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Litherain-XIII

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Everything posted by Litherain-XIII

  1. well the obvious j.4d after neutral tech in the corner, j.4d midscreen after a few pressure strings off of 5a, 2a, or 5b. otherwise i use it in 2 corner combos for style thats it. 1 off of throw and once in a while after a 6b overhead that leads into a 6c(2)
  2. technically the 2a variation is the universal one and never drops on you. the 6A variation is just an alternative but most probably dont use it since its more likely to drop on you in certain cases due to spacing and the fact that sometimes 6A > 6C after thor is hard to get in tough spots in a match usually the 6C would whiff if the opponent isnt low enough but if you try to let them fall too low then 6A seems to whiff so 2a is usually prefered since its easy without thinking about it. thats really about it but if you can nail 6A into combo after thor then by all means feel free to do it as you please. for the characters that you maybe have problems on doing that on simply replace it with 2a on them and just do 6a on the others you feel comfortable doing that follow up on
  3. Yeah the Haida Loop was once a very useful loop that all experienced noel players used until Extend came out. Like said previously there is a variation that exists for rachel and tager and also valkenhayn if it wasnt noticed after all this time. also in addition there also exists a haida loop in Extend but to be honest its pretty tough to get the feel for it since its very picky on execution and required great understanding of in-game character hitboxes and spacing so most will probably not suggest to learn it but there is a thread for it in the noel forums teaching it for anyone who wants to use it. but forcus on the basics and the fundamentals.
  4. i rather it have guardpoint towards landing
  5. yeah anyways i wish i had tagers taunt instead it appeals to me more than noels
  6. Im not really a fan of noels taunt to be honest _-_ rather meh i took off my taunt button
  7. Ohhh i know this one i noticed it back in CS2 and used it a few times but after ppl started mashing 2A AA or grabing me out of j.4D i said fuck it lol
  8. true. its also more useful for characters who dont have dp or those players who dont like to mash and just block alot.
  9. well this is something i actually do often. :3 for me i usually do either a block string that can chain into 5b at max range then IAD into a j.C and it usually hits pretty much everyone who doesnt guard it. and it works on the entire cast too pretty much. the second way i do this is pretty useful to get out the corner if your opponent is free to quick wake-up tactics. you can quick wake-up into a 2A > 2A > 5B > 5C > IAD > j.C and follow up with watever you wanna do. usually the j.C connects and most seem to respect it as they tend to start blocking after it touches them and you get out for free its pretty useful.
  10. oh ok doc i gotcha. just message me if you ever on and you have time for some lab and you can inv me or ill inv and we can get down to some work. if you have a mic that will be cool it can help run things alot faster
  11. hey doc maybe me and you can get in a bb room sometime and collaborate together with these smp combos
  12. all i can say is if you are a heat dependant noel user then learn it otherwise learn it anyhow and use to your convience
  13. too bad its only tager and rachel specific.... _-_ otherwise id use it on the entire cast. but we can do the 6C smp loop variation and still get 7.7k which is close enough to replace it pretty much.
  14. same move proration. there's a glitch in the game that allows you to repeatedly use the same smp move in a combo in a loop-like fashion. so far it can do either damage increase or hella heat gain or both.
  15. i find it funny on the subject of spiders that i found one in my garage that thing was huge as a coin dollar shit move fast as hell too when i was attempting to put up food O_o
  16. ok i think i already said this before but anyhow heres the wake up pseudo oki i been working on thats pretty solid but does have its risks involved. ok if you're doing a combo that is in the corner or leads into the corner, you can set up a 6C(2) towards the latter end of the combo and allow the opponent to wallbound. as this occures you can cross under by either doing a 22C > Dash cancel (assuming the combo had a 3C, throw, or j.D involved) or 662B. as you do any of these options the opponent will neutral tech around the same time you recover from either methods and you have several things you can do: 1- 6B on their wake up. this is primarily the option i tend to do since its yields the strongest results for me. since you cross under them initially and end up in the corner instead, when they neutral tech they are still facing the opposite direction and noel will be looking at their backs. generally by the same time they are in teching inv frames you are doing 6B and because the active frames of 6B are long by the time they are able to react to 6B they will get hit if not attempting to block it. if they try to mash they get hit and this setup beats all guardpoint moves in the game ive tested on valk, rachel, bang, tager, hakumen, mu-12, litchi. it also pretty much beats most inv moves as well. i tested on platinum, ragna( his dp can beat it but if you time it right he cant mash dp out of it so it just makes him have to time his dp to beat the 6B otherwise he gets hit for attempting to mash dp), relius (have to slightly time it on him to beat his led ley), litchi, hazama, tager, tao( same situation as ragna), makoto, lambda (her super can beat it but otherwise she stuck either getting hit or blocking it) jin (his 623D is the only dp he has that can beat it otherwise he cant mash DD or dp) and tsubaki (same situation as jin). this seems to have a similar effect to bangs cross-under 2A setup thats pretty hard to react and mash out of which explains why it tends to work majority of the time. if the opponent knows how to block it then simply switch to second option 2- 214A on their wake up. this is a more risky follow up but has a high reward if this lands assuming the opponent is familiar with the first usual 6B option and attempts to block it. this can lead up to 6k meterless easily enough said. 3- 6C on their wake up. generally does the same as 6B for the most part. 4- 5C on their wake up. same as 6B but a bit funny. the 6 active frames is long enough to attemp but i dont recommend it. if this hits thats about 4.5 to 5.5k. 5- sj.4D on their wake up. this is somewhat weird but it works at times if done correctly. ive only tested this on a ragna where they attempted to dp and the j.4D came just out of his reach and both moves whiffed but you can follow up on yours unlike ragna who cant RC on thin air so again this is about 4k in the corner. in the end this is just a weird double cross up. all in all there are other obvious options like wake up 5A stagger or a throw and Drive shenanigans. the down side to this setup is that you are initially putting yourself into the corner to set up the cross under. and there is a possibility that they may block it. but from my experience with this id say about 80% of the time the 6B doesnt get blocked at all or they attempted to mash out and they got hit anyways into a free combo. you can call it the 6C cross under tech trap or what not. Btw fun fact: you can use this setup at the end of noels 6C smp loop for a huge heat gain and some oki at the end of it too.
  17. we been had haida loop even without the smp glitch and meter LOL
  18. it makes noel a cheap hazama for a moment like his TK loop except it isnt hard to do and is "easily assesible to veterans and noob players alike" if you catch my drift
  19. it can be done off of 4D FC or j.4D FC either is fine. btw toan about your request earlier..... combo aquired bro i have several to spare of the SMP method. its gonna be fun
  20. ok luna im havinng trouble with this one when it comes to the 6C loop situation cuz for me they teching out. i attempted atleast 11 times but no cigar _-_ perhaps im missing something.... idk
  21. i actually just did something similar to this lol
  22. something we already know eh? time to hit up the c-c-c-c-c-combo compilation ^_^
  23. ok cool LOL XD is this corner or midscreen? that will be all i need for now so i can have something to finger around with
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