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Everything posted by Klazzix
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236A corner: 236A > 66A > 6C(2) > 4D > d.6C > 214D > [6C > sj.D > d.6D > 236D OR 446C > sj.D > d.4D > 236D] > 6C > 22C > 66C > j.D > d.6B > d.6C > d.6B > d.6C OR Fenrir
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xD > d.6B > Rapid > 662B > 6A > 6C > xx xx > 6B > xx > 3C > Rapid > 66A > 5B > IAD > j.B > j.A / j.4D > xx Can also wait after each normal then pull out a 5B / 5C / max range 3C / 236A for CH. Before I was against random 3Cs but if you can read pretty well go take the risks. Noel's like that.
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blah blah > 6A > 6C > j.D > d.6D > d.5D > d.5C > delay d.6C > 214D/236D/fenrir Works on slime, squirrel, LUKA. Better midscreen ender? no?
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The Philippines Thread #9 - Genesis Beyond the Beginning
Klazzix replied to lolokoa's topic in International
o_o; ewan, baka kasi nakita ko undernight inbirth lol pero d nga un feel ng movement ng extend < feel ng cs2, mas may freedom kumbaga? -
The Philippines Thread #9 - Genesis Beyond the Beginning
Klazzix replied to lolokoa's topic in International
Bakit ang panget ng extend? Iyak ako sobrang disappoint. -
Corner: 5D/2D > d.5C > d.2D > d.6A > d.6D > 236D > 66A > 6C(2) > 6C > 4D > 214D > 6C > 236A > 66C > sj.D > d.6B > d.5C > d.6B > d.5C/Fenrir (does around 3.7k w/o meter) Tested on Noel, Platinum, Makoto, Lambda, Tsubaki. Can probably insert a d.6C somewhere at the start but thing is I'm not used to adding that on drives ever since CS1 when I got school'd bad with it on block. :x
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6B can be canceled into drives? That's new right? o_o;
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Ok screw this. I just found out this doesn't work on everyone (how many fucking hitboxes are there?). Although I did manage to find a replacement which seemed a little bit better: 5D/2D > d.5C > d.2D > d.6A > d.6D > 236D > 66A > 6C(2) > 6C > 4D > 214D > 6C > sj.D > d.6B > d.5C > d.6B > Fenrir
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My memory can't take in all those different combis so I stick to like two to three enders/sequences max for Noel. I even dropped the 446C 5D etc. part for ease. xD Anyway, 5D/2D corner; (dang these suck): 5D/2D > d.5C > d.2D > d.6A > d.6D > 236D > 66C > 4D > 214D > wait(no 446C) > 6C > 236A > 66C > sj.D (for crossup/fenrir) > d.6B > d.6C > d.5B > d.5C Damage isn't maxed for this one so just omit whatever at the start (d.2D) if your hit confirming is good and go directly into d.6D.
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^SUPASPEED そうか。 ありがたいですよね。
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Whew, finally got my hands on this. Basic corner ender from launchers (6A,6C | 3C,22B~C,6C | etc.) 4D >(d.6C) > 214D > 446C > 5D > 236A > 6C[(2)] > J.D > d.6D > d.5D > d.5C > (d.6B) > BT Noel drives feel too character specific or I'm just tired, someone find a universal one for me fast. -__-
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Ah I understand better now, thanks for the explanation Sans.
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Does j.A work on an opponent that crouches after 5A 5B? Or will it miss? I'm having a hard time understanding the whole fuzzy guard thing.
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Just a quick jump cancel to gold burst I think.
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Guys, what's the best combo for 2D max range where 2D > d.5C > d.6C won't connect? Standing and crouching ones please.
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Noel mirror too godlike. purple Noel's made of awesome! TB you need some hit confirming practice, it looked like you just kept on going to combos without checking the opponents state (i.e. 5B 5C 3C when the opponent is airborne). I used to sit down for about an hour with CS1 Valk (100/Hell) in training mode and work on various stuff like using normals/no drives, AA'ing, IB'ing, blocking overheads/lows, teching and hit confirming. The CPU was fast and tricky at first but in the end it really did improve my game by a lot. You should really give it a try, it's guaranteed.
