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Sahgren

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Everything posted by Sahgren

  1. So is that a combo that has to start in the corner, or carries to the corner if you're a certain distance away? It'd be interesting to see someone transition into it if it's the latter.
  2. Is the 5B getting better a disjointed hitbox? If it is, Santa actually gave me the Christmas presents I asked for.
  3. Me facing you wouldn't work, Tager is my worst match up mentally. Regardless of how hard the Noel match up is for you, I'd manage to screw up any chances I'd get >.> Though I wouldn't say no to matches in general.

  4. Wouldn't work, Tager is my worst match up mentally. Regardless of how hard the Noel match up is for you, I'd manage to screw up any chances I'd get >.> //Posted in both in case you don't bother reading here.

  5. That doesn't keep me from attempting to delude myself into believing that that's not the truth.
  6. I haven't been able to get the training mode dummy to autoblock off of my theory, so I guess it's going to Miracle's theory. And please stop dashing my hopes of an airtight way into drive
  7. I remember Mizzet commenting somewhere that you have to wait till the last possible moment of hit/blockstun (so that they're out of hit/blockstun at around the time you're going over their head) for the cross up to reset, it's possible that the "blockstun auto-block" thing may be kicking in if you 2D too early. You can try delaying the 2D a little if you aren't already doing so.
  8. The thing about 214A is that it's basically 3c in sense of risk vs reward, just being a bit lower on the damage side. The reason why people generally don't throw 214A outside of a combo is because it only hits standing, and a whiff means that any opponent who can realize that they're being handed an opportunity gets a free combo off of you. On the other hand it's always hilarious to throw out 214A against a Tager or Haku that's trying an IB > Super reversal, since 214A will beat out 720 and Haku's Super-Counter. Be certain to watch your meter, try to predict the super, and 214A if you're going to be trying 214A outside of combos. (Shamelessly stolen from DT's CR Oki video)
  9. Blargh, as much as I'd like to give more hope for a rushdown playstyle than SkyKing just imparted, I can't actually figure out a way how. Ultimately yeah, Noel is just a character that doesn't have the luxury of being able to pick and choose how she wants to play, that's part of the whole being near the bottom of the tier list thing. It's good to push forward with aggression, but there ultimately isn't a whole lot Noel can do right now that doesn't rely on your opponent's bad decisions, nor does she really have a way to force those bad decisions. You can be aggressive if you want, I'd just advise that you don't try to do anything riskier than a 3c w/ RC meter available or an overhead. PS: The irony of this is that I have Zidane's interview post ringing in my head, complaining about how people aren't personalizing their playstyles anymore.
  10. It'd be awesome if you could TK Revolver Blast off of a TK Revolver Blast. I'm wanting the JC just for the hilarity of having that.
  11. It'll work on everyone who can be Haida looped, so Tsubaki and Hazama will be hard, but technically possible, and Makoto will be straight up impossible. Though I'm can't remember right now whether or not you need a FC to start it up Edit: I really should learn to read other threads before posting. It works on everyone who can be Haida looped.
  12. Noel vs Tager was technically 6-4 in Noel's favor when she had decent normals and didn't have to take huge risks in order to hurt the opponent. The changes in CS2 (IB nerf, improved Noel normals/pressure) should make things better. The fact that we have to change up our playstyle against him, making it feel like it's harder than it actually is, is probably never gonna change though:psyduck:
  13. Yeah, 5A has terrible proration, going straight to 6A nets 3099 (assuming all 3 j.C hits land), while 5A > 6A nets you 2820 (again, if all 3 j.C hits land). I just prefer to use 5A as a little extra hit confirm for whether they're standing or crouching so I can go to the appropriate combo. That is, if I ever get a chance to pull that combo off in an actual match:vbang: PS: Also worth noting that j.C doesn't combo into 6A on non-CH. So the 5A serves as a link between the two moves in those situations. Edit: Grey proved otherwise.
  14. U.Hakumen is super IAD happy, so you can try to keep your distance and anti-air into combo him when he tries to dash in. Honestly though, Noel really doesn't have the tools to take on U.Hakumen, and it's generally not worth the effort to beat him.
  15. Yeah, gatling is slang for when moves link together. The term they use in-game is "Revolver Action" if you have/are willing to sit through the tutorial (and Noel's got "Chain Revolver" for a drive *wink* *wink* *nudge* *nudge*) Besides, we already got a huge machine gun in Fenrir
  16. If you land a j.C you can gatling into 5A > 6A > 6C > j.D > d.6D > d.5C > d.6B > d.236D for ~2k damage. Please note that you may have to dash inbetween the j.C and 5A depending on how much forward momentum you had with j.C, so be sure to practice the dash just in case. Off j.B you can gatling into j.C, and then the aforementioned combo. Her best long ranged pokes on the ground are 5B and 5C. Like her jump-ins, they're not exactly A material, but they get the job done. Both CH 5B and CH 5C can lead into 3C > BnB.
  17. From what I know, you have to be extremely patient. Sit back and focus on blocking whatever drives they send at you for chip damage, and try to read an incoming attack so you can 6a/5c poke them out of it into damage. After all, if it was an unbeatable strategy more people would probably do it.
  18. I personally don't really have a problem with it. As dragontamer has said multiple times, chicken-blocking makes it so that the person can't block low if all they're doing is holding up-back ("7"), so that's a free 2b > 6a > combo. Besides, if they get too predictable about jumping out you can always just throw out a 6a after 5a/2b, and have a chance of getting an air-unblockable hit into a 2k+ combo.
  19. Blame me still considering myself a beginner.
  20. It's generally not used because Optic Barrel has 30 frames startup with a net +0 frames for your efforts . But if you're opponent actually lets it land, why the hell not?
  21. It also helps to learn to throw in tick-throws. The easiest moves to tick throw off of are 5a and 2a, imo, so at least learn those. Between basic tick throws and frame traps, you should be able to force the opponent to be fairly honest in how they're playing, and not just mash normals/throws in order to stop your attack. Again, ask dragontamer if you want to know more, I'm still learning tick throws myself //Edit: Read the first couple paragraphs of the "BBCS1 Noel Guide" there's a basic overview on tick throws and frame traps there.
  22. But now we'll be hated for actually doing something, not hated because of an ineffective tactic used by newbies. Come to think of it, we'll actually be hated for both. Woot! I get to play a char that's hated for being the way she is . On an actual changes note, as much as I'd like to hope that a 5c > 6b gatling would do something, would it really make an impact when both 3c and 6b can both be easily blocked on reaction?
  23. Nice, now people will have to pay attention if I ever throw out a 5c. Maybe now there'll be a remote chance that I'll land 3c as a non-DP-punish.
  24. Are there changes for Noel, Makoto, and Litchi that occurred in-between when he posted the character summaries and now? The front page doesn't list anything, and I really don't feel like wading through all of the tech roll discussion to look. It just seems kinda odd to me that Noel and Makoto go from being considered bad in the Loketests to being scary without any apparent changes. /Edit: Changed the post to something meaningful.
  25. Been at this for 6 months and I still suck
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