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HexaNoid

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Everything posted by HexaNoid

  1. If you can do a back throw, you can follow-up with a 662B > 5C > Air combo. Otherwise, you'll have to do a RC to pick up a tick throw into a combo.
  2. 2D puts us into the air from frame 5, so it's basically saying it's cancelable after 10-15 frames of us landing - 5~30f in the air then, upon landing, we can cancel into a follow-up move after 10~15f. We still come to the same conclusion (she can only follow-up after 40~45f), but just letting you know the translation wasn't wrong or anything. With that out of the way, I would advise not mashing out a normal after blocking a 2D since if you act even slightly too late and we're following up with d.6A, you're more than likely to get counter hit out of your jab. If you want to try anything, you might want to try DPing (which will trade I think), but again there's the problem of that being baited with a d.4D. I'll do some proper tests in training mode tomorrow and see exactly what Tsubaki can do against Noel in drive and vice versa.
  3. Introduction London Training Grounds (LTG) is a monthly causal session held at TipTree Communal Hall in Ilford. Whether you just want to try something new or you're looking for more competition in an offline environment to improve your play, LTG is a great place to meet players, experience a few different fighters and have some good games. Information Venue opens at 2PM and closes at 10PM. If you want to be in the tournaments, you'll have to turn up on time or you'll miss out. There is food served at the venue, but make sure you bring some money with you since there aren't many cash machines nearby. Directions -Take the Central Line (eastbound) to get to Gants Hill (Hainault via Newbury Park) -Take the 128 from the bus-stop outside the Cash Converters -Get off at the stop near the small CostCutters (I advise you ask the bus driver for Kelvedon Lodge, or a bus stop past Barkingside beside Costcutters) -Head right, take the first left, then the first left again and you should see the venue called "TipTree Communal Hall" Games Being Played o Melty Blood Actress Again o Guilty Gear Accent Core o Blazblue Continuum Shift o Arcana Heart 3 There are also casual tournaments played for all of these games with no prizes involved, so check these out too if you're interested. Start times vary by game, so your best bet is to come down early so you don't miss out. Player Base Below I will list all players who frequently come down to LTG as well as their characters for each game. The main aim of this thread is to expand the growing offline fighting game community in London, but if you can't make it to these events for any reason, then sign up here with your XBL/PSN name for some online session I intend to start organising soon. If people want it I could also set up recording and/or streaming of these sessions, but that'll come later. Sign-up Format Nickname: PSN ID: XBL GT: Location: Main/Sub: ~~~~~~~ Nickname: HexaNoid PSN ID: HexaNoid XBL GT: HexaNoid Location: England, UK BB: Noel | Lambda AH: Saki GG: A.B.A MB: N/A Nickname: Kiba PSN ID: BlackJaguarXD Location: England, UK BB: Tsubaki | Valkenhayn AH: N/A GG: N/A MB: N/A Nickname: LordSpectreX PSN ID: LordSpectreX Location: England, UK BB: Arakune | Hazama AH: Lieselotte | Clarice GG: Testament MB: Nero Chaos
  4. I don't think that's the case actually. On regular block our d.5C will lose to your 5/2A, but our d.6A can beat that. Also, if a Noel notices their 2D was blocked before committing to a follow-up, we can use d.4D > d.236D (Bloom Trigger) to avoid 5A/B and push you away or end a drive string safely if you block it all. 2D > 214D (Assault Through) is also an option that'll cross you up, but I haven't tested whether or not your jab can beat that out (it probably would though).
  5. Meterless 2A > 2B > 6A > 6C > B+C > 66C > B+C > 66C > 5D > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > d.236D - 2,428 50 Heat 2A > 2B > 2C > 5C > RC > 66A > 6C > B+C > 66C > B+C > 66C > 5D > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > d.236D - 2,674 OR 2A > 2B > 6A > 66C > B+C > 66C > B+C > 66C > 5D > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > 632146D - 3,458 100 Heat 2A > 2B > 2C > 5C > RC > 66A > 6C > B+C > 66C > B+C > 66C > 5D > 236A > 66C > j.D > d.6B > d.6C > d.5D > d.5C > 632146D 3,732
  6. Stagger > 2C. Or 6A. Both should beat it clean.
  7. I found this video really useful. It runs through a lot of Lambda's BnBs from a variety of starters and shows you pretty much all the options you have off of certain attacks. I'd definitely watch this if you need to brush up on your combos or learn to optimise the ones you're using.
