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Everything posted by HexaNoid
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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.
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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
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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).
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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.
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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.
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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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General Strategy This match-up feels very similar to the Tao one in that Bang's mobility is very good and you have to be a mix of patient and aggressive when dealing with him. Keeping the pressure on Bang can often prove to be a difficult task, but once you're in his personal space he doesn't have a lot of answers to Noel's options. Stagger pressure on Bang can be effective in places, but make sure you're cautious of his drives which all have guard point attributes for different areas of his body. Best Tools j.B+C - Bangs will often be in the air when both trying to escape and approach Noel and a well-timed air throw can stuff a few of his aerial options. Jumping around and throwing out grabs while he has nails isn't the best idea though, so be careful of when and where you use this. 6A - As previously mentioned, Bang uses the air a lot and Noel will often lose to him in the air, so keep the game on the ground or stay down and AA him with 6A if he's not careful about his aerial approaches. 3C - Hear me out first! With the attached stigma of Noel = lol2D, some Bangs are pretty inclined to use their own 2D to beat out ours. However, that loses to low attacks which means that if you can condition your opponent into thinking you're going to use a drive after a certain situation, you can counter with a 3C instead. Also, if a 6B is blocked by a GP 2D, you can go straight into 3C to beat him out. Things To Look Out For Ashura - While easy to bait/block, you still need to make sure you are aware of Bang's heat in order to do so. 100 heat means he can and might try and do it twice so be careful of this too. Bumpers - Bang's movement can be troublesome enough as it is and the extra mobility provided by his bumpers can often be over-whelming if you're not careful. Be aware of the positions of Bang's bumpers and try and keep away from them when he's placed them and force him to move to your new location. D Nails - Bang's D nails provide a great way for him to get in on you but you should be more wary of what he's going to do after you've blocked the nails than the nails themselves. Remember though, Bang can only use D nails a maximum of 4 times and considering he has to use nails for combos and setting up bumpers too, you may not have to worry about these too much.
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This is definitely something that should be kept in mind when fighting Noel as well as the whole 'staying calm' thing. As far as getting out of Noel pressure goes, it's a lot to do with the players habits; 2D beating 2A but losing to 6A means you have to adapt to your opponents strings and maybe switch to using 5C instead, for instance. Noel can get hella random though so patience is a big factor in this too. A couple things I've noticed is that j.C > mix-up is a TERRIBLE idea against Noel as all her high-low options lose to 2D - 6B, d.6B and 6D are all beaten by it. Jumping in on Noel in general isn't really the best idea anyway since her 6A is a decent AA and Noel's air-to-ground normals are pretty weak, but if you do ever land a j.C just get in and use the opportunity to extend pressure instead of trying to be tricky (or use 6A if you know your opponent is mashing 2D). Another thing I've picked up is OpticA x2 in the corner after a pressure string against drive happy Noels. 5C > OpticA > OpticA leaves enough gap for your opponent to mash out a drive, but not enough for them to actually hit you and thus lands you a CH. In the corner this can lead into roughly 4.8k meterless, but remember that OpticA is -3 on block so if they decide to use something other than a drive move it's more than possible that you can get hit out it.
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That was nice of you.
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Also, what can be considered a general strategy to use against Hazama? I typically treat him in a similar way to Mu - a zoner who can deal with close-quarter combat if needs be - but his movements can get very tricky and you have to be aware of his Ouroboros gauge just as much as your opponent. Applying overwhelming pressure onto him and limiting his movements as much as possible has seen the most success for me, but I still feel like I have to be careful approaching him sometimes because of the threat of 214D~B (Stance~DP).
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While that'a true, it also relies on us reacting to Hazama doing D~D or we're pretty much screwed. If he does D~A, for example, and we've pre-emptively used 5D to go through it, he can just do another chain and get a CH into a combo. Same with all our other drives.
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I've actually been hit out of 2D when Tsubaki uses 6A. I've noticed that if you block a 6A though, they'll usually try and follow up with a 6B (which you can go over easily) so watching out for the overhead and preparing the counter has worked well for me.
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j.4D doesn't have any invulnerability, so pretty much anything can hit her out of it; 5A, 214D~B or 2/5C probably being your best bets since they are Hazama's more reliable anti-airs to the best of my knowledge. You can even grab her before the j.4D comes out, but do that at your own risk since if you mistime it Noel gets a FC.
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I think I've been hit out of 3C by 5B when I've tried to do it before actually. :v Also, Sanctus loses to 2/4/5D but you have to time it differently depending on the D you used. Also also, we're gonna need to get this moved into the Tsubaki section, so if you could Luna~
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The question is: How do you go about not letting her control the pace and space in the match? She has an effective normal for shutting down any approach when done right and her Sanctus C/D can fuck you up if you try and tag her with an Optic Barrel and miss. Whenever I win against a Tsubaki, I'm almost certain it's more luck than anything.
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I'm guessing you don't know the Arakune match-up very well because you were doing a few things, such as using drives while in curse, when you shouldn't have been. These issues seemed mostly match-up related, so just try and get some more experience fighting Arakune to work out what works and won't won't. Your pressure game needs some work too; when you did run-up 5D, a 5A/B would have been a better option since it recovers faster and isn't as bad on block/whiff for example. You should also be trying to minimise the space Arakune has to work with by keeping close to him with 5A stagger pressure and try and keep him out of the air too since, once he's there, all his options will probably beat out any of Noel's. Also, when you're at full-screen and you want to hit an opponent with OpticC, make sure you do a small dash forwards before you do it as the blast will come just short if you don't (as seen at 2:42). You dropped a couple of big combo starters (2D, OpticA in the corner) so make sure you work on your hit-confirming as well. Essentially, you want to be working on your pressure, optimising your combos and using drive less/in the right situations.
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Tsubaki Yayoi: Dustloop Zero Squad Exhibition
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BlazBlue Noel Vermillion Tribute Video - Sayin' Goodbye to Haida Loops
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Noel Vermillion Tribute Video - Sayin' Goodbye to Haida Loops
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Yeah I doubt SR would connect in that combo what with the untechable time of j.D being decreased and how high your opponent would be. Hell, I'm not even sure that would be possible in CS2.
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I know you already said so in your post, but watching your video it shows that you're really not very comfortable with Noel yet. I noticed you were spending a lot of time in the air and Noel's air game is a lot weaker than her ground game, so you'll want to stay grounded as much as possible with her. When pressuring with Noel, I also noticed you would use 5A > 5B > 5C and then either stop or use 3C. 5C is -3 on block and 3C is -16 so try not to end your pressure with either of these moves (especially the latter). Like Raptor has said, 5C > 2C is a better way to end pressure as 2C is +3 on block and try to not to use 6B too much as it's -4 if they block it and 5C > 6B can be DP'd out of if your opponent sees it coming. 5/2A stagger pressure is another really strong tool Noel has for pressure which you should learn to use at some point. I saw you finish one of Noel's drive combos properly, but other than that I think you dropped the others that I saw (3C > 22C > 66C whiffed for example). Work on using Noel's dash cancel after 22C and remember to fit in some 22B reps for extra damage and heat gain. I think you should work on learning a few more of Noel's combos such as her corner combos and brush up/optimise the combos you do know for now.
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Tiny bit of extra info that needs to be updated on the first post.
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Don't forget that it's only the starting hits of Silencer that has repeat proration though, so our 22BBBBBBC combos will still be good. However, depending on how bad the repeat proration is, combos like XX > 6C > 22B > 22BBBBC might have to go since we'll be using two starting hits of 22B. Also, like Raptor said, the new proration on the starting hits of Silencer has completely killed our loop.
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What Sky said and yes.