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Everything posted by HexaNoid
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Our 4D is invulnerable from 1-19f but the actual attack is only active for 7 frames so, like Kiba said, if you delay your 214D your invulnerability should be able to beat out our attack. If timed right though, we can switch to 5D which'll go through your attack so be careful for that too.
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That's what you get for not buying an arcade stick. :D
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Combo discussion only please. If you have questions about Noel there's a thread for that.
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Remember the old xx > j.D > d.4D > 236D > 66C > 5D > xx ender we had in CS1? I've just been play around with it and it still seems to work with our main corner combos and does slightly more damage than the enders we're using now. For example: (Anti-air) 6C(2) - 6C - 4D - d.6C - d.2D - d.623D - 6C - [b+C - 6C] x3 - 5D - d.236D - 6C - j.D - d.6D - d.6B - d.5D - d.5C - d.236D - 5,554 Compared to: (Anti-air) 6C(2) - 6C - 4D - d.6C - d.2D - d.623D - 6C - [b+C - 6C] x3 - j.D - d.4D - d.236D - 66C - 5D - d.6B - d.5B - d.5D - d.5C - d.236D - 5,619 Damage increase isn't that great, but it's not a difficult ender to pull off and it does give more damage so check it out. I'm gonna see if there's any combos this ender won't work on and then update the thread. EDIT: Doesn't work with 3C.
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Back Throw > 662B > 6C also works in the corner, which means you can either go into 4D > d.6C > SR or 6C(2) > 6C > j.D things. I've been trying out a bunch of different combos and so far the one that does the most damage and works on everyone is this: 2D > d.5C > d.6C > d.6D > 236A > 66C > j.D > d.6B > d.5D > d.236D - 3,840 Like Runis said, if you can use a j.D > reload to get a 22B > 22BBBBC~66 > 6C > xx in the combo, but you have to be confident in your 5D timing. Using j.D > reload in the above combo boosts the damage up to 4,404, so it's potentially worth it if you can pull it off. Otherwise, just go for that safe damage.
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CS2 Haida Loop on all characters CS2 Noel's Beginner Combos CS2 Noel Combo Video - Champion
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Adding d.6A also adds a tiny bit of extra damage, but a few of us who were working on the FCs decided it wasn't really worth it since it gives the opponent a greater chance of teching. Also, an even better ender for those combos would be: XXXX > j.D > d.6B > d.6C > d.5D > d.5C > d.236D Since d.5C's untech time is godly it prevents your opponent from teching out where combos that end in d.5D > d.236D might allow them too. It should be noted that those particular enders do not work on Lambda however (your one sort of those, but the timing required is iffy and not really worth it for the damage increase it gives).
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You do nothing. :3 I'll go right ahead and download that and post it here for you either tonight or tomorrow morning. EDIT: Actually, you will have to do something. I can't find any replay data on your D-Card.
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Challenge mode was a dick and told us to stick some OpticAs in the combo which made it slightly harder to connect. Now, my love for OBs is strong but that still kinda annoyed me lol.
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Depends on the situation really. Say for instance you've done a CA and you've made your opponent whiff an attack with a lot of recovery (e.g. Ragna's 5D), you'll want to punish him with your own attack into a combo. However, if your opponent could easily recover out of their attack and put you in another blockstring or something, you'll want to be looking to get some distance from them with a jump or back-dash or apply some pressure with 5A > blockstring to keep your opponent on their toes. Read the situation and see what the best approach is; their really isn't a single 'best thing' to do after every CA. So you found out our terrible secret? :3 Seriously though, with j.D > 6D combos you'll want to make sure you're doing one of two things to make it connect - delay your j.D or do a sj.D. Don't forget though that if you do use a super jump, you'll land on the opposite side of your opponent so you'll have to adjust the rest of the combo accordingly. Getting both hits of j.D to connect may also help you out here. Good luck.
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Taking parts of what Luna and Mizzet discussed in terms of FCs, I've found the most damaging midscreen combo so far: 4D(FC) > d.6C > d.2D > d.5B > d.5C > 214A > 2B > 6C > 22B > 22BBBC~66 > 6C > 236A > 66C > j.D > d.6D > d.6B > d.5D > d.236D - 5,381 Even though d.6A is nowhere near as bad as it used to be, d.5C is still obviously superior. Combined with the combo that Luna was doing and we've optimised the combo (for now). Also for Chiizu and anyone else who love their CH C moves into drive combos, you're looking at just short of 5k if you do the right combo: CH 6/5C > 2D > d.5C > d.6C > d.2D > d.6A > 214A > 22B > 22BBBC~66 > 6C > j.D > d.6D > d.6B > d.5D > d.236D Does 4,980 off of 6C and 4,800 off of 5C. Remember to NOT use OpticA in this combo, as it'll make you drop the combo more often than not.
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CH 5C has always linked into 5D. Same as CH 6C. It's been like that since CT I think lol. Also, the above two CHs link into 2D which nets you slightly better damage, so try and use that instead.
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Correct. Using either of those moves twice usually makes the follow up combo impossible to pull off. If you notice you've done either of these moves for the second time in a match, just stopped the combo early so you don't get punished for whiffing an attack. Like you said, the new properties of 5D do make it slightly more awkward to land on opponents, but luckily j.D enders do slightly more damage than 5D enders. j.D > d.6D > d.6B > xxx vs. 5D > d.6B > xxx. Of course there are combos that use both 5D and j.D in them which is obviously even better, but just stick to j.D enders if you wanna stay on the safe side.
