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Mizzet

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Everything posted by Mizzet

  1. Mu's 236d laser travels from her to the last stein she set out, then bounces in reverse order of summoning to the first (oldest) stein then to the opponent. So if you are smart about your stein placement you can keep it bouncing horizontally for a very long time, locking down a big area.
  2. I chose Noel because GUNS. Pew pew.
  3. Thanks, I guessed as much, I guess it's the latency. Online is full of Hazamas doing this, haha.
  4. I've got a question guys. Is Hazama pulling himself in on blocked chains safe? In training mode I can punish him by making him smack into something, but online with latency involved it's a little uncertain. It'll be nice to know definitively.
  5. Assuming you follow the guide posted somewhere in general and get the clear end for every character ASAP, it.. actually still takes a pretty long time. About 2 hours~? 10-15mins per character it took me, and I was basically skipping dialog all the way. I don't know, it's long enough that I'm actually considering just getting the unlock when I get the NA version to replace my JP one. Something to know, if you want to just forward through all the dialog, use 'X', or whatever passes for 'cancel/back' on the Xbox to skip it. To get the clear end you'll need to pick the right route when you get to choose at some points, don't want to autopilot too much and accidently click past it. If you use 'O' or 'accept' you will automatically select the first option and proceed.
  6. Apart from Noel's abare totally sucking, her only saving grace is drive attacks having mostly decent hitboxes and properties, and them sometimes hitting allowing you to get some good damage off. So I've been exploiting her resets for as much damage as possible, apart from the 2d ones, there's also the 2b 6c after combos ending in 214a. I must say it does my heart good to see a big chunk of my opponent's healthbar in red, almost feels like I'm playing Arakune!. Just today, fighting an Ara I got cursed and bug looped into double distortion for 9k, feels good man. :8/:
  7. Against other Noels it's kind of annoying actually, it's like a crapshoot. 5d against 5d is like playing the lottery, 2d wins 2d if you did it earlier. 4d beats 2d with the right spacing but you can't really follow up and you're vulnerable to 5d. Not that relying on drive as an 'out' is usually a good thing anyway. What I just do is end my blockstring and jump, bait that drive spam and j.d them, which also puts you in a convenient place to grab them out of 2d in the air. Or just block and 5a out between the slower CR attacks. I want to experiment with 214a though, since CR spam is vulnerable to throws. 5d and 4d should get caught by it, only 2d can hit you out of it but then it'll be an air hit. I haven't come across a single Noel that knows that to do when you hit someone out of the air with CR. You need presence of mind to confirm into 623d 66c++. I miss our old 5f 6c in cases like this, it was so good for interrupting other Noels spamming chain revolver, CH 6c into 5d taught them to stop spamming really fast.
  8. I stopped trying that as well, nowadays, off 214a I usually just do 214a 2b 6c 2d 623d 66c j.d 6d 5c 6b 236d, 3.2k. Very easy 66c link on this one. Likewise for airthrows actually, if you're not going to be doing any haida loops, you should be putting a 623d 66c in there somewhere. Going straight from 2b 6c to j.d+drive ender is missing out on quite a bit of damage.
  9. Lol I dl'd a replay from the first Noel in the ranking list with >70% wins, thought it would be a decent watch. The only stuff he did was random 3c into 22bbbbbbbb, and 6c x N in the corner against someone who didn't know how to barrier block in the air. Oh and drive spam too, not even the coherent kind of spam that mixes up and combos, just random D's that didn't combo at all.
  10. Yesss rep that j.4d, that's more j.4d's in one match than the total number of times I've pressed j.4d since CS came out last November. Ahaha, and 1:26 is why I do 3b 6c and not 2b 6c.
  11. Damn I'm really digging the brown/black/pink one.
  12. It's sort of a plink, since the stick never leaves neutral it's basically d~bc, if 5d comes out means you could have pressed bc earlier. Though I am unsure if 5d has the same properties in CT. Edit: Kinda off topic, but I know in SF circles 'plink' stands for priority linking, which deals with how the game engine recognizes button presses and decides which one comes out. But I always interpreted it as a description for the sound you get when you press a button very quickly after another, sort of a synonym for 'piano'.
  13. The worst was that it always happened when I did 214a 2b 6c, would go too fast and end up doing 214a 6c. Oh boy you can guess what happens next. Yeah, it's 5d~bc. I don't know how I didn't notice you could kara with 5d either, lol.
