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LunaKage

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Everything posted by LunaKage

  1. You're killing me man.
  2. Yes this is from Silencer finishes, you should be finishing with Silencer every chance you get because the oki is better. Ending a combo with Spring Raid is a terrible, terrible idea. 6D will pick up an opponent that's just chilling on the ground forever, but no one who is any good will just sit on the ground forever. If you wanted to catch a no-tech, you end with Silencer, then do 662B, since if timed correctly will end up relaunching, and it's much faster than doing 6D.
  3. 5D is 23 frames 6D is 26 frames so it's faster.
  4. 6D can be blocked though. I can thank Alpha/Delta for that info. Set your opponent to Roll forward or backward, but also have them set to block everything. You'll notice that they can block the 6D no matter which way they roll, but they cannot block the 5D. The first time this ever happened to me in a match was against Kagura, since my opponent kept holding down-back or down-forward for rolls, since they wanted to keep their flash kick charged, I noticed that he kept being able to block my 6D after rolling, then Alpha confirmed it was just a flaw with 6D due to the speed of the move.
  5. I believe he's talking about Drive oki, that goes directly into mixup. In that case you will always be starting with 5D, since 5D in the corner will prevent all rolls. here are your options: Overhead: (Loses to people who block high, people who are mashing, people who are jumping, and DPs) 5D(Whiff) > d.5A(Whiff) > d.6B(Overhead) > d.5C > d.6D > 236D > 5B > 5C > sj.C > j.D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 Low: (Loses to people who block low, people who are mashing, people who are jumping, and DPs) 5D(Whiff) > d.5A(Whiff) > d.6D(Low) > d.6B > d.4D > 214D > 5B/2C > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22 Mashing and Jumping on Wakeup: (Loses to DPs, if the d.6A is blocked, you can revert to normal mixup, but here is the combo if they get caught mashing or jumping) 5D(Whiff) > d.6A(Hits meaty) > d.6B > d.4D > 214D > 5B/2C > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22 Baiting DPs that put your opponent in the air, except for Makoto's DP 5D(Whiff) > d.5A(Whiff) > d.4D > d.2D > d.6B > 236D > 5C > j.C > j.D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 Baiting DPs that leave your opponent grounded, like Jin's 623C, or 623D: 5D(Whiff) > d.5A(Whiff) > d.4D > d.6C > 214A > 5B/2B > 5C > sj.C > j.D > d.6B > d.6C > d.2D > d.6B > 236D > 6C(2) > 6B > 22 Baiting Makoto's DP: 5D(Whiff) > d.5A(Whiff) > d.4D(Whiff) > Delay d.2D(CH) > d.6C > 214A > 665B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22 Baiting Tager's 360 and 720: 5D(Whiff) > d.5A(Whiff) > d.2D > d.6C > 214A > 2B > 5C > sj.C > j.D > d.6B > d.6C > d.2D > d.6B > 236D > 6C(2) > 6B > 22 Baiting Azrael's Growler: 5D(Whiff) > d.5A(Whiff) > Reload(Growler Whiffs) > 66C(CH) > 214A > 5B > 5C > sj.C > j.D > d.6B > d.6C > d.2D > d.6B > 236D > 6C(2) > 6B > 22
  6. You wanna be as close as possible. the combo into 6A is definitely not your spacing combo, a spaced 5B will basically lead into one of these combos: Normal Hit: 5B > 2C > 5C > 236C 5B > 2C > 5C > 236C > Rapid > 66 > 5B > sj.C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B 5B > 2C > 5C > Fenrir 5B > 2C > 5C > 236C > Rapid > 66 > 5B > sj.C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 6D > Fenrir Crouching Hit: 5B > 2C > 5C > 3C > 22C~66 > 5B > 5C > sj.C > j.D > d.6B > d.6C > d.2D > d.5C > 22B (wont work on a certain few characters, just replace d.5C > 22B with d.6B > 236D in those cases) 5B > 2C > 5C > 3C > 22C~66 > 5B > 5C > sj.C > j.D > d.6B > d.6C > d.2D > d.5C > Fenrir (Works on everyone) Counter Hit: 5B > 5D > d.6B > d.5C > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.6B > 22C~66 > 6C > 6B > 22B 5B > 5D > d.6B > d.5C > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.6B > 22C~66 > 6C > 6B > 6D > Fenrir The only time you're really going to do the 5B > 6A variation of the combo is if you land a jump in like j.C > 665B > 6A, or if you can punish a blocked or whiffed move with a close range 5B, and even then you'll be doing that if you either know it wont be a Counter hit, or if you DON'T know if it will counter hit, and just want to be safe.
