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Litherain-XIII

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Everything posted by Litherain-XIII

  1. yeah just practice on it bro. its not that hard actually once you know the timing to hit 2B. again if you need me to come in a room to help you if you like im free just ask.
  2. you have to run a little bit longer to catch them roll teching. if youre trying to catch them as soon as they roll tech then 2B will whiff because of invul frames of the tech. So you have to 2B after the white flash of the tech. if you time this right you should hit them which requires you to kinda chase them slightly longer for 2b to connect if you get the idea. in short delay the timing of the 2B as you run for the follow up and you should catch them.
  3. you have to practice the run up 2B part in general it may also depend on how youre ending the combo into a 22B midscreen as the distance the 22B grounds your opponent can be manipulated depending on the last drive you used although mostly all of them end the same distance. i could give a helping demonstration online if you want a visual in a room real quick i can help with other questions if you have any online.
  4. normally if you cross over you can change them to go back the other way by doing d.2D > etc.. after a j.D.
  5. spacing does affect it. but mostly its from super jumping into the j.C > j.D as well as spacing and height. all those affect whether you cross over or not.
  6. we talking about online Luna...i think thats the real problem behind it for these guys. so they will have a harder time due to that alone. offline is an entirely different stoy imo since its easier that way but then again it is tight in general.
  7. In CP various characters have certain things that got changed to be tighter in execution for no reason imo. in the new patch to come soon the hitstop on 22C is increased alot so following up after a 22C will be alot easier. however the issue of transitioning from a 3C to a 22C will still be there so its best to practice that consistently until it sticks to your execution.
  8. quick note her haida loop is dead now in CP. it was killed off by SMP
  9. you can do the following to help learn the different ways to go into 6A: 5A / 2A > 2B > 6A 5A / 2A > 5B > 2B > 6A 5A / 2A > 2B > 5B > 6A 5A > 5B > 6A 5B > 6A 2B > 6A 2B > 5B > 6A 5B > 2B > 6A
  10. The issue of momentum that 3C presents is the fact that you lose instant mobile adjusment on the field. thats the momentum you lose not offensive momentum. the fact you have to commit to a 3C on a 20 start up move then go to 32 frame of recovery, hope to God rachel doesnt hit you in this time frame ( if they're good rachels you will get hit) then try to maneuver around again. youre stuck in 1 spot for a while unable to move your character accordingly to the situations for atleast over 30 to 50 something frames stuck in killing george in basically CH state allowing for a free rachel combo into potentially taking up to 4k or less thats pretty long and terrible when you can just 2B > 5B kill the george and then move accordingly to the sitation on the field with a jump cancellable 5B and barrier if needed by jumping into it forward or backwards. as i explained earlier you are not force to commite to anything after killing george this way and is one of the safest ways to kill it and be able to still have the ability to maneuver with the same momentum you initially started off with if not get to a better momentum shift by IAD forward after the 5B if rachel does something thats not safe or isnt expecting you to IAD at her so quickly and can change the flow of the round just because of that 1 moment since you need to get to her and 3C in this situation doesnt do that for you at all. Also chamber shot presents a very similar scenario. the issue isnt about killing george in 1 hit its about dealing with it without forcing yourself to an unsafe situation or something thats gonna take you too long to shift gears dealing both rachel and george with speed and efficiency in mind.
  11. Luna....it doesnt work... T_T she cant cancel it if she hit george with drives...youre basically stuck in drives as i said unless im missing something because i tested it several times... it can work if it hits something like a guardpoint or a clash.
  12. i dont like using drives to kill it because once you go drive to kill george you HAVE to and force to commit to drives and nothing else which is unsafe and gambling on drive follow ups into a SR , AST, or BT which in most cases will get you hit for free. i could see if we still had drive cancel from EX to go 6D or 4D > OB to kill the george then attempt to snipe rachel afterwards but this is not the case in CP so it rather...unsafe imo.
  13. man i personally just run up 2A > 5B > jump barrier or IAD forward to kill george then have to option to jump barrier afterwards or to try to catch her after killing goerge with 2A > 5B. thats just me. Sometimes 2B > 5B is better simply out of hitbox concerns for 2A whiffing if you try to hit it max range by the sprites.
  14. Yes the tactic has been around since CT actually. you can also do 214D as well if you wish. the typical manner in which we use this (We normally call it drive cancellation or drive landing cancellation) is in some blockstrings or a jump in. For example you can use this to do j.C > d.6B immediately for a 16 frame overhead as opposed to the normal and slow 26 frame overhead noel has outside of drives. Just remember that this does count towards your drive follow up count and leaves you with only 3 left before you have to end with a drive ender. so to execute it do j.C then as noel is about to land to the ground entirely from the j.C quickly input 5D > d.6B. if done right you should see her do a d.6B after the j.C. Takes some practice you may experience a few times where you may get a j.D after the j.C or a d.6D after the j.C but after a while youll get it down.
