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Everything posted by HexaNoid
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Buffs + j.C and j.2C's damage increased. + If you are hit while in Gravity's startup frames, the gauge does not disappear. + "Corner throw > 5C > 6C > Spike Chaser > 5C > 6C > 236C > 6A > 6C > 2DD > Aerial combo" is possible, deals around 3000 damage. + "236C > 5C > Gravity > 2DD > Crescent > 6A > 6C > 236C > Aerial combo" is possible. + Gravity is now a Fatal Counter. + "FC Gravity > 5C > 6C > 236C" is possible. + 5C[1](CH) > 236C alot easier to do now + 6B faster + 5DD/4DD > 236236D easier to do + Whiffed gravity doesn't use up whole gauge (2/3?) + j.DD > j.2DD works on every character + Faster air backdash + 2B > 2C combos now, regardless of standing or non-CH + 2C > 5C gatling added, however it is impossible to backwards gatling these normals e.g. 2C > 5C > 2C or 5C > 2C > 5C isn't possible + Untech time on all second Drive follow-ups * (D)D * has been increased, making it easier to hitconfirm and combo off of (eg. 236B > RC > 5DD > 236C connects very easily) + j./632146D is comboable regardless of FC or not without the need of an RC, is faster, and the air version has minimum damage of 1040 + 6D travels further on the screen making Lambda's zoning even better Nerfs - 214D recovery slightly longer - Minimum TK Crescent Height is higher - Midscreen Cresent > 5DD.. no longer possible - Crescent Loop can be done for 3~4 reps max. - Throw does less damage, and is combos using a dashing 2DD instead of dashing 6A - 236236D does less damage - 632146D/j.632146D has a damage decrease, prorates worse - 2DD > 6C no longer combos Neutral o From 5A anti air, you can deal about 2400 damage. o 6C does not wallbound. o 236A cross up range needs testing (2B > 236A seems to be optimal range for cross up, 3C > 236A seems to stop at the opponent so whiff 4B might still be viable) o Max range 3C > 236D makes a good...meaty? o 236B > RC > 5DD>236C's float is alot lower now, investigating potential combos o RC Airgrab on Arakune no longer puts you on opposite side(same is assumed for Bang) o 4B is safer on block, but is now even easier to block o 236B is now -1(-4 on IB) – loss of frame advantage but no longer punishable on IB
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http://www.youtube.com/watch?v=kYTy_Vy3aIY&feature=feedf#t=3m50s Pretty entertaining fight here from against Valkenhayn and then Rachel straight after. MP's Lambda is really good.
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Done. And thanks a lot for the match archive. Much appreciated.
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Combo Videos Emjay's Combo Exhibition Riot's CS2 Combo Video Λ-11 Combo Movie "Rio" Ver. 2 Λ-11 Combo Demonstration Movie BBCS2 - Λ-11: Combo x Corner Oki Video Vs. Pinose vs. ??? Rio vs. HARA koko vs. taimu ??? vs. ??? Harakiri vs. NaosanAishiteru Vs. Taimu vs. Eotoi Inuo vs. 4 Stunedge vs. SIVAXS Vs. MP vs. Riisu Taimu vs Luciferin Vs. Pinose vs. Kaeda NaosanAishiteru vs. Jimumeka MP vs. sesu Vs. Antii vs. Satsuo Vs. Midare vs. DoureYaya Vs. Uchiyama vs. Naaga Blacky vs. NaosanAishiteru Vs. DenkouSensha vs. SIVAXS Vs. Bluehawai vs MP Vs. Pinose vs. Garahatsu Vs. SIVAXS vs. Tatsuki gin vs. KP Vs. kanimiso vs. naaga nanana vs. taimu Vs. MP vs. naabe MP vs. masaki Vs. MP vs. ban Yuuki vs. Kuyaki ??? vs. Konan Vs. sakuma vs. NaosanAishiteru H.H vs. aosanAishiteru Vs. Taimu vs. Akabane Vs. MP vs. uoruta Vs. Pinose vs. Iizaka Taimu vs. Hichou
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I don't think it has to be in HD, but that's a point worth noting. I'll ask Spirit Juice later. And Spirit Juice isn't going to record, but he will be doing all the editing etc. etc. It's just out job to get him some material to work with since, like you said, that would be a hell of a task for just one man. Edit Actually, judging from this, it looks like he will be doing all the recording. Guess we won't have to worry about recording stuff then.
