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Everything posted by HexaNoid
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I'm not Luna, but here's a few that I know of that haven't been mentioned: 2C - Hits twice and is a frame trap in itself. If someone blocks the first hit of 2C and tries to mash out before the second hit comes out, they will get him by the second hit every time. If they're crouching, you can confirm that into (5C >) 3C for a combo but if they're standing you'll only be able to combo into 3C if your 2C counter hits them. 6C > 2C - 6C has a very large cancel window, so 6C > delay > 2C can work as a frame trap too. 6C(2) can also be avoided by crouching, so your opponent will probably be holding when they block 6C and you'll get a nice crouching 2C hit. 2C > 2A - You have to be quite close to your opponent for this to work, but 2C is +3 on block and 2A comes out in 6 frames so (unless the 2C is IB'd) there is nothing that can poke you out of the following 2A. 2C is also what we use to end a lot of our strings, so it might make the opponent feel that it's safe to press buttons when it's not.
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Assault Through no longer breaks a primer: http://www.youtube.com/watch?feature=player_detailpage&v=VpE1nnSc4yA#t=220s
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Worse, but not by much. Did a standard combo off 3C (3C > 22BBBC~66 > 6C > OpticA > Blah Blah) then used the double 22C variation and the standard version did roughly 200 damage more. Also, because of height/spacing stuff, you might not be able to add in as many 22Bs with the variant combo as you would with the standard combo, which may lead to even less damage or a dropped combo if you miss the 22B entirely (happened a fair bit against Jin). We'll have to see how different things are in CSX, but that's how it is now. tl;dr There's a reason why nobody has been using that version of the combo in CS2. :P
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Good catch, Luna. I just tested it out and it looks like the game does indeed count the 22C that comes after 22B as a follow-up which ignores the 10% repeat proration. These are the combos I tried: Combo 1: 3C > 22C > 66C > 22BBBBBC~66 > 6C > j.D > Stuff Combo 2: 3C > 22C > 66C > 22C~66 > 6C > j.D > Stuff Combo 1 worked fine, but combo 2 dropped at the second 6C. The second 22C in combo 2 did about 18 damage as well compared to roughly 150 damage that the second 22C did in combo 1. I'm guessing that the same thing here will apply in CSX as well.
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There are a lot of moves like that. Hitboxes tend to be larger than the sprites they surround, so something that might look like it shouldn't connect would probably make a lot more sense if you saw their hitbox (in this case Relius probably has a much larger hitbox than it seems). We don't have the game yet so that's impossible to tell right now.
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Nope. ;s; Repeat proration on the starting hits of Silencer B/C stayed, so haida loops are out of the question in CSX.
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Mah bad. Admittedly, I should've looked at the first post before I posted that lol. I take it Aco made the banner to go with it too, right? Looks pretty damn legit.
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Might wanna include the ones included in the video PK posted too: http://www.youtube.com/watch?v=EdL_kF-X5_s&feature=feedu
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Spring Raid > 6C midscreen is back, huh? Good stuff. I'm looking forward to seeing/finding out more of Noel's options for CSX now.
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I looked at the other matches in your video, but the same general points I'm going to make should apply to all of them. Firstly, I noticed that you were getting counter-hit by Ragna a lot in that first match. You were doing well to stay out of his range and avoid his pokes while waiting for a good time to attack, but when that time did come you didn't seem confident enough to start initiating your own pressure. You should also try your best to keep your opponent at bay with 5B/C or even Optic Barrels to make them play your game if you don't want to RTSD all day. Basically, it's good to respect your opponents options, but make sure they remember to respect yours too. Your execution isn't horrible but it does need work; you managed to pull off most of your combos with no problem minus one or two hiccups. However, the combos you were doing weren't actually optimal so you might want to check out the CS2 combo thread in the archive to learn some of her better combos (particularly those that use 22B > 22BBBC~66). And I know you've already addressed this, but work on those hitconfirms. In the last round of the second match you hit Bang with a 5C and didn't RC into 66A, then you hit him with 6B and used 2D instead of 6C or 3C and there was another instance where you landed a 3C but didn't confirm it with 22BBBBC. To help this, make sure when you go in for an attack you have some sort of plan instead of throwing things out wildly or set a training dummy to block randomly and try and only follow up an attack when you land a hit. I think that covers most of your problems. Grind out Noel's better combos until you can do them with your eyes closed and work on your neutral game and hitconfirms. If you have any other problems or questions feel free to ask.
