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Chrome Hana

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    Ravishr
  1. In the BBCS2 Haida Loop Tutorial video (http://www.youtube.com/watch?v=G2akL1jhRrM), there is a list at the 5:10 mark that organizes the list of cast in the following order: (Short) 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 (Tall) The kanji to the left of line one and five I put in parenthesis, and from my knowledge they correspond to height. That being said, I’m not sure if the list only takes into consideration the height requirement necessary to haida the characters (sorry, my Japanese is very limited). Not surprisingly, many of the trends you have found correspond to the order of the list, with the upper characters being relatively easier to haida than the lower. I also noticed some patterns in the list that might make it easier to remember how to haida them: Line 1 is easy. Line 3 require at least one 6A. Line 4, 6A works the best in every rep, etc. This obviously doesn’t hold true in every case, but it does help me remember what to do when I practice. Additionally, at the 3:30 mark, there is a statement about Noel and Lambda. It talks about something along the lines of 22B > 6C not working on them (I can’t translate that kanji…). You already discovered that, but when I first saw it (and this guide wasn‘t made), it made a lot of sense because I was trying to haida Noel for the longest time. I’ll try to see if there is more in the video I can understand.
  2. It can be done, the Fenrir must be delayed like you said. From my experience, if a good amount of the first part land, the final shot will too. He just techs so fast that it looks as if the final shot never hit, but it certainly does. Try it again with the damage display on and see if you get a change in numbers. Side note: There is a way to Fenrir him, with the last shot hitting, where he falls down without teching - you need to use it below the range where it misses (techs before first part is over) and above the range where he techs so fast. It sounds weird, but I’ve been able to do it a couple of times. If you’re still having trouble, either remove the 5D > BT or replace the first d.5C with something else like d.6A. Both seem to work in fixing the problem, and you have much more leniency with Fenrir. Seems like the proration gets pushed to the edge with two d.5C and two BT in one combo.
  3. Here's a combo video - Winter Colors http://www.youtube.com/watch?v=kJhynz4cZWc
  4. Wouldn't 6B be incredibly risky? I suppose that's standard for everything in Noel's repertoire. I feel like I would eat an Inferno Divider, Jayoku, or 360/720 if I try to use that. Say if the opponent blocks 6B, what would be the best option to escape except for rapid cancel?
  5. So I've heard that Noel's 6C has something called same-move proration, or something similar to it, but I have no idea what it means. I used to think it was something positive/beneficial, but now I don't think it is. Could someone please clarify this for me? Also, Noel's B and C silencer's have positive proration, correct? What would be some ways for Noel to punish rolls/techs? I try to 2B some opponents that like to delay waking up, but it obviously doesn't work when they roll, and I never learn to mix it up. Also, do you have any tips on what Noel can do on wakeup? After I send the opponent flying away with Bloom Trigger, I'm usually at a loss of what to do and might go on the defensive and use Optic Barrel, but it usually doesn't pan out too well for me.
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