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Everything posted by GreeniX
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I have two questions. First of all... are there generally known points on where you can tack on Noel's CT in combos to add to the overall combo damage? I guess corner grab into immediate CT adds a few hundred, but that's all I got. The most reliable way I found to land a CT is after a high hitting 6C, but those happen too late into combos to have a positive effect from my testing. Second question. Anyone know if there's a way to sideswap back into the corner after landing a corner j4D (or whatever that follows it)? In Extend it was easy, because because d.6C comboed into AT, but now... all I can think of are ways that use ressources in some way. - d.6A d.5B 236A route won't work, because Noel is backed into the wall. - d.6B d.5C d.6C d.236D(1) RC 214A route works, and hurts like hell as always, but requires meter. - FC 4D hit allows for d.6C 214A on stand. On crouch hit you can restand with d.4D on the characters that allow it... but then again all of this sounds more like combo video material more than pratical use. - Overdrive SR allows a sideswap with a juper jump jC jD, but requires an OD activation beforehand. This goes well with the corner ender 6C(2) jump cancel OD into mixup.
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I pretty much wrote an essay on your matches. I hope you don't mind all the specific callouts, it's simply better for me to go about it this way. I also would like it if what I said would serve as a base for discussion with other people, because they are mostly my opinion to begin with. I'm using this post as a way to test if what I'm thinking is right. On a sidenote, I'll be attending the monthly Montreal tournament next weekend, so expect me to ask for this thread's input on whatever games I can manage to get on stream. FIRST VIDEO 0:48 As of BBCP, it's pretty much better to go straight into 22C after 3C. 22B does little damage, pushes the opponent away which makes it difficult to follow up and thus is best kept for combo enders. 0:58 When going for air to air, it's best to let jC hit entirely. Airborne CH jC can now easily convert into a full combo with things like 5B sjc jC jD. Adding a jB messed up this opportunity for you. 1:02 If you're going for a 4D, I feel like you might as well autopilot into your combo extension of choice (I go for 4D 2D into whatever). In case it's blocked, Noel's drive pressure is pretty legit in this game anyway. 3:52 That's not a very hard hitconfirm, yet you went for a string that doesn't combo. Try and learn to recognize when your 6B 5D is hitting someone. 4:09 Hail Mary Assault Through. Since you have meter to RC it, I'd say it's generally not a bad move (though in this matchup Hakumen could counter it pretty easily). It's not stupidly unsafe like before, and your opponent needs to instant block it to punish most of the time... but RCing it gives you assured pressure/conversion wether it got blocked or not. 4:10 It's becoming very apparent that you often go straight for 6A 6C. In this scenario, going for 6A when you're -4 is banking on your opponent oddly respecting, which went fine this time around. It's just that 6A 6C is not a thing you do to open people up, and it's kinda unsafe to just throw around because of the possibility of whiffing 6C and looking like a fool. 4:33 Backthrow without a followup. Throwing in the corner doesn't even require you to cancel into 214A, so you really should convert on those. I have no idea if this is optimal or what, but as of now in the corner I gor for throw --> 2C(2) 5C sjc jC jD d.6B 22C 6C(2) 6B 22. 