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Everything posted by HexaNoid
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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
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I'd just like to say that the number of reps shown isn't the maximum amount possible but a 'safe' number to do. It may or may not be possible to do more reps on some of these characters, but I found I was quite comfortable doing whatever number I've stated here. The starter I used for this test was: 3C > 22BBBBC~66 > 6C > Haida. Haida Loop Showcase Video Japanese Haida List (Easy) Line 1 : Tager Valkenhayn Hakumen Rachel Line 2 : Ragna Mu Taokaka Carl Line 3 : Jin Makoto Arakune Hazama Line 4 : Tsubaki Bang Litchi Line 5 : Platinum Lambda Noel (Hard) Ragna – 9 reps Simple enough. Make sure you do a 6C instead of 66C after the 2nd rep to give you enough spacing to carry on the haida. Otherwise you may be too close to him and drop the haida. Jin – 5 reps Relatively easy, but you’ll have to make sure you do a 6A > 6C after the 2nd rep or it’s almost impossible to continue. Doing a 66A after every two reps makes it much easier on Jin too. It’s possible to get more reps after the 1st 6A without using another one, but it’s more difficult. Noel – 3 reps Imposssible to do 22B > 66C on her, but 66A > 6C > 22B haidas work fine. Noel has quite a small hitbox so you’ll have to be careful on the timing however. Taokaka – 7 reps Really easy. Her hitbox is a lot bigger than it seems so you should have no problem nailing the haida here. As always, make sure you correct your spacing with 6C where necessary. Litchi – 3 reps Tricky as you’ll need to do a 6A > 6C extension for every rep. It’s possible to do a straight 22B > 66C on Litchi, but her hitbox makes it really awkward and more often than not it’ll drop. Tager – 11 reps Lol Tager. If you can’t do the haida properly on anyone else, here’s a good place to practice. Tager is probably the easiest character to haida and you shouldn’t think twice about using your haida on him. 6C spacing works fine where necessary and [6C > 22B] x3 in the corner works too. Lambda – 1 rep Near impossible. I would go as far as saying never try and haida Lambda, but if you ever do the 66A > 6C > 236A > 66C > ender route is the way to go. It's possible to haida her using the Luna Loop (22B > 22B > 662B) 3 times off of 3C, but the repeated use of 2B in the combo kills the damage. Hazama – 5 reps Similar to Jin, you’ll want to do 66A > 6C > 22B after the 2nd rep to keep it going. Tsubaki – 5 reps Tsubaki has a strange hitbox for haidas; it's possible to do 66C > 22B on her, but you have to be pretty far away from her to get the 22Bs to connect. After the third rep of 66C > 22B, you'll have to do a 66A > 6C to extend it while adjusting the timing of the next 22B accordingly as she may be a little too high for it to connect if you do it immediately after. Hakumen – 8 reps Another easy character to haida. 6C spacing works fine here too. When trying to catch him after a Silencer Dash Cancel, remember to use 4 Bs instead of 5 as 5 Bs tends to push him to far away to be caught with 6C after the DC. Bang – 3 reps [22B > 66A > 6C] xN works fine and isn’t too difficult to pull off on Bang. 22B > 66C haida does work on him but the timing/spacing can be awkward at times; you have to delay the 22B by quite a lot to get it to connect. If you do try the regular haida, 66A after every 2 reps is recommended. Arakune – 5 reps His hitbox makes it a little difficult to space yourself, but it’s actually fairly large so getting the loop down on him shouldn’t be too tricky. 6C spacing doesn’t seem to work here, but after the 3rd rep it’s possible to extend the haida with a 66A > 6C. Carl – 1 rep His hitbox is a tiny bit bigger than it looks, but it’s still kind of difficult to haida him. 22B > 66C and 22B > 66A > 6C both work, but it’s hard to get multiple reps on him. 6C > 236A > 6C > ender is a more stable option. The Luna Loop is also another alternative to use. Rachel – 10 reps Actually has her own specific haida – 22B > 22B > 66C. Large hitbox makes it easy to haida her. 22B > 22B > 6C works in the corner. 6C spacing works too but isn’t really necessary. Mu – 9 reps Similar hitbox to Ragna. You'll need to adjust the spacing with 6C > 22B after about the 2nd or 3rd rep, but it's possible to haida her without the use of 6A. Makoto – 7 reps Similar to Ragna. 6C spacing is needed to keep the haida going as you’ll be too close after about the 3rd rep to continue. Also, 6C > throw whiff > 6C seems to be the easiest (if not the only) way to get the haida started without it dropping due to Makoto’s height/hitbox. Valkenhayn – 11 reps Almost Tager-easy. 6C spacing is easy to pull off here and you have a ton of time to do 66C even if you thought you were too far away to pick it up. Like Tager, you want to be using your haida on Valk whenever the opportunity arises. Platinum – 3 reps Small-ish hitbox makes haida quite difficult beyond 3 reps. 66A > 6C > 22B needed to extend after the 2nd rep.
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If you do 22B too early it won't connect, but If you do it to late they'll tech out. Basically you wanna leave a slight delay in between 6C > 22B but not too long. You'll get it with enough practice.
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http://dustloop.com/guides/bbcs/frameData/noel.html - CS1 http://dustloop.com/guides/bbcs2/frameData/noel.html - CS2 That should give you all the information you need in terms of changes to invincibility frames. 5D is now 3-15f invul instead of 5-19f.
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It's a gameplay change. j.4D now always hits behind you, hits low and is a lot faster.
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You won't have to beg if you steal.
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You're putting Halo before BlazBlue? Priorities, son.
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Oh, I know all that stuff works. I was just assuming he wanted the j.4D in there for some reason. I know 3C leads into more damage in the corner, but I figured he wanted something flashier lol.