  14. Hm interesting, I'll try it out in a sec now that I'm home. I was at the arcade dropping combos for half an hour before I realised I was pressing everything early to compensate for online lag. Edit: Indeed it is possible to kara cancel 5d into bc, actually extends her throw range pretty far if you get the right timing, feels like almost but not quite double the range, not bad. As for using it in haida loops, I either don't have the execution or I'm doing it wrong, I can't get it so I can't test it. If each 22c in that video was cancelled from 5d then that guy gets mad props from me lol.
  15. 22NDC? Dash cancel, or is that 5d 22c? IDK, it looks like the 2f extra untech on FC is allowing Noel to move forward a little before 22c'ing again. If shes somehow cancelling 5d though, then
  16. You can cancel into 63214c and that's it, nothing much really. It's like Hazama's elbow drop, he only ever uses it to land his super.
  17. My face when unlimited Noel still isn't better than normal Litchi and Bang -> That said, I can't beat score attack Hazama so I don't have access to U.Noel. For those of you trying, there's a good way to beat U.Hakumen, he likes to iad in without barrier, just dash 6c him into 5d 623d, 66c j.d into drive ender, get distance and wait for the next iad and repeat. It will save you a lot of grief, letting U.Hakumen into melee range is the literal meaning of rape.
  18. Basically, you input 22b, then quickly afterward press c, while the game still 'remembers' the 22 you inputted before - so pressing that c will cause a 22c to come out. It's a quick way to get the 22c out without doing a whole new 22 motion. It's sort of like 2-2-b-c, you want to piano across the b and c keys one after another with your middle and fourth finger, assuming you're using Type B. Also a bit of extra stuff, but for triple inputs like 22b or 22c, I find it easier to input 2-2b or 2-2c instead of 2-2-b or 2-2-c. Basically it's 2 inputs instead of 3, a little easier to process mentally and lesser chance of getting flustered and dropping the input. Might make your life easier.
  19. Okay, regarding Mu's options after gold burst, here's the deal. Bursts actually have quite a lot of recovery, full charge 63214c is out of the question, and instant release 63214c is just in time to hit before they tech, that should give you an idea of the recovery on it. Summon 5d stein + detonate is also too slow, in fact, even if you had a stein already in the perfect place, you don't even have time to detonate it alone. The best I got so far is 6a 6b 5c 6c 5d j.b j.c [laser] j.c j.2c for just over 2k, decent, when you consider that gold bursts prorate quite badly. The only tricky part is timing 6a so they are level with you, so 6b will land cleanly. Otherwise, you hit them too high, the 2nd hit of 6b will whiff as you probably can guess.
  20. It's decent on block, nothing special. Because of it's trajectory, how much mileage you get out of it is also affected by what angle it approaches the opponent at, to maximize block time. Has a decent amount of pushback on block, but will also dissipate shortly after being blocked. It's not really blockstring material, nor should it be since it takes a good amount of time to cast. In short, it somewhat fulfills it's purpose of controlling space and limiting your opponent's movement.
  21. That's an idea. Later on I'll hop on training mode for a bit and see what Mu's options are after a gold burst.
  22. Her DP? Not really, it knocks the guy almost fullscreen and that's it. If you really wanted to and you got your opponent cornered, with 100 heat you can RC it and combo or just RC Omohikane, but that situation is pretty rare.
  23. Yeah it has almost zero hitstun. It just seems to be something else to throw out to shut down your opponent's movement options, say after a j.2c ender that leaves them in the corner.
  24. Yup, apart from the CPU, I tried recording it and playing it back and tried to tech and stand up myself, wasn't able to.
  25. It strikes me as kind of odd too, but oh well I won't question it as long as it keeps working haha. Is there any data for the number of frames required to go from crouching to standing? In theory, if you set the training dummy to default stand, then it will try to stand on the first frame. Much like how setting it to crouch causes it to crouch on the first frame so you can't 214a reset. So if you were able to stand up in time, then two things might happen. 1) Stands up in time to prevent 2d from hopping over, no crossup. 2) 2d hops over first, but you can stand up in the window after 2d has crossed your hitbox and before it hits you. In this case, even if the guy got hit 'cause he blocked wrong, it'll be a 2d standing hit and you can't do any further crossup shenanigans. In practice, the CPU wasn't able to stand up at all. I wonder if, conversely, there are frames required to go from standing to crouching, and you could set up a situation where your opponent cannot duck in time to avoid 214a. Shouldn't be hard to test, set CPU to crouch, drive install 236d(1) to force standing, RC into whatever.
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