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Everything posted by Mizzet
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U.Hakumen always IADs in, always. So just put yourself far away and antiair 6c him into something simple like 5d 623d 66c blah blah into bloom trigger to knock him away. Rinse and repeat.
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Something incredibly basic that should still work. Works from 6b too for [3316] 3c 22bc 66c 236a 66c j.d 6d 6b 5c 6c 623d [3929] Although d.6c has a tendency to not connect cleanly on airbourne people, for some reason that drive sequence (6d 6b 5c) puts afaik everyone at a position that allows it to connect nicely. I don't know how useful trying to find replacement combos now is though, are any normal/drive move properties being changed?
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Even with the spring raid nerf and d.5c not being jc'able, I'm confident that new stuff can be found, just let me get my hands on CS2 lol.
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Oh wow it's like Christmas came early. Sounds reasonable enough, there's a precedent for such a thing, other characters can combo into things that force crouch state like Makoto's 5c > 6b and Valk's 2c > 6b. If true it'll probably fix her abare as well? Even from stuff like 2b you can go to 5c > 6b and so on.
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Noel * 6C corner bounces. Probably this refers to the second hit of 6c. Sounds good imo, although at/near the corner we already can do 6c (2) into iad j.d and so on, we'll have to see what kind of trajectory the bounce has.
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Noel * Mashing midscreen into 4200 damage. Oh boy. So what does this mean? It's pretty vague. I must say I'm rather curious how you would break 4k without JC'able d.5c, either way I suppose it can only be good.
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I always laugh when I happen to assault through through Lambda's gravity well and it looks like Noel is doing ballet.
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It's kind of like how when CS just came out last November everyone was doing this, 3c 22bc 66c 5d 6b 5c j.d 6d 5c 6b 236d when you can simply do, 3c 22bc 66c 5d 6b 5c j.d 6d 5c 6b 236d Not only does it become simpler with two less moves, but it actually increases the damage. Is there an instance where the opposite is the case? I haven't played in a bit so I might be a little rusty.
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I think we lost JC'able d.5c, though because the main loketest threads are a mess it's hard to confirm, but I'm like 66% convinced it's true.
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Doesn't 6c self prorate like ass though? I know throwing out a 2nd 6c currently drops your damage almost to nothing from then on, unless they plan to tweak that bit as well.
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BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Mizzet replied to Spirit Juice's topic in Archive
Yeah 4d > 6a probably means 4d > d.6a, it's not possible currently on normal 4d hit, only 4d > d.5a works. So it's a small buff to damage from non FC 4d I suppose, allowing you to drop that d.5a (which prorates like ass) and go straight to d.6a. -
Yeah, for extremely long combos you really need to delay j.d as long as you can get away with so the hitstun lasts until you can land from it and connect 6d or whatever you're doing next.
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Yeah, 5d beats 214d~a clean, very easy to time the invulnerability because 214d~a active frames are very short. Also 2d hops over 214d~c, 5d works too but is a little harder to time because 214d~c (compared to 214d~a) has longer active frames and thus a bigger window to stuff it's invulnerability. It's generally not a good idea to cancel into Hazama's 214d series after his normals to continue pressure against Noel, even a bad Noel can guess 50/50 between 5d/2d and the payoff is in her favour. Pressuring Noel is just a little weird in general, due to the nature of her drive.
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I actually wasn't a fighting game player at all, I started along with everyone else that SF4 pulled in when it revived the genre. Found it not quite to my taste so I looked around for another current gen fighter, ta dah, Blazblue. *Now that I think of it, my only experience playing GG was like 5 mins mashing buttons against the comp in some random arcade when I was a kid, think I picked Dizzy.
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I did not just read through 20+ pages of trolling and arguing looking for nonexistent Noel changes.
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Mu: + 2C > 6C combos on standing. Ta dahhh I'm worried though that launching someone with 6c from ground level after 2c - as opposed to 3c 2b - will limit what you can follow up with as they start out much lower and reach the floor quicker.
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Ah there we go, figured they weren't gonna leave Mu without any accessible launcher. Would have been very stupid if she had to rely solely on hitting crouchers or counterhits for any substantial combos. Hehe, sounds like some other character I know, now that I wrote that down .
