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Mizzet

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  1. Some good news also, you can cancel her 6c on block into a stein, I forgot who asked that a page back or so. The only things you can't cancel into a stein are 63214c, 623c, and 6b.
  2. Yes, you can do that actually, anything.DD anything.DD JC repeat for two air steins. How effective in an actual match I'm not sure, but it's possible, they all gattling smoothly into each other.
  3. Actually, it seems like all steins are jump cancellable, either that or the recovery is fast enough that it's hard to tell the difference. I also have to correct a bit of what I said regarding the stein gattlings. You can gattling any two actions, but the follow up's don't count as one. What this means is you can do things like your example, 6d xx 2dd, I'll give some examples. 5d xx 2d 5dd xx 2d 5dd xx 2dd 5d xx 2dd You will not be able to do anything with a third stein though, things like 5dd 2dd 4d for example, the 4d won't come out as a gattling and you need to wait for recovery. JC'able moves are 5a, 6a, 5b, and 2c.
  4. The bouncing laser from 236d is not destroyed if it hits your opponent, if you place your steins well (say, 6d 5d 6d 5d for example), you can get it to bounce back and forth and lock your opponent down pretty well. You can't place steins with negative edge D, and the laser firing is autonomous and time delayed, basically the stein fires itself. Also something useful, you don't need to press D a second time to get the follow up, simply hold down your original D press to get the followup ASAP. Example, 5d (hold) accomplishes the same thing as 5dd.
  5. Number of explosion hits/damage from 214d doesn't seem to be affected by the number of stones. I might be wrong, but it looks to me like the stones are simply a visual representation of the order of your primers, from 1-4. If you cast your first stein, it gains one stone after a second or so and that's that. Cast a second one, your first one gains another stone, so two, and your second one has one stone. Once you have 4 steins out, your first stein will have 4 stones and the rest will be 3,2,1
  6. That works, one of her challenges is similar in design. If you press 5d again after 4 seconds, this is long enough that it will count as a new 5d and not the second d in 5dd, in this case, a new stein will be formed at the 5d position relative yo Mu. If you didn't move at all this means there'll be two steins overlapping and sharing the same airspace. If you press 5dd, the laser still fires at the same time (that is to say, short pause after the stein is formed), only difference is that it will be the blue one. Also, don't have hard science on this but it seems to delay the laser slightly due to the followup. Suppose the laser automatically fires 1 second after the stein is placed, if you do 5dd, the second d resets the timer so it becomes 1 second after the second d press. Might be wrong, this is from me just eyeballing it. *Regarding the blue laser breaking primers, I'm trying it and it doesn't seem to be the case, cpu isn't losing any primers. Assumed it would break primers from somewhere else I read, but it doesn't seem to be doing so. **Forgot to mention, 6b also combos into 63214c for 1.7k + knocks them away. Decent I guess if you have no meter.
  7. Her overhead throws me off really, meterless it only combos into 623c. I'm used to getting 3k+ from 6b with Noel. She really reminds me of Juri in SSF4, projectiles that need to be set up and can provide decent cover for mixup/pressure.
  8. Summons this little electric ball that floats upwards and away if you did it on the ground, floats downwards and away if cast in the air. Weird little move. Regarding her lasers, The direction of D you press determines the position of the stein, once set in place the stein will automatically fire a small laser at the opponent after a short time. How to get the blue/silver laser: When you set up a stein, say 5d, inputting 5dd instead causes the first laser the stein fires to be the blue primer breaking one. You'll see Mu do another hand waving animation after the second D press and this takes additional time, but there won't be any noticable difference in the stein you summon or anything until the laser comes out. Doing this also means you can't gattling into other steins like you normally can, 5d xx 2d for example works, 5dd xx 2d won't work. Regarding her stein gattlings, it's more accurate to say you can gattling 2 actions max, so for example, 5dd, or 4dd, or 5d 2d. 236d: laser originates from Mu and bounces among your steins to hit the enemy. After being cast by Mu, the laser first goes to the last stein you set up, bounces among your steins in reverse order that you summoned them. Once it reaches your oldest/first stein on the field, it's next bounce will target your enemy. For this reason it might be wise to spread out your steins alternately far apart (far, close, far, close), to maximize the beam travel time and annoyance to your opponent. Max of 4 steins on the field at any one time, casting a 5th will remove your 1st one.
