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GreeniX

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Everything posted by GreeniX

  1. Tu peux amener ton derrière sur Sankishin pour setup du netplay avec du monde assez local que la connexion sera pas shit. Ou tu peux rester dans le désespoir.
  2. Shitdamn je savais pas que Sherbrooke était tellement hype pour Unreal BLACK THINGS. Est-ce... que c'est correct si on débarque à 3? À noter que c'était encore un peu ambigu si je restais même toute la fin de semaine ou juste vendredi soir, donc on peut accomoder et gtfo lorsque requis. À part de ça, ben... je peux arriver à partir de quand vendredi, disons? Je suis en vacances, là, moi, j'ai pas d'obstacles. Sauf si je ramasse quelqu'un en chemin et que je le savais pas. Quelqu'un motivé pour se tenir sur le bord de la 10 a besoin d'un lift...?
  3. Ooh yeah, sorry about that, Luna, you're right. I remember it being finicky on Hakumen and others, I believe? I'll edit that part. Recently I've been using corner carry routes myself anyway so I didn't remember. Whenever I feel like I need a sideswitch, it's because I'm close enough that d.5B d.214D will grant the corner. Most of the time I go for d.2D d.6A d.5C d.5B d.214D, as that seems to works most of the times and adds damage and carry in the right direction, but I haven't tested this on all of the cast. First of all, I don't recommend using 236C RC combos off of short starters like 5A, 2A or jA. Most of the times I'd either go for guaranteed damage without using resources and end it on 236C, or go for a reset, because that's what Noel does best. Even if you ARE hitting the opponent with your normals, doing something that will uncombo but potentially give way better damage is very frequent. Say, from 5C, go into 6B for a high, or 6D/214A for a low/"low", or straight into 5D/2D to start drive pressure and have access to d.6B which is a way better overhead than normal 6B. Go for the 236C RC combo if you can confirm from a better starter like 5B/2C 5C 236C or if it's going to kill. As for landing it at max distance, well... that's kind of character specific as well, in a way? Because the "max distance" isn't the same on everyone. 5C 236C will miss on some characters at from farther away, but will combo on certain other characters from very far away, and in these situations RC 66 5B is pretty much impossible. On other characters even max distance 5C 236C for them can be RC'd and hit by dash up 5B. So what's consistent in this is the distance at which you 236C RC determines how easy it will be to pickup. A fun thing about Noel is that most of the times, when you're landing a real juggle combo with a launcher and jD, she's limited by the combo timer more than by her moveset. What this means is that if you confirm into 236C RC really early, you give up on damage from your early normals, but you can make up for it by extending the end of your combo. This means confirming into 236C RC as soon as possible in a combo not only makes it easier, but doesn't affect overall damage much.
  4. It would be better but it's also a move that's 3 frames slower. If you're able to land it, go for it, but 5B is easier and amounts to very comparable damage.
  5. Hi! Welcome to the Noel boards, where we hide from the rest of the world because they think we're all mindless mashers. Hitconfirming as Noel is pretty weird! Most of the safe normals you can use won't lead to much of a combo unless you're really close or hitconfirm a crouched opponent. I once wrote a post on ways to combo as a freshly starting out Noel, I guess this is kind of relevant here. http://www.dustloop.com/forums/index.php?/topic/7149-cp-noel-vermillion-combo-thread-work-in-progress/page-4#entry791090 (not sure if the link will work for everyone, it's post #98 in the Combo Thread). The overall best midscreen followups to jD are d.6B d.6C d.2D d.6B 22C 66 6C(1) 6B 22B, or d.2D d.6B (d.5C d.6B) 22C 66 6C(1) 6B 22B if you want to sideswitch and maintain a good stage positioning. There are ways to extend this if you want to sacrifice momentum and do the most damage like changing the end to 6C(1) 5D (d.5C) d.6B (d.5C d.6B) d.236D. Moves in parentheses may not combo depending on specific characters, combo length and height of the juggled character. Try it out and see what works when. Corner enders give more freedom and really depend on a lot of factors, so what I'm going to say isn't always optimal. If you didn't use d.236D prior to jD, end the combo with jD d.4D d.2D (d.5C) d.6B d.236D 6C(2) 6B 22B, or if you really have a lot of combo time left, jD d.4D d.2D (d.5C) d.6B d.236D (66) 6C(1) 4D d.214D (66) (2B) 6C(2) 6B 22B. If you did need to use d.236D prior to jD, the most damage you can get usually