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LunaKage

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Everything posted by LunaKage

  1. Discussion About the Kokonoe matchup goes here. First post may be edited as important information arises.
  2. Discussion About the Kagura matchup goes here. First post may be edited as important information arises.
  3. Discussion About the Jin matchup goes here. First post may be edited as important information arises.
  4. Discussion About the Izayoi matchup goes here. First post may be edited as important information arises.
  5. Discussion About the Hazama matchup goes here. First post may be edited as important information arises.
  6. Discussion About the Hakumen matchup goes here. First post may be edited as important information arises.
  7. Discussion About the Carl matchup goes here. First post may be edited as important information arises.
  8. Discussion About the Bullet matchup goes here. First post may be edited as important information arises.
  9. Discussion About the Bang matchup goes here. First post may be edited as important information arises.
  10. Discussion About the Azrael matchup goes here. First post may be edited as important information arises.
  11. Discussion About the Arakune matchup goes here. First post may be edited as important information arises.
  12. Discussion About the Amane matchup goes here. First post may be edited as important information arises.
  13. Ask questions about Noel here, remember, there's no such thing as stupid questions, just stupid answers. Frequently Asked Questions:
  14. Post up your CP Noel videos to be critiqued. No footage is too scrubby, we're here to help after all. Even if you think you're the best Noel ever, feel free to post up, because you never know when someone may have a good idea, even if you're "better" than the one giving suggestions.
  15. Reserved Again Waka Waka
  16. Reserved Just In Case
  17. Information:Noel's Short Starters are her 5A, 2A, Forward Grab, Back Grab, and Air Grab. Noel's SMP moves are her 5D, 6D, 2D, 4D, j.D, j.4D, 22B, 22C 236A, 236B, 236C, j.236C, 236D, 214D, and 623D. Certain characters cannot be hit with the "d.6B > d.6C > d.2D > d.6B" combo route, whenever a combo lists this route, just use "d.6B > d.5C > d.6B" on the characters that the better route doesn't work on. (Full list coming soon) [table=width: 700, align: center] General Notations Used Guide Specific Notations Used [table=width: 350, class: grid, align: center] j Jump sj Super Jump ad Air Dash iad Instant Air Dash jc Jump Cancel sjc Super Jump Cancel CH Counter Hit FC Fatal Counter RC Rapid Cancel [ ] Hold Input (N) Attack must deal N amount of hits. [???] xN Repeat ??? N amount of times. [/table] [table=width: 350, class: grid, align: center] DM Damage HG Heat Gain % Text Challenge Mode Combo Text Input Replaceable [/table] [/table] Mid-screen: Short Starters 5A/2A > 5B/2B > 6A > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (2.3k, 17%) Crouching 5A/2A > 5B/2B > 2C > 5C > 3C > 22C~66 > 66C > j.D > d.6B > d.5C > d.6B > 236D (2.8k, 20%) Counter Hit 623D > 66C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (2.6k, 19%) Counter Hit 623D > 5B > (5C) > sj.C > j.D > d.6B > 22C~66 > 6C > 6B > 22B (2.6k-2.8k, 19%-20%) Air Hit j.A > j.B > dj.C > dj.D > d.6B > d.5C > d.6B > 22C~66 > 6B > 22B (2k, 15%) Grab > 214A > 5B/2B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22B (3.4k, 25%) Air Grab > 5B/2B > 5C > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (3.1k, 23%) Normal Starters (j.B/j.C) > (5B/2B) > 6A > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22B (2.7k-3.3k, 19%-23%) Any Crouching confirm into 3C (Except j.A, 5A or 2A starters) Stuff > 5C > 3C > 22C~66 > 5B > 5C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 236D (2.4k-4.1k, 17%-29%) Any Crouching confirm into 3C (Except j.A, 5A or 2A starters) Stuff > 5C > 3C > 22C~66 > 5B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22B (2.2k-3.9k, 16%-28%) Counter Air Hit j.C > (5B/5C/6A/6C) > sj.C > sj.