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LunaKage

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Everything posted by LunaKage

  1. It really depends. I'll do a non-dash cancelled 236A a lot, since it baits people hitting buttons, and at max range, all meterless DPs will whiff, gotta watch out for invuln supers that bring your opponent forward though, like Merk's EX Fists, and Hyde's EX DP. I'll also cancel into a whiffed 2A or 5A, which puts us at about -2, and good enough space to throw out a 2B or a 2C, if your opponent reacts too slow, you'll score a CH, or they might block high as well, scoring you the low hit. If your opponent throws out lows after you rebeat, you can beat them out with 63214A/B, or even TK A Fireball. Ending a blockstring in the corner with 63214B isn't a bad idea either, since it's an overhead, and safe, but if it's shielded it can be punished, and can be 5A's out of, to it's a great idea to CS or 236C if it's blocked for more pressure, and if it hits, you get a combo if you cancelled it, about 3.5k using each resource. If your opponent likes to mash 5A out of your 63214B, then use the A version, since it frame traps, but save this for when you have meter or vorpal, since if it's blocked it can be punished otherwise, also you can't combo off of it on normal ground hit without those resources.
  2. Due to Uniel coming out I've been slacking on my BnB series, but I still have the 1/4 video for Short Starters, so it's definitely a good first place to look: https://www.youtube.com/watch?v=5dbbenDVQYI I'm still working on the other videos guys, so don't worry lol.
  3. Don't use assault to challenge Merkava's horizontal arms. You want to actually JUMP over them.
  4. Never fought Waldo. Merkava is uphill, but winnable since he has to guess just as much as you do. If you run in when he throws diagonal you get to kill him, and if you jump when he throws horizontal you get to kill him, just inch your way in and you should be fine, his mixup isn't too scary, so blocking isn't too hard either. Gord is not an uphill battle, it's a fucking VERTICAL CLIMB. It's like facing Merkava, only he doesn't have to guess if you're going to jump or not, 5C more or less takes care of both options. You have to play extremely safe and patient, and when you get in, hope the Gord you're fighting can't handle easily reactable mixup.
  5. She has a couple of good ones, but I'm more of a one-color kind of guy, so I stick with the one I like best.
  6. Preference-wise there is no difference between Pad and Stick. You can become a god tier player no matter what you use. Switching isn't gonna make you better or worse, or rather, switching will make you worse until you get fully used to the new hardware, THEN it wont matter. TECHNICALLY though. Stick is better. Why? Because you can't play pad on an arcade machine for one, and even if you NEVER intend on playing the game at an arcade, there's still a matter of controller preference. If you ever wanna play with a friend who is on PS3, or participate in a tourney that uses a system that you don't use, then you better be prepared for a controller you're not used to. Though it's possible to get a converter, still gotta spend that extra money though. So basically, no matter what, you're gonna be spending money on a controller, Stick or pad regardless.
  7. I'd have to say the roll, though it can still be mashed out of (That's how I win mirrors, by punishing the shit out of people who do that all day) lol
  8. I tried, but I feel like the window that you can actually use it is way to small. You need to wait way too long after 5C for it to come out, and it doesn't really work as an actual mixup because she doesn't have a low slow enough to make your opponent think you're NOT using the overhead. I find using 5C > 63214B/2B or 2C is more effective, though it's really only super useful in the corner due to how her 63214B likes to whiff on crouchers midscreen.