looks like jD d.5C d.6A d.5C (d.5A) 22B (2B 6C(2) 6B 22B). Stuff in parentheses depends on combo length and character specific needs to adjust your combo. As for your specific questions... first of all, don't use 2B/5B 6A 6C into stuff, instead use 2B/5B 6A sjC jD into stuff. You can do this form farther away, and if it's blocked the same timing of button presses will net you 6A 5C, which you can gatling into other stuff to make yourself safe or continue pressure. It should be said that using this string and hitting is kinda rare because it's not much of a mixup and will only work when your opponent is in your face, not blocking. The dash 5B followup to wallslam 236A (Optic Barrel) is a thing that's harder on some characters and which may be more lenient if you got a higher wallbounce. However it's pretty much always possible to do unless you had your back to the corner, so you need to grind that timing out, sorry... I will say, though, I never do 5B 5C, I go straight for 5B sjC jD, which is a little less damage but is way more consistent. I should also note that you don't NEED to d.6B before the drive string to wallslam, anything that combos into d.6A d.5B on grounded opponent works, or anything that juggles into 2 hits of d.5B is fine. The latter one needs adjustments depending on the situation, most of the times a string like d.6B d.5C (delay) d.5B 236A should work if you're already hitting an aerial opponent in a drive chain. Also. The times you'll see the best use out of Noel's Overdrive is when you want to convert a situation that doesn't grant a juggle into some real damage, like say 5B 5C OD 5C 5D d.623D into stuff. As of BBCP 1.1 it's not really worth it to OD in combos that are already juggling opponents. If you have other questions, ask away! Here's to hoping this isn't confusing you further...
  6. Because you actually only lose 4k when getting hit by specific things in specific situations, that is to say, unreliable starters midscreen or fairly safe ones in the corner. Don't get cornered by the character who loses a lot of his neutral presence whenever he abandons charge to move around. Don't get hit by the crossup move or the questionable high/low drive mixup, as a general rule you can upback barrier an alarming number of his offensive options. Don't get counterhit by the charging stab move with projectile guardpoints, block it if you need or just 4/6D on reaction to a fullscreen one. Don't get regular/command grabbed for no reason. If he gets you with a real starter while you were under an orb, that's because he hit you with a small, non-4k combo and now has oki, and that sounds pretty fair to me. This hasn't been mentioned here yet but I feel this is really important to be able to apply pressure without being completely afraid all the time: always end combos in 22B if possible. This forces Kagura to either quick get-up or techroll, both of which options can be called out for big damage... or to neutral tech safely but give up charge for the next second. If you condition him to neutral tech,doing somewhat of a meaty overhead makes him stand up to block and, again, gets rid of his downcharge. This is true for drive blockstrings as well, d.6C into d.6B is gapless as far as I know and either gets rid of charge or hits him cleanly. Knowing all this, the major challenge of the matchup seems to me to be able to win neutral, but hey, Kagura has Sonic Boom and safe antiair Flashkick. He's supposed to be good at neutral.
  7. Je veux pas faire d'efforts alors mon plan c'est de mash gurimu riipaa (Gordeau). Si je commence à care à propos du jeu je vais peut-être settle pour autre chose mais c'est ça pour le moment.
  8. I'm being peer pressured into coming over to your place friday. I'm getting digital so I can bring over my PS3 with the game and my monitor. I'll be needing a place to sleep.
  9. ...We are saying the same thing here. Of course they don't have to be on the ground or any d.6B 22C combo wouldn't work. The point is the game needs to have registered they've been grounded, so you can't cancel 3C into Silencer as soon as you could cancel another attack into any other special. An example that's easier to compare is, say, doing a raw 6A 6C(1) 6B 22B compared to doing a combo ender 6B 22B when you've already "grounded" your opponent with jD or whatever. In the first case you actually need the opponent to get hit by 6B and get grounded before you can cancel into 22B. You're cancelling the later frames of your cancel window as opposed to combo ender 6B 22B where you can input 22B anytime. Bottom line, timing is strict because it doesn't cancel the same as most moves. Practice it as you would try to hit a tight link instead of a cancel, so mashing isn't as effective as timing it.
