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feri

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Everything posted by feri

  1. OTG hits on a legit KD are still part of the combo, that particular one you saw wasn't. Here is a reference to prove it. http://www.youtube.com/watch?v=vxWVDP2crn8#t=03m20s
  2. Definetly! Its the only way. Building up a local scene (before you can even get to tournaments) requires people to commit to holding some casuals if your scene isn't blessed with an arcade setup (NY, CTF?). Ideally, you want a central location, accessible parking (they are going to haul some CRTs afterall), near food, near PT and anything else you might want. But I guess since only your committed to this you dont have any choice =/
  3. timestamp (or whatever they are called)? I watched the entire thing and eddie just blocked a KSMH-K punished w/2p blocked 2s. The airdash combo I saw was only after a blocked 22d, that was pretty neat.
  4. Ideal carl spacing (not all matchups) is Opponent - Nirvana - Carl's 5c range - Carl. When in neutral stand behind the doll, move it forward and use attacks like this depending on what you think they will