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LunaKage

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Everything posted by LunaKage

  1. He just got the notation wrong, except in the cases he mentioned 5C, he was talking about the drive moves, so when he said 6B, he meant d.6B.
  2. Those are interesting findings, I guess they buffed the blockstun more than I thought. I suppose the absolute safest thing you could do would be to Barrier block Drive and push her out. If I'm not mistaken, if you barrier a 5D/6D > d.5A, the next move should whiff if it's a d.6B or a d.6D. Though there are things Noel can do if she notices you Barrier blocking to kind of put her at advantage, sort of at least. We can do a string that puts you in range to have to block a 236A, which is +3, though we'd be too far away to actually use that to continue pressure, though ending any confrontation at +3 is much better than nothing.
  3. GGs to the guys in the chat I played today, I can't remember all of your PSN names, but you know who you are lol.
  4. >Netplay Noel Tactics >Lists something that's not netplay tactics at all. At any point Noel goes into drive from a normal string, she can be poked out of, if you're too late though, you will get CH, and a 5D starter is gonna hurt like hell, so watch out for that. As far as during Drive strings, you can actually reversal between any two moves, the only thing you can't really poke out of is any drive attack into d.5A, that will keep you honest, though you can still reversal if you IB the previous move. As a rule of thumb, Noel's true threat during drive is her mixup, so figuring out at which point the Noel player likes to d.6B or d.6D during her drive strings, will allow you to poke her out everytime, thus forcing her to do other options other than the mixup at that point, such as d.4D to bait DPs, but since you're Izayoi and you'll probably be using 2A to poke out most of the time, her d.2D will beat that. Also be wary of using Izayoi's super at any time, sure it's safe on block, but Noel's 4D and d.4D will beat it every time, there's absolutely no reason for Noel to block that move, even if 4D wont hit Izayoi, it's always gonna be a better option to have both moves whiff for Noel.
  5. CT Noel's Throw Whiff loop did remind me of Tekken's juggles quite a bit yeah, it wasn't the sole reason but it definitely helped make me feel at home with the character. Combining that with the fact that her Drives pretty much acted like Crushes in Tekken/all 3D fighters, with 2D crushing lows, and 4D sidestepping mids, with 3C crushing highs. She was pretty much the closest thing to a 3D FG character that BB had.
  6. I also played Tekken before picking up BlazBlue. The first thing that a new player should work on are just getting used to the machanics that this game has, that most others may not, especially Tekken: -Movement is a big one, getting used to the distance your characters dashes if they have a step, or how fast they run, the speed and distance in which they dash each way in the air, and if they have character specific movement like Hazama's chains, or Tao's Drive. -Getting used to and implementing the basic system mechanics, like Barrier Blocking, Rapid Canceling(if only just to make things safe for beginner level players), Counter Assaulting, Instant Blocking(Which probably wont be used until you've gotten used to defense in general, but it's important to know it's there, and be comfortable with executing it), and Crush Trigger. After that, I'd probably say combos, because you're not gonna win anytime soon if you're not doing them.
  7. https://www.youtube.com/watch?v=5dbbenDVQYI This is a 4 part video series I'm working on, so far only this video is finished, but it gives you a good idea of what to expect, also gives you the best confirms into oki/super from all of her short starters too, which is something you need to know.
  8. See, now that shouldn't have worked lol. Ragna must have been getting too trigger happy.
  9. Michigan Offline First to 5: LuminAbyss(Ragna) Vs. BlakMaphia(Rachel). https://www.youtube.com/watch?v=-BeJwqOMmX4
  10. Yeah, that's a fun combo. Hakumen is really the only character where hitting a raw d.6C is viable, due to her 6D(Activates Hakumen counter) > d.4D(Causes counter hitbox to whiff) > d.6C (Hits Hakumen) chain.
  11. Nothing has really changed about how Muzzle Scales the rest of the combo. Take for example our character specific 6B corner combo: 6B > 5D > d.5C > d.6C > d.4D > d.6C > 214A > 5B > 5C > sj.C > j.D > d.5C > d.6A > d.5C > 22 In CP1.0, Muzzle FIlter did 1500 in this combo, and the combo did 5k in CP1.1 Muzzle Filter does 1000 in this combo, and the combo does 4.5k Only a 500 damage loss to Muzzle Filter, and only a 500 damage loss to the combo.
  12. That might be the case, MF has always been a weird move.
  13. OK, now think about that, what else is two hits? Muzzle Filter. First hit and second hit have different base damage. It's true that up until now, the Base damage of the second hit was the damage it always did, but that's because Muzzle Filter never used to get prorated. But, since we don't have the new frame data for Muzzle Filter, we no longer know the base damage of the second hit, the way I've been explaining it is the only way they could have made it work like that, the only other way would be if 5C had bonus proration, but it doesn't, since I've tested it on multiple different combos.