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@Sonic Just watched the last vid, noticed you don't barrier block in the air. During the first round Plat could've done an air unblockable string but didn't (in which he should have seeing you didn't have barrier on). Don't worry much about the dropped combos and failed dash cancel 6Cs/5Bs, I'm sure you'll get used to the timing as you play more and besides those games were just online. Also, good song on that vid! I like.
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@Hex Less clean 3Cs, 6Bs, 236Cs (so much disadvan on miss), obvious jump cancels to j.B/j.4D (this is very easy to counter/AA), drive panic. Needs more blocking/backsteps and 5B, IMO. CA timing was okay. Anyway, I think it's better to not rely so much on Noel's gimmicks this time around (i.e. 214As/j.4D) since you're only gonna be jeopardizing yourself when you mess up. She's way too good already when played basically like sticking to the normal game and capitalizing on those hits with RCs. Without meter those 1-1.5ks may not do much but they can stack and keep you ahead in terms of health than betting on them flashy stuff. @Cad Two words. Drive spam. Too much 2D dude so what the hell? ^_^ Take some time to learn some other combos coming from Noel's normals. If something didn't work out so well in a match stop doing it and change your pace (e.g. in that Tager match, you kept 2D'ing and he just kept on hitting you out of it). Anyway, the second paragraph for Hex should pretty much apply to your play style too plus you also need to work on your hit confirming so like don't 214A someone who's crouching, okay?
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Hazama is easily shut down by IB'ing most of his attacks. Chain-flies are all free to 6A AA. 3C (IB'd) > 214D~A is stuffed easily with a jab leading to an air combo. Noel's 2D can eat through most of Hazama's mid-range tools but use this with caution as always. Hazama's air to air game is strong but can still be won up-close using Noel's j.A. Basically, just rush him down and learn to barrier stop/block/bait to proper instant blocks and punish accordingly. Remember to just not give him space.
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Watch out for Ragna's 6C > 6DD. 6DD works like Noel's 2D (low invulnerability), hits overhead on the second hit and gives him the advantage even if you IB it. Take caution when trying to AA Ragna's j.C with 6A, shouldn't be a problem but the distance that sword can reach is pretty far and can be a bit tricky. Ragna's j.D can cross up same with his j.B so don't let your guard down thinking j.C is his only good air normal when he's airborne, also Belial Edge - Ragna's jump can be delayed further with the use of this one, can combo on CH/RC. Random Hell's Fang can be stuffed with 5D on reaction and yes, Blood Kain, if you like to drive spam with Noel then you're in for a treat here but it should be nothing if you got your Noel normal hit-confirm game down. Lastly Noel's 5B can beat Ragna's 5B so it's all a matter of who gets it in first. This is all prior to my previous matchup experience playing offline as Noel and may change if I manage to play more decent Ragnas.
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IB isn't as good anymore IMO. Barrier block then instant block the last hits at a distance so your opponent has limited options on how to continue pressure (e.g. RC and dash, IAD and cross-up, block etc.). If they do try something after and you know you IB'd the last hit (assuming it's a C move), you're more likely to have the advantage during that phase unless it's a Makoto (sad).
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No, no. It's the d.5D not hitting if you don't delay d.6C. Got it to work already so thanks. ^_^
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I've been having problems getting this to work on Makoto, is there a timing to it?
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Regarding FC combos, you can add a d.5A before BT for a little more damage. Also a better midscreen ender for those combos that didn't use d.6C: e.g. 5B 5C RC 6A 6C 236A 66C sj.D d.6B d.5C d.6C d.5D BT Or just j.D reload 5D etc.
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Here's a decent combo for 5B/5C max range: CH 5B/5C 236A 66 5B 5C j.B j.A j.B dj.B dj.C 236C (2.2k-2.5k / ? heat) Edit: I think it's good to have these air to air combos too: CH j.B/j.C land (j.B) j.A j.B dj.B dj.C 236C CH 2D d.6B d.5C d.6C d.5D 236A 66C j.D d.6D 236D