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It's possible, but instead of doing 66C you just do 6C instead. Check out challenge #9 since that uses the corner haida in it, but there are better corner combos you can do off 3C/Throws anyway.
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Alright, added all the info you guys gave me. Thanks for that. Also, is anyone interested in actually filming some material for this? I'll update the first post with volunteers, but don't feel tied down to it just yet. I just need a few names of people to chase up once CS2 actually lands.
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Community Project: BBCS2 Character Tutorial Videos UPDATED MAY 2ND
HexaNoid replied to Spirit Juice's topic in Archive
Dude, geckotide said that Tager had a good community. I know you have no-one in your forums which is why you hang with us instead. I've got a thread started already, but please feel free to change/add stuff to it. I'll be willing to help out however I can. -
Added 4B and j.2C (thanks for letting me know). In terms of CS1-CS2 changes it won't have to be that in depth. Maybe just lists of small things that have changed like 236D no longer taking away a primer. Even if you can't give in stuff on a consistent basis, anything you can provide for the video would be much appreciated. If you don't have time to actually make the set-ups/gimmicks section of the video, then maybe you can just post any findings you have here and someone else can help with recording it. A write-up would be good regardless to put in here for a further explanation on why said gimmicks work. If you feel it's going to be more 'in-depth' than the video, maybe you can just give in some little excerpts from your video to inclde in the tutorial video and then you can make your own independent video with the full thing. Either way, thanks for your help.
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Original Thread: BB Community Project 1) Introduction * Character breakdown of play style, strengths, and weaknesses Breakdown Lambda is all about zoning and effective use of spacing. She excels in mid/long-range play, so keeping your opponent at bay with intelligent use of her drive moves makes up a large portion of her game. Strengths As mentioned, Lambda is an excellent zoning character. Her Sword Summoner can create swords with varying trajectories that can lock down opponents and prevent them from approaching you in different circumstances. Lambda’s offence has improved considerably in CS2, so using all your offensive tools to keep pressure on your opponent while maintaining a safe distance between them is where Lambda’s strength lies. Weaknesses While Lambda has seen a great buff in her offence, her main weakness now seems to be her defensive capabilities – system changes such as the IB and Green Burst nerfs as well as the fact that her Gravity Seeds (214A/B/C) no longer have invulnerability frames means that she has a much harder time dealing with opponents up close. However, if you are playing efficiently with Lambda you shouldn’t see yourself in this situation too often. * Breakdown of normals 5A Basic poke 2A Longer range than 5A, slower startup 6A Anti-Air j.A Quick air poke 5B Medium range poke, 5B~B 2B Low poke 4B Close range, second hit is an overhead 6B Medium range poke, better range than 5B j.B Overhead, relatively quick air poke, good for AtoA and AtoG 5C Long range poke, combos into itself up to 8 times 2C Close range anti-air, hits up to 8 times, floats on counter hit 3C Low medium range sweep, hits up to 8 times 6C Hits up to 8 times, wall bounce effect replaced with new wall bind effect j.C Counter carries, combos into 3/5C on counter hit j.2C Similar to j.C, hits vertically instead of horizontally like j.C Note: All drive moves can combo into a follow-up with a second drive press e.g. 5D~D, 6D~D etc. 5D Sword attack that runs horizontally along the ground 2D Sword attack that runs diagonally high 6D Sword attack that runs mid diagonally 4D Slow overhead attack j.D Sword attack that fires slightly diagonally upwards in front of her, mainly used in combos j.2D Sword attack that fires slightly diagonally downwards in front of her, can be used for pressure/keepaway * Breakdown of special moves Act Parser-Zwei (236A/B/C) Act Parser has different properties depending on the button used. Act Parser A can travel through opponents during 8-13f and can cancel into a throw, Gravity Seed or Sword of Destruction after 23f. It is now faster and travels further than it did in CS1 as well. Act Parser Blade (B) is a low attack and blows back on hit. Act Parser Cavalier © is an anti-air that wall bounces on hit and breaks a primer on guard. All three Act Parsers cover varying amounts of ground. Gravity Seed (214A/B/C) Gravity Seed creates a field a field that slows down the opponent and appears either close (A), medium (B) or long © range