  9. What do you guys think of her 236a/j.236a? Seems really odd and out of place in her moveset. Only use I see at the moment is perhaps additional pressure after you end an air combo with j.2c, or a really slow pre-emptive AA. Is there something about it I'm not seeing?
  10. 5c/2c combos into 6c on crouching, good to know for abare. bc 63214c, 3k'ish, I presume this is unburstable like Lambda's bc 632146d. 6c wallbounce combos into 214d, dependent on stein positioning obviously, but reasonably lenient. Follow up with 5c 2c air combo, or simply 632146c. Normal 6b > 623c, nothing special but better than nothing for no meter, and blasts them away so you can set up steins. CH 6b > 5a 5b 5c 63214c combos, might as well if you have no meter for super Normals that are jump cancellable on block: 5a, 6a, 5b, 2c. 2c being jump cancellable seems pretty useful, could be a good way to end blockstrings, iad back + steins, instant j.2c, whatever. PS: 6D > 5D > 2D > j.D doesn't gattling properly. It seems like you can only gattling one grounded D move into another one, max of 2. Since 2d is jump cancellable it's a natural choice for the second one. Nevertheless, if you do 6d 5d, you won't be able to gattling that 5d into 2d.
  11. Console version you mean? Patch won't be for a few months. Nothing new that I am aware of, went to training mode and tried several combos, generally messed around a bit, same as arcade CS.
  12. I've been using 5c as a situational anti air sometimes, it has a good hitbox for those cases where your opponent is lower in the air and further away horizontally (If you play SSF4, it's like Juri's c.MP vs c.HP). There was a point I was so fed up of 6a losing to Litchi's ungodly j.b I just did 5c and lo, it was actually quite effective. Can follow up with 5d 623d for knockdown and a bit of easy hitconfirmable damage.
  13. My favorite flashy/pointless combo in CT was, on crouching Tager/Hakumen, 2d 6a 2d 6a 2d RC 2d 6a 2d 6a 2d 236d, or something like that lol.
  14. Yup, in CT and CS as well, though atm I can't think of a reason why you would want to. Even if you capitalized on that 3c and followed up with as much haida shenanigans as possible, it'll be hard to get more than 500'ish damage than what you could have gotten meterless from that 2d hit (at least 3.5k). In fact, might as well do the usual 2d stuff and spend that meter on a super at the end, should be more damage. Though it does break 'rule #1' haha, if that's what you're implying.
  15. Yup, that's impossible. You would have to put some filler stuff inbetween 2a and 5c / 2c, for example: 2a 5b 5c 3c, or 2a 5b 5c 2c 3c, again this is only possible on someone who is crouching. Also when you are chaining normals, some are unable to cancel into 3c which is why 2c comes out instead. For example, 5c 3c chains just fine, but 6c cannot be cancelled into 3c directly, even if you were to input 3c you would still get a 2c. I suggest looking at this chart http://blazblue.byethost13.com/bbct/characters/noel/bbct_noel_revolver.html to see what normals can cancel into what.
  16. Only from 5c and 2c, for example if you 2b someone and notice he's crouching, you can gattling your normals down to 5c/2c and combo into 3c. However this is only possible on crouching opponents due to the increased hitstun, Noel has no combos into 3c on standing people except 6b. Proration will kill any possibility of a long and damaging combo from such pokes though, but at the very least you can do something like 3c 22bc 66c 5d 623d for the knockdown and net a solid 1.5kish damage.
