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Everything posted by LunaKage
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It's Noel, no matter what she is doing, people call it mashing.
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Haida sucks in CS2, and the combos I'm talking about from CS1 are both haidaless.
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She could get 4.2 midscreen off of 3C and FC4D in CS1, so maybe her combos weren't nerfed as bad as we thought.
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Cutting everyone's primers so that they have two after a burst, air unblockable 5B/5C and nerfed counter assaults mean that even if you aren't getting comboed to death, you are still constantly taking random damage.
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I just want to remind everyone, that every character is getting the nerf stick in the combo category, hell Ragna may still be on top by amassing 2.5k midscreen for all we know. Don't freak out until the final product.
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CS1 Noel is right up your alley. I feel like I may have gotten off topic so I'm gonna try to rectify that. ON TOPIC: I'm liking that they have goals for the characters, instead of throwing out random changes for the sake of seeing what will happen.
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Honestly I think her drives are better off the way they are, they have massive invuln, but not instant enough to make them as bad as real DPs. Her drives actually give her a solid way to escape pressure without being broken, the only reason she isn't fun to play right now is because her drives are the ONLY thing good about her. If you try to approach a roosting opponent with a normal, its all good, unless they decide that they don't want to block, you will get hit out of all of her normals 90% of the time, so literally you have to go through the danger of approaching with drive, escaping pressure with drive, comboing with drive, etc. Approaching with drive is a terrible idea, no matter how much you have to do it. I wouldn't mind if her drives were nerfed honestly, that's why 5D losing invuln doesn't bother me much, I would much rather be able to IB > 5A/5B to escape pressure.
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Where have you been? Her drives already dodge moves, and her normals are so bad it's to the point of not using them if you want to do any kind of damage. I could go into detail, but in CT: Normals > Drive, in CS: Drive > Normals. Hopefully in CS2 they finally make them equal.
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Stunedge, I think I love you. No homo.
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I think Makoto's backspin may be her 6C, cant think of what else it could be.
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Getting out of the corner can be tough, even Noel's godly CA can be baited with a backdash.
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I support his use of made up words, because they are made of Truthiness, and winitude. But seriously though, he's right.
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I see, I do remember hating the timing for 6A > 236A back when I wanted to sub Litchi in CT. I'm sure it will give you some kind of payoff though, I can't think of any overhead that doesn't have a follow up(in my current groggy state). Like maybe they will make it special cancellable in CS2, who knows? Anything can happen, maybe Axis is right and they just wrecked Litchi.
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*laughtrack* Doesn't mean anything though, can't you special cancel it? It can probably still combo into something.
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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.