from Lambda. It has lost its invulnerability frames from CS1, but is still throw invulnerable from 1-15f. On hit, this move counts as a fatal counter, forces crouch on ground hit, floats on air hit and breaks a primer on guard. Field lasts longer than it did in CS1, the start-up of both the field and the physical attack have been decreased and her Gravity Seed gauge takes 16.5 seconds to recharge. Spike Chaser (214D/~C) Lambda summons a wave of spikes along the ground that chase the opponent. Floats on hit and breaks a primer on guard. Covers just under half the screen but can cover the whole screen with the use of the ~C version. However, the ~C version has an increased start-up. Sickle Storm (236D/~C) Lambda summons a circular saw a little distance in front of her which hits the opponent 6 times. This moves is faster than its CS1 iteration and starts closer to Lambda too. The ~C version is the same but starts farther away and moves towards Lambda instead of away. This move counter carries and new properties given to it in CS2 allow it to be used in combos. Cresent Saber (j.214D/~C) Lambda creates a curved blade that appears a little distance in front of Lambda which slashes downwards. A common finishing move for drive combos or can be Tiger-Knee'd for a quick overhead by inputting 2147D. ~C version causes the move to cancel, used either as a feint or as a way of mist-cancelling as part of a combo since it can be cancelled into by other moves and also stops your momentum in the air. Breaks a Guard Primer and has Fatal counter properties. This cancel may only be used once until you touch the ground again. Pretty much unchanged from CS1 except for the fact the TK Cresent Saber > 5D~D no longer works midscreen. TK Cresent Saber also starts one frame later than it did in CS1 due to it's minimum height requirement being increased. As well as this, her TK loop is gone, but has been replaced with something better anyway. Legacy Edge (236236D) Lambda summons a portal in front of her that fires off a volley of small swords. Each sword causes wall bounce and can combo into Sickle Storm or Act Parser C on hit or can be used to take off primers with 214D or 236D on block. Calamity Sword (j./632146D) Lambda creates a giant sword that crashes down above opponents. Works as an air combo ender for an extra 1k damage. This move can be combo'd off of regardless of whether it's a Fatal Counter or not without the need for a Rapid Cancel. Breaks 2 primers and can be done in the air. * Changes from CS1 to CS2 - 2B > 2C combos now, regardless of standing or non-CH - 2C > 5C gatling added, however it is impossible to backwards gatling these normals e.g. 2C > 5C > 2C or 5C > 2C > 5C isn't possible - Untech time on all second Drive follow-ups * (D)D * has been increased, making it easier to hitconfirm and combo off of (eg. 236B > RC > 5DD > 236C connects very easily) - Throw does less damage, and is combos using a dashing 2DD instead of dashing 6A - 6C no longer wall bounces; instead, it corner bounces - 4B is safer on block, but is now even easier to block - 214A/B/C loses invincibility, takes 16.5 seconds to recharge if 214A/B/C hits, takes 11 seconds to recharge if 214A/B/C doesn't physically connect, is faster in every way (including "field" start-up), lasts longer, is safe on block, is a Fatal, has better proration, and is Throw immune for a while - 236A is faster, travels farther, can cancel into Throw, AH or 214A/B/C, and can pass through the opponent for a few frames - 236D/236D~C is faster, has 6 hits, combo's on air opponents (eg. 236C > 5C(8) > 6C > 236D), doesn't break a Primer anymore, and is basically a new 3C > 214D oki option - j.214D/j.214D~C had its minimum height requirement raised; it's a bit slower - 236236D does less damage - 632146D/j.632146D has a damage decrease, prorates worse, is comboable regardless of FC or not without the need of an RC, is faster, and the air version has minimum damage of 1040 - 236B is now -1(-4 on IB) – loss of frame advantage but no longer punishable on IB - 214A/B/C can be punished on IB by characters with 5 frame jabs IIRC - 6D travels further on the screen making Lambda's zoning even better - Lambda's backwards air dash covers a greater distance - 4B is now a safe overhead due to increased attack level and pushback - 2DD > 6C no longer combos 2) Combos Lambda Combo Notations Lambda Combos (Video) 3) Strategy * Mixups * Pressure * Okizeme * Misc. tips/tricks ***To be completed*** Possible Material Providers: *HexaNoid *geckotide *Overheat
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Community Project: BBCS2 Character Tutorial Videos UPDATED MAY 2ND
HexaNoid replied to Spirit Juice's topic in Archive
I'll be a project head for Lambda if no-one else wants it. We can work on this together if you want? Looks like the Lambda boards are gonna need all the help it can get... -
Or how long us Europeans had to wait for CT/CS.
