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Everything posted by Alpha152
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Yup those dates are correct. Thanks
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I'll see if I can try to run it slow or start late and in the case you show up I can put you in.
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GG will start at 5PM.
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Make sure to punish him anytime you can when he sets clouds, don't let him do stuff for free. Also OB does a good job at stuffing him at full screen. Using RB as an air to air is ok also, it keeps him from getting in easily with j.6A etc. His defensive options are also weak so drive pressure can be strong.
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Only those characters, tested a while back and everyone else is fine.
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Bobby will be coming to visit as well as the NorCal crew. I don't have specifics laid out yet.
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Kokonoe tech
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It goes BT > CS > 6D > SR into something we haven't figured out yet. We'll get it on stream sometime lol
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He doesn't use DL, I'll tell him though. And I'm a fraud, I dropped like every clash battle Nano and I did
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Do your best to not get touched basically. Treat it like EX Arakune except instead of working for curse the moment she touches you, you're dead. If she has 50 meter in the corner then you should probably burst, or take the loss for that round because of Black Hole. One of the common follow ups I've seen to her 6B is 22A but I know there are other routes she can do, but if you block 6B 4D will beat that particular route. At neutral Noel actually has an easier time than most of the cast because of OB. It stops her from setting up full screen meteor/magnetism stuff. I still need to see if there is any OS for dealing with her teleport/backdash as well.
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High hitting 6C is a common point to CT, however actually using a CT is not advised because the damage:meter ratio is not worth it in almost all cases. For j.4D just add extra hits before d.5B to push yourself out of the corner then the 236A > 5B will connect. An example would be like j.4D > d.5C > d.6A > d.5B > 236A > etc
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We will be there on Dec. 28th
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Ehhh...her Drive is so much better now. In EX you could seldom do a drive blockstring without leaving a gap for you opponent to mash or escape from and now you're able to do gapless mix up and even end your blockstring without getting mashed out. AT was -8 in EX...it's now -4. SR will always be punishable because it's a DP. Regarding Drive pressure, if you don't want to block her drive mix up your alternative options for dealing with it are: - Up-back (Noel has to commit to using a frame trap that punishes jump startup, but this will always let you jump out of d.6D. Creating a frame gap also allows you to reversal out) - Reversal (Noel has to end her pressure early to make it gap-less or commit to baiting the reversal which leaves very few mix up options afterwards) - 4D (In the case of a mirror match, Noel has to call out 4D with d.6D)
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Updated again. And since Aksys won't be providing CP copies tomorrow, please bring a copy if you have one!
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Do you think it's not worth mentioning d.2D after j.D? It will almost always guarantee BT corner stick and helps players be more aware of screen positioning. Also since this list is geared towards basic and "easier" combos, don't you think 5B > 5C is much easier compared to 66C? While 5/2A starters will mess up the combo, I think 5B > 5C off CH SR for example is much easier than 66C. That and off a max distance hit, 66C will not connect. Oh and add a CH 5C > 5D combo! While the CH 5C > 214A punish is amazing, people should know how to confirm off it in a neutral situation, or where 5C > 214A whiffs.
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I already posted my all of my combo routes though...personally I like to use j.D > (d.2D) > d.6B because unless it's off an 5/2A starter, it will guarantee wall stick from BT.
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I was debating over it with Josh, he said 5 points assures people that make top 3 don't slack off otherwise regular attendees have a chance of winning as well. I'll research it more to make sure that's around the average amount.
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Good stuff
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No but 4D > d.2D becomes finnicky towards max distanace, same with 4D > d.6A > d.5C but with height. And Legacy is your combo counter blue when you do your SR combos? I know outside of FC there's only very specific routes to get SR combos.
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There are but they're either un-optimal or do the same amount of damage compared to an easier combo route.