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Everything posted by Mizzet
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Actually I've tried to 2d while in drive as a last ditch attempt to avoid 720, and I got grabbed while airbourne, does 720 grab people out of the air if you're near Tager's hand? I was out of options at that point, 4d doesn't put you far back enough to get safe from 720, 214d is a gamble. Anyway, all this aside, I grabbed Hazama out of Jayoku once, I didn't know that was possible. I inputted the grab first on his wakeup and thought I was a goner when I saw the super flash, but lo I grabbed him out of it.
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Yes a lot of Tager counterpickers, but thankfully, 99% of them are terrible. Also I lol hard when they counterpick Tager and I coincidentally happened to pick Mu instead.
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5d/2d 6a 6c 214a 2b 6c j.d 6d 5c 6b 236d [3487/3501] compare this to the one utilizing grounded j.d, ends in 214a and you can go for 2b 6c reset. 5d 6a 6c 5c SJC j.d 5a 5d 6a 6c 214a [3544] 2d 5d 6a 6c 5c SJC j.d 5a 6a 6c 214a [3666] 2d 5d 6a 6c 5c JC j.d 5b 6a 6c 214a [3826] Ragna/Tager/Hakumen and the 623d 66c series, 5d 6a 6c 6d 2d 623d 66c 5c 6b 236d [3583] 2d 6a 6c 6d 2d 623d 66c 5d 5c 6b 236d [3740] 623d 66c really gets into everything Noel does, 5d, 2d, j.4d (haha), 6b, 3c, even off 214a/j.bc. Literally every combo of hers has it inside somewhere. The original one still does decent damage though, it's not like it's obsolete or anything, easy to execute and 236d helps with corner push if you want that. Basically you have many options and you choose the one best suited for the situation at hand, won't sidetrack too much, this is the chain revolver pressure thread after all.
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If all else fails there's still the most basic version of her drive combos that's been around since day 1 BBCS, still performs decently. 5d/2d 6a 6c 214a 2b 6c j.d 6d 5c 6b 236d. I still bust it out sometimes, if my opponent is so low on life that anything will kill him and I don't want to risk dropping a harder combo. As for random drive hits, say d.6b for example, just follow up with 6a 6c 214a++, or 6a 6c 5c into SJC j.d and so on.
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CH 2c > 4d 214d is a very tight link though, it's fine if you are expecting it, but in a match situation where you have to (counter)hitconfirm the 2c you run the risk of not completing it in time.
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I reckon Lambda has a very fat horizontal hibox, the grab animation for Noel's 214a takes extra long on her, and some combos requiring horizontal movement have tighter execution windows.
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I grabbed Hazama out of Jayoku as Noel once, I thought I was a goner when I went for the grab and saw the super flash.
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"Another thing, if you have a 1-frame hole, you will lose to Inferno Divider." I was under the impression that for a 7f startup move like Ragna's C DP, for example, you need at least 7 frames out of blockstun before you can execute it, i.e you cannot 'hide' any of the startup frames while you were in blockstun. If there was a <7f hole between attacks, while you can activate the move on the first frame possible through buffering it in blockstun, you will get hit out of it before it's actually executed. Am I wrong? *As you can see from the frame data, all drive moves have 65% same move proration, which is why it's almost never worth it to use the same move twice in a combo. For example after you do something leading into 6d 2d 623d, after you tag the guy with (dash) 66c j.d, you don't want to 6d after that j.d even though that's usually the normal thing to do, you'll want to just go into, for example, d.5c d.6b 236d. **I see, I wasn't aware his invulnerability covered the startup frames, thanks for clarifying.
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Well this thread sure went to shit in the last few posts.
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I haven't found anyone it doesn't work on, but it is very height specific on smaller characters. Specific to the point of being unreliable. Throw 66a 6b for example, it's bad enough just hitting the 66a in time, but timing it to hit at the exact point that will leave you both at the same height so 6b can hit? Very difficult.
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Ragna CS guide has his C DP at 7f startup, I think it's long enough that there will be situations (in chain revolver) where it's literally impossible to DP out without IB.
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There really are few things in life that work in absolutes, saying things like 'strategy is more important than execution' or vice versa isn't very useful. The more accurate (and boring) answer would be something like "a mixture of strategy and execution is required to excel in XXX, the exact composition of which varies and is difficult to determine empirically."
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5c is great against Tager, space yourself well and it stuffs a lot of things, especially sledge happy Tagers. As for if he approaches by air with his huge j.d, 2c feels like it would be good, but I haven't played Mu that much so I'll leave it to other people to talk about that.
