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Everything posted by HexaNoid
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Yeah, a lot of the combos in this thread are from very earlier Japanese videos so a fair bit of it is probably not optimal. I apologise for this but I'll be cleaning this thread up while adding/removing combos at some point this week, so I'll make sure I include that combo as well as all the other better combos we've found so far.
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Well, first things first. Like you correctly presumed, hitting 22B after 6C is height dependant and - where a delay won't work - you'll have to use 6C > B+C(whiff) > 6C > 22B to get the Silencer to hit. This is a much safer way to connect to 22B, but since this pushes your opponent slightly further away from you, you won't be able to do as many reps 22B before you do 22C. XXX > 22BBBBC~66 > 66C. What you're doing here is basically a small dash after the dash cancel, but you only really need to do that if you've used too many 22Bs in your combo and pushed your opponent too far away with from you to reach them with 6C (which is usually after 4/5 reps). I would get more comfortable using the dash cancel before you try this though as you need to have a good grasp of her dash cancel as well as it's recovery before you can consistently do the mini-dash after. Yeah, using a manual dash like that means you won't be able to fit in as many reps of 22B as possible, which is why you need to learn her dash cancel; the more 22Bs you do, the better the damage. There's nothing wrong with doing 6C > 236A (Optic Barrel), but in the corner you'll want to make sure you let the second hit of 6C combo out as it wallbounds, gives a 120% proration bonus and makes certain combos easier to do. 236A in some longer combos might not be advisable though, since the added proration will allow your opponent to tech out. Double Fenrir doesn't work with every combo and if the combo prorates enough - like in that combo - your opponent will be able to tech out at some point during the second distortion drive. I think you've seen Noel's Fenrir (Finisher) hitbox, so I won't bother to explain the rest. :P Firstly, the input for haida is either [22B > 66C] xN or [22B > 66A > 6C] xN. The variation required depends on the character, but that's all addressed in the haida loop guide. Your best bet for haida looping an opponent is usually at the early stages of a combo as long or heavily prorated combos will either make haidas short or altogether impossible. 3C > 22BBBC~66 > 6C > haida is a decent starter to practice getting to grips with it and you can get up to 11 reps using it, but there are a different starters with different potentials too (which I'll add to the haida guide later). And third, the only requirement to do the haida is that your opponent is grounded. This can be done one of three ways: after a 3C, after a 214A (Muzzle Flitter) or after a j.D (either j.D > reload > 2B > 6C > haida or j.D > d.4D > d.236D > 6C > haida). The j.D > d.4D > d.236D > 6C version can only be done in the corner though. To make things a little clearer, any part of Noel's combos that involve her drive state are noted down as d.#X - d.5C for example. The difference between those two combo enders is that the one that ends with d.5D > d.236D is a lot less stable than the one that ends with d.5C > d.236D. This is because d.5C has a lot more untechable time than d.5D and so your opponent may be able to tech out inbetween d.5D > d.236D in longer combos where they wouldn't be able to if you used d.5C. And I think that should do it. Tell me if I've made anything unclear or not gone into enough detail and I'll see if I can help clear up any more of your problems.
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In the corner, you can do 2D > d.623D into a combo. Midscreen you will have to use 2D > d.5C > 236A > 662A/66C > j.D > combo. If you hit your opponent too high these won't connect at all sometimes, so be careful of that as well.
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I can't see anything like that in the data... At any rate, d.6D does hit low.
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Oh cool. I never actually knew that. I just looked at some frame data and tried it out using 6A instead of 2B and it indeed does about 100 more damage. It only seems to be able to pick up Rachel and Hakumen OTG however. I'll have to remember that for whenever I fight those two. Oh, and for the record, we weren't actually comparing 6A against 2B to begin with, so I wasn't technically wrong. :3
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In the corner, 6A can get around 3.7k meterless at most and around 3.3k average. Midscreen is about 3.2k at most and 2.6k average. I wouldn't say it's that bad as a starter, but you'd want to avoid using it mid-combo unless you're doing the 6A > 6C haida loop. This is something you'll have to answer yourself, to be honest. I wouldn't think Noel would be easier or harder to use depending on the controller, so just go with whatever one you're most comfortable with.
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I bet your mother is so proud.
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j.4D > d.6C > d.2D > 623D > 66C(2) > 6C > j.D > d.4D > 236D > 66C > 5D > d.6B > d.5B> d.5D > d.5C > 236D Can't actually test it out right now, but I think this does a bit more damage. If you get a fatal counter, you can do j.D > d.4D > d.236D > 6C > 22B > 22BBBBBC~66 > 6C > 5D > Ender as well for even more damage.
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I whole-heartedly concur.
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Oh yeah. I always forget you guys have a DP. I'll have to see if I can beat that with Assault Through or something.. By the way, are you up for some more games? :3 Nah, I don't think that works; you'll almost definitely just get countered yourself. Just stick with your DP in my opinion.