  7. Yeah but that didn't always work. In cases of extra large characters like Tager, or cases where you hit the 6C at tip range. Regardless this is all more or less off topic, superjumping in old games doesn't affect us now, but it's required in CP. It's not hard to get used to, just practice it for awhile.
  8. Not really trying to get P4U2, but I'll fuck around with it once Chrono gets it, or whenever someone brings it over for casuals. Pretty much the same thing I did for UNIEL.
  9. You're right, super jumping wasn't needed... if you didn't like your opponent being in the corner. Super jumping was important if you wanted to cross over your opponent after a j.D, this was useful to make sure you were always on the correct side to push your opponent into the closest corner, especially if you used a combo into 214A, which would put YOU into the corner, not super jumping would ensure that you just gave up your corner position.
  10. LOL WHAT? Superjumping was always Super important for Noel, especially during combos.
  11. And here it is: BBCP1.1: Noel Vermillion BnBs Normal Starters (Non-Drive) https://www.youtube.com/watch?v=SBhFFr_0VCc
  12. For those of you that have been waiting for it, part 2 of my 4 video BnB series is done and will be uploaded by tomorrow. This video will be focusing on Normal starters(non drive).
  13. lol don't worry, patience. Life has been happening, so it's hard to make videos sometimes.
  14. YEs that combo still works. Which 5C are you referring to?
  15. use this instead: 4D > d.2D > d.6B > d.5C > d.5B > 236A > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B
  16. Because it's not always possible. For example: 5B > 6A > sj.C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B not only works, but can actually be extended farther, however 5A > 5B > 6A > sj.C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B does NOT work and you must take a shorter route. So unless that covered your problem, tell me what combo you're going for and I'll let you know what's up.
  17. That's the kinda stuff I've been using. It just doesn't feel that strong imo. Especially when the throw OS is used. Like I said before, most of my damage comes from hitting someone at neutral, or punishing unsafe moves. Which makes it really hard against characters that are strong zoners, or characters that don't really incorporate many punishable moves in their gameplan.
  18. I think it's always the same if you use A fireball, since crouching or not, it connects as soon as it comes out, but it's still crazy advantage. As long as you do it as close to the ground as possible. Also, I have a little horror story I titled "WHY YOU SHOULD NEVER FUCK UP TK FIREBALL" I was facing Leonil's Nanase, and I went to do TK A Fireball, but I fucked up the TK, and instead did a while rising j.A, this in itself isn't bad, however Leo did a standing shield, which meant I was vulnerable throughout the whole jump arc, and I got punished. So there you go kids, make sure you don't screw up that TK input!
  19. Her mixup is pretty weak imo. Even her roll crossups get blocked by my scene's weakest players. Even her Assault/Jump mixup is sketchy, sure you have empty jump throw/throw bait, but you can't empty jump low due to how slow her lows are, everytime I try to empty jump low, I get thrown out of 2B startup because they think I'm trying to throw them. She seems like the kind of character that relies on punishing and neutral to really get her anywhere, once you get your opponent blocking, you need to be super tricky and go for throw/bait type stuff, her throw baits get her pretty decent damage, since you can use tk fireball to bait throws, and that gets you about 3k in the corner.
  20. Yes I know, but what I said still stands, Linne just doesn't recover fast enough to punish with 2B or 5B. She can punish with 2A or 5A if you got the range correctly, but are Merk players really gonna use EX Noodlearms when you're that far away? Especially since this is supposed to be anti-EX Reversal wakeup baiting. Linne is usually super close during the wakeup game.
  21. My thoughts: it's only the first loketest, history says that the final version will be vastly different from what we have now. So don't go into panic mode just yet.
  22. Yo fight night is godlike though. Me and Shardz are definitely going.
  23. Just tested out some of Bell's B+C stuff in training mode, and for the life of me I can't punish Merkava's EX Noodle arms after B+C invulns it. It just seems like B+C's recovery is too much. The only thing I've been able to punish it with is a 2A if he ends up close enough, otherwise Merkava recovers too fast to punish with 2B or 5B.
  24. Welcome Ziggy, where in Michigan do you stay?
  25. No it's not possible to link 63214B > 5A on standing opponents. Personally I always use Chain Shift or 236C after using 63214B no matter what, that way I get a free combo if it hit, and free pressure if it was blocked. I don't really consider it super worth it to do it without resources.
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