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Everything posted by Chiizu
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Yup, j.2C beats 4D cleanly if timed right. If he gets in with j.B, eat him alive.
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His 5B and 5C literally rapes 2D, so use it sparingly. I might add the use of 6A as a viable anti-chain approach if it is confirmed by more than one player.
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You just made my day dude. As for blockstrings, just don't think too hard about it but just try to mix it up a little. Just put some stagger pressure in there, and some throws. A blocked 6B will indeed end your pressure unless you're willing to take some risks and try to drive through an eventual counter attempt.
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On the plus side, 5C CH links with 5D so you can get a fat combo off 5C CH, no need to use that OMFGIMSOEFFINUNSAFE 3C anymore (I still do it out of muscle memory though).
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More like j.D gives more hitstun? but it might actually be both
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Matchup Ranking: Pretty even IMO. Could be 5.5-4.5 in Hazama's favour. Recommended Playstyle: Patient but not passive Simple. Don't get overzealous or his chains can shut you down fairly easily but don't let him impose his pace either. Your best bet would be a rather balanced playstyle and knowing how to ride the momentum is a must here. Don't give him too much space or you can kiss his arse goodbye, along with your chance to put pressure on him General Strategy: Offense: Don't let him breathe, apply overwhelming pressure to limit his movement and don't let him escape. His chains don't have much hitstun up close so take advantage of this. A good time to rush in would be when his ouroboros gauge is depleted, making him unable to use his chains to run away. His zoning can be a bitch, especially with D~A chain feints, try to get an accurate read on what he wants to do, make him waste his ouroboros gauge and hit hard whenever you can, get a KD if possible. Stagger pressure works fairly well in this matchup but as always, DPs can beat it so beware of his 214D~B. At mid-range, chances are Hazama will try to fish for a 3C as it ouranges all of your options, and leads to tasty damage if he's got 50 heat or hits CH. 2D will beat it clean but you better hit him or you're screwed. Last but not least, once he recovers his ouroboros gauge, chances are he'll try to create some space between you two, well don't let him. Airthrows are especially useful to keep him honest here so if you notice any habits, hit him hard. Besides, it's not like his chains have a 0 frame startup so you can actually airthrow him without much trouble if he's predictable. Defense: Reacting to his chain approaches are a must here. You have a few options, but no universal one so it will come down to a battle of wits. 4D leads to the most damage out of them all, but is fairly easily stuffed by j.2C or a well-timed j.B, use it sparingly, 6A is a bit more reliable. Airthrows are a legit tactic here. If you get a rough idea of where Hazama wants to go, you just might catch him. Up close, his normals outclass all of yours and beat most of your drives so relying on your drive is an absolute no-no here. His stance mixup is legit of course but there are a few holes you can exploit to get out of his pressure. 214D~A is pretty much safe on guard but gets stuffed by 5A, so take advantage of it with 5A>6C and so on. Once you're accustomed to 214D~A, chances are he'll try to mix it up with 214D~C. He's taking a big risk doing so as 2D beats it clean but the reward he gets for every single 214D~C is retarded, so don't eat it. Once he gets enough heat for a Jayoku, he can easily get a decent amount of damage off any random hit, so get out of his pressure ASAP. Your Best Tools(For This Matchup): 2D - Whatever we say, 2D still is your most useful tool here, although not nearly as useful as in other matchups. 2D loses to Hazama's 5B and 5C but obviously beats any of his lows into a world a pain. If you can react to his 214D~C with 2D, you'll be rubbing your hands together looking forward to that delicious damage. 6A - Yes, 6A. Why you ask? Because Hazama is going to come at you from above, in all likelihood. Hazama has many options to beat my beloved 4D, such as j.2C, so 6A is a more reliable anti-air here as it beats jump-ins and 214D~A cleanly. 5A - Stuffs 214D~A pressure even on normal block (there are moves you have to IB to stuff the following 214D~A if I'm not mistaken though), 'nuff said. Has A DP?: Yes, albeit a rather weird one, 214D~B still eats babies alive though. Has A DP With Heat?: Jayoku still is a DP, kind of. Chances are, you won't see it USED AS A DP nearly as often as before with the changes Arcsys did to it though. There are just much better uses of heat, but hey, it's netplay. Things To Look Out For: His chains, better normals, and damage are a bitch, simply put. Heatless and midscreen, he's pretty harmless, but avoid getting hit in the corner when he's got some heat to spare, or you're in for some BIG real soviet damage. On a side note, 6C CH in the corner with two GB pretty much means instant death so if you ever eat it, drop the controller, you deserve to die.