  8. I only ever really use it after I've used j.D to allow me to use a haida mid combo. For example: XX > j.D > Reload > 2B > 6C > 22B > 22BBBC~66 > 6C > 5D > XX XX > j.D > d.4D > d.236D > 6C > 22B > 22BBBBBBC~66 > 6C > 5D > XX
  9. Lol. I shoulda gotten that from the last line. I'm just gonna blame sleep deprivation and move on. x) That doesn't even rhyme!
  10. What? I didn't say I wanna play right this instant, I just said we haven't played in a while is all. It's 12am man; I'm done for today.
  11. You're actually only a 7.5 in my books, but I'll let that one slide. Also, we haven't sparred in ages. I miss beating you up. :c
  12. How are you just gonna casually slip this in and not make it the main feature of your post? I'm hurt, Chaz. Wounded even.
  13. Go to Options > System Options > System Version and make sure it's set to either 'Ver.1.03' or 'Latest'.
  14. Thanks again for all the added input, you guys. I'll definitely take everything on board and improve even more. With that aside, I have a video here from NakataYuji: http://www.youtube.com/watch?v=trd5sMHQzsU
  15. So I don't actually play Tsubaki, but I'd really appreciate it if some of you guys could play against me and give me some much needed Tsubaki experience so I don't get blown up by a certain salty beast as much anymore.. PSN: HexaNoid XBL: xHexaNoidx Location: England
  16. 1. I'm assuming you mean as a starter in which case all you have to change is the number of reps you do. 2. For Ragna I would actually recommend doing 4Bs (22BBBBC) before your dash cancel as it makes starting the haida a lot easier. 3. 66C needs to be input fairly quickly for it to connect, but you may want to delay your 22B by a tiny bit to get it to connect. 4. It's more to do with spacing than height. Remember that some characters (like Ragna) require you to do a 6C instead of 66C to get more reps in. i.e. XXXX > 22B > 66C > 22B > 6C > 22B > 66C > XXXX The haida thread should tell you when you need to do certain things in order to extend the haida and also explain which characters require what conditions to extend the haida. Hope that helps.
  17. I could add a little description for timing it, but honestly I feel it's more about feeling. If you practice doing it enough times, eventually you'll get your own feel for how and when the haida works which I feel is a much more efficient way of learning it than reading about how it's done. It's pretty much a very fast 66C; no kara cancelling involved. As soon as the animation for the throw whiff finishes you'll want to be doing your 66C but, much in the same way as the haida, I tend to drop it if I think too hard on timing it and you'll really only get a feel for the timing if you keep trying it. In a nutshell: "Don't think. Feel."
  18. I prefer the second one since the first would be ridiculously easy to avoid with a forwards/backwards tech away, but still both are nice to know.
  19. Made a little while ago, but I forgot to post it here so.. Noel Vermillion CS2 Combo Video - Champion
  20. Right, so I've gotta work on my approaches and RC combos and make sure I don't use j.B > j.4D too much. Thanks for the feedback guys.
  21. 5D has the longest reach out of our drives, but it doesn't have anywhere near as much invincibility as it did in CS1 so you won't have as hard a time beating it out with your normals like 5B. 6D will almost never be used as a starter (it just shouldn't) but you should be careful of it being used mid-CR as it hits low. Save your bursts for if/when you get hit by 2D/4D as it'll lead into 5k for us if you don't. j.4D crosses-up, hits low and is fast as hell, so if you see a Noel using it a certain points - like after j.B or a low IAD - remember to switch your blocking, attempt an anti-air with 2C or try and grab us when we land. Don't forget it breaks a primer on block though. Our 2D is pretty much free against anti-airs, so maybe try 2C'ing it if you find 5B doesn't work all the time. Or use your 214x like you said. This. I really feel that Tsubaki should stay grounded as much as possible as you have great tools for shutting down our approaches from both the air and the ground as long as you don't start jumping around. I think your 22x will beat out our 3C (someone will have to check that out though), but if all else fails just block and punish with a dash-up 2A since 3C still isn't safe on block. Also.. Wasting 50 heat to get caught in a combo you were blocking? Feels good, man.
  22. I'm gonna get some more videos of my matches soon, but for the time being I have this: http://www.youtube.com/watch?v=llaskm1D_6Q&feature=feedf#t=0m40s Play wasn't that great on my part (to say the least), but this is generally my play-style. Critique and feedback would be much appreciated.
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