5:21 This was a moment where you could've pressed pretty much any other 2 drive attacks, cancelled into Fenrir, and got your round win. Sometimes the simplest conversions are the best... 7:48 This has not been working out for you. The stable 2D airhit (or any hit, really) conversion I use is 2D d.5A d.6B, which combos on air hit and ground hit (crouching them in the process), and keeps opponent blocking for an overhead if they blocked. Mixup or combo as appropriate if you hit or not. You want to go for a d.5B wallbounce route at this point because you don't have access to 22C. Note: d.5A d.6B only combos if you input the second move very quickly, bacause d.5A is so fast. 8:02 So you noticed your opponent was blocking 6B by anticipation and went for 214A. That's a good adjustment. Do note that, like blockstring raw 3C, this option keeps people honest but they are also very punishable if they guess correctly. Blockstring into 6D is both harder to mash out of and also leads to drive pressure or combos, so you really should prioritize it unless you have a really good read and feel like you can get the 214A starter for a very nice combo. The second thing is your followup combo wasn't on point. For basic easy damage stuff, you could try going with 214A 5B 5C sjc jC jD d.6B d.5C d.6B d.5C d.236D For an easy midscreen knockdown, try 214A 5B 5C sjc jC jD d.6B d.5C d.6B 22C~66C(1) 6B 22 You succeeded in that example in the video, but remember that if you have difficulty with landing 5B after 214A, you can 2B instead for slightly less damage but an easier link. Also keep in mind you can hold down the button for your link into 5B/2B to take advantage of BlazBlue's 3 frame input buffer thing. 8:11 As said before, a drive hit should go into a d.5B route, in this case launching with d.6A d.5B. For big damage, and a round win in your situation, you can also use the fact that d.6B forces crouch and get your value out of that situation with d.6B d.5C d.6C d.236D(1) RC 214A. This adds a whopping 1.5k damage with 214A alone and should be considered whenever you can hit with d.6C. You can follow up after 214A and blow your entire meter for respectable 100% meter damage. A sample combo in this situation would be [whatever blockstring] d.6B (hits opponent!) d.5C d.6C d.236D(1) RC 214A 5B/2B 5C sjc jC jD d.6B d.5C d.6B 632146D (does around 5.2k damage) 9:23 You got a crouching hit! Yeah! It's not like you could've did an amazing combo with a bad starter like jA, but try and hitconfirm those crouching hits into 3C, say with jA 5A 5B 5C 3C 22C into stuff. 3C combos aren't that great since they used 22C and so you can't use it again at the end of combos, but they do allow for great corner carry. Sample, easily hitconfirmable combo with jA as a Short starter: jA 5A 5B 5C 3C 22C 66C(2) 2D d.5A d.6B d.5C d.6B d.236D 9:28 This is a pretty obvious punish, as Hakumen's counters leave him vulnerable and in counterhit state for a long time and you're very near to him. Quoting Luna from the combo thread on this one: PUNISH WITH THIS COMBO WHENEVER POSSIBLE!!! Counter Hit 5C(Standing)/6C(Crouching) > 214A > 5B/2B > 5C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (4.5k-5.2k) [This combo hits hard, if you know the punished move will put your opponent into a crouching state, use 6C, since Counter Hit 6C forces standing) 13:08 I know it's hard to resist the swag, but the Astral is pretty bad. Try and only do it on stuff you know is coming and not only hope they swing into it, it's pretty bad at that because it doesn't catch moves until like frame 9. With that much meter, instead of Astral, you have access to RC blockstrings with mixups to end the game, and Counter Assault to bail you out of Hakumen's kinda existing pressure. 13:22 j2C at neutral! It's cool! But it's also pretty useless... It's awkward to hit with, and doesn't yield anything good on hit. Refrain from using it too much, if at all. 13:36 Again, this is a punish. Even more obvious than the one from from before. The same combo is applicable. You can even do better since it's the corner! Again, not tested for optimal combo, but this is what I use: CH 5C/6C 214A 5B/2B 5C sjc jC jD d.6B d.5C d.6B 22C~66C(1) 4D 214D 6C(2) 6B 22 (5C = 5.5k, 6C = 5k) Around 14:00 Chamber Shot at neutral! It's cool! I got a shotgun! But it's also bad. It reaches pretty far, but the recovery