Jump to content
Dustloop Forums

LunaKage

Moderators
  • Posts

    4,456
  • Joined

  • Last visited

Everything posted by LunaKage

  1. Delay should work, but super-jumping makes it easier, in the corner it doesn't matter which you do though so its a safe bet to super jump if you have your opponent secured in the corner. 6A > 6C > 5D is very inconsistent, I normally use: 6A > 6C > 2D > 623D > 66C > sj.D > d.6D > d.5C > d.6B > 236D does about 2.6k
  2. It can, sure, but the payoff isn't that great from my experience, I may just be doing the wrong combo, due to the fact that I never throw out j.D outside of a combo, I've never thought to practice any optimal combos off of it. My favorite crossup is 5A > 2D, on a croucher.
  3. If I were a more experienced mod, I would award you for this post. I fucking hate any character who can 5B into a damaging BnB, especially when the fact that if you block the 5B > next hit of combo, it's pressure, easy mode fucking pressure. On Topic: I do believe they are going the right direction with CS2, this is obviously just speculation, but they are trying to remove ridiculous loops, and are trying to prevent jump-outs from being too powerful. Now if only they can improve the Noel Vs. Tager match-up.
  4. A good way to get a good head start in this fight is by backdashing at the beginning of a round, then using 5D > combo. I managed to beat U.Hakumen in one try, because he liked to use Zantetsu at the very beginning. 5D will go through the second hit if you backash the first.
  5. If this is true I consider it more of a buff. Sure it will make punishing a blocked 2D easier, but if you weren't getting punished for it already you're fighting the wrong people. This is going to make hitconfirming Anti-air 2D > Spring raid easier, and it's going to be easier to hit confirm whether or not you crossed your opponent up.
  6. My point exactly, 4D will beat 5A if he is mashing 5A, but in any other situation, Noel is boned, if she has meter she can fenrir reversal, but that will get predictable real quick.
  7. Except for the fact that 4D beats everything Noel does, you must fight some really bad Tagers if you think this match-up is winnable, against a good Tager, Noel has nothing, if you get lucky you can manage to get a round off. The match-up is laughable. You are right that 5B beats sledge, that is the shining light in this match-up. 5B is beaten by 4D. 5D beats some of his normals, but loses to 6A, 6C, sledge. On rare occasions you can 5D through 4D, but its strict. 2D beats his 5B. In Gadget Finger situations, 4D will beat his 5A, but nothing else, he can also grab you out of it. If Noel is caught in a blockstring, it is rock-paper-scossors, but Tager only needs to win 3 rounds of RPS, Noel needs to win about 5-6.
  8. I do one of three things: 1. Throw out an anti-air mid blockstring (6A or 6C) 2. Use a move that is jump cancellable on block, and slowly bring them back to the ground with air pokes. 3. Stop my blockstring, IAD forward and grab.
  9. Honestly you are better off blocking 2D, 5D can be countered with 5D though.
  10. None of that is safe, while technically a blockstring, its more along the lines of dashing in after blocked pokes to continue pressure, you must only do this if you believe your opponent will continue blocking, because she can be hit out of it easily.
  11. 2D is the bane of Noel's existence, it goes over everything she does, it even beats 2D... Figure that one out.
  12. I don't play Yoriko. I'm a Kamui and Heart guy.

  13. My spirits soar everytime I'm reminded that 5C is jc'able on block. She's looking so much better now that I may have to get used to not getting stuffed out of normals soon. *fingers crossed*
  14. True, it could at least be a decent "get the hell outta there" string, unless the buffs to optic barrel make it useable to continue pressure, that would make my day.
  15. Assuming 6B can gatling off of the second 5C(or rather the 5C after the 2C) this can be very valid. I can't wait to try out new blockstrings. Here's to hoping 2C > 5C becomes a frame trap.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. Yeah, I just saw that one too.
  21. 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.
  22. Already tested out and clarified what happened, thanks for the added info though :3
  23. 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.
  24. lol thanks? This is one of the reasons I'm here after all.
  25. 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.
×
×
  • Create New...