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Oh my god, there's like as many ways to make a wakeup DP whiff as there are stars up in the sky. Also, I doubt a good player would do the same mixup EVERY single time, and if you're eating it you're free anyway. Meaties only get you so far after all.
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Yup, Platinum The General DOES sound better.
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Wait, a french Parisian fellow? Sweet! And you can actually speak proper english too? Is this real life? Naaaah, you're not french, you're trolling, admit it.
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Welcome to the Noel Vermillion boards mate. Glad to see there are some people willing to learn the character knowing that she isn't too good at the moment to say the least. Everything I was going to explain was pretty much covered by Sky so I'm just going to give a few pointers, warnings and whatnots. So yeah, first of all, learn how she moves. This is a must for any character really as almost all of them have their own mobility. For instance, Taokaka and Bang both have two airdashes, whereas Tager doesn't. Next, learn your combos. I know you tried Litchi, not the best choice for a beginner, I'll give you that. However, Noel is definitely NOT the character with the easiest learning curve. You'll probably need to spend some hours to understand how she works, and even more time learning how to use her (not so good) normals. Your first few hours of netplay will without a doubt be very depressing, especially if you play against Tager. DON'T GIVE UP, we all know that matchup is depressing, but winning against all odds makes you feel like you just had sex with Megan Fox. Well then, good luck.
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http://www.youtube.com/watch?v=LNZg9BQAmNQ&t=4m35s Noel vs Tsubaki http://www.youtube.com/watch?v=G-R_9uz0ry8&t=1m20s Noel vs Litchi http://www.youtube.com/watch?v=G-R_9uz0ry8&t=11m17s Noel vs Hakumen http://www.youtube.com/watch?v=g0F3Bn9oerA&t=11m37 Plat vs Noel http://www.youtube.com/watch?v=9iX65LF4Wfc&t=32s Hazama vs Noel Apparently, that Noel is yuu. http://www.youtube.com/watch?v=PA_zVf3xIQo Noel vs Hazama http://www.youtube.com/watch?v=g16Gt8VHjO0&t=10m50 Noel vs Tsubaki
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Noel(Buppa) vs Hazama(Kaqn) [Roppou 1/12] And Noel(Buppa) vs Ragna(Kagetsu) [Roppou 1/12]
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What about Makoto and UNDERBOOB... Meh, flat chests are the best.
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R-1 is like a walking combo video seriously. That Tager must have felt bad about losing against a Noel, of all characters.
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Yup, we always could
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Honestly i couldn't care less, as long as it does good damage. It's not like i'm going to count how much damage i've done that precisely.
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Holy cow, a 5.5k combo from loli split personnality mahou shoujo? GUCCI felt that one.
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Must be the case since 22C has same move proration.
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That pic is from Eden of the East. There are usually patterns in how zoners keep their opponent away. All you have to do is to analyse it ASAP and react accordingly to get in and rape them. Most of the time i have to give up a round if they're good. Try to avoid being predictable with IADs or you're in for a world of pain
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Wouldn't 5C CH > 5D > d.5C > d.6C > d.2D > d.6A > 214A etc be better? That way you can still use d.5D without worrying about fucking repeated move proration thing. Besides, i do think 2D does more damage.
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No. No character could possibly be as easy to play as Ragna execution-wise. At least it took me longer than an hour to learn Noel's harder combos.
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I found that Noel a bit drive happy but i'm more than surprised at how they sped up CR. It almost feels safe now.
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Holy cow, dash cancellable 22C looks amazing indeed. And i always be surprised at the hefty chunk of life Fenrir's last hit takes away