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Everything posted by Halcyone3
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[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Halcyone3 replied to MiraclePizza's topic in Archive
my current highest damage 3C midscreen combos that work without needing hellish spacing skills (as long as 22BC->66C works, the combo works): valk, rachel, tao, arakune, tager, bang, hakumen: 3C->22BC->66C->22B->6D->d.6C->2D->623D->66C->sjc->j.D->6D->d.6B->d.5C->jc->j.D->d.6B->fenrir (5.7k, builds the 50 heat on its own, does not need real careful spacing vs these) makoto, ragna, jin, noel, carl, litchi, hazama, tsubaki: 3C->22BC->66C->5D->d.5C->d.6C->2D->623D->66C->sjc->j.D->6D->d.6B->d.5C->236D (4.6k) if 50 heat, u can do: j.D->d.6B->fenrir (5.1k, 500 dmg for 50 heat is not too worth it, but if its for the kill, why not?) lambda, mu: 3C->22BC->66C->5D->2D->623D->66C->sjc->j.D->6D->d.5C->d.6B->236D (4.3k) if 50 heat: j.D->6D->d.6B->d.5C->jc->j.D->d.6B->fenrir (5.1k) do we have anything more optimal than this? I'm more looking for combos that assume your spacing was not flawless (since if my spacing is flawless, i can just go into 22B->6D for free 5.7k on everyone but lambda and maybe mu.) , so no haidas, and no 22B->6D unless its vs the 1s i mentioned above that are almost braindead no matter the spacing. -
agreed, she may not turn super good, but they really are addressing her main issues, which is always nice to hear. As for having trouble to start a combo to begin with, i think that's the point ASW has for her, ive always thought they were headed towards a "very high damage combos that are harder to land" route (which i think was pretty fail when makoto joined, being able to pass noel's damage off very easy hit-confirms) given her dmg off easy moves was atrocious and her damage off ideal set-ups always tended to be pretty high. Can't really determine from just the loketest, but after final product is released and people start playing and finding new stuff, her damage could keep going up. Though since her abare is better, some loss of damage could be ok. Also, the throw range specifically mentioned forward throw, we can probably do 4BC->214A, which should be just as good, just a bit of muscle memory adjustment.
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translated by Hiago over at the makoto boards (since there was a bit of makoto info along with this), discuss
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[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Halcyone3 replied to MiraclePizza's topic in Archive
i meant for the 22B>6D combo in particular though, which is a little harsher on spacing that the other options. If this was old news though, my apologies -
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Halcyone3 replied to MiraclePizza's topic in Archive
something i found through practice. 5D(CH) leaves you right at the sweet spot for doing 3C->22BC->66C->22B->6D->rest combos. It does not prorate too bad either and u can do the full one with fenrir ender for 5.7k-ish. If you can't do this combo path due to spacing requirement, u can try using it off 5D(CH) -
the throw nerf seems to specifically apply to forward throw, there's a chance that u can still do 4BC->214A
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don't get your hopes up kids, mori has made it quite clear that noel is his fav character and he is doing his very very best to make sure she never gets to high tiers. Though if she does end up as S tier i admit i would lol for a week straight
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ah, i forgot about the excess active frames. but still....... how is it faster? o.o adding the excess active frames u have them both equal
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i saw that in some vids too, am i missing something in how the frame data is read? because i don't see how that could possibly be faster. 5C has 18 recovery frames throw has 7 start-up, 4 active, and 12 recovery, so a total of 23 frames. i'm not questioning it exactly (even saw some japanese players do this), i just want to know if i'm just not reading the data right, i can't really understand how cancelling into throw makes you recover faster
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no bang, litchi, or hazama either. I mean, noel i can understand, but it's sorta weird to not have some info on some of the more played characters yet :/ u'd think they would be the very first to come up
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my personal opinion: easy: tager, haku, bang, tao, rachel, arakune medium: ragna, jin, noel, litchi, lambda, mu, valk hard: carl lol: hazama, tsubaki, makoto hitbox-wise valk should be easy, but for some reason his seems to be quite a bit smaller horizontally than his sprite seems to be
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actually there are a couple combos that use d.6B twice, but since they are using fenrir right after its totally okay.
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isn't this the same as "worst album" except not in black and white?