  10. Pretty much this, yeah. Take advantage of BB's input repeating mechanic and hold down the C so it gets repeated for a few frames. Of course you'll need to actually time it if you're not mashing, but it's way more stable that way once you get it down. If it can help, remember that Silencer can only be done if the opponent has been knocked down before in the combo, so in the case of 3C > 22C you can only do it after they touch the ground. Meaning that timing it and holding it as they're falling should nail it. Seriously though the window is pretty small for no reason and I am IRL mad that they made Azrael's move that works the exact same way easier to execute.
  11. The frame data for her drives lists during which frames the moves have invulnerability to what type of attack, second to last column. To know if your attack is Foot, Body or Head attribute, refer to your own frame data, it's listed just to the left of the move's startup. 6D has body invincibility, only not from frame 1. Compared to 4D (frame 1 body/projectile invul until after the first active frame) it pretty much doesn't hold any advantage as a tool to escape pressure except maybe the fact that it moves forward instead of backwards. At neutral I guess it's better at counterpoking Azrael's 5C and Gustaf for this reason, but it has to be done early enough. You will indeed cleanly beat 6D's 26f startup with 6C, as well as 2A, 2B, 2C, 2D, 3C, 3D or any jumping attack. You may also consider simply backdashing back to neutral (really hard thing to call out as Noel at this range without a hard read), and if Noel decided to throws drives out watch her whiff some stuff and wait for the reload to go in (Gustaf is an option). If she ends with Bloom Trigger as the usual safe-ish ender I'm pretty sure Black Hawk Stinger is a punish on block at any range? Same for a blocked Chamber Shot (the shotgun thing). Also yeah I don't really see this as a bother, don't worry. I enjoy making people know more about Noel and thus not get scrubbed out.
  12. Noel 2D only has invulnerability to lows, and even then in most matchups this isn't really relevant because even if you make a low move whiff with 2D during pressure Noel is at a range where she will will fly over and look stupid because she is now whiffing drives. If the problem is 2D at a more neutral situation, well, it's basically a one-button instant airdash attack, so using your antiair will beat it clean and net a counter hit. I'm guessing your best bet is 2C or 6B. Overall treat Noel 2D as you would Ragna's grounded Bloodscythe: it's a telegraphed way of getting in with a direct counter if you were waiting for it. As an aside, you mentioning 6C is pretty spot on, because it's an attack you can throw out to reset pressure or even get in at neutral which will beat any reactionary drive mash by Noel (but lose to mash 5a and the such). 4D is vulnerable to foot and head property attacks, meaning your lows and anything that puts you in the air can beat it. If Noel is relying too much on the D's, 6C might be good, just be careful not to use it in ways that are too obvious and would get you anti-aired at neutral.
  13. To do this. http://www.youtube.com/watch?v=6BZ7IJOjeQA&feature=player_detailpage#t=564 Combo wasn't going to kill, and doing this made the burst really obvious so it got baited. One other reason I've used this reset sometimes was to maintain corner positioning. I have the opponent near the corner and I bait an antiair with jD, netting a CH into d.6C 214A, which I did because it's the shit and because I couldn't confirm what side I was going to land on. Now I'm in the corner and can do an extra 2k(?) while resetting to midscreen positions... but I prefer going for the crossunder 6D (whiff) d.6B d.5C d.6D d.236D into stuff. It usually works the first time you do it, so I see it as a worthy gimmick to have up one's sleeve. (if you know a combo to sideswitch without jD SMP kicking in, do tell~)
  14. La solution est en fait de lancer 40 épées alors que c'est moi essait de faire run up 2B. Ou pas, je sais pas trop, ça reste toi l'expert. Overall mes directives d'améliorations sont les suivantes: - arrête de drop des combos midscreen compliqués sur netplay, ça fait que je tech dans ta face et que je gagne des games que je devrais pas - n'arrête pas d'être gdlk That is all.