should get you killed if it whiffs. Same comment as j2C. I might as well say the same thing about Revolver Blast at super jump height: it accomplishes nothing much. j4D at neutral is also quite a bad habit. It's been doing you more good than harm in this set, but I wouldn't count on it for too long, it's too easy to mash out of. 14:48 Thank god your opponent was in the mood for some cookie dough and decided not to just finish you off with the airgrab damage. (dropped combos sound like an actual good place to mash Astral, banking on the opponent's frustration he will probably autopilot anyway) 16:30 You are getting really, really repetitive with your pressure pattern. 2AAA 5B --> high/"low" (as in, 6B/214A) is an option but you should go for other stuff. If the opponent is blocking, try going for a short dash in grab. If they mash out of that, incorporate frametraps in your gameplay, by staggering your 2A's, or doing stuff like 2B > 2B (this is not a gatling, and so it leaves a hole big enough for people to try and mash, which will generally lead into them getting counterhit by the second 2B). 16:48 I wonder if Hakumen is going to do it a third time...? Dash under him and 6A that fool! Haku's jC doesn't have a very good air to ground hitbox. If he were doing j2C or jB... then it would probably not be wise, because ~Hakumen~. 6A goes into super jump jC jD and thus usual stuff. 17:00 I'm feeling very sad for you right now, because the combo Challenge Mode seems to present as easier than drive stuff is really finnicky and worse. jB jC jB djSTUFF is both hard for no reason if you want all the hits, and leads into Revolver Blast ender which is a Bad Ender. Again, 214A 5B/2B 5C sjc jC jD [insert stuff]. SECOND VIDEO 1:50 I've said this before, but you simply can't just raw 6A people and hope they don't block. It wouldn't have helped in this case, but if you want to launch, 2B 6A gives you more time to see if they're getting hit, and so you can super jump jC jD if they're launched or 5B afterwards if they're blocking. 5B is very safe by being jump cancelable and having multiple gatling options, like 2C which is the ultimate safe ender for a string. On certain characters you can autopilot 2B 6A 5B and the 5B will hit even if the opponent got launched. 3:00~3:10 what are you doing stop doing that :p 3:52 Chamber Shot is good in these poking hitconfirm situations. It won't hit from maximum 5C distance, but it's the only legitimate meterless combo ender you have on standing opponents. 3:55 This guy is holding downback and pressing D after blocking your 2D, AKA Drive Presure Initiation Move Extraordinaire. Show him the d.6B. It's really, incredibly good in BBCP. And Hakumen has no frame 1 counter that catches overheads, so it's especially good in this version. That is, if he even has the time to counter in d.6B's amazingly short startup?? THIRD VIDEO 0:40 Why are you backing away? You got a knockdown in the corner, and you are a character who thrives on pressure. Meanwhile, Hakumen is a character that gets paid by existing. He wants to chill out. Don't let him chill out. You mostly shouldn't back off that easily unless you're playing against Tager and want to run the clock out or something, and then again by the nature of Noel's character you pretty much should give a shot at offense anyway. In a smart way which is adapted to the matchup, of course. 2:49 CHARGING ARMAGUS! The overdrive confirm is 5B 5C OD 5C 5D d.623D. You probably already know that and only messed up the input, but you know... just in case. 3:35 Use your meter. Blocked 3C and d.214D are both unsafe situations where an RC can actually start an offense up.
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I gotcha, Brice. I'll try and play as dishonest as possible if I do get to him~ (and then you can take the whole thing). 16f overhead is like the very definition of randoming someone out. I can pretty easily bring an additionnal setup, as required. Just pray I actually get a parking space on Drummond for once...