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We're looking about about anywhere from 7-9k I reckon depending on what's thrown in (GBs, double Fenrir, etc.) such as this impratical combo that nets 7k. In terms of big corner damage though, it looks like anti-air/CH 6C is where it's at, as the rest of this video proves. That being said, once CS2 comes to consoles, looking at how much damage our new 2D can reach will definitely be something interesting to look at.
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See Luna? Just because I drop combos at every chance I get, doesn't mean I don't know 'em. :P As for CS2 Noel, her combos are different but not drastically. Her drive juggles have changed a little bit and there are no more SR > 66C links midscreen, but it shouldn't be to hard to adjust. Her playstyle in CS2 is pretty much unchanged though I think.
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Without the dashing momentum, Noel is too far away from her opponent for 6C to connect after 6B. So basically, just make sure you hit 6B while you're running up to Bang for the rest of the string to hit him in challenge #4. The dash 6B? Not really. There are some cases where you'll be dashing up to someone and hitting 6B without doing any moves before that (such as after a combo that ends in Bloom Trigger as you can catch emergency techers holding downback with an overhead) where hitting 6C afterwards will connect or work as an OS. So yeah, not completely useless. Well in terms of combos to learn, you'll want to make sure you can pull of Noel's drive juggles efficiently as pretty much all of her good combos come from using drive at some point. I can send you a PM with a few of the basic combos from the CS1 combo thread so as not to clutter this forum with them and then, once you've gotten the hang of using those, you can check out some of the combo videos Luna and myself have made in order to find some of the "crazzzzzier" combos. :P
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Also Sky, can you test out the whole d.5D vs d.5B in the corner please? Or has it been confirmed that d.5D is better already?
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Thanks for the info, Bolverk. I'll put that combo up there as well. I think I'll change the 'Astral Combos' section into a 'Optimal/Most Practical Combo' section instead, so if you could carry on playing around with stuff to find the best combo to use in certain situations that'd be great. Also for anyone playing, could you note down how much heat these combos are netting us? I know it's not terribly important but it's still somewhat useful to know. Thanks.
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Can't be relying on Luna for everything now. We're only ~1,500 off the 10k mark so maybe a Thor > 6~6C/6~5C Fenrir x2 ender might work? At any rate, I say we try and break it ourselves! ;D
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8,588.
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CS2 Noel Combo Video - 「MADoKA × Live」 Not as hype as Trigger Happy, in my opinion. Mainly just showing off the potential of j.D > Reload > 2B > 6C > Haida stuff as well as double Fenrirs into 7k+.
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Noel vs. Jin/Tager/Makoto
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That bit against the Lambda where I used 6C for the third time was more me being fed up of it going through her invincibility than actually expecting it to hit.. xD So from what I've heard so far, I definitely need to work on my approach; be it using lasers to cover me and using safer normals. Less j.2C/3C, more #D/5B/2B. Thanks for the tips you two.
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Vs. Bang Vs. Lambda Vs. Makoto These aren't necessarily my best games with Mu, but I feel they reflect the kind of play-style I've adopted with her. I've only been trying to pick up Mu as a sub seriously for roughly a month or so and I've been a Noel since I started playing BB, so I know I have a few bad habits seeping into my Mu game because of this. I know I don't use lasers as much as I should be and I'm working on implementing that into my game more and I've been told I need to maximise the range of my pokes (since I'm not actually used to having long range pokes.. ;;^^). Other than that, any general criticisms and things I should be working on would be greatly appreciated.
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Community Project: BBCS2 Character Tutorial Videos UPDATED MAY 2ND
HexaNoid replied to Spirit Juice's topic in Archive
Is anyone else doing this with you, Luna? If not, I'd like to help out where I can.