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2C > 214A > 665C > 4B > 4B(2) > Calamity Sword > 5C > 4B > Calamity Sword > 5C > 6C > 236D > 214D~C > 236C > backdash 2DD > TK Cresent Saber > 66DD > 2DD > jc > j.DD > j.2DD > jc > j.DD > j.2DD > j.Calamity Sword - 9k 2C > 214A whiffs on certain/small hitboxes though. And I haven't tested it, but 2C(CH) > 5C > 4B > Calamity Sword > Combo would probably break 8k as well.
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Rachel (Moofpie) vs. Tsubaki (HajinShinobi)
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If it's anything like Lambda's dash-under 5C in the corner, then I doubt it'll be character specific. Still, as long as we know both ways work, we can be certain that we'll be able to do that corner combo on anyone regardless. There isn't any information on the match-up specifically but, judging by the Tager buffs and the Noel nerfs, it's looking like it's going to be a lot tougher for Noel in CSX.
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That's cheap, Chao.
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Lame. That's almost definitely due to the C move level reduction. Well, we'll think of something when we have the game, I guess. =/
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The 6C thing is height and combo dependent for it to force ground tech. Like, I just did 3C > 22BBBBC~66 > 66C and Ragna teched in the air, but when I did the same combo but with 6C > B+C > 6C he teched on the ground. And when I ended a long combo (double Fenrir in this case) he could always tech in the air after I hit him with 6C. If you can get them to tech on the ground by ending your combo low enough, you can set-up and empty jump into pressure, a tick grab or a meaty j.4D if you're feeling risky or wanna break some primers.
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Lol. :3 The only thing that can potentially annoy me about CSX normals is the reduction in level to our C moves, since that could mean we'll have a crappy 2C again. As far as oki goes, we'll probably have to drop our combos at d.5C or use a move that forces emergency tech and try and get tricky with j.4Ds (although if our opponent dodges this and we're in drive that's GGs).
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Possibly. It'll be interesting to see what the full potential of this new Noel will be.
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With the new properties of 22C compared to CT (bounces higher and dash cancellable), it would probably be impossible to do the CT haida even if the repeat proration was taken out completely. If the 120% bonus proration has been left in for 22C and repeat proration is gone though, that could lead into even better corner damage if we use two 22Cs and a 6C(2).
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Here's the final batch: http://www.youtube.com/watch?v=Y1Ffc_6tODc http://www.youtube.com/watch?v=Xo62miNJ_JM (First match only) You're getting exposed if we ever play again, PK. The world needs to see this "Iron Wall Tsubaki" you're rocking. :3
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Midscreen (j.C) > 5A > 5B > 5C > 3C > 22BBBC~66 > 6C > 236A > 66C > j.D > d.6D > d.5D > d.5C > d.6B > d.236D - 3k (3.3k) http://www.youtube.com/watch?v=ua3X8HHUhGw&feature=player_detailpage#t=783s http://www.youtube.com/watch?feature=player_detailpage&v=tzhfHEQ02L8#t=341s (j.C) Corner 5A > 6A > 6C(2) > 66C > 4D > d.6C > d.214D > 6C > 236A > 66C > j.D > d.6D > d.5D > d.5C > d.6B > d.236D - 3.6k 5B > 5C > RC > 66A > 6C(2) > 66C > 4D > d.6C > d.214D > 6C > 236A > 66C > j.D > d.6D > d.5D > d.5C > d.6B > d.236D - 4.4k http://www.youtube.com/watch?feature=player_detailpage&v=tzhfHEQ02L8#t=530s
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5C (CH) > 5D not working Looks like 5C counter-hits into drives won't work anymore due to the decrease in level, but I haven't seen any other examples so it might've just been a poor hitconfirm. If anyone can find any other videos of this combo starter not working, we should probably add this next to the C move nerf.
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Noel Vermillion x Lambda-11 CS2 Combo Video - Happy Drive
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I think these are all the system changes that made it through:
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Proration seems pretty awful from throws now; that combo dropped before the d.5C could connect and we only netted 2.5k from it.. I wonder if we'll be able to get decent damage in the corner from a throw.