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Everything posted by HexaNoid
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BBCS:EX Game Chariot 11/2 Ranbat fang (Ragna) vs. GUCCI (Noel) Kagetsu (Hakumen) vs. GUCCI (Noel) BBCS:EX Game Chariot 11/5 Ranbat VER (Arakune) vs. GUCCI (Noel)
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2C(CH) > 5C(x8) > 4B(2) > 632146D > 5C(x8) > 6C > 236D > 214D~C > 236C > 44B > 2DD > 2147D > 6DD > 2DD > j.DD > j.2DD > jc > j.DD > j.2DD > j.632146D - 8.1k Managed to squeeze out an extra 1k from your combo and this one only requires 50 heat at the start too. You have to stagger the first hits of 5C slightly to get your opponent at the right height for 4B(2) to work though.
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Where have I heard this story before...? :3
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That won't work with the combo M1 is trying to do since he's already used one Sickle Storm in his combo. Repeat proration and all that.
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He's using a HD PVR to record. Expensive shit, but the quality is awesome.
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Emjay's Match Video Archive Combo Videos Early Noel combos Noel Vermillion Combo Tutorial (JPN) by Nepi Basic Noel Combos by Hiro Noel Combo Video by Chizawa BBCSX Noel Vermillion Spring Raid Tutorial by LunaKage Noel Combo Video/Tutorial by neojammerzx V.O.B - Vanguard Over Blue by S.E. Vs. Ragna Kazuta (Noel) vs. Yutta (Ragna) Ragna vs. Noel Meshidoki (Ragna) vs. GUCCI (Noel) Noel vs. ZUDAH (Ragna) Meshidoki (Ragna) vs. GUCCI (Noel) uttsun (Noel) vs. kono shiai ha fouru (Ragna) rushiferin (Noel) vs. fouru (Ragna) uttsun (Noel) vs. ha^remue^su (Ragna) toppo (Noel) vs. pon su (Ragna) yutta (Ragna) vs. GUCCI (Noel) R-1 (Noel) vs. inochi (Ragna) Koji (Ragna) vs. Yuu (Noel) R-1 (Noel) vs. kaimato (Ragna) fuzzy (Noel) vs. kimi (Ragna) dasuto (Ragna) vs. fuzzy (Noel) Kaqn (Ragna) vs neru (Noel) yuu (Noel) vs ko^ji (Ragna) koji (Ragna) vs yuu (Noel) fang (Ragna) vs. GUCCI (Noel) Icho (Ragna) vs Yuu (Noel) koji (Ragna) vs yuu (Noel) Neru (Noel) vs Kaqn (Ragna) Vs. Jin Mirakuruin (Noel) vs. Jin kimuihito (Jin) vs. chiwa (Noel) yuuki (Noel) vs. noiman (Jin) yuu (Noel) vs issa (Jin) Vs. Noel rushiferin (Noel) vs. dou^e (Noel) rushiferin (Noel) vs. uttsun (Noel) Vs. Rachel maruko (Noel) vs. ishi i (Rachel) Rachel vs. Noel mirori (Noel) vs. kyuuchou (Rachel) Noel vs. Rachel tahichi (Noel) vs. hyaku shoku (Rachel) Vs. Taokaka kazuma (Noel) vs. alpha niiru pinku shoku no neko (Taokaka) Noel vs. Taokaka katana kari (Noel) vs satsuno (Taokaka) ESP (Taokaka) vs yuu (Noel) Vs. Carl naruhodo kun (Noel) vs ryuusei (Carl) ryuusei (Carl) vs yuu (Noel) Vs. Litchi kazuma (Noel) vs. Litchi shuka (Litchi) vs. myuu (Noel) ueke (Tsubaki) vs. myuu (Noel) a ^ chan (Litchi) VS. dou^e (Noel) Noel vs. Litchi a ^ chan (Litchi) vs. dou^e (Noel) Vs. Arakune Arakune vs. maruko (Noel) Arakune vs. Noel GUCCI (Noel) vs. VER (Arakune) yuuki (Noel) vs. supo (Arakune) Arakune vs Noel Noel vs Arakune VER (Arakune) vs. GUCCI (Noel) Vs. Tager GUCCI (Noel) vs. Kamisama (Tager) maruko (Noel) vs. TOM (Tager) dou^e (Noel) vs. guran (Tager) rushiferin (Noel) vs. guran (Tager) mirori (Noel) vs. kude (Tager) yuu (Noel) vs. chikin (Tager) R-1 (Noel) vs. Akira (Tager) yuuki (Noel) vs. bareru (Tager) yu ^ mura (Tager) vs ryuuguu (Noel) Noel vs. Tager Vs. Bang Kazuma (Noel) VS. Dora (Bang) Kazuma (Noel) vs. Dora (Bang) Kazuma (Noel) vs. Dora (Bang) Noel vs. Bang ningenshikkaku (Noel) vs. Zanzan (Bang) R-1 (Noel) vs. Dennou (Bang) tahichi (Noel) vs. Bang tahichi (Noel) vs. Bang dou^e (Noel) vs. natsunoa (Bang) NSK (Bang) vs yuu (Noel) Vs. Lambda Noel vs. Ria? (Lambda) na^ga (Lambda) vs. dou^e (Noel) shitorasu (Noel) vs. sharurotte (Lambda) Y.Y (Lambda) vs neru (Noel) Vs. Hakumen PRFARMY (Hakumen) vs. Yuu (Noel) PRFARMY (Hakumen) vs. Yuu (Noel) Hakumen vs. K (Noel) chin (Hakumen) vs. R-1 (Noel) R-1 (Noel) vs. genwaku (Haku-Men) Ikemen Sama (Noel) vs. Blacky (Hakumen) dou^e (Noel) vs. aki (Hakumen) fuzzy (Noel) vs. yamashi (Hakumen) Noel vs Blacky (Hakumen) Kagetsu (Hakumen) vs. GUCCI (Noel) GUCCI (Noel) vs Kagetsu (Hakumen) yuu (Noel) vs PRFARMY (Hakumen) PRFARMY (Hakumen) vs yuu (Noel) naruhodo kun (Noel) vs chibaken (Hakumen) Vs. Hazama Hazama vs. Noel Buppa (Hazama) vs. GUCCI (Noel) Buppa (Hazama) vs. GUCCI (Noel) yuu (Noel) vs do M (Hazama) ryota (Hazama) vs. GUCCI (Noel) Mutou (Hazama) vs. Yuu (Noel) yuuki (Noel) vs. hayate (Hazama) Noel vs. Hazama Vs. Tsubaki ueke (Tsubaki) vs. myuu (Noel) ueke (Tsubaki) vs. myuu (Noel) Kuno (Tsubaki) vs. GUCCI (Noel) Vs. Mu Vs. Makoto takeyama (noel) VS. uota-meron (makoto) toppo (Makoto) vs. maruko (Noel) shitorasu (Noel) vs. yasuko (Makoto) R-1 (Noel) vs Goro (Makoto) goro (Makoto) vs naruhodo kun (Noel) Vs. Valkenhayn Kazuma (Noel) vs. Hinmeru (Valkenhayn) yakoyari (Valkenhayn) vs. maruko (Noel) omosu (Valkenhayn) vs. dou^e (Noel) Jamuwo (Valkenhayn) vs. GUCCI (Noel) R-1 (Noel) vs. Hima (Valkenhayn) Noel vs Valkenhayn masakonga (Noel) vs hina (Valkenhayn) Hina (Valkenhayn) vs Yuu (Noel) Yuu (Noel) vs Hina (Valkenhayn) yuu (Noel) vs hima (Valkenhayn) yuu (Noel) vs hima (Valkenhayn) Vs. Platinum nigiriusagi (Platinum) vs. Yuu (Noel) Noel vs. Platinum anfire (Platinum) vs. dou^e (Noel) anfire (Platinum) vs. rushiferin (Noel) GUCCI (Noel) vs. Shiromadoushi (Platinum) yuu (Noel) vs tsubu (Platinum) nigiriusaki (Platinum) vs yuu (Noel) Vs. Relius GUCCI (Noel) vs. Kagetsu (Relius) katana kari (Noel) vs hyaku shiki (Relius) Noel vs. Relius
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Something like that will be written up once we get CSX, but in the meantime you can read this. It doesn't have as much detail as your post, but the guide for CSX will be a lot more in-depth. You should be looking for them to do a move with a large amount of recovery or one that'll lead into said move before you CA. The reason for this is that if you CA will they're doing 2AxN, for example, they can carry on pressing 2A, auto-correct from the cross-up and hit you meaning you've wasted 50 heat for nothing. Now say Ragna does 5B > 5C and you CA the 5B, his 5C will still come out and you'll have plenty of time to counter attack/escape/whatever it is you plan to do. Also, players can bait your CA if they see it coming (Rachel can do this with George lockdown for example), so make sure you pick your spots with CAs.