  9. Noel: https://www.youtube.com/watch?v=mAbqC8vDMn4
  10. Guess I'll post some things I've been working on in training mode regarding Oki: I've been having a lot of problems capitalizing on 6CCC enders, since midscreen it creates so much distance between you and your opponent, and in the corner, while you have a lot of time to get on your opponent, I feel as if it doesn't give you positioning that you need to make your opponent truly scared, plus that added distance gives your opponent more of an idea of what you're gonna do, since normally I'd run in to close the gap, and my opponent's knee jerk reaction would be to throw break or DP, and it became a silly example of me mixing myself up with my own oki, since I'd get thrown for baiting a DP, or get DP'd for doing anything else. So I actually managed to find something similar to Noel's oki from Extend and CS2 for the corner, but first let me tell you something I figured out about 6CC, NOT 6CCC, but just 6CC: Your opponent can't tech until they fall to the ground, and it's recovery is actually pretty good, so here's what I did with it: Midscreen: End your combos in just 6CC, you have the time to run in on your opponent before they even tech, from this you could do a couple of things: 1. Crossup with a 66A+B. This setup puts you in the PERFECT position to go for roll crossups, and if you think your opponent is gonna back tech, you can still cross them up by running a little farther. 2. No gimmick frame advantage. This setup puts you at advantage regardless, so you can use that to your advantage and run whatever tech you want. Corner: End your combos in 6CC > 63214B(Whiff). If your opponent doesn't tech, they will just get hit by the 63214B, and it's no big deal because you still get frame advantage when they tech. If your opponent techs as soon as they can, the 63214B will whiff, put you at frame advantage, and give you a few options: 1. Frame advantage at it's best, throw out a 5B to counter mashing and such. 2. Throw, the timing is almost perfect, all you need to do is wait about 10 frames at most, I figure walking forward ever so slightly will cause your opponent's twitch reactions to trigger and they would try to break the throw, that's where the next two options come in. 3. TK j.236B for a throw bait. If it hits, you get a combo, if it doesn't you have frame advantage and the same positioning you had when you fist started. 4. 63214B. This is an overhead that also throw baits. It's best to use this when you have Vorpal or 100 EXS just in case it's blocked, but with either resource you will get about 3.5k if it lands. If it hits crouching opponents, you can get a small meterless combo by following up with 5A or 2A. On block, your only option is to block or DP for that old Ragna Blocked Hells Fang gimmick. 5. Rounding it out is to throw out a low, 2B is your best bet, but 2C is slower, which might trick your opponent into thinking you threw out an overhead if they don't rely on reactions. That's really all I got so far, seems legit, it's really similar to the type of oki I've been using for almost 3 years now lol
  11. Found a BnB combo video for you guys, not sure how this stacks up to what you guys already know, but he put a lot of effort into it so I figured it was worth sharing regardless: https://www.youtube.com/watch?v=tKrYmgG_AIE
  12. Here's my Uniel Linne BnB Combo Video, it pretty much showcases the routes I was talking about in the post I made: https://www.youtube.com/watch?v=_EPdt7UZja8
  13. On Linne you gotta use 5A, it will just barely hit her. It's probably safe to assume Linne has the smallest hitbox in the game, so if 5A works on her, it should probably work on everyone else too. Also thanks :3c
  14. Couple of things: Anti Air 6C: Pick your poison 6C > 63214A > 5B > 63214A > 5B > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 2.6k 6C > 63214A > 5B > j.236B > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 2.6k, but does a little bit more damage than the first combo. 6C > 63214A > 5B > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 2.5k, and is extremely easy. Air Hit j.A combos: j.A > j.B > j.C > 5B > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 2.1k j.A > j.B > j.C > 5B > 63214A > 5B > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 2.4k j.A > j.B > j.C > 5B > j.236B > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 2.3k simple confirm comparisons: 2A > 2B > 2C > 214A/B~A > j.236B > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 2.6k, replace 2A with 5B and it does 2.8k, with like, 90 some odd change. 2A > 2B > 2C > 6C > 63214A > 5B > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 2.5k, replace 2A with 5B and it does 2.7k tk j.236A/B: tk j.236A/B > 2C > 6C > 63214A > 5B > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 2.9k tk j.236A/B > 2C > 214B~A > j.236B > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 3k Overhead (5C)[C]: (5C)[C] > 236A~66 > 5B > j.236B > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 3k (5C)[C] > 236A~66 > 5B > 63214A > 5B > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 3k, but a tad more damage than the previous combo (5C)[C] > 214B~A > 5B > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 3k (5C)[C] > 214B~A > 5B > j.236B > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 3.2k exactly (5C)[C] > 214B~A > 5B > 63214A > 5B > j.B > j.6B > j.C > j.2C > 2C > 6CCC does 3.2, with about 70 damage in change Overhead 63214B: (Crouching hit only) 63214B > 2A > 2B > 5C > 2C > 6CCC does 2.5k 63214B > 2A > 2B > 2C > 5C > j.B > j.6B > j.C > j.2C > 2C > 6CCC does 2.9k about 70 in change 63214B > 2A > 2B > 2C > 214B~A > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 3.1k Highly prorated combos: MASH DAT 2A DAWG 2A > 2A > 2A > 2B > 5C > 2C > 6CCC does 1.5k 2A > 2A > 2A > 2B > 2C > 5C > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 1.9k 2A > 2A > 2A > 2B > 2C > 214B~A > j.B > j.6B > j.C > j.2B > 2C > 6CCC does 2.1k It's also possible to do air gatling combos on a standing opponent, it doesn't matter which jump in you land, if you do one or two air attacks to start the combo, you can do the whole normally prorated combo, even if you put in one 2A after you land, if you do three air attacks before landing though, you need to switch to one of the highly prorated combos. Here's a couple of examples: Jump in j.A (like if you tried her double overhead, and they blocked the j.C, but got hit by the j.A) > full combo Jump in j.C > Full combo Jump in j.C > j.A (Like if you went for her double overhead, but they didn't even block the j.C) > full combo Only on standing opponents: While jumping j.B > j.C > j.6B > Highly prorated combo, but if they try to crouch at any point during this chain after the rising j.B, they will get hit standing, and you can do a full combo, since they only got hit by two air attacks. Well, that's just some random stuff I was testing out, feel free to use it, or suggest stuff, or whatever.
