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Everything posted by Mizzet
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Yup, you can get away with doing regular JC for that combo on Ragna, Tager, and Hakumen, due to their wide horizontal hitboxes, you don't need a SJC to get 'over' their hitbox in order to connect j.d. This is kind of a subtlety so I don't mention it a lot, it's not a must know kind of thing; but because you can get away with just doing JC on those 3 characters, after landing from that JC j.d you can connect d.5b instead of d.5a, more damage. Normally d.5b comes out too slow and they will tech if you did a super jump, as it carries you higher (obviously) and you take longer to fall, and so they tech out and you need something real fast like d.5a when you finally do land. You can delay the j.d here and there, lot's of leeway since d.5c stuns for a long time, and you can indeed delay it to the point where it causes you to crossup and land on the other side. Good if you have foresight and want to switch sides, and end the combo with your opponent in the corner, for example. Still a combo though, not a reset, but j.d is able to cross up in the manner you described and it can be very ambiguous as to which side to block it from. Still, it's quite risky though, 50/50, and if blocked you're in for a world of pain now that you're falling and in recovery from j.d. From 214a, you can tag them with 2b 6c, 2b will still combo after that 214a, and it forces an airtech. 6c hits people neutral air teching and not barrier blocking into a reset + combo of your choice from that airbourne 6c hit. I'm not too sure about punishing tech rolls though, perhaps someone else knows, afaik Noel doesn't have something like Jin's 2b that hits and relaunches people trying to roll through him (usually out of the corner in Jin's case). For tech rolls atm I just chase their tech and continue pressure with 5a or something.
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I believe the consensus so far is that they are legal unless they turn out to be horribly broken, which doesn't seem to be the case so far. Best to check with your respective tournament organizer if you're going for one.
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Looks promising, I haven't been bb'ing lately but I'll try it out once I can drag myself away from sc2, lol. Yeah it's a pity d.6c isn't as effective in the corner, when I was experimenting with d.6c used mid combo I had to rule out use of them in the corner as d.6c whiffs 'off' the side of the screen.
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I don't have an easy way to explain how to time the 2d, you know how after awhile you are able to get a feeling of when your opponent is going to tech out? Something like that. Just try it out in training mode, do it too early and it won't reset, wait too long and you will drop 'out' of drive mode or your opponent will be able to tech and stand up, blocking 2d from hopping over. The sweet spot is somewhere in between. The nice thing though, is that although if you do 2d too early it will not cause a reset, it still combos and doing 2d 623d anyway still gives you knockdown - more accurately they air tech at just the right height above the ground for a 66c.
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If you don't do the 623d 66c link you probably lose about..200ish damage off her BnBs I guess, from 6b, 3c, and drive combos. It's damage you will sorely miss sometimes, the way Noel works she doesn't have very good abare, instead she has tiny chances to land relatively big combos, so it's always good to make those count. Basically it's making your life with a mediocre character even harder, but not the end of the world. In the end, if your fundamentals are sound you're still generally gonna beat worse players playing other characters, except Bang and Litchi I guess, some gulfs are just too big.
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Also after d.6c if you time it right it will cross up AND reset, it's my new favourite thing. Two examples, http://www.youtube.com/watch?v=-iZrTfE8h6w http://www.youtube.com/watch?v=2-wV6aA2LQM To answer a question from earlier, these 2 and 6c after 214a 2b are the only 3 resets I'm aware of that are common enough to be 'practical', as well as hard to see coming.
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Oh, is that so, does that apply to all her different drives? When I was optimizing her combos I ran into cases where I could use certain moves twice, like 5d, without hurting the overall damage - back then I chalked it up to 5d prorating extremely generously, since it's a D move and all. That's interesting.
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I think the odd thing about it is you will usually get more damage from 2d doing a normal combo and using that heat for a distortion at the end anyway. Even more so if it's CH 2d. The exceptions would be some situational and execution heavier corner setups.
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A lot of Hazamas have a bad habit of gattling into 214d~a and 214d~c after their blockstrings, 5d and 2d will beat these respectively and give you a nice combo.
