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Everything posted by LunaKage
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Georgia: Home of final round ~ Find BB/GG Players!
LunaKage replied to Smilax's topic in Offline Community
Min? WabaGames Min? I know him, used to own a place here in MI. The reason I crashed the Georgia thread to begin with was to see if he was mentioned. Lucked out I guess. -
Doesn't that wallpaper mean Hakumen wins? That is his astral, and Tager is about to punch that shit. On another note, could you make the Noel Vs Tsubaki in Standard def also? I have no widescreen. Suggesting Noel's optic barrel sprite, shit's so cash. Maybe Tsubaki's 6C. or 22A/B/C/D.
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As long as you are progressing, also, to beat beginner mode Noel, just spam 2D, there is literally nothing they can do about it. You shouldn't be fighting random players anyway, talk to people here, add them, if you have good connections with them, then fight them often, possibly the greatest advice ever given right there.
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A couple of possibilities: 1. Your opponent is too high when you hit 66C, this is unlikely though do to 6C's reduced start up. 2. You're doing d.6B too fast, you need to get the feel of when to input the command, this became second nature in CT seeing as you needed it twice in a combo. Its possible that: due to the pressure of doing a combo mid match, you do the command for d.6B too fast, or even too late, learning to bring your combos from training mode into an actual match can be hard at first, but it will be something you get over. Another possibility: If it was against Bang or Arakune, their hitboxes don't like 5D > d.6B so they have to be a little lower to the ground than most of the cast in order to connect it.
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This is what I was thinking, we cant report a change we can't see, maybe they buffed her hitboxes? Anyway, this is a topic for the general thread, we have to remember to keep this thread for QnA only, or at least mostly :x
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I agree with this statement so hard. However, we do get +1 on 2C, it's just too bad we end up almost a full character length away, adding to the fact that most people know that after 2C is their chance to escape, it makes pressure next to impossible if you aren't gonna 5A/2A/2B your opponent to death.
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DragonTamer Tsuuna and I tested something with the CR Oki set-up, and if Bang uses wakeup 6D and teleports behind you he will be safe from d.6C, if timed right it's still possible to d.2D over it after d.6C though. To be honest, I'm not sure why/how it works, but according to the person who told me about it 5C > Throw Wiff, is +2 on block, I can't really verify that, nor does it seem likely, but for whatever reason it helps out alot. 5C > Throw > 5C will catch some people mashing long range attacks, but still gets stuffed out to 5As on occasion(lolhitbox). I suppose it may have something to do with its level, or maybe blockstun is longer for the first couple of active frames, hell I don't know, as long as it helps I'll keep using it, maybe someone else can solve the mystery? That's what I figured too, but while trying it out in training mode, if you don't cancel and just let them recover from 5C, your opponent releases his guard before you can move(recovers faster than you, hence 5C's -7 on block) but if you throw cancel, he releases his guard an instant after you can start moving(if you dash on the first available frame, timing is a little rough).
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Pretty sure this was already discussed.
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Right moves, wrong idea. Take Noel's 22C, it has a proration bonus of 120%, meaning once used, the move used after it(at least after 22C's initial use) will do 120% of its original damage(applied after P1 and P2 of course). At least this is how I theorize it, not 100% sure myself, but I know it has nothing to do with P1 and P2, because 22C only has 100 P2.
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3. I find myself using this tactic as well, but if they don't hit you out of Assault Through, they will either block it or get hit by it, if they block, you can rapid and continue pressure, if you don't rapid at least you take a primer. Also note that assault through can be followed up with a combo if it hits them in the air as a counter hit, I usually 66C > j.D > stuff, and get 3k with no meter, Air CH with Assault Through is rare though, but its always good to know how to follow up if you ever get the chance. 4. I love this tactic, Rapid spring raid and airdash away, you may have a chance to catch your opponent off guard if you instead 623D > Rapid > falling B/C, its risky, but it has won me matches against opponents who were a little to quick to punish Spring Raid.
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I dig it. I'm still waiting to find out which one it is for Noel.
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LOL I fucking love doing that, it was so obvious I forgot. Speaking of gimmicks, 5D > Reload > 5D makes people salty.