  15. Je savais que à force de lancer des "buibui pls" dans le chat alors que t'étais même pas là, il se passerait quelque chose éventuellement!.
  16. Mes condoléances, Heartless. Le cancer c'est juste terrible, et injuste, et cruel. Hang in there, au moins c'est assez évident que tout le monde ici est willing de te supporter.
  17. That one is actually really good to know, because it's not like you'll always hit 6D and open someone up with enough chain revolver attacks left to get yourself a midscreen combo. Raw d.6D d.5B can wallslam the likes of Tager because he's super fat, but for most characters I tend to use a d.5C to adjust height and get the second d.5B hit. Hitconfirming with a CT instead of Spring Raid RC sounds like a good plan.
  18. TK is just a general term for doing an aerial move as soon as you jump. Sagat's old Tiger Knee motion was something along the line of what you you would do to use a Revolver Blast as early as possible, as in, 2369C. Another example you might hear for Noel is TK Thor, say a combo like 5B 5C 2362369D.
  19. Patch was out like 48 hours ago. Contrary to what one would expect, it's on both the JP and the NA release, so no worries there. You can, however, worry about not being at home playing it :p
  20. Yeah, OK, that makes sense, I hadn't tested it because when the dummy does it he instantly gets it back so it looked dubious. As far as the combo itself, I do like the beginning part. what with whiffing jD and assaulting through the entire universe to get a wallslam. As far as practical stuff with midcombo CT... jD CT seems to work if done early enough in a combo, which is the point of using it anyway. Still not convinced the damage is going to be worth it, but I haven't gotten close to exploring all possible combo routes, so who knows.
  21. I just pieced together something for Challenge #30. (corner yourself) CH 5C 214A 5B 5D d.623D 5C jC jD d.6D d.6B d.5C d.6B d.236D 6C(2) j236236D 66 6632146D (As in, airdash after Thor, land, microdash Fenrir. Sometimes the microdash isn't needed because of the moment you airdashed I guess?) I'm sure this isn't optimal, but I couldn't find a way to rack up the damage with a Crush Trigger high enough so that one OD Fenrir would do the trick. The combo the game gives as a sample is indeed from a CH OD Thor rocket, and also seems to rely on the fact that challenge mode refills Noel's meter before the rocket hits so that's kind of stupid. Edit: OK I got something simpler to execute. (corner yourself) CH 5C 214A 5B 5D d.623D 6C(1) 5A+B 5C sjC(3) d.6D d.6B d.5C d.6B d.236D 6C(1) 632146D You need all the hits from jC or it won't go over 8k damage
  22. I think I'm randomly coming over tonight. Watch out. Expect me, uh, pretty late.
  23. Hakumen's specific mechanics regarding meter gain means that he is getting paid for doing nothing, and Noel is not. Smart Hakumen players thrive on keeping the situation at neutral and grasping offensive momentum when they see an opening that is NOT airdashing blindly and/or when they have sufficient meter to justify high risk / high reward plays. That is to say, beating an overaggressive Hakumen player can be as simple as you said, and if that's who you're fighting then do play it like that. But the matchup still kinda blows if both players know what they are doing because Noel is the one who has to take risks to get in while getting poked and anti-aired and countered. That and the fact that the usual Noel motto of "at least now that I made the guy block I can do good stuff" falls apart against counters.
  24. And then the new guy got 720'd a hundred times and never came back. What have you doooooone~? But yeah, welcome aboard. As was already said, you can register an account on Sankishin and join us in the mini-chat. Some of us are there. Sometimes. Feel free to drop by and say hello.
  25. Is that the case? You mean like, mash a reversal? Or is there really a gap wider than 4 frames in there? If it's a "but they can DP my blockstring" thing you might as well never press buttons. Then again, if your opponents are getting so consistent at IB'ing and mashing a specific normal/string you're doing, you get more fodder for doing incredibly ballsy hard reads that net pretty good reward, which is pretty much The Noel Thing. But really now, do you have specific examples? I've never thought of 5B as any sort of a commitment so this comes as a surprise to me.
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