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Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
You might want to try to open the mini-chat and find out for yourself? It's accessible from the forum via a link in the upper right when you're logged in. -
That's a really nice tutorial, Luna, but the video seems to imply that you absolutely need long overdrive time and a jump cancel OD activation in order to land double super. While it does seem to be the best thing to do if you have low life, you can still land a normal Fenrir after an OD Fenrir. On the standard combo you used to test your stuff, this yields ~5.4k damage as opposed to double OD Fenrir which did ~5.6k. Needless to say, this is still a really good option to go for the kill even if you yourself are at max HP.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
Tu sais que J'ADOOOORE NETPLAY. Surtout quand tu joues le personnage qui doit être on-point alors que je joue dial-a-combo. Mais c'est quoi... tu attends pour la sortie nord-américaine? Ça sonne comme le pire plan IMO. Fais juste le downloader comme tous les enfants cool, geez. Ça revient moins cher que import si tu fais bien ça... Je vais devoir caller bullshit là-dessus. Je ne connais que True Boss Nedel ainsi que Slightly Rusty Nedel. Il n'existe rien d'autre. -
Oh, if you know SMP then it's pretty easy, since that's pretty much the new official name for the same mechanic. Now only a very limited amount of moves have SMP, but the effect is drastic and immediate. This includes 6C's second hit, which... was always the case, actually. Before, there wasn't an on-screen notification that a combo nullifying mechanic went into effect, and now there is. It's blue and very obvious because combos go to shit right then and there. Edit: As for the specifics, activating SMP reduces the hitstun timer by a set amount. http://www.dustloop.com/wiki/index.php?title=Damage_%28BBCP%29#Hitstun_Decay
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Meterless Muzzle Flitter route: http://www.dustloop.com/forums/showthread.php?17612-CP-Noel-Vermillion-Combo-Thread-%28Work-In-Progress%29&p=1558578&viewfull=1#post1558578 Same move combo happens when you use specific moves in a combo more than once each. The system is in place so you need to use different moves in a combo instead of looping the same stuff all over again. It pretty much fucks your combo up unless you end immediately or shortly after the second use of the restricted move. So, say, for Noel, if you use "[whatever] 22B 2B 6C 6B 22B" as a combo ender, you don't mind the game saying you used 22B twice, because your combo is done anyway, and the second 22B did its job of knocking down already.
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http://www.dustloop.com/wiki/index.php?title=Noel_Vermillion_%28BBCP%29#Drive_Moves 4D is invincible to projectiles and body attribute moves, from the first frame to the frame beyond when it goes active. You can beat it with foot or head attribute attacks, so both of the things you tried should beat a 4D if it's still in startup. You may have been countered by 4D because it went active before your own moves, or because your attacks whiffed because Noel kinda moves back during 4D's startup. Wiki says 5D has no invincibility. As far as I've seen it's not much of a move to use at neutral in BBCP, and used more as a gatling after 6B to convert into a drive combo, or as a general drive juggle combo filler.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
GORE so hype, quoi que vu ma résidence temporaire et absolument random à Lac-Mégantic durant la période du 16-17 novembre ben ça va être genre 5 heures de char pour m'y rendre. Mettons que je vais arriver tard vendredi et partir tôt dimanche. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
ZING -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
*rare footage of people with actual scenes for their game downplaying the importance of netplay* DerQ I think this is your cue to come in with some tumblr links and explain to everyone why this is a privilege. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
Someone help me. I'm stuck in that stream with the CP 15-point format tourney and I can't get out. My sleep schedule is getting more stupid by the second!! Oh hey, forgot to it say it... ggs for earlier, WakeUpDP. I need to seriously step up my shit. Edit: yooooooooo daaaaaamn ok now I can go sleep -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
I say, add the Optional Fun Rule to the mashfest: You can't play the same character across any version of BlazBlue during the tourneys. Not everyone can do it because they're character specialists, but it's a fun little challenge I think. It ALSO encourages and justifies tier whoring, I guess? But it's not like we actually have players that changed characters with versions in order to stay on top of things. Nini doesn't exist these days as far as I know. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