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Noel has nothing that's truly safe, only options that you may get away with. After a blocked 5D, your main objective is to not get punished for it, so 4D > 5B > Optic Barrel/Bloom Trigger is your best bet, however if you want to take a risk you can use 2D and hope that your opponent used something that 2D goes over, not the best idea though. 5C > 2C for a small amount of damage, though if you cancel the recovery of 5C by wiffing a throw, it actually gives you much better recovery than 5C itself, I've actually done this to continue pressure. This tactic will still be beat out if your opponent is mashing 5A, but like I said, Noel has no solid options, only a bunch of gimmicks that can be beat easily if your opponent knows what you are going to do.
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Even without the Tauntloop, I imagine 6C would be a great combo starter, 5C > 6C would probably be as good as Noel's CH 5C > 3C. I'm not sure how nerfed Tao's 6C is now though, but could it be possible to follow up in the corner?
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A little bit pissed off that there are no Noel changes listed. Proves how few of us there are, we can't even get any inside info.
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Right. I'll be the first to admit I bitch about my character, I do it while I'm losing, I do it while I'm winning. But just because some things have changed that may LOOK unfavorable, doesn't mean anything in the end. First off, there are still possible changes between the first loktest and the finished game, secondly, every character is pretty much getting drastically modified. Hell, the fact that EVERY character will be rocking 2 primers after a single burst makes Noel that much more viable, every character is getting the combo nerf stick, Spring Raid cant follow up midscreen? Guess what, neither can Inferno Divider. I'm looking forward to BBSC2 with my head held high, because no matter what changes, my urge to whack bitches in the face with hilariously large guns will not.
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But she was never able to Jump Cancel d.5D, unless they added that in an earlier loktest, then took it out at a later one. But I don't remember any mention of it.
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Haida looping is supposed to be getting annihilated in CS2, to the point of being pointless, while I do believe one rep would probably be the standard for BnBs though. As far as tiers go, there are no concrete tier lists, for example, some people say Haku is one of the easiest to loop, while I personally have a hard time with him. Some people believe lambda/mu are hard to loop, I think they are really easy. As far as the characters you have listed, Tsubaki I believe is impossible to loop, one rep if you are lucky, but I don't believe you can get off more than one. Tao has a deceptive hitbox, while it may look like she is too close to 22B, she is actually in the perfect spot, you need to mess around in training to hit her sweet spot, but its possible get a full 4 rep haida off on her. Its just really hard :P
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Some people may not like the black and white, I'm gonna put it up anyway.
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[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
LunaKage replied to MiraclePizza's topic in Archive
6.8k is 6.8k, besides this is a combo thread, it doesn't matter if the combo is impractical, if it exists, and is worth mentioning(don't mention 5D > 236D just because it exists) post it here. -
There is no reason you should ever use two d.6Bs, d.5Cs or d.6Ds midscreen. It prorates your combo horribly, two j.Ds for Fenrir is good sometimes, but not the best option, and two bloom triggers have already been established for corner combos. If you are using more than one d.6D, d.6B or d.5C in your combos, you are not doing optimum damage.
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Gatling / Revolver Action Project
LunaKage replied to dragontamer's topic in Site Feedback and Suggestions
Spotted another error in Noel's gatlings, 5B doesn't gatling into 2B. -
As far as her BnBs go, the only drive move I've had to use more than once in a combo is Bloom Trigger, and even then, I only use it twice. So which combo are you referring to?
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Gatling / Revolver Action Project
LunaKage replied to dragontamer's topic in Site Feedback and Suggestions
A change that should be made for Noel, I'm not entirely sure if this was intended or if this is just an oversight, but Noel's d.2D(her drive follow up 2D) cannot gatling into d.4D(her drive follow up 4D), however the 2D starter does gatling into d.4D. -
Every one of Noel's drives have a same move penalty of 65%, meaning you shouldn't use one more than once in a combo, if you do, not only will the combo do less damage, but it may not even let you finish it, due to CS's combo system, the more a combo prorates the more likely it is to fail. Note however, that the drive starters and drive follow ups are counted as two different moves. For example, 5D is different from d.5D, so technically 5D > d.6A > d.6C > d.5D > 623D is a combo that would not suffer from any same move penalties(though that particular combo isn't a good one :P).