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Why's everyone asking for 6b overhead anyway, I know it's a very tempting move to make an overhead (airbourne, moves you forward while attacking) and all but yeah. Don't need to give people more incentive to use that move, personally, Jin's that 6b too much remind me of jump in j.HK spammers in sf4. It seems like a good deal at first, you get to approach and attack at the same time! Then you grow out of that phase once you fight someone who knows how to dp your ass out of the sky. Imo as it is it's decent enough and serves it's purpose.
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I'm honestly wondering how Mu is going to ever start a proper combo without 3c 2b pickup. You can do 5c 6c on crouch and that's it if I didn't forget anything, I don't play Mu often so perhaps I did. You need to land some kind of launcher and that's pretty much 6c now. I'm guessing she will have some other way to launch that's accessible and replaces 3c 2b if the latter becomes invalidated, can't imagine how you would ever get any damage otherwise.
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Look's like every character's 3c is becoming techable except Noel's so far. Wonder what's the rationale behind that decision. Let's hope Noel doesn't get the same treatment lol, then we would literally only be able to start combos from drives . Half joking of course, because then 22b/c would be literally useless, but I wouldn't put it past them, they did that to Mu and basically invalidated her main combo starter, now she only can combo into her 6c launcher on crouchers, Noel style.
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I've always said that, all things being equal, abare is far more important than raw damage. And even if things were unequal, I'd still take having good abare over having good damage and no way to land it. Of course, having both is better, and if you look at CS's tier list and how good each character's abare and damage is it fits nicely.
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BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Mizzet replied to Spirit Juice's topic in Archive
I like that she actually kinda has a little bit of abare now, 6a hitting all crouchers is also good partly because it makes it easy to capitalize on 2b hits. 2b isn't the easiest thing to hitconfirm and if you guessed wrong and threw out 6a against crouch block you were in for a lot of pain. It's a nice flowchart easymode gattling now, 2b 6a on hit/block are both fine and offer plenty of time to confirm and follow up accordingly. I'm not sure how vulnerable Noel is in the hole between 2b and 6a, if that's even a 'safe' gattling option. Kind of miffed that d.5c lost it's JC ability though, that's a lot of damage gone, which was probably their intent. A lot of my outlook on the changes rides on what (if any) new combos are possible with chain revolver, if we can't get 4k meterless from raw 3c it's not worth using imo for how stupid unsafe it is. Shutting down options like JC from d.5c just makes Noel very boring, there's all the d.5c SJC j.d combos on grounded opponents (that lead to resets!) gone for example. Apart from some invincibility here and there chain revolver is just another set of normals - more so than other characters' drives. -
I noticed in that one loketest video with Noel, and I think it's been mentioned already, but Noel's j.4d only hits in a reverse direction now, similar to Bang's j.4c(?) kick, no longer tracking to the side your opponent is on. For example if you're on the right and j.4d and land on the right still, short of your opponent, it's going to fire off to the right instead of to the left where your opponent is. You can't use j.4d to approach in that case. Not that that would be a good idea as things are now, but maybe it will be good enough for that in CS2. Perhaps ArcSys has a different idea for how j.4d will be used and that's fine. It does limit it's use to specific situations where it's momentum and arc would put you in a crossup situation though. Might be a little annoying because if j.4d retains it's momentum from that little 3rd jump hop in the air, like it does now, a lot of times I find it carries me too far to other side of my opponent for the shot to hit as well - limits the number of situations you can use j.4d in even further. Just seems like a pretty pointless change.
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Whoa, 8 month old necro but hey better than making a new thread. So I was wondering what the arcade scene in Melbourne is like, particularly BB, is it healthy? Where's the scene at; where are the places to go to find arcades with cabs and stuff, etc. Much appreciated, I'm passing by the area in the coming week.
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You can already do combos like that now though, but we don't because we get more damage using d.5c to reset your drive count and stuff more drive attacks in your combo (not even counting haida or 623d 66c, and ghetto no frills 3c combo from CS day 1 does more too). So losing d.5c JC would definitely be a bad thing. Forcing us to go from 66c to j.d into drive ender immediately is just really wasteful, you'll barely break 3k from 3c. If that's all we get from landing 3c it's really sad. Maybe there'll be new shenanigans to discover once we play around with CS2 Noel and find out how they changed her chain revolver. *I sure hope they buff Noel's normals and abare properly, because as things look now, this kinda makes us even more reliant on drive for damage; because right now the only good (3.5k+) combos still intact are those from 5d/2d into 214a into j.d + driver ender.