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Either order is fine for 95% of the times you do it. I have found however that 5c 6b does like, 4-5 more damage compared to 6b 5c lol. Negligible, but still a difference. Also, at the end of some very long combos, 6b 5c will not combo and your opponent will tech out as d.6b doesn't stun for a very long time. The reverse is fine however, d.5c has excellent hitstun. You should pretty much do 5c 6b all the time. The only time I do d.6b d.5c is if I have meter to burn and want to combo into super. That way I can go from 6b 5c into j.d Fenrir.
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Yeah, the thing about doing 4d d.6c, or 236d into 6c again in the corner and stuff is it's rather spacing dependent and a little mistake can screw it all up. You need to max delay at some points, and connect things ASAP at others, and you have d.6c being very fickle about how cleanly it hits some characters in the air. Sometimes I'm happy to just do the standard 3c combo and take my 4.5k, a combo like that usually wins you the round anyway. Regarding 66c 5d d.6b, d.6b sometimes whiffs if the guy is too high after 5d, how it works is that it's hitbox connects faster if the guy is lower down, so if he's a little high, by the time it hits the guy he can tech out. If you tried some of Noel's later challenge combos, you run into this occasionally.
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If you land corner 3c and you don't have confidence in your haida looping, you can always just do the normal 3c combo that works everywhere. Even better because the tricky 623d 66c link doesn't need to be dashed into in the corner. And you can add d.5b inside the combo near the end as they're already in the corner. Should give you a solid 4.5k, heatless. 3c 22bc 66c 5d 2d 623d 6c j.d 6d 6b 5b 5c 236d (4.5kish + optional Fenrir into 5k+) Off 2d there's nothing especially different in the corner unless you want to spend 50 heat to RC into 3c, however I think you'll get more damage with that heat in most cases just doing your normal 2d combo and adding a Fenrir at the end. Off 6d you can do something like 6d 5d 2d 623d 66c j.d 5c 6b 236d [3504] I guess, Can probably add d.5b somewhere at the end since you're doing it in the corner, for a bit more damage.
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There's an alternative 6c FC combo that's slightly easier on the hitconfirm window, instead of FC 6c to full charge 63214c, you can do a 5d stein+ detonation, so FC 6c 5d 214d++. I believe it doesn't give as much damage as Furu no Tsurugi but it's an easier option if you want one.
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Does it start with d.6a? Or is that a typo. Kind of odd, d.6a prorates like shit so it wouldn't be surprising you can't get anything substantial off it. Assuming it's a typo and there's a 5d or 2d in front of the d.6a, the problem is you are doing two 6d's in one combo, because of same move proration they'll be able to tech out very soon after the second 6d. The solution is to take out the second 6d completely or replace it with 5d.
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My gut feeling says the matchup will be relatively easy actually. Makoto's normals don't have the reach of Noel's (lolwut, worse than Noel, how is this even possible), you should be able to ruin her day with 5b and 5c on the ground. Her air-to-ground game isn't very good either, from what I hear.
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3c is mad unsafe on block, very easy to punish, for most purposes you can consider it as bad as a blocked DP. For non haida stuff, the easiest would be something like, 3c 22bc 66c 5d 6b 5c j.d 6d 236d [3.8k'ish], why not 6d 5c 6b instead of just 6d at the end? It actually reduces the total damage due to same move proration, you only want to use each move once. For example, the combo rei posted, "3C 22BC 66C 5D d.6B d.5C j.D 6D d.6B d.5C 236D" You'll get more damage if you take out the last d.6b and d.5c, it's counter intuitive yeah, but it does. If you can do the 623d 66c link you have, 3c 22bc 66c 5d 2d 623d 66c j.d 6d 5c 6b 236d [4.3k] I would say the 623d 66c link is very worthwhile to learn, it brings the damage you get from 6b to 3.7k without haida, which is as much as the lower end 3c combos, quite impressive. And if you have meter to end with Fenrir, any 6b means your opponent just lost 4k+, easy as anything.
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Haida loops are quite spacing dependant, pretty much everyone that's not Tager, Bang, or Hakumen, you're going to have to look at the spacing veryyy carefully before you decide to do it. I would recommend you learn at least one other BnB from 6b/3c that doesn't involve haida looping. Most important would be the first 22b after 6c, if you can hit that, the spacing of the subsequent reps will tend to sort itself out, but for most people after point blank 3c into 22b 66c, you'll be too close for the next 22b to hit after.