  15. I personally dont even though in certain cases its needed unless you like forcing yourself into a revolver blast ender. An example of using it in a combo would be a non CH j.D ( normally from a cross-up attenpt) into d.6A > d.5B > d.6C > (slight delay) d.5B > 236A > run 2A > 6C before they land to ground to continue combo into a BT, an AST, or 22B oki ender of your choice. Using the d.6C in this scenario simply allows for a bit more damage and an easier execution on the OP pick up to continue combo into your combo ender options outside of Revolver Blast. it is possible to cut out the d.6C part entirely and just do j.D > d.6A > d.5B > d.5A > d.5B > 236A > run 2A > 6C > etc. But its kinda tight on execution around the 2A pick up part so its just an example of how you can get around not using it at all. However its harder without it imo based on reward and execution differences alone in my experiences using it. Overall its better to use the d.6C but if you feel like doing the variation without it works for you then go for it.
  16. theres a good chance it wont since the distance of the falling opponent is pretty far its looking iffy. not entirely sure but id say it wont mostly. best case scenario imo it might graze the end of their foot hitbox at best but they may tech from it after getting hit by it under 3 hits out of 9 from d.6C. thats just my 2 cent on that. its be nice if it still connects entirely.
  17. there is a cooldown after CT for everyone so getting heat back into the 50 range unless you already started with 50 then build over 25 then CT, youll find it nearly impossible to build up the extra 25 afterwards.
  18. ive seen this new combo route involving a d.6C in the middle of it that wasnt the usual j.D > d.6B > d.6C > d.2D route we know of. it involved a d.4D in it if im not mistaken. cant remember but i think it was on one of those streams. also quick mention that now the d.6C follow up after a j.D is now more stablized on wat seems to be all characters instead of it being character specific. it worked on noel in a mirror match which typically by the time you went d.2D she will tech out the combo for free. in 1.1 this is no longer the case heres the example: at 24:20 http://www.twitch.tv/team_exe/b/513214402
  19. the minimum damage is always gonna be 1000 unless its used earlier in a combo then the damage is changed accordingly so far. imo 6B stuff into MF looks to be alot more weaker
  20. based on wats seen mostly the same. the only known difference is the damage change on MF which seemed like it improved from a CH 5C perspective. no crush trigger combos as of yet. im interested to see if d.6C is more stable now to go j.D > d.6C > d.2D on all the cast instead of it being more of a character specific route currently.
  21. holy.....wow 6.2k off 5C? Dayum dats a buff bro. too good already lol
  22. i wasnt brushing it off. i was implying ive tried this method several times before in the past including the d.2D > RC stuff and SR>RC>j.4D in the past i just refrain myself from doing it anymore. if someone is mashing stuff then its like arggghhh..... if they respect then cool its pretty nifty. SR>RC>j.4D just get thrown out of by mashing grab by the time the j.4D lands its annoying >_> its netplay so oh well i guess. the last time ive tried d.2D > RC > 2B it whiffed on barrier. d.2D pushed me out on barrier block and i was sad T_T 6D>RC>2B is actually more plausable imo since they probably expecting d.6B majority of the time and ive done it atleast twice in cp its pretty good me like it.
  23. That is kinda gimmicky and requires a respecting opponent (which in america we aint trying to respect noel period so ima DP her shit because i cant stand blocking 4 shit mentality) otherwise ive already tried this before back in CS2 and EX and honestly it only works for me if the drive strings are kept extremely short. an example of this is something like pressure stuff > 6D > BT(1) > RC > mirco dash 6B. it works alot of the time and surprisingly most block low after the RC so 6B just picks up for some good damage.
  24. so they decided to nerf 5C again just when they did it some justice (failed justice imo as if the guard point even was reliable honestly should have buffed the mofo) backdash meh unless we can do TK stuff of backdashing then thatll be something interesting for once. idk about the follow up for crush trigger kinda worried somewhat but im sure 6C can get it done. 22C is random i guess. dont know how that even affects us as far as hitstop goes. MF....cool but whatever. Once again mori can kiss my ass....no further comment
  25. Yeah sure i got you covered. ok how about this then: - Wednesday 3pm - 10pm - Saturday 3pm - 12am - Sunday 12pm -10pm. If you have a skype then add me there and ill see if i can arrange something for you specifically if you cannot make it during these times (Skype: Litherain). you can add me online ahead of time so that i know when you're online during these following day and will invite you accordingly along the way (PSN: Litherain) i will say that currently this Wednesday probably wont go down but definitely Saturday and Sunday will go through. i would also like for Luna to participate as well since it'll be alot more helpful with your assistance in noel info, tech of your own (if willing to share), your opinions upon things as our moderator. Things such as pressure, mix ups, option selects, offense, defense, combos and other techs will be discuss. i look forward to the near N.C.E (Noel Conference Event....funny name lol) i think this may need its own thread if it goes well maybe it'll be something good that can turn out occasional once a month or something like that who knows
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