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as an aspiring game developer myself, i wish you fellas the best, looking forward to the finished result. Sadly, rendering, graphics, and animation are my weakest points, so i can't be of help :/
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................... true enough >_>'
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i have the reflexes of roadkill I need to learn to block period :/
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was waiting for these to go up: http://www.youtube.com/watch?v=Hzx0jg2nYD4&p=673A4EB97892A9A5 (first 2 matches) http://www.youtube.com/watch?v=xibzqAVPrZA&p=673A4EB97892A9A5 be as merciless in critique as you possibly can. Ignore the 6C after j.D on the very first round of first video and vs the ragna on 2nd video, old habit from makoto day 1. Things i noticed myself: -terrible hitconfirm -too much j.2C and 3C -3C->2B on reflex even though i can do 3C->2C combos -too much autopilot and repeat same blockstrings (waaaaaaaaay too much) -too much fail at 6B on oki -miss out on a lot of free CH combos -too aggressive, specially vs lambda (read: get DP'd way too much and cant block right) help my free self un-free itself
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highly doubt they'll port it, dont think examu will think its worth it considering the severe lack of popularity it has. As for why its not that popular, its pretty simple, japanese arcade players like other games better. That said it is truly sad, seems like a very solid game and kureha's pretty badass
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[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Halcyone3 replied to MiraclePizza's topic in Archive
for those who can't hitconfirm from just 6B>3C: 6B->6C->2C(1 hit)->3C->... (1)22BC->66C->5D->d.6B->5D->d.5C->jc->j.D->6D->236D 3k-ish (2)22BC->66C->4D->236D->6C->22B->22BC->66C->5D->d.6B->d.5B->d.5C->236D (corner) high 3k-ish simple beginner combos, work on everyone it works on valk it also works on hazama, if you are having trouble landing the 22B, practice it, its honestly not too bad. if you have trouble with d.6C knocking them too high and 623D whiffing, there's 2 solutions: (1) catch them from farther away, d.6C is hitting too close (2) delay the d.6C so it catches him lower. If neither of these worked, you are doing it waaaaay too close, its pretty spacing dependant on him. If you are having trouble with the 66C after 623D, its a timing issue that happens to the best of us, but it's doable. I'd recommend not trying this unless you already do this combo on every1 else consistently though, much more spacing dependant than the others......... but dat 5.8k midscreen <_> I got it down to the 623D->66C vs tsubaki and makoto but it seems they tech before they fall enough to get hit, or 623D sends them too far for you to catch up. And even if you could, the 22B is such a massive pain its not even worth it, even if it is damn 5.8k midscreen. Can't comment on lambda becuz for some stupid reason her hitbox shits all over my 66C->22B->6D. I saw same issues as hazama the few times my execution wasn't strangling me, so it could be doable, but i can't do 66C->haidas worth a crud on lambda so some1 else test =,= Needless to say, rachel, tao, arakune, bang, tager, and haku are easiest. very little spacing involved thanks to their hitboxes being very good for 22B'ing. You just need to watch for 22B height. Also, in general, the version with the d.6B->Fenrir will actually do more damage (or it did for me), so it seems to me that its just better overall than the other with a bit less dmg and meter while not being any harder to do. -
lol i didn't, people taking my own post so seriously too. I was kidding new noels <_> don't go spam 2D, u'll die vs people who can think.
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go to netplay ranked and spam 2D
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[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Halcyone3 replied to MiraclePizza's topic in Archive
damn, that d.5C has a wagonload of hitstun O_o -
this, and as much as i agree that this way is better than just assuming that everyone is playing perfectly, this is still not the thread for that stuff, let's move back to the match-up thread we actually are supposed to be discussing.
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He said it here, they do not account for both players playing perfectly, which is how america does it, its 2 fundamentally different ways of going about making a tier/match-up chart, so every1 needs to just shut the hell up and stop trying to mesh both logics up. Am i the only 1 that finds it hillarious that America is the one that accounts for players performing perfectly all the time in their tier/match-up list?
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[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Halcyone3 replied to MiraclePizza's topic in Archive
3C->22BC->66C->4D->d.6C->2D->623D->j.D->6D->4D->236D->6C(catch them fairly low)->5D->d.6B->d.5B->d.5C->236D ~ 5.2k+ corner. 6k+ with fenrir if you dont catch them fairly low with the last 6C, some characters will tech the d.6B