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22B (3.1k-3.5k, 22%-25%) (Overhead) 6B > 5D > d.5C > d.6C > d.6A > d.5B > 236A > 66 > 5B > (5C) > sj.C > (d.5C) > d.6A > d.5C > (d.5A) > 22B (3.1k-3.3k, 22%-24%) Jin Only (Overhead) 6B > 5D > d.5C > d.6C > d.4D > d.6C > 214A > 665B > 5C > sj.C > j.D . d.5C > d.6A > d.5C > 22B (4.9k, 35%) 214A > 5B/2B > 5C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22B (3.9-4k, 28%-29%) CH 5B/5C/2C(1) > 5D > d.6B > d.5C > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (3.1k-3.8k, 22%-27%) PUNISH WITH THIS COMBO WHENEVER POSSIBLE!!! Counter Hit 5C(Standing)/6C(Crouching) > 214A > 5B/2B > 5C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (4.5k-5.2k) [This combo hits hard, if you know the punished move will put your opponent into a crouching state, use 6C, since Counter Hit 6C forces standing) Drive Starters Note: Combos listed starting with a Drive followup will assume you have 3 total drives left. So for example d.6B > d.5C > d.6D. 5D/j.4D > d.6B > d.5C > d.6A > d.5B > 236A > 665B > (5C) > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (2.9k-3.6k, 21%-26%) 2D > d.5A > d.6B > d.6A > d.5B > 236A > 665B > (5C) > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (2.6k-2.7k, 19%) CH 5D/2D > d.6C > 214A > 5B/2B > 5C > sj.C > j.D > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (4.5k-5.4k, 32%-39%) 4D > d.2D > d.6B > d.5C > d.5B > 236A > 665B > (5C) > sj.C > j.D > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (3.3k-3.4k, 24%-25%) (Low) 6D > d.5A > d.6B > d.5C > d.5B > 236A > 665B > (5C) > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (3k-3.1k, 21%-22%) j.D > d.6A > d.5B > d.6A(Whiff) > d.5B > 236A > 662A > 6C > 6B > 6D > d.6B > d.5C > d.6B > 236D (2.5k, 18%) CH j.D > d.6C > 214A > 662B > 6C > 6B > 4D > d.2D > d.6B > 22C~66 > 66C > 6B > 22B (4.1k, 29%) Fatal j.4D > d.6C > 214A > 5B/2B > 5C > sj.C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (4.7k-4.8k, 33%-34%) (Overhead) d.6B > d.6A > d.5B > 236A > 665B > (5C) > sj.C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (2.6k-2.7k, 19%) (Low) d.6D > d.5C > d.5B > 236A > 665B > (5C) > sj.C > j.D > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (3.2k-3.3k, 23%-24%) Counter Hit 214D > 665B/665C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > 22B (3.4k-3.6k, 24%-26%) Resource Spending Confirms (Overdrive, Rapid Cancel, Thor) This list assumes you start the combo with the required resources. [OD Required] (5B/2B/2C) > 5C > OD Cancel > 5C > 5D > 623D > 66C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (3.3k-4.1k, 24%-30%) [50 Heat Required] (5B/2B/2C) > 5C > 236C > Rapid Cancel > 665C > sj.C > j.D > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22B (3.6k-4.6k, 18%-22%) [100 Heat Required] (5B/2B/2C) > (5C) > TK Thor > Fenrir (3.2k-4.1k, 0%) [50 Heat Required] 6B > 5D > d.5C > d.6C > d.5C > d.6C > 236D(1) > Rapid Cancel > 214A > 5B/2B > 5C > sj.C > j.D > d.6B > d.5C > d.6B > 236C (5.1k, 24%-25%) [50 Heat Required] 623D > Rapid Cancel > 66C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (2.6k, 13%) [100 Heat Required] Fenrir(1) > Rapid Cancel > 214A > 5B/2B > 5C > sj.C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (3.8k-3.9k, 10%-11%) [50 Heat Required] Overhead/Low d.6B/d.6D > 623D/236C > Rapid Cancel > 665C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (3.1k-3.7k, 14%-19%) [50 Heat Required] 214D > Rapid Cancel > 665B > 6A > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22B (3.2k, 15%) Near-Corner: These combos assume that you put yourself closer to the corner after crossing over with j.D, thus putting you closer to the corner than your opponent. These combos are routes to correct that, and thus add corner carry. Note: In every instance you see "6C(2) > 66B" this is assuming you are now close enough to the corner for 6C(2) to wall bounce. If you are not, replace it with "6C > 6B" Also Note: There are some situations that 6C > 6B wont combo, but 6C(2) > 66B WILL combo. This is usually only during SHORT starter combos that have the extended confirm after the d.2D, to rectify this, simply use the shorter confirm if you know the 6C(2) wont wallbounce, for SHORT starters. Short Starters 5A/2A > 5B/2B > 6A > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C(2) > 66B > 22BxN (2k-2.5k, 14%-19%) Counter Hit 623D > 5B > (5C) > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (2.6k-3.1k, 19%-24%) Air Hit j.A > j.B > dj.C > dj.