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Not at point blank range though. It's pretty annoying just landing the first 22B, let alone going into haida. For the tiny bit of extra damage that combo might gain, it's really not worth the hassle.
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I don't think so, since we can still use drive follow-ups and possibly land a CH if you push buttons. Just carry on blocking, wait for her to finish attacking and then do your thing. I love going through things with 5D now. Feels like you earned it, y'know? =w=
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For 20 bucks? How laughable.
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Just tried that, Runis. Came up with this: 3C > 2B > 6C > [b+C(whiff) > 6C] x2 > 22B > 22BBBBBBBC~66 > 6C > 4D > d.6C > d.623D > 6C(2) > 6C > j.D > d.6D > d.6B > d.5D > d.5C > d.236D - 4,329 Not really worth the extra effort really since the damage is almost identical and getting the 22Bs on Litchi is still somewhat awkward. Thanks for the tip though.
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I've been playing Kiba quite often as well as a few other good Tsubaki players and so far this is how I feel about the match-up. Overview Tsubaki has some pretty decent tools at her disposal this time around that can give Noel a hard time. This match revolves around spacing control and footsies and it feels like Tsubaki is better in this department. However, when it comes to damage, Noel has the obvious advantage so capitalising on any and all of Tsubaki’s mistakes will be the key to winning. Tools Analysis 6A – Tsubaki shouldn’t really be in the air that much since she has pretty poor aerial normals, but if your opponent ever attempts to come at you using an aerial approach like her j.214X (dive attacks), then 6A should be your answer to that. Don’t go air-to-air with her either; Noel’s aerial normals aren’t much better. Note: 4D can also be used as an “anti-air” to stuff Tsubaki’s dives and net some nice damage for Noel too. 2D – Tsubaki’s 5B and 2C can shut down a 2D effortlessly, so try not to use this too much. Her 623A will also trade with almost every follow-up Noel uses in drive state on block while the D version will beat out our follow-up options clean out. 2D > d.4D on block can be used to bait out a DP which can be punished with an OpticA, but your best bet is to just use normals as much as possible in this match-up. Note: If a Tsubaki ever uses 6B during their block-strings, 2D will beat it. However, 2D shouldn’t be mashed during block-strings as if they substitute 6B for 6A then you’ll get hit out of your attack. Also, if it’s seen coming, a Tsubaki can just wait for the 2D and counter with a 5B. Optic Barrel – This move is great for stopping Tsubaki charging her install from full-screen after a knock-down and making them cautious of trying to keep a distance and charge as well. Look out for 236X (command dash attack) moves though as Tsubaki’s 236C can easily punish a whiffed OpticC that she has avoided with 236C. Note: Opt for OpticA/B depending on spacing to try and catch a 236X attack. On the Attack Approaching Tsubaki can be quite a difficult thing to do with the tools she has; 2C has godly anti-air properties that’ll stop almost any aerial approach and 5B can stuff a lot of Noel’s ground approaches with its excellent range. 2D should be used sparingly since both her 5B and 2C can deal with these easily, but learning when and where to throw it out will be crucial. Noel should typically be using 5B for spacing and 2A to try and initiate some pressure, but be careful of running into her 5B when you attempt this. Try and keep on Tsubaki at all times and give her little room to breathe, but be smart about it and don’t run head-first at her if you don’t want to die. On the Defence Noel’s best defence against Tsubaki will typically be a good offence, but when you are caught in Tsubaki’s block-strings there are few things you should be aware of. Besides her 2A and 5B, all of Tsubaki’s normals are unsafe on block. However, she does have legitimate high/low mix-up with 6A/B which is her overhead and low respectively. It can be quite difficult to differentiate between the two since they look fairly alike, but knowing which is which will be important for more than just knowing where to block. Tsubaki’s 6B can be beaten with a 2D if she uses it in a block-string, but her 6A can beat us out of it; learning to react to her 6B with 2D will be really useful in this match-up. Also, Tsubaki is a rushdown character too, so she’ll want to be close to you as well; smart use of 4D can beat out her a lot of her approaches and lead into big damage.
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Yeah, what Sky said is right. I just tried a few variations of the combo and that one does the most damage. The only thing I can say you should do to make it better is do 3C > 22BC instead of just 22C (but that only adds on like, 100-200 more damage anyway).
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If it's not connecting you probably just have to dash in a little deeper. You have to be pretty close to your opponent to get 66A > 6C to work. The only thing you might need to delay is the 22B afterwards, but that depends on the height of the opponent; if you can't get the 22B to connect after 66A > 6C then try doing that.
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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.
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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.
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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
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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).
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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
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Stagger > 2C. Or 6A. Both should beat it clean.
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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.