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Everything posted by LunaKage
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Well I was just trying to offer a beginner friendly starting point, then you guys come in and start talking about tick throws and frame traps lol, but hey they have to learn sometime right? What better time than now.
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A decent beginner level string would be 5A > 2B > 5B > 5C > 2C > 236A. If you think your opponent will mash out of it, just block or IAD away after 2C, it leaves you at +1. Note however that this is only a beginner blockstring, and wont work as often as you would like in mid-high level play.
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[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
LunaKage replied to MiraclePizza's topic in Archive
True, plus the worst thing that could happen is your opponent teching before 22B can hit, which still leaves you at an advantage, if they tech before you can even do 22B, you just get a 2B instead, and a wiffed 2B is not all that bad when your opponent cant recover in time to punish. -
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
LunaKage replied to MiraclePizza's topic in Archive
I just want to point out real quick that at the end of most corner combos(After fenrir) you can mash 22B, while it doesn't really add much more damage(like 100 at most) it will net you about 25 heat, sometimes the timing is strict, and it makes oki a little harder, but getting back 25 after losing 50 can be pretty worth it sometimes. EDIT: The heat gain really depends on the character, but 20% seems to be the standard. -
Yeah, I just saw that one too.
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Honestly I find that d.6C corner combo easier on the characters that the basic corner combo is harder on: Tsubaki, Hazama, Makoto. It's also a must on Tager. However, if you start the combo with 6B, it becomes MUCH harder, and damn near impossible on some characters, but if you feel you are up to it, go for it.
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Already tested out and clarified what happened, thanks for the added info though :3
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I'm not entirely sure, that combo is definitely strange, in a good way though. I can't wait to get my hands on the game to start experimenting, hell, the damage our "CS2 possible" combos do may still be different in CS2, we wont know until we see for ourselves.
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lol thanks? This is one of the reasons I'm here after all.
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Just tried out something: 3C > 22C > 66C > 22B > 662B > 6C > j.D > d.6D > d.5C > d.6B > 236D Did 3.5k midscreen, its not as godly as a haida loop, but it could be a good starter combo before we find out crazy shit. Also, regarding 5C > 2C as a frame trap. If you input the gatling as fast as you can it will be solid, however you can delay the 5C slightly, which will cause a big enough gap for 2C. So while it's not a braindead Frame trap, it's still possible without IB.
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At first I thought the same thing, but most of my victories against scrubs online are because I caught them with 2C when they were crouching. The first hit may be solid, but I've had plenty of my friends tell me that "I failed to IB" when I hit them with 5C(blocked) > 2C(Hit crouching). I'll do some tests, I'm about 70% sure I'm right in my assumption though. Rejoice my brother, we have options.
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This is true. I still can't wait to see what happens in the final build of this game. You can't avoid top tier characters, but at the very least, maybe the gap between top tier/low tier will be smaller.
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Theory Fighter: It seems like 5C is going to be our go-to move in CS2. Even if it doesn;t get a disjointed hitbox it will be the point where our mix-up starts and/or our pressure resets. If it gets a disjointed hitbox it will be an amazing spacing tool, but lets focus on the pressure aspect. -CH 5C > 3C > combo -Normal Hit 5C > 2C small guaranteed damage. -5C > 2C is a solid frametrap(at least in CS1) that will catch opponent's crouching, on crouching it combos into 3C. -5C > 6B/2C: High/Low mixup. If the opponent blocks high all day because they know Normal hit 2C doesn't have good payoff, we can risk going right into 5C > 3C, or we can take our normal hit 2C and run back in for pressure, taking advantage of 2C's hitstun. We can also 2C > Rapid > 66A for a combo as well, this is all assuming 2C is hitting a standing opponent. If our opponent is mashing jump to escape our overhead attempt, this is where the 5C > 2C frame trap comes in, if they were standing when they blocked 5C, then when 2C connects they will still be standing, but if they were crouching when they blocked 5C, the 2C will hit them crouching for a combo into 3C. -5C > Jump cancel will allow us to skip the 5C > 2C/6B mixup in favor of yet another mix up, 5C > Jump > j.B/j.4D. We can also jump barrier if we think our opponent is gonna get DP happy. I may have been rambling a bit, but there is still some solid speculation in there if you can decipher it, suddenly I can't wait for this game.
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Depend on: No Use sometimes to keep opponents honest: Yes
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As far as DPs go I already have a plan. 5C > 2C has a 1 frame hole I believe, and 5C > 6B will be a huge gap. So this is gonna be every Ragna's favorite DP spot, but if we know the DP will happen, we can cancel the 5C with a jump and barrier guard. If they DP we can punish accordingly, if they don't we can continue with pressure by using j.B/j.4D.
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>Noel Easy to play >Buff the low tiers >Plays Jin Noel is low tier, she is getting buffed, she is not easy to play, get over yourself. The only thing I am worried about is being thrown in guard crush state. Though I guess the only character that is benefiting from that is Tager, since every other character is now getting crappy options off of throws.
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As far as I know this is only a new gatling, though I could see CH 5C > 6B comboing, in the current game CH 5C > Rapid > 6B comboes. Either way we now have a high/low option after 5C on block, 5C > 2C for low and 5C > 6B for an overhead.
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As much as ASW wants to get rid of loops it's 100% guaranteed that almost every character is going to have a new one. Due to the change in the system I already have my theory fighter hat on as to what Noel's new loop could be. Maybe I'm wrong though, maybe this game will actually have something resembling balance.
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k sd MC ;KMSDD ;S M; ;S DNDCLKdncmlAC N;DNCC;LSLDS N;DNC Yes. Do you have a source? This one seems too good to be true.
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Wasn't/isn't her j.B a good Air-to-Air tool though? I know it beats whatever Noel was doing in the air at the time.
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If you're resisting you are a better man than I am. I've already started talking trash in the Michigan thread. XBL General thread will follow soon enough.
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Aww shit... people are gonna learn to fear my name come CS2 after what I had to go through in CS1, I'm gonna hunt down every Bang, Ragna, Tager and Litchi and just exact revenge all over their faces. Updating first post, thanks for taking the time to let us know KayEff. Since the main changes thread got locked, it must be a pain.
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Thank you guys for turning a troll question into helpful insight, after reading his question I was prepared for the worst, but you guys pulled through and saved it. This however is clearly trolling. jk :3
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You shouldn't be using Spring Raid after a j.D. Because it wouldn't be possible to follow up correctly. A good place to start would be practicing the basic 4.2k midscreen BnB: 3C > 22C > 66C > 5D > d.2D > Spring Raid > 66C > j.D > d.6D > d.5C > d.6B > Bloom Trigger.
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While the guaranteed damage aspect of a throw makes them seem pointless, I'd still think most of them would provide oki, still risky though.