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One thing I feel in CS is even when you're executing frame-trappy drive strings utilizing d.5b for example, you tend to get less counterhits from people trying to get out or something, compared to CT. I think the reason for this is because drive is so much faster in CS so it's more intimidating, people tend to just block and ride it out if they aren't good enough to try (or mash) a DP. CT drive is comparatively slow as molasses and people are more inclined to try and poke or grab you out of it. If there were reasonably safe ways to get to d.6b or 6d while in drive state, that would be pretty interesting. That said, if I understand that list right, all those are frame advantages on block? They are all positive on block? Seems kind of unlikely so maybe I'm missing something. I'll take note of d.6c > d.5b being safe, that's definitely useful.
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For 66a after the throw, 90% of the time when I was learning it, I would try and dash too early and not get the dash at all, since I was still in recovery from the throw. The main thing is to understand that you can wait longer than you think before executing the 66a, it might look like it's too late and they're going to hit the floor first, but 66a comes out really quick so just slow it down a little. 214d(whiff) 66a is the same thing, except the window is even smaller.
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That works, keep in mind though after 6c, depending on character hitbox size and distance from the corner, your opponent doesn't always bounce back enough for 632146c to reach them, it's just a hair short in some cases. For those, Yata no Kagami into 66a 2c air combo should do it if you want to burn meter.
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I throw out 236a from the air after ending a combo with j.2c and that's about all I use it for atm. Not effective near the corner because it's arc actually takes it out of the screen and it doesn't hit anything.
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Hm I don't remember for sure but I believe it does, I just HJC everything out of habit if it doesn't make a difference in the combo. You hit at almost the tip of 2c (5c 2c after 6b will whiff the 2c, opponent is quite far), so HJC should be required.
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3c 2b 6a 6c 214d(whiff) 66a 6b 2c j.b j.c j.c j.2c [3766] Happily, although 214d 66a takes some practice, it also tends to put both of you at the same height which is perfect for 6b to hit cleanly.
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Took me 2 hours, but I was just skipping dialogue all the way, was afraid I was going to wear out the button on my stick lol.
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I uploaded a simple vid showing Noel's 2b 6c reset after 214a, http://www.youtube.com/watch?v=bY6z5NPg0Qo It's at 0:09, after that is an example of what you can follow up with. The Fenrir at the end is just fluff, but if you have 50 heat, go for it.
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I'm getting a little better at doing 3c 2b 6a 6c 214d(whiff) 66a now. If anyone's still cracking their heads over it my advice would be to slow down on the dash, it doesn't need to come out that fast. It's sort of like her throw > 66a, do it too fast and you don't get the dash at all, 66a comes out quick so take it slow.
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Those combos starting from 5d/2d (basically the same combo), and those starting from 6b/3c (again, basically the same combo). Good starting point. It helps you memorize them if you look at them a little bit and realize they're all basically the same, they've got bits of each other. The end of most combos for example almost always looks like j.d > (some stuff) > 236d.
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Hehe talking about R-1, I looked up the video attached to his D-card on PSN, it was him using Bang vs another Bang. He lost, ate a 7k FRKZ combo.
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http://www.youtube.com/watch?v=yFOQXqBcje4 I watched this one, too much j.4d. Every time you pressed j.4d (3-4) you ate a normal or chain into a combo for your trouble. The one time it hit you canceled into 623d but whiffed the 66c and got grabbed. Too much 3c as well, it's extremely unsafe to throw it out like a normal mixup and hope your opponent blocks wrong. It's more of a punish tool or something to combo into once you confirm a 6b hit or crouching hit. Normally a max range 3c might be safe on block, but against Hazama he has that great 3c of his and his 214d~c just scoops people back toward him, there's really no range where 3c is safe against him. You should work on your hitconfirming. You didn't land a single complete combo in that entire match. There were a couple of times you landed 2d, 6a, then for some reason did d.5a or d.6b which stopped it from comboing. There were other times where, like after you guard broke the Hazama, instead of doing 2d into a full combo you just did 2d 214d. Couple of times 3c hit and you didn't capitalize on the opportunity as well. When you landed d.6b you could have gone into 6a 6c++ but opted to do d.5b which cuts your options. That one time you caught Hazama in a corner drive combo was kind of messy too, like it was just random drives that happened to combo. You dropped a lot of (dash) 6c's as well. I guess, in general you just need some kind of plan, so that you're already prepared to execute a combo when you break someone's defense. A lot of times it looked like you were surprised something hit so you didn't follow up. Felt like you were on autopilot at times as well, like j.4d into 623d, firstly there's better things to do if you happen to hit j.4d, it's like you already decided to follow up with 623d no matter if it hit or was blocked, instead of hitconfirming.