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Everything posted by Klazzix
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Has anyone been playing with Noel's fancy piano drive cancels from jump-ins? e.g. j.A, j.C, 6D~B (d.6B), d.6A, d.6C etc. I think it's a pretty good mixup option if you wanna stray from the norm. Also that doesn't combo and all that but here's something impractical but works: j.C CH, 5D~A, d.6A, d.6C, 214A/OpticA etc. for 3k+ damage.
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It was to keep the advantage / to keep the pressure rolling IF the Arakune tech'd. Good stuff.
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Arigatou SkyKing <
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What's a good motion for IB'ing lows? Does 12121 work? I've been doing 15151 and I get hit from time to time during tight strings.
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It's highly unlikely to bring out a fatal within a combo (e.g. Rachel's J.2C) but if there's a way to do that it'd be madness.
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Found a decent meaty corner trap: ... d.6B d.5B d.5C Bloom 6C delay (tech'd) OpticA 66C 2D etc. Probably won't work in CS2 due to faster startup on Barrel. Just thought I'd post some stuff like this here since we don't really have a strategy guide around for CS1 that tacks traps and gimmicks.
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Do you have to do a dashing fenrir after d.6B to get the last hit? By the way guys, I'm doing much better using an analog stick now than the directional pad. I guess it's all because of Noel and all those 22 66 motions. Took me almost a year now to get used to it and BBCS pretty much sealed the deal. I also remember taking like a week to complete Noel's challenges alone, when earlier I did some of the casts in like an hour or two each.
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I don't think this has been listed yet but in the vid against lambda here: http://www.youtube.com/watch?v=DUYd4ruF020 Noel can now combo d.5A -> d.6C so no more messing up on that, I guess.
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That'd be a +, right? Oh wait, no. Anyway, I'd like to stick with the discussion and it's far too early to get into that tier list bullcrap.
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Noel's packing that kinda heat in CS2 with j.4D low, an improved j.B hitbox, most of all solid normals. Only missing key now would be the gatling to overhead. Get HYPE!
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Even though I'm new I believe Optic Barrel is her most underrated/underused move. It causes float on crouchers allowing a 5C/6C follow-up, it's a safer cancel for her drive than a random 214A and a lot of other magic in between combos. It's got a hell lot of potential if you ask me. Anyway I feel like dropping a bomb here for everyone; how does your Noel apply relentless pressure? (Blockstrings, frame traps, tech traps, mix-ups, resets etc. do bring it.) I'll start with my not garbage but close to it style of play (yeah I'm new, gimme a break): Generally, 5Cs 5D/2D 6A 6C (6A 6C) OpticA -It breaks guard primers, second it moves your opponent where you want them to be (in your face), third it floats on guard break rare occasions, last and least important lolinvuln. More 5Cs 6D OpticA -On CH Optic A will carry for at least 3k damage. Low. More lolinvuln. 6B 3C RC 5D etc. -High. Requires 50 heat just to be safe. 66 2B 5C etc. -Low, just putting it there for 5C>6B CS2 Gatling. For resets, Corner Bloom 6C j.A air throw // Fenrir j.A air throw -Got this from Luna.. oh yeah :3 Drive Combo: 6C j.D d.6D d.6B d.5C sjc (reset) delay j.4D FC d.6C etc. OpticA -Cancel from d.5c, FC fishing. And... that's about it. I always try to end or cancel blockstrings into OpticA or a jump cancel whenever possible for some j.A/B overhead confusion.
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I find myself whiffing a "D", I see opponent IAD'ing going for a crossup. In my head 'I'm still recovering what are my fucking options'?
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Will ... 214A 66 2B 6C Throw(whiff) 6C 22B 22BC (loop) ... work on everyone?
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Try to buffer superjump during the first C then in air B C -> Mash the second B until it comes out (cause of the multi-hit from C) -> Jump C, ender. J. B lifts up the dummy a little so yeah, once you see it just jump again and it should be easy to connect. This took me about 2 hours to understand, air comboing in BB can really be retarded sometimes especially Tao's. :[ Thanks too to MOD, and D for the reset tips. Really awesome, esp. the air grab thing!
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What's are some good resets in between combos that: a. Leaves Noel at an unnoticeable advantage b. High probability of punishing backroll/dash e.g In corner, during haida: 22B pause (reset) 22BC 66C 4D etc.
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O, at least I'm starting to able to do 2x haida loops & IADs using an analog stick. Lmao.. I'm hoping it'd be somewhat good investment practicing on these though. If not I can always go back on the pad for serious matches.
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Just wondering, what are you guys using for playing Noel, arc. stick, analog stick or d-pad? I recently just switched to ps3 analog sticks since I often AND hate it when I burn my thumb playing, the 22 66 motions are really too much for the sticks to handle. I find the haida loop much easier or no prob at all on a ps3 d-pad maybe cause it was what I was used to.
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Thanks for all the replies guys. So basically just 5Ds and AAs U-Hak. :P On a totally related note, can J.D crossup when you time it late?
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O, how can Noel win against unlimited Hakumen (score attack)? I won a round with lucky CR invul counter hits/anticipation but that's it. Too much health, super super recharge (wtf).
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Gatling? I was reading the CS2 changes and saw gatling there, thought it was a new move she brings out her gatling gun. Haha! Guess it's some form of linking? Thank you much, practice on it in a while and will try expanding some of that shit.
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Hey'all, I'm new to BBCS and been trying to learn Noel for about 3 days now. I finally got her challenges complete and I'm trying to adjust on some of her BnBs (poke to combos and stuff) in action but I CAN'T seem to find a good jump-in for her: j.B : has too little range, timing is critical, sadly gets beat a lot j.C : good active frames but isn't really an overhead And when I do hit with one of those I'm at a lost on what to do next so any advice would really be helpful! Oh and I'd like to know what are some of her best mid-ranged ground pokes too..