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Everything posted by HexaNoid
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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
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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!
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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.
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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
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Do you see any other bed?
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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.
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Go to Options > System Options > System Version and make sure it's set to either 'Ver.1.03' or 'Latest'.
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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
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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
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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.
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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."
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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.
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I see how it is.
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Made a little while ago, but I forgot to post it here so.. Noel Vermillion CS2 Combo Video - Champion
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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.
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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.
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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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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).