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HexaNoid

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Everything posted by HexaNoid

  1. I'm just gonna leave this here~
  2. While this is very true, I'm gonna have to say fuck your shit and point to the above unsanct assist. Thanks for playing~
  3. OBJECTION! [07:20:45 PM] HexaNoid: This is a big whale http://img2.gelbooru.com/images/378/22775de6f74485f0d90295ebf16af8776b37d150.jpg And that has been a big whale As shown by the above quote, your proof is obviously easily manipulated and unverifiable. What say you to that, Chao?
  4. I see your large whale, and raise you an even bigger whale.
  5. This is how you know Mu and Noel are the same person.
  6. Got it to work semi-consistently on Ragna now. Thanks.
  7. What are the easier hitboxes to practice the DP whiff combo on? I've been practicing it on Bang and I'm having difficulty getting the timing down for the dash 2CC (I usually only get the first C to hit and then the second one whiffs).
  8. If you just want the last fight against R-1 then check this. The rest of the fights are in there too, but I think it's SF2 from the 20 minute mark onwards.
  9. Good stuff with the write up, Kiba. Here's a few things that I think should be noted as well: Don't forget that XX > dash 2D only crosses up on crouching opponents at point blank, which means that if you stand up the cross up won't happen. You have to make sure you do it before 2D is active though because if you stand after you've been crossed up and you don't block the right way, Noel can hit you with 2D for a lot more damage than she would've gotten if you were crouching (2D on crouching nets about 3.8k while on standing it can go up to about 4.9k). Noel can also go for an overhead after j.C, but j.C gets beaten out by an AA 2C pretty easily. Also, Noels don't have to follow-up into 3C after 6B any more since she has a pretty good 6B OS now. However this only works at point blank range as well, so if you notice she's far away from you when she does, say, 5C > 6B, then the only thing she can do is a 3C follow-up or nothing. Watch out for our meter too though, since Noels can go for 3C > RC > stuff to stop you from hitting us out of our unsafe 3C and possibly launching a counter attack. You should also be aware of Noel's d.6B (Chain Revolver overhead). Noel can't use a drive move twice in a row so you don't have to be wary of double overheads or anything, but if you respect her drive too much without taking enough care, her mix-up can get through on occasion. You can beat out/trade with all our drives quite well (excluding d.4D and d.5B sometimes) with 623A/D anyway, but if you ever find yourself blocking Noel's drive strings then be aware of this. Noel can also go for lows in her strings (d.6D) or command grab you Muzzle Flitter (214A) if she's conditioned you into expecting the overhead at certain times.
  10. About Platinum's bat, I've managed to go over it with Muzzle Flitter(214A) on quite a few occasions now. If I notice they like mashing Bat during my strings, I just stagger in a MF and get a free combo. Not sure how reliable this is compared to 5D and there is also the issue of how unsafe MF is if they hold down back and avoid it, but it's an option.
  11. Reposting this here so it doesn't get lost in NVG.
  12. Yeah, that's what I meant. 6A > 5C > 6B. I just forgot what the linking move in between was..
  13. True. And there's the threat of her high-low mix-up up with George too. I usually block low and react to her overheads since her 4B is pretty slow, but how do you guys deal with that? Also, can Rachel tick throw you immediately after George or does she have to do something like 662A > Grab?
  14. 2/5A > 2B > 6A > 6C > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > d.236D – 2,285/33 vs. 2/5A > 2B > 6A > 6C > sj.D > Reload > 2B > 6C > 22B > 22BBBBC~66 > 66C > 5D > d.6B > d.5D > d.5C > d.236D – 2,508/39 The second combo does more than 200 damage more and gains an extra 6 heat than the first. That's a pretty nice payoff for not leaving out the 22B portion of a combo. It's up to you whether you decide to learn to use it properly, but getting in some 22Bs in any combo is always nice even if you aren't doing loops. Also, doing 22BBC instead of 22B > 22BBC isn't the best way of going about it. You have a fair amount of time to do the second 22B after 22B so you shouldn't mess up on timing or anything as long as you practice it. Like Luna said, it's not all that difficult. Also, don't forget to use Noel's dash cancel after 22BBBC as well since this'll get you the most reps of 22B in your combos.
  15. A few things I've picked up from some games against a Rachel friend of mine: OpticC can be very dangerous to use when Rachel has wind since, if you miss, the recovery on the move is so bad that she can wind in on you from pretty much full screen and punish you for it. Just be aware of Rachel's position/wind meter/what she's doing before you fling this move out. 5C is another really good tool in this match-up and can also be use to tag and negate lobelias since it counts as a projectile. Confirming CH 5C into 2D/Rachel haida also nets us some pretty good damage. Always instant block Rachel's George since it's easy to do and gives us valuable meter to spend on counter assaults when we're stuck in the corner.
  16. I haven't listened to either of the songs, but in my opinion I think you should stick with the first one. If your already basing the CV around the first song, you'll probably find that you have to start the whole thing from scratch if you do decide to change songs. I've swapped music for CVs that have been completed/half-completed before and I've always felt that the original track is better because there'll often be transitions or effects I've added that fit with the music. I'm pretty obsessive about small details like that though, so if you don't actually care about that and just want a nice song then by all means pick the one that people here like the most. :3 Looking forward to seeing it~ When you say this, do you mean it's easy to do on eLive with seperate audio tracks? Because if so I'd be more than happy to help out with any future videos you do that feature Noel if you'd like.
  17. It's possible to do 5DD > 6DD > 2DD after a FC Calamity Sword. If you are to close to your opponent when you use the DD, just do a jump backwards after 2DD and the rest should work fine.
  18. No, the wording was fine but the notation wasn't. It was confusing because d.6A > MF connects in a combo but 6A > MF obviously won't. That 'd.' makes all the difference. :P
  19. Naturally I didn't watch all of your video, but I think you're onto something good here. A couple of things I would recommend for if you do carry on making these is to speak a bit slower and clearer (since I missed a couple of things you were saying) and if possible get someone else in on your analysis who plays as the opposing character - having someone else explain why X used Y attack here when Mu did Z there might help others to understand why Z is such a good option in that scenario or what could have been a better option. Other than that, I thought it was really good. There was a lot of detail and I'm sure a lot of people could find stuff like this really useful. Good luck with your future videos (if you make them).
  20. tl;dr - Focus on your match not your surroundings and do anything you can (using noise-cancelling headphones, meditation etc.) in order to do so. Don't forget that some people (such as myself) react to sound effects when playing and so wearing headphones can often be a hindrance more than a help. The way I got over tourney nerves was simply going to as many as possible; after a while, I just got used to the situation and was eventually able to block out all unnecessary distractions while playing. Basically, make sure you try all kinds of methods to get over your nerves, but if none of them work don't be discouraged; you may find the best method doesn't actually require you to do anything special at all.
  21. HexaNoid

    Doodles

    Draw.. =w=
  22. Noted. It works against the other drives though (apart from maybe 6D which never gets used) and not many Noel's use 5D as much after the nerf to it. Oh, and I also forgot to mention that j.4D loses to 2D as well.
  23. Depends really. If he does 214D~B on his wake-up then that's -20 on block, so just treat him as a DP character in that respect. If you wanna know about any of his other tools, don't forget to check out his frame data!
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