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Just thought I'd mention that j.2c does function as an extremely ambiguous crossup. You can iad over their head and it will actually hit behind Mu.
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This sounds pretty valid, I might actually do it once in awhile so I get a nice look at my opponent's blocking habits if I feel it's worth the risk.
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Wait what, you can 6a 214d 66a? Or is there a 6c in there I'm missing. Probably the latter I guess.
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A friend of mine made a switch from SSF4 to CS and it's been interesting teaching him how to play. His improvement has been phenomenal compared to most people, probably because he's pretty seasoned at the genre. It's really how you approach the learning process, there's a difference between genuinely wanting to get better and just wanting easy wins stomping newbies.
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6b 3c 22bc 66c 5d 2d 623d 66c j.d 6d 5c 6b 236d [3648] 3c 22bc 66c 5d 2d 623d 66c j.d 6d 5c 6b 236d [4377]
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Not really chain revolver but pressure related, but lately I've had some success ending a blockstring with 236a and following up with 5b or 5c. 236a is +0 on block, I catch a lot of counterhits with the 5b and 5c. Space it right and it's out of range of faster jabs/grabs, and Noel's 5b and 5c stuff most mid range options due to their speed. 5c is really excellent, I would be quite lost in CS without it. Of course, 236a is vulnerable to being attacked out of it's startup, so exercise your own judgment and don't fall into a readable pattern.
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As far as 'offensive' pressure is concerned, I haven't really gone and experimented, but I would be looking for a 'relatively' safe way to get to d.6b, 6d, or d.6c, as these are her mixup and guard primer removing options. I'm skeptical if it's even possible as they are understandably slower, seeing as they have higher rewards. I feel though, while individual drive attacks are much faster and arguably safer, what exactly do you gain by making someone sit through "5D -> 5B -> 6A -> 5B -> 6A"? It hits mid all the way, doesn't hurt their guard stock in CS (unlike CT, it was good for that back then) - you're basically aiming to catch someone trying to poke or grab out, which still happens though, but if you ask me, not often enough to make it a appealing option as opposed to just getting out of drive with defensive options. Especially now that sitting in a drive blockstring doesn't hurt their guard libra, there isn't as much pressure on the opponent to try and escape. With regards to defensive chain revolver options on block, I'm - at least for now - content in finding the best options possible to get myself safely out of chain revolver should it get blocked. The 4 frame hole blockstring you mentioned is useful because it illustrates one of the uses of d.5b - comes out faster than most chain revolver followups, not horrible on block, etc. Unless you want to play without a D button and rely on 6b/3c/counterhits/crouching hits, you're going to end up in chain revolver mode against a blocking opponent sooner or later, so it's good to know what's the best option for getting out safely. For now, I'll just list several strings that I execute if I want to get out after a blocked drive. d.5b (stop) -- pushes you away a good distance, can you even be punished for this? I haven't been, yet. d.5b 236d -- I've had people ib the first hit of 236d and hit me before the second one comes out, but overall it's quite reliable. d.5b 236a -- can be hit out of 236a if opponent realizes you're going for it, but d.5b still pushes you pretty far away. 4d (stop) -- 4d 236a -- On occasion I'll d.5a before d.5b because it comes out a bit faster, and I have been hit out of even the startup d.5b, fast as it may be, on occasion. The key is not to fall into a pattern your opponent can pick up on, if you keep doing 4d 236a for example, obviously your opponent is going to wise up and dash up to knock you out of 236a. TL;DR: I feel, for the moment, that it's not advisable to actively use chain revolver as a means to pressure offensively. I use it with the intention of it hitting and landing a combo, and if it's blocked, I just look for the safest way out possible. That's not to say it should never be done either, it's all down to the read you've got on your opponent. You can feel it sometimes, if I feel my opponent is too flustered to play optimally at the moment I'll certainly go for that d.6b even on blocked chain revolver.
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Jayoku doesn't have invincibility after the super flash iirc, it's like Tsubaki's 236236c/d, or Noel's bullet rain or Jin's ice wave, only difference is he still wins in a trade because you're launched into the stratosphere.