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Thanks a lot for the help on translating, Hana. Any extra information you can gather for us will be greatly appreciated.
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DL Username: HexaNoid XBL/PSN: xHexaNoidx/HexaNoid Sub: (Main = ) Mic: Only for XBL
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1. It's a spacing/distance thing. It should only be used on certain characters anyway, so you shouldn't have too much of a problem with this; you'll just know when once you get the loop down. 2. If your opponent is too high, use the whiff. Again, you'll just get a feeling when to use it as you practice getting 6C > 22B down enough, so just work on using against different characters and feel it out. Note: I'd say it's only really necessary against Makoto. 3. They are regular dash cancels. It may seem to you that this is really difficult right now, but trust me you'll be having a much easier time with this than the CT haida. Also, where exactly are you dropping the loop and who are you practicing it on? I can give you more specific advice on how to do it if you tell me that.
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Don't forget that ActA can be cancelled into Gravity Seed too, which breaks a primer. If you're on your last couple primers, you should definitely be weary of that as the Gravity Well created can also keep you locked in place while Lambda uses her Spike Chaser to take off another primer.
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I'm not really sure her reload speed has increased actually. j.D > Reload > 2B > 6C > stuff was possible in CS1 too, but it was pointless because you couldn't haida off of it without a FC and even then the damage you got from it is nowhere near as good as what you'd get without it. In less words: CS2 made something that was already possible useful.
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Matchup Ranking: TBD Recommended Playstyle: TBD General Strategy: TBD Your Best Tools(For This Matchup): TBD Has A DP?: Yes Has A DP With Heat?: Yes - Omoikane Things To Look Out For: TBD
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Matchup Ranking: 5 - 5 Recommended Playstyle: Careful/Aggressive General Strategy: You'll want to give Lambda as little space as possible in this matchup since her mid/full-screen zoning game is where she excels. That being said, it can often be very difficult to approach a Lambda that knows how to control space and a lot of the match may end up with you chasing her down from one side of the screen to the other. If you can get Lambda into the corner, try your best to keep her there as this is where you'll have the biggest advantage over her. Make sure to maintain pressure and give her little room to breath, while being weary of her specials which can lead into decent damage in both the corner and midscreen. Try not to be too predictable with your approaches though as Lambda's 6D can stuff any IAD approaches and her 5D can stop you from running in on her. Your Best Tools (For This Matchup): Optic Barrel: Useful for knocking Lambda out of her Spike Chaser start-up and can also be used to 'void' the oncoming spikes. After a scored OB knockdown, rush Lambda down to give her limited zoning options. 2D: This move actually 'eats' Lambda's Spike Chaser, so if you can get in close and use this when you see her charging it up, you can land a nice counter hit into 5k even if the spikes have come out. Has A DP?: No (Gravity Seed no longer has invincibility) Has A DP With Heat?: Yes - Calamity Sword Things To Look Out For: Spike Chaser (214D) Sickle Storm (236D) Act Parser Zwei: Cavalier (236C) FC Gravity Seed (214X) Getting hit by these moves anywhere on the screen will hurt. You should also be wary of Act Parser mix-up - after a string that ends in 3C or 6C, Lambda can use Act A as a tick throw set-up or use 2/5A to extend pressure, Act B as a low and Act C to catch chicken blockers with it's AUB attributes. If you do try to jump out during a blockstring, don't forget to barrier. Also be aware that Lambda can cancel 5C into her Act mix-up. Because of this, you'll want to make sure that you're careful of her overheads (4B and 2C > TK Saber) as well as her lows (3C and 236B).
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Thanks for all the work you guys have been doing finding and optimising combos. From this Monday onwards, I will be updating the first post more regularly - getting rid of junk combos and putting in the ones you guys have found. For those who have been disappointed with the combo thread thus far, I'm sorry for the inconvenience.
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What Sky said is very true; don't always be looking to set up haidas, but if you're confident you can get it down then the rewards are definitely worth it. If you meant is the 6A haida worth doing compared to the 66C haida, then it depends. On some characters with smaller hitboxes, the 6A variant is the only way you'll be able to get the haida loop to work. But if you can use the the regular haida, it is much more efficient as it gains more heat, allows more reps (and thus more wallcarry), and prorates better due to 6A having pretty bad proration. In a nutshell: regular haida is better, but doesn't always work. Know what to use where.
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That's a point actually. If you can upload your replay to your D-Card then I'd be happy to upload the replay if people don't want to record straight off cameras. The only problem I see with that is that I think uploading replays is only possible after a Ranked Match. Either way, I'll include that in the first post.
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The aim of this thread is for all Noel players of varying abilities to come together in order to help each other develop our skills. Whether you're just starting out or you feel you've become stuck and can no longer improve, this thread should be a place where we can all exchange tips and ideas in a constructive manner to aid our progress. Ideally, gameplay videos would be helpful for members to truly see the kind of ways in which each other play the game, but if making videos is impossible then general questions about what to do with Noel can be asked here (just don't forget that we have a thread for beginner questions here for more specific questions related to Noel). Also, if players can upload a replay they want to show, I'll be happy to record and upload it myself on either XBL or PSN. NOTE: For people who want their replays downloaded by me, can you please tell me what numbered rank you are on the Noel leaderboards or something? Otherwise it'll be next to impossible for me to find you without spending hours sorting through names...
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EXPOSED. D: Updated the Bang section. Sorry for letting you down, people. orz