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C(2) > 66B > 22BxN (1.8k-2.3k, 13%-18%) Air Grab > 5B/2B > 5C > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (2.9k-3.2k, 21%-25%) Normal Starters (j.B/j.C) > (5B/2B) > 6A > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22BxN (2.4k-3.2k, 17%-24%) Counter Air Hit j.C > 5B/5C/6A/6C > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22BxN (2.7k-3.4k, 19%-26%) (Overhead) 6B > 5D > d.5C > d.6C > d.6A > d.5B > 214D > 2C/2B > 5C > sj.C > j.D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.5k-3.6k, 25%-26%) (Overhead) 6B > 5D > d.5C > d.6C > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (3.2k-3.3k, 23%-24%) 214A > 5B/2B > 5C > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22BxN (3.6k-4k, 26%-29%) Counter Hit 5B/5C/2C(1) > 5D > d.6B > d.5C > d.6A > d.5B > 214D > 2C/2B > 5C > sj.C > j.D > d.5D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.4k-4.3k, 25%-31%) Counter Hit 5B/5C/2C(1) > 5D > d.6B > d.5C > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (3k-3.8k, 22%-28%) Counter Hit 5C/6C > 214A > 5B/2B > 5C > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C(2) > 66B > 22BxN (4k-5.3k, 29%-39%) Drive Starters [*]5D/j.4D > d.6B > d.5C > d.6A > d.5B > 214D > 2C/5B > 5C > sj.C > j.D > d.5D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.2k-4k, 23%-30%) [*]5D/j.4D > d.6B > d.5C > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (2.8k-3.6k, 20%-27%) [*]2D > d.5A > d.6B > d.6A > d.5B > 214D > 2C/2B > 5C > sj.C > j.D > d.5D > d.6B > 236D > 6C(2) > 6B > 22BxN (2.9k-3k, 20%-21%) [*]2D > d.5A > d.6B > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (2.5k-2.7k, 18%-19%) [*]4D > d.2D > d.6B > d.5C > d.5B > 214D > 2C/2B > 5C > sj.C > j.D > d.5D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.6k-3.8k, 26%-27%) [*]4D > d.2D > d.6B > d.5C > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (3.2k-3.3k, 23%-25%) [*]6D > d.5A > d.6B > d.5C > d.5B > 214D > 2C/2B > 5C > sj.C > j.D > d.5D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.3k-3.4k, 24%-25%) [*]6D > d.5A > d.6B > d.5C > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (2.8k-3k, 20%-22%) [*]j.D > d.6A > d.5B > d.6A(Whiff) > d.5B > 214D > 2B > 6C > 4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (2.8k, 20%) [*](Low) d.6D > d.5C > d.5B > 214D > 2C/2B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.6k-3.8k, 26%-28%) [*](Low) d.6D > d.5C > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C(2) > 66B > 22BxN (2.9k-3.3k, 21%-24%) [*](Overhead) d.6B > d.6A > d.5B > 214D > 2C/2B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (2.9k-3k, 21%-22%) [*](Overhead) d.6B > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C(2) > 66B > 22BxN (2.4k-2.7k, 17%-20%) [*]Counter Hit 214D > 665B/665C > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22BxN (3.2k-3.5k, 24%-26%) Resource Spending Confirms (Overdrive, Rapid Cancel, Thor) [*][50 Heat Required](5B/5C/2B/2C) > 5C > 236C > Rapid Cancel > 665C > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22BxN (3.5k-4.4k, 19%-23%) [*][50 Heat Required]Overhead/Low d.6B/d.6D > 623D/236C > Rapid Cancel > 665C > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22BxN (3.3k-4k, 17%-22%) [*][50 Heat Required]214D > Rapid Cancel > 665B > 6A > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22BxN (3k-3.2k, 14%-15%) Corner: Short Starters [*]5A/2A > 5B/2B > 6A > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (2.5k-2.6k, 19%) [*]Crouching Hit 5A/2A > 5B/2B > 2C > 5C > 3C > 22C > 5B > 5C > sj.C > j.D > d.6B > d.5C > d.6B > 236D (3.1k-3.2k, 22%-23%) [*]Counter Hit 623D > 6C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (3k, 23%) [*]Counter Hit 623D > 5B > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.3k, 24%) [*]Air Hit j.A > j.B > dj.C > dj.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (2.5k, 19) [*]Grab > 2C/2B > 5C > sj.C > j.D > d.5D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.3k-3.6k, 25%-26%) [*]Air Grab > 5B/2B > 5C > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22BxN (3.2k-3.3k, 25%) [*](Noel in the Corner) Air Grab > 5B/2B > 5C > sj.C > j.D > d.5D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.3k-3.5k, 25%-26%) Normal Starters [*](j.B/j.C) > (5B/2B) > 6A > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 66C > 4D > 214D > 6C(2) > 6B > 22BxN (2.8k-3.3k, 20%-25%) [*]Crouching Hit 5C or Raw 3C: (5C) > 3C > 22C > 5B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 66C > 4D > 214D > 6C(2) > 6B > 22BxN (3.9k-4.5k, 29%-33%) [*]Any Crouching Confirm into 5C (Except 5A, 2A, or j.A): Stuff > 5C > 3C > 22C > 5B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.5k-4.3k, 25%-32%) [*]Counter Air Hit j.C > 5B/5C/6A/6C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 66C > 4D > 214D > 6C(2) > 6B > 22BxN (3.1k-3.6k, 23%-26%) [*]Overhead 6B > 5D > d.5C > d.6C > d.5C > d.6D > 236D > 5B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22BxN (3.7k-3.8k, 28%) [*]Overhead (Character Specific, will list characters at a later date) 6B > 5D > d.5C > d.6C > d.4D > d.6C > 214A > 5B/2B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22BxN (4.8k-5k, 36%-37%) [*]214A > 5B/2B > 5C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 236D > 66C > 4D > 214D > 6C(2) > 6B > 22BxN (4k-4.3k, 29%-31%) [*]Punish Combo Counter Hit 5C(Standing)/6C > 214A > 5B/2B > 5C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (5k-5.7k, 37%-42%) [*]Punish Combo Counter Hit 5C(Standing)/6C > 214A > 5B/2B > 5C > sj.C > j.D > d.6B > d.5C > d.6B > 22C > 6C > 6B > 4D > 214D > 6C(2) > 6B > 22BxN (4.9k-5.6k, 36%-41%) [*]Counter Hit 5B/5C/6C/2C(1) > 5D > d.6B > d.5C > d.6C > d.6D > 236D > 5B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22BxN (3.8k-4.6k, 28%-34%) Drive Starters [*]5D > d.6B > d.5C > d.6C > d.6D > 236D > 5B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22BxN (4.3k, 32%) [*]2D > d.5A > d.6B > d.5C > d.6D > 236D > 5B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22B > 2B > 6C(2) > 6B > 22BxN (3.3k, 24%) [*]6D > d.5A > d.6B > d.4D > 214D > 2C/2B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.3k-3.5k, 24%-25%) [*]4D > 214D > 2C/2B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.5k-3.8k, 26%-28%) [*]j.D > d.6B > d.5C > d.6C > d.6D > 236D > 66A > 6C > 4D > 214D > 6C(2) > 6B > 22BxN (3.3k, 25%) [*]j.4D > d.6B > d.5C > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (3k, 22%) [*]Overhead d.6B > d.5C > d.6D > 236D > 5B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22B > 2B > 6C(2) > 6B > 22BxN (3.4k, 25%) [*]Low d.6D > d.6B > d.4D > 214D > 2C/2B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.5k-3.7k, 26%-27%) [*]Low d.6D > 236D > 5B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22B > 2B > 6C(2) > 6B > 22BxN (3.7k, 27%) Resource Spending Confirms (Overdrive, Rapid Cancel, Thor) [*][50 Heat Required] (5B/2B) > (2C) > 5C > 236C > Rapid Cancel > 665C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 66C > 4D > 214D > 6C(2) > 6B > 22BxN (3.8k-4.7k, 20%-23%) [*][50 Heat Required] Overhead d.6B > 236C > Rapid Cancel > 665C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 66C > 4D > 214D > 6C(2) > 6B > 22BxN (3.6k, 17%) [*][50 Heat Required] Overhead 6B > 5D > d.5C > d.6C > d.5C > d.6C > 236D(1) > Rapid Cancel > 214A > 2B/5B > 5C > sj.C > j.D > d.6A > d.5C > 22BxN (5k, 25%)
  18. I wouldn't mind. you guys can take turns beating me until I get my combos down.
  19. well that's up to chrono since he's home during the day, but tuesday and wednesday would be better for me.
  20. yeah, every friday, like always lol
  21. Worst case Scenario: talk to ChronoReyer about maybe becoming a roommate, and then you'll LIVE with the scene.
  22. Fuck, something must be done about this :c
  23. I liked it. Not sure why everyone thinks the animation is bad, with the exception of Jin throwing that ice sword everything looked great. People are worried about pacing, and yeah it seems fast, but this is CT right now, we haven't even seen half of the characters, and the story itself takes place in a loop, there are plenty of things that they could do with this kind of setup. Hell they might even be showing us segments of the story, maybe episode three will be a "meanwhile, this is what Carl, Litchi and Bang were doing while this shit happened". It's too soon to say.
  24. Seeing a notification pop up saying that the person I just beat sent me a message, getting excited and hoping for an entertaining piece of hatemail, but then I find out he was only sending a GGs message. I never get hatemail :c
  25. Our Crossroads are 7 Mile and Beech Daly. You would have loved being in the scene about a year ago, we used to have casuals right next door to Ferndale, I used to live there and host.
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