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Everything posted by LunaKage
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I've beaten a wakeup CDT with 2D before, but it has to be at the peak of 2D's arc, so that the initial strike of CDT wiffs, and you can get a free CH combo. Also it should be noted that Plats will use her command throw during pressure for mixup and 2D goes clean over it, offline I have reacted to the startup with 2D, but if you aren't comfortable with that you can just 2A and it will also work fine.
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I dunno, it just always seemed like the opponent was too high up, and they teched before the second rep even connected, I was doing it as fast as I could. Maybe I'm just fray =w= Well I AM fray with Tao, I just wanted to try the loop a tad bit, after failing for 5 minutes I gave up.
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This is true, but be careful if he uses it at max range, because I've been hit out of 2D a few times by max range dead spike, usually this happens if you don't 2D as soon as he throws it out, the time you have to react to it if you were close is suddenly gone when he spaces it right.
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This is true, but be careful if he uses it at max range, because I've been hit out of 2D a few times by max range dead spike, usually this happens if you don't 2D as soon as he throws it out, the time you have to react to it if you were close is suddenly gone when he spaces it right.
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Tao's face is probably closer to Kokonoe, they are both technically half breeds. Also XDest, you think the new Tao loop is easy as hell? I could never get the second rep to connect, granted I didn't really try all that hard but still, I was beginning to think that it didn't work with a 6A starter due to proration or whatever. I probably just got the timing wrong.
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Ragna's 6D can be poked out of in the same way that we can be poked out of 2D. Hell's Fang can be countered with 4D, but no good Ragna is gonna throw it out randomly, but for any Ragna that likes to go for HF shenanigans will be shut down and Fatal'd for their trouble.
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I don't know what leads you to believe this, because the only thing I've been able to 2D over were his low attacks, the Hazama I fight isn't the best in the world, but if there is one thing he did consistently was hit me out of 2D with everything, it was even a little rough 2Ding over his 2A :v
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Both of those make me facepalm a little bit to be completely honest.
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Revolver Blast Tribute Combo Video by LunaKage: Noel Vermillion CS2 Combo Video: Sky.
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You have certainly gotten better, but you still don't seem very comfortable with pressure and staggers yet, you hit the panic button a lot and ran into a bunch of 5Bs(which honestly no one can blame you for). Also remember to just save j.4D for rare moments, because it's really not hard to block or beat out, so you want to make your opponent less expecting of it, and I saw you do fenrir after 2/3 of your corner combos, just save Fenrir for when it will kill an opponent, or at the very least bring them down to a poke/chip damage worth of life. All in all though I'm proud of you Hex, I was impressed at your improvement :3
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It really depends. After a standard 22BC~66(the dash cancel notation I use) I'll just delay 6C. After a 22BBBBBC~66, I'll dash again AFTER the dash cancel, and use 6C, so putting it in notation terms: 22BC~66 > 6C or 22BBBBC~66 > 66C Once you get the timing down it's not that bad.
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The Fenrir missile prorates horribly, but stand alone it nets about the same damage as Tager's 720, you can follow up into a really short drive combo though, doesn't add too much as far as damage however.
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You can 2D over a point blank 236D on reaction, some Jins will pick up on you if you're hesitant, and take it as an opportunity to 236D for a primer break and mixup chance, if you react fast enough you can get a great 5k punish, and they will be out 25 heat for their troubles.
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Yay tier whoring! I mean... how bout dem combos guys? *Srs though keep the discussion about combos, TSK, feel free to post in NVG about anything and become one of us*
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d.6A isn't all that bad anymore Miz. My fatal combo: 4D(FC) > d.6C > d.2D > d.5B > d.6A > 214A > 2B > 6C > BC > 6C > 22B > 22BC~66 > 6C > 236A > 66C > j.D > d.6D > d.6B > d.5D > d.5C > 236D (5.1k) Also, this just in: We can get a full combo off of CH crouching RB without Rapid. http://www.youtube.com/watch?v=osnb3ILTyzc
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Cool, may need to test that version out, I mean everything is still there, just switched around.
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You should be getting more off of 4D though Miz, the standard drive combo is: Starter > d.5C > d.6C > d.2D > d.6A > 214A > 2B > 6C > BC > 6C > 22B > 22BC~66 > 6C > 236A > 66C > j.D > d.6D > d.6B > d.5D > d.5C > Bloom Trigger, ranges from 4.7k to 5k depending on what drive move you used to start the combo.
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Listen, you gotta read my posts a little closer. The whole POINT is to have assault through wiff, because when it does, you have frame advantage now. I've tested it in training and in numerous matches: Check out this video: http://www.youtube.com/watch?v=WhFQ5h_fqO8&feature=channel_video_title At 8:10 you can see the assault through wiff. and it was against Makoto, so you know if it beat her out it HAD to be frame advantage.
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Here's one that has absolutely no risk at all: While midscreen, after a combo ending with d.5C > BT, replace the Bloom Trigger with Assault Through. If your opponent techs, they can only emergency tech, and you will be at frame advantage, your 5A will beat anything they do that isn't a DP or has invuln, if they don't tech the assault through will combo as a blue beat and do basically the same damage as the bloom trigger would have done. The only downside is you may be skipping out on corner carry, so what I usually do is use this trick while Noel is closer to the corner than her opponent, this way if your opponent lets the assault through combo then they will get shot into the corner.
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Use j.D > d.5C > d.6C and you have your old CR Oki setup, no need to make it's own topic, post it in the resets thread or something.
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It works on a good number of hitboxes, so you may want to test it out before you make it a staple.
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If you are close enough you can do: 5B > 2B > 6A > 6C > into a combo, if you are mid range, 5B > 2B > 6A > 5C > Air combo works. If you are at optimal spacing range though, you want those Counter Hits, but on crouching 5B > 5C > 2C > 3C works, so try that out and hit confirm for crouchers.
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I've used Optic Barrel to "Void" spike chaser, and even used 4D to cancel some swords. This matchup could be fun if I had enough practice with it.
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BE sure to mention that his D DP only needs 25 heat instead of 50.
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It's been awhile hasn't it Mizzet? I do think it's a combination of both, plus her drive is faster now too, making drive wiffing during combos a viable option.