  17. From the very first time I saw her, Tsubaki's hat has always reminded me of this.
  18. It's still doable, if anything it seems a little easier to do, especially her D drive moves. In CT, if you wanted to do a drive cancelled spring raid, you would have to press D~28D, just doing 28D close to the ground wouldn't cut it since you would jump. Now in CS you can just input 623D really quick just before you land and you will get the cancel. Same goes for 214d and 236d, you can just do the input alone, no need to input j.d first. Her a/b/c drives are still the same, just piano j.d and the input.
  19. You guys are pretty much arguing over semantics at this point. Execution - this one comes with practice and without it, you won't get very far as you will not be able to capitalize on anything. Strategy - this is a more nebulous concept. Knowing what can punish what and what can reverse what is part of matchup knowledge and learning the frame data. It's very easy to quantify such information and it's not really strategy per se. Choosing to end a combo differently, sacrificing damage for oki or corner setup, that's a better example of strategy. Likewise, getting a good read on your opponent so you can better predict his wakeup habits is part of strategy. When it comes to strategy there is no 100% payoff like how x will punish y every time if you do it right, it's all about choosing the best option out of a constantly shifting set of possibilities. Strategy is pretty easily differentiated by the human element involved, compared to something like matchup knowledge which is just data. So yes, you will not win on reaction alone.
  20. I did not know that Optic Barrel could cancel out spike chaser, usually I try and hit Lambda with it instead and we end up trading projectiles. Very nice.
  21. As far as combos are concerned, the two combos you will use the most fall into two categories, Combos starting with 5d/2d Combos starting with 6b/3c the rest is miscellaneous stuff like, Haida loop Counterhit combos from specific normals CH 5b -> 3c CH 5c -> 5d Optimum combos off things like 4d, j.4d, corner shenanigans, hitconfirms off near and far 5a/2b, different ways her super can fit into combos. I would type them all out but I think you probably know them already, just think of it as a quick checklist.
  22. If you're referring to what is now her drive 5a (shoots both sides), the one use I've gotten out of it is the fact that it comes out very very fast. Knowing this, it's a good in between move to transition relatively safely from your blocked drive attack to things you use to exit drive state like 4d 236c, 5b, 5b 236d. Case in point, I was fighting a Rachel who was consistently punishing me for blocked drive > (drive) 5b attempts, tried 5a and it came out fast enough to either counterhit her or keep her blocking. It's also the only move other than 623d that's fast enough to hit and keep a combo going after (drive) 5c hit to SJC9 j.d. Example combo, 2d 5d 6a 6c 5c SJC9 j.d (land) 5a 6a 6c 214a [3666] The whole (drive) 5c SJC9 j.d series of combos is made possible solely because (drive) 5a is so fast in CS, so that's one use I guess. Edit: Guess I should mention that the Noel analysis is pretty spot on.
  23. Not bad, pretty solid. I kinda aww'd at the burst in the second round though haha, especially against Arakune in curse mode it's unlikely to accomplish much. I'd much rather eat a loss and go into the last round 2 bursts up. Anyone else find it annoying how Arakune can just mash random bugs on wakeup and be pretty much safe from oki, since anything you do will get interrupted by the bugs.
  24. Yeah 6d tends to be very inconsistent against her in particular, don't know why, I just do 5d or 6b or 5c instead after j.d. Afaik there are two points in the bnb where the directions can randomly switch, one is the landing after j.d, and the other is if you're doing 6d 5c 6b after j.d. In the latter case, it happens after 5c and before 6b, not really a problem execution wise because you'll still get the 6b even if you technically pressed 4b, but if you're wanting to end the combo with them knocked down in the corner it can be annoying to have it switch directions and hit them back to the middle. If that's the case for you, you can change up the order of the moves and do 6d 6b 5c and it will never change directions.
  25. Regarding the dash 2b after 214a, how are you guys doing it? I've been doing 653, buffering the 6 as she falls. Seems to be quite height dependant also, on Jin it seems very easy, on the likes of Tager/Bang it's much harder. @FunkyP, won't do any good if you don't delete yours as well lol, since you quoted it.
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