hit, then assault through will send them into the corner, giving you better positioning.
excelence Posted November 15, 2011 Posted November 15, 2011 On 2nd option, can u please explain how Assault Through have frame advantage over Neutral tech?
LunaKage Posted November 15, 2011 Author Posted November 15, 2011 On 2nd option, can u please explain how Assault Through have frame advantage over Neutral tech? Assault Through recovers on wiff faster than the opponent recovers from both the untech time of d.5C + the recovery of the neutral tech animation.
Ichipoo Posted November 15, 2011 Posted November 15, 2011 Speaking of AT Oki, I noticed in earlier videos, Luna would do an OB at the end of his combo for an Oki, but just how reliable is it? Is their certain normals that are considered safe when pulling this off like 5A? At times I'm right in their face and at times I get CH, same goes for MF at the end of a combo in the corner.
HexaNoid Posted November 15, 2011 Posted November 15, 2011 OpticB oki is very reliable. Your options will obviously vary depending on your opponent's habits/character, but it is a good oki tool and you should be able to set-up things like 5A pressure after it. Not too sure about MF at the end of a combo, but I would say you might as well just go for OpticB oki.
LunaKage Posted November 15, 2011 Author Posted November 15, 2011 j.D > d.6D > d.6B > d.5D > d.5C > 236B(wiff) oki in the corner awesome. j.D > d.6D > d.5D > d.5C > d.6D(wiff) > reload oki midscreen works just as well.
Ichipoo Posted November 15, 2011 Posted November 15, 2011 What about the 6C > teched airgrab into air Oki trick in the corner? How effective can you say that is?
LunaKage Posted November 15, 2011 Author Posted November 15, 2011 What about the 6C > teched airgrab into air Oki trick in the corner? How effective can you say that is? It's terrible, except on Tager. The whole reason it works so well on Tager, is because he doesn't have an airdash or a double jump, so he can't go anywhere after he's in the air. Also, since his hitbox is so big, you can actually airdash after he techs and apply pressure, or you can wait until he lands, and then airdash close to the ground for more pressure+overhead. He can poke out with his own j.A, but if he does this you can just use thor and get a nice big combo off of it. It's very effective on Tager. Axis hates it.
Ichipoo Posted November 15, 2011 Posted November 15, 2011 Okay, thanks for clearing it up for me guys! Now I'm ready this Friday.
Fluck Posted November 15, 2011 Posted November 15, 2011 What about the 6C > teched airgrab into air Oki trick in the corner? How effective can you say that is? In addition to what Luna said, even Tager can just tech forwards after 6C (1) and he'll be out of the corner.
LunaKage Posted November 16, 2011 Author Posted November 16, 2011 In addition to what Luna said, even Tager can just tech forwards after 6C (1) and he'll be out of the corner. You're supposed to 6C > purple air grab. Not just 6C(1). The oki starts after they tech the purple throw. If they don't tech you get free oki anyways, I usually just crossunder.
LunaKage Posted November 16, 2011 Author Posted November 16, 2011 Oh, I see. Yes, that is just awful then. Yep, except on Tager. Shit is awesome on Tager.
M.D. Orona Posted November 16, 2011 Posted November 16, 2011 Stupid question, but I'm asking anyway. How many hours of combo spamming on a pad does it take to move up from button masher-tier to scrub-tier? (If it's not obvious, yes I'm new to FGs/BB, but I wanna main Noel, so I'll sit and learn. Just need a clue how long this journey will be.)
HexaNoid Posted November 16, 2011 Posted November 16, 2011 There's no real 'set time'; some people pick it up in minutes and some never do no matter how hard they try. If it's just combos you want to get down at moment, then you'll just learn them when you learn them really. All I can say is good luck. (:
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