  15. Air confirm I've been using is more of a "Baby's first combo" but I haven't had time to lab, all 3 days so far have been casuals/casuals/Tournament lol Air hit j.A > j.B > j.C > 5B/5A > j.B/j.A > j.6B/j.B > j.C > j.2B > 2C > 6CCC In the cases where I put a backslash, the first move listed is assuming the opponent is about as high as Linne's head, the second move listed is if they are about as low as her chest. Even though I haven't tried it yet, I'm willing to bet we can get a tk fireball in the combo, probably something like: j.A > j.B > j.C > 5B > j.236A/B > j.6B > j.B > j.C > j.2B > 2C > 6CCC
  16. Glad you could make it man. Hope to see more of you in the future.
  17. Oh also, in case you didn't realize, you actually dash CANCEL the 22C, so it's not 22C > 66 > 6C, it's more like 22C~66 > 6C
  18. I want this gif, and I want it to say NOELWINSLOL
  19. You're not cancelling the dash into 6C, you're letting the dash recover and using 6C as soon as you finish. Basically, just get used to how long the dash lasts, and then practice timing from that.
  20. Will it even be out in time for youmacon?
  21. 236C > RC > 66 5B is kinda finicky, even I have problems with it sometimes. I usually only do it if the combo is gonna kill midscreen, but in the corner I'll do it if the starter was good enough. Hell, in the corner even a 2A starter will get you about 3+k in the corner into oki, but you gotta make a split second choice since that meter loss is gonna affect your options big time going forward. I miss CS meter gain ;w;
  22. Just as a side note Greenix, the d.2D > d.6B > d.5C > d.6B > 22C combo doesn't actually work on everyone, some characters it does work on but you need to delay the 22C, and some characters it will just work on no matter what. The safe bet is to just use d.2D > d.6B > 22C, and if you make it all the way to the corner, you can usually add a 2B > 6C(2) > 6B > 22 to kinda make up the missing damage a bit. For optimal corner carry on a side switch, you usually wanna use d.2D > d.5B > 214D, if you make it to the corner you can complete the combo with 2B > 6C(2) > 6B > 22 if you did it late in the combo (such as after a 236A > 665B link), or you can do 2B > 6C > 6B > 4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22 if you did the cross over early in the combo, such as after a 5B > 6A > sj.C combo path. Note that this particular method wont work for Short starters, like 5A and grabs and such.
  23. That's a loaded set of questions for a completely new player, but I'll give you a couple of short tips to help you out. Noel's game is to get in and start running her shit, once you land that first good hit, you just keep comboing into oki, and running your mixup. A perfectly done Noel round will usually look like a complete slaughter, because she relies on hard reads, but gets good reward from them. Drive mixups, roll punishing, burst baiting, and making DPs whiff so that your opponent doesn;t get a chance to cancel them with Meter, is usually what Noel plans on doing the whole match. As far as optimal combos, just look at our combo thread, the damage numbers is still from 1.0, but all the combos still work, and are your best bet for oki and damage. To help with the 66 > 5B > 5C > sj.C combos, just use 66 > 5B > sj.C instead, it's a lot more consistent. And DON'T use 5B > 6A > 6C, there's no reason to do that now, just do 5B > 6A > sj.C etc.
  24. Make sure you have someone experienced review it first before you go live with it. I'll be happy to do that for you.
  25. Getting to know them in training mode is definitely a good idea, but getting the hang of using them in real matches for their intended purpose takes experience. Basically just keep playing, and whenever you fail during a drive string, for whatever reason, take note of it, and think of what you should do in that situation next time.
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