Sherbrooke meetup on Tuesdays, come on guys, we can definitely do this. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
Yeah that's actually a decent comment, considering how running the game on a machine that can handle Dolphin (the emulator) will net you some amazingly nicer graphics in Xenoblade. It's pretty much all the Wii's fault for outputing in ass quality. Examples http://img37.imageshack.us/img37/2392/wiivsdolphin.jpg http://img542.imageshack.us/img542/445/wiivsdolphin2.jpg -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
Guys. Come on. Guys. I have a Xenoblade copy which I am pretty much 24/7 DESPERATELY trying to lend to people so they can play the game, and everyone is like, nah, I don't wanna play a game on the WII that console is for SISSIES. And now this? Guys. Come on. ...So yeah if anyone (Dhaos?) wants it I can lend it, no problem. So long as you don't spoil it for other people, especially the uh really spoiler worthy element of the story. What is NOT a spoiler is how it really is Reyn Time, all the time. Edit: Oh and Circ, do mind that sidequesting puts you way ahead of the powercurve. Which is kinda sad since sidequests feel mostly fun and rewarding in Xenoblade but then you end up stomping for a bit. It's generally advised that when you reach Alcamoth you pretty much don't bother with most of the sidequests, since it's a part of the game where you really want to move on with the plot and that city is huge and stupid. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
Everyone should take note that CHAOS CODE is now available on the american PSN, with amazing features such as "now you can undertand the menus", "now you don't need to internet order shady Hong Kong PSN cards to buy it" and "now the training mode has damage display so you don't need to let life refill all the time to gauge your relative combo damage". It's got airdashes! It's got BIG COMBOS! It's got an embarassingly anime cast, including everyone's favorite Bravo Peperoncine!! It's also like only twelve buck, unless you start thinking you can beat me in very serious money matches in which case I will rob you all the time. What, you don't think that's the case? You think you can beat me? You think you know kung fu?? Prove it. Prove it today by buying Chaos Code. (it's an okay game we can play sometimes) (chaooooos cooooode~) -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
S'il y a vraiment des intéressés pour Old Orchard je pense que j'en perds mon monocle. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
Chaos Code first to 5 1 Greenix 2 Airmaster where's my fight money Thanks for coming everyone, and ggs to everyone I played! Props to Steb and Rhannmah who did the actual heavy lifting in the GG teams tourney~ -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
Fair enough. Tentativement je dirais... samedi le 14 septembre? Mes exams terminent le 12 alors j'aurais pas le temps avant ça de vraiment planifier cette shit, mais c'est pas nécessairement quelque chose qui a besoin de maximum planification anyway. Je veux dire, cette fin de semaine là c'est soit je vous reçois ou soit j'enclenche l'autre plan potentiel que j'avais en tête. On peut aussi combiner ces 2 plans pour donner "MTL Anime Scene Goes to Old Orchard". Les possibilités sont infinies. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
Sure, je dis pas que c'est impossible de jouer des casuals, mais je peux pas exactement grab quelqu'un et être comme GRINDONS LE MATCHUP FIRST TO 30 LET'S GO alors que des tournois run. Ce qui serait mon approche préférée. Pour ce qui est de Sherbrooke Meetup, je sais pas si c'est entièrement nécessaire. Si vous aimez le roadtrip ou whatever, ok sure, mais sinon je suis pas certain que ce que j'ai à offrir, là, moi. Ce serait pas avant mes exams (10 au 12 septembre), et après ça ben il y a pu grand chose qui m'empêche de venir aux meetups anyway. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
I think people should definitely watch the next Kamen Rider show because fruit samurais. SO YEAH. On devrait pouvoir être là pour le Monthly Mashfest. J'aime pas trop comment on vient juste pour les tournois vu que en tant que tel je préfère un meetup normal pour avoir le droit de jouer des games, mais bon. Je veux éliminer le plus de distractions possibles de nos jours, mais en même temps je veux show up à ces évènements pour que ça vaille la peine de les runner. Aussi je bank pour remporter le championnat sur le fait que les gens doivent réapprendre leurs personnages de GG alors que moi je joue 2 personnages qui demandent presque rien de nouveau, haha (ça arrivera pas plus). -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
See, this is the catch. No sponsors exist for air dashers, but Brice only plays grapplers with no mobility. Therefore sponsors think he's a mainstream game player. The perfect crime. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
GreeniX replied to BladeOfJustice7's topic in International
Because I should be studyiiiiing~ *went to buy them today, plays games regardless, feels terrible*