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This kind of question is really more suited to the Questions Thread, but it's all good. Unfortunately, there's not a lot Noel can do against aerial opponents in the way of anti-airing them; if your 6A isn't working, then you either need to block the attack, avoid it with a backdash or something or see if your 6As are messing up because of timing issues (such as against Makoto or Tager's j.2C for example). Airthrows are also legit but you have to make sure you don't get predictable with them and you have to be pretty good with the timing so the aerial attack doesn't end up beating you out. 6C is a really bad AA and should only really be used in tech traps and RB AAs are just for trolling/being LunafuckingKage. Your best bet for getting out of long pressure strings is your CA if you're in a real jam (i.e. against Rachel in the corner). It can be baited though, so be careful. Otherwise, it's just gonna be about whether or not you can get a lucky 2A in or something. As for starting pressure yourself, it's just about getting your opponent to respect your 'range' before you go in hard. 5B/C to keep them at bay then, once you've spaced them out a little and got them scared, you can dash in for some 2/5A pressure into shenanigans. Hope this has helped.
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Throw combo: http://www.youtube.com/watch?feature=player_detailpage&v=lLOez3PoDLA#t=689s B+C > 22BBBBBBBC~66 > 6C > 4D > d.6C > d.214D > 446C(2) > 66C > j.D > d.5D > d.5B > d.5C > d.6B > d.236D - 4,285/??? Pretty much identical to our current throw combo just with Assault Through in place of Spring Raid.
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^ Pick Vampires please~ :3
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Well how it works now is that you do XX > d.5C > OpticB(w) and you recover slightly before they tech allowing you to apply pressure or something with 5A. Obviously we can't do that any more since drive moves aren't special cancelable, so this is our alternative it seems.
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Ending our combos with d.6B/5C look like they give us the same pseudo-oki as OpticB whiff does now: http://www.youtube.com/watch?feature=player_detailpage&v=gTxD25O4W1A#t=335s Also, j.D going through/eating bursts looks like it requires a particular timing: http://www.youtube.com/watch?feature=player_detailpage&v=yuesj8vVBNo#t=927s
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6C > 6D link: http://www.youtube.com/watch?feature=player_detailpage&v=U8CldQG0dIk#t=45s j.C(CH) > 5A > 6A > 6C > 6D > 236A > 6C(2) > 66C > 4D > d.6C > d.214D > 446C > j.D > d.6D > d.5D > d.5C > d.6B > d.236D - 3,749/52
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If I have the money to do so, I will.
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I'm pretty sure I've hit people with the 2C > 2C(2) frame trap who haven't IB'd it before, but it definitely wasn't a CH or anything. Maybe it just depends on the move they're trying to throw out. It works as a fuzzy guard anyway and I'm certain about that.
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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.