  14. You're silly. If Muzzle Filter did, lets say, 2500 base damage. at 70% P1, the first hit would automatically cut down the damage of the second hit to 1750, before even factoring in her combo rate. So with a 5C P1 of 100, and MF P2 of 100, then the reason why 5C > MF does more damage is because it's only being prorated by the combo rate, and by the P2 of 5C, since the first hit of a combo uses both it's P1 and P2. "Also, any raw move WILL do base damage by the very definition." OK, so by what you're saying, since 2C has a base damage of 420, it will do 840 if both hits connect? Because it doesn't.
  15. That's because it doesn't have to factor in character combo rate. Just because a raw Fenrir, or a Raw Muzzle Filter does a certain amount of damage, that doesn't mean that the damage dealt is the move's base damage.
  16. Pretty sure it's because of the first moves in MF and Fenrir. If you remember, Muzzle Filter has 2 hits, the first one does 0 damage. It's possible that the first hit of Muzzle Filter prorates hard enough that it causes the second hit to do 1600, but it doesn't prorate hard enough to drop it down below 1800 if 5C was used directly before it. So basically, a Fenrir(1) starter prorates worse than a 5C starter, and a Muzzle Filter(1) starter also prorates worse than a 5C starter.
  17. Yeah, use the anti-mash, and you can shit into mixup from that. Then go from there.
  18. Yeah this is old, I've discussed this several different times, but hell, this is why I'm here :3 These are your options: Overhead: 5D(whiff) > d.5A(Whiff) > d.6B Low: 5D(Whiff) > d.5A(Whiff) > d.6D To Catch all rolls: 5D > d.5A/d.6A > d.6B To bait DPs: 5D(whiff) > d.5A(Whiff) > d.4D To bait Makoto's DP: 5D(Whiff) > d.5A(Whiff) > d.4D(whiff) > DELAY d.2D (CH) > d.6C > 214A To Bait Azrael's DP: 5D(Whiff) > d.5A(Whiff) > Reload > 66C (CH) > 214A To bait Tager command grabs: 5D(whiff) > d.5A(Whiff) > d.2D (CH) > d.6C > 214A To beat people mashing buttons or trying to jump out: 5D(whiff) > d.6A > d.6B from those situations, just make sure you convert it into the rest of the combo, and you'll be back in the 22B oki situation. On DPs that put your opponent in the air, confirm with d.4D > d.2D > d.6B > 236D and continue the combo, on DPs that leave your opponent on the ground, confirm with d.4D (CH) > d.6C > 214A etc.
  19. Hmm, interesting. I'll ask him about it again then, because he made it sound like it would work.
  20. I played Plant Kamui myself in Vanilla, and the question about crouchers was one of the first things I asked Greats about. He said it was spacing dependent, due to Vine's hitbox upon retraction, he said that Kamui's 5C would push you back far enough for it to not work on crouchers. So I assume Heart's 5C would put you in a better position to hit crouchers with vine. I haven't been able to confirm this however, since I don't own the game yet ;w;
  21. Now I'm not a huge Arcana player or anything, but I've gotten extremely interested in playing Heart. Pretty much everything I'm going to say is my experience with watching Greats play with Heart. His favorite Arcana selection for her was Plant, and despite my inexperience, I can totally see why. First off the ease in which you can combo off of hitconfirms is a big draw, and while I know she's got good meterless combos in love max for both midscreen and corner, it's always really nice to have more options, since a max range 5C > 236E is gonna be much easier than doing her 2C > 421A confirm. I think it's 412A, I forget the input lol Another really awesome thing he showed me with Plant is that she has an unblockable after an air combo ending in j.E > 214214E, which resets into a full combo. Forgive me if these things are a universal thing with Plant, but I still think it's worth mentioning, since, I mean come on, UNBLOCKABLES. As far as the charged EX Tekken, I saw Greats combo into it I believe, does more damage maybe?
  22. No problem, I'm always willing to help people with the matchup, it's just nice when someone's willing to listen to my advice lol
  23. (Shoutouts to a certain Noel player for totally helping with that write up)
  24. Well burst baiting after those situations is always an option, but that's intentional, and there's a defined point. Using that setup just for another mixup isn't optimal, considering you get decent options after standard 22B oki to begin with. And yes I do happen to have a good combo for you in that situation, the only character it doesn't work on is Tager: CH j.D > 214A > 2B > 6C > 4D > Delay 214D > 66 > 2B > 6C > 5D > d.6B > d.5C > d.6B > 236D > 6C(2) > 6B > 22B, or instead of 22B go into 6D > Fenrir. Does almost 4k meterless. It used to do 4.2 meterless until they nerfed P1 on all Jumping moves.
  25. That's cool and all, but why would you ever wanna use it? Air Throws are combo starters, and Muzzle Filter is always used early in the combo. If you were to go for a reset you're sacrificing on average 2k extra damage, sometimes even 3k that you left out for cutting the combo short.
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