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Everything posted by LunaKage
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Things are looking up if this job comes through. If I can get enough saved up then I'd love to go to one.
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Shoutouts to falling asleep at 7pm and waking up at 3am to still find niggas in the house playing games.
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So after speaking to Brandino we decided on the new and updated MI Nigga Tier list. Horizontal placement doesn't matter, if two people are on the same line, they are equally niggalike. S: 50/50 | Shinsyn | Chaos Kalibur | Jay | Shadow Flash(Nigga Install) A: Jago | BlakMaphia(When Pretending to be Black) | Skye(Post Baby Mama) B: LunaKage | Axis | Jessica | Brandino | Exile | BO C: Skye | BlakMaphia | Shadow Flash | Lumin D: ShardZ | Proto | Rubedo | Dev | Chrono E: Delrian | Greats | Toasty | MonoMark | BrownBear
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The bare bones crash course: 5A = Fastest poke, shitty range, use when close as hell to your opponent. 2A = Second fastest poke, medium range(By Noel standards anyway), use this when you want to sacrifice a frame of speed for a bit more range. 5B = Main Spacing tool, medium-far range(By Noel Standards), use this to fish for counter hits at a small distance. 5C = Secondary Spacing tool, Far range(By Noel standards) but is a bit slower than 5B, however it can be used for a similar purpose. 6B = Overhead 6B(While in drive state) = Overhead 2B = Low 2C = Low 3C = Low (Can be punished if blocked) 6D = Low (Can be punished if Blocked) 6D(While in drive state) = Low (Can be punished if blocked) 2D = Goes over low attacks (Can be punished if blocked) 4D = Goes through high attacks/air moves (Can be punished if Blocked) 6A = Anti-air attack. (Can be punished if it misses, and if not followed up on block) 236A = Close range projectile 236B = Medium Range projectile 236C = Far range projectile Use those when you want to keep an opponent at a distance, if one hits then you have an opening to run in. 214A = Command grab, only works on a standing opponent, if your opponent ducks under it, you will die. 3C/4D/6C = best starters, if you land these, the resulting combo will hurt like hell. (All of these can be punished on block) Noel's goal is to keep her enemies close, her staggers are really scary, and since her range is among the worst in the cast, she makes up for that with attacks that are faster than the average character, or with something that makes up for it otherwise (For example, both Noel and Ragna have a 5frame 5A, however Noel's hits crouching, and Ragna's does not, stuff like that). Noel gets her best damage on Counter Hits, Fatals, and attacks that hit while her opponent is crouching. Hitconfirming is a huge part of playing BlazBlue, and Noel in particular has no hope of winning unless you can make sure you get the most out of the attacks you land. Here are a couple of combos to get you started: 5A > 6A > 6C > 6D > 236A > 66C > j.D > d.6D > d.5D > d.5C > d.236D 3C > 22BC > 66C > 236A > 66C > j.D > d.6D > d.5D > d.5C > d.236D 2D > d.6A > d.6C > d.6D > d.6B > d.236D Fatal 4D > d.6A > d.6C > d.2D > d.623D > 66C > Delay 236A > 66C > j.D > d.6D > d.5D > d.5C > d.236D those are the basics of the basics, and the whole Drive mindgame isn't explained, since that would take a huge ass wall of text to explain in itself., let us know if you have any other questions.
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I'm not sure honestly, I always kinda wondered that myself. But that's what the mook said, and it always said something similar, so basically instead of worrying too much about it I just told myself "Drive on block sucks" A blocked 2D can ruin your day, but a d.4D is a good effort to try and make it safer, remember though that d.2D cannot cancel into d.4D(for some reason). If you have meter it's not a bad idea to 2D > d.623D > Rapid, since that can take a primer, and it also frame traps really well, it's still beaten by DPs though.
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Of course, however she can bait this by creating enough space. This leads to a free Counter Grab for Litchi.
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Well fuck. That must get annoying.
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I thought you played Rachel.
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*Slow Clap*
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My old band is planning on getting back together for one last show before we split off to do other shit. Any interest in coming out and showing support? We don't have a date yet, but I just wanna see if any of you guys would be interested at all in coming out to see us.
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remember that on fatal, you can link Spring Raid > 6C on everyone in the cast. so basically, if you're opponent is in the corner you can: j.4D Fatal > d.6C > d.2D > d.623D > 6C(2) > 66C > j.D > d.4D > d.214D > 446C > 22C~66 > 6C > 236A > 66C > 4D > d.6A(Whiff) > d.5B > d.6B > d.5C > d.236D
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Can't really deny that, MI isn't exactly the type of place you would wanna book a vacation to. As far as a road trip, I'd be down, but obviously I don't have much say in that :x
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The truth has set me free.
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That's old man.
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The issue is mainly rides Rubedo, since you are the one hosting, it's effectively losing another driver that could pick someone up. I know I can't make it because Brandino is normally my ride, and he's still having car troubles. Brandino is also the guy who normally picks up Axis and Skye, and sometimes Dev. So that's really the only thing, just unlucky timing.
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OK guys, this isn't the thread for that. Take it to PMs or NVG if you wanna chit-chat.
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Lumin and Skye, I have a surprise for you guys next time I see you two. Also, shoutouts to one of the most fun casuals we've had in awhile. Shoutouts to Blak for the ride to casuals. Shoutouts to Blak for saying "I need to practice for ECT" and then playing nothing but card games when we got there. Shoutouts to ShardZ for the ride home. Shoutouts to ShardZ for Buppa mirrors. Shoutouts to Skye for turning my stick into the asian chick from Hostel. (Also Skye, if you could, could you go back into my stick and make the stick tighter?) Shoutouts to Dev for sleeping. Shoutouts to Chrono for beating Mario 64 every time we come to casuals. Shoutouts to Kevin. Shoutouts to Axis for turning the death of his dad into a recurring joke (We all have our own ways for dealing with tragedy after all)
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Yayzzzz :D
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Really really? You don't mind the drive?
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Well fuck.
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SHARDZ...... I don't seem to have a ride atm ;w; But I live all the way in Lincoln Park ;w; Fuck ;w;
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:oooooooooooooooooo
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First Match: - YOU DIDN'T MAP TAUNT QQ - Your first corner combo off of 4D was almost perfect, but before you did the 236A, you should have done Silencer, it would have added quite a bit of damage to the combo. - While I can understand your desire to do as much damage to Tao as possible in one combo, you really should have saved that meter for other stuff instead of using Fenrir at the end. Normally you should only do a Fenrir at the end of a combo if it will kill, or bring them so close to death that a simple poke will kill them. Because think of it this way: 2A > 2B > 2C > 5C does more damage on it's own than a Fenrir does when added to a combo. - This Tao doesn't seem to know the matchup well, they're trying to hard to hit you, and not playing the runaway game enough. In the same respect you're playing too much of a risky game in order to catch up to them. You should focus more on Super Jump Forward while holding Air Barrier to block, this will prevent Tao from tagging you with an attack to easily, you're IAD forward too much, which leaves you WIDE open for a Tao Drive. - At the end of the match you showed Tao why they can't play the rushdown game, because 4D/2D kills most of her normals, you Fatal'd the Tao 3 times in a row, leading them to burst twice. Take note of this, but remember don't abuse it, since just like every other character, Tao can bait drives too. Second Match: - Shoutouts to a stick player needing to use a Macro for his Burst. - This Bang seems to love Jumping, remember that 2C > 3C on block is a jump trap. It's really risky though, so it's best to use when you have meter to make it safe, or if you're willing to take that risk. - A nice OS I like to use against Bang is 5A > 2B or 2A > 2B, this puts you at 0 on block, which allows you to stagger, and it shuts down most of his drive options, including his 2D. - Don't be so predictable with 4D, every time you were teching in the corner you did wakeup 4D, that's not gonna fly against an opponent who knows how to beat it. - When running up to your opponent on wakeup, remember to use 5A to cover Rolls and quick get-up. If you would have been covering his wakeup options during that first round, he would have gotten hit, allowing you to win the round. - Remember how I said this guy loves to jump? Well keep that in mind when he has you in the corner. A Jump happy opponent allows you to just dash right under them, due to Noel's running hitbox being so low, your chances of getting hit are almost none if you're opponent is at the peak of their jump. - Don't use 5B to end a stagger, it's so bad for that. Your stagger points are 5A, 2A, 2B and 2C. Third Match: - Don't be afraid of Makoto. You got blown up by alot of her 214A tricks, this can be beaten by poking, everytime. - Remember you can run out of the corner too, you're getting exposed so hard by people calling out your IADs. - Yeah that match ended so fast @w@ You need to learn to be more patient, Makoto isn't that hard to deal with in this game, most of her stuff is negative and most of her tricks are beaten by just poking. She got you nervous and caused you to do things too hasty, which forced you to play her game.
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Hey Blak, are you gonna come to casuals Friday? I need a ride, and I have to be at ITT at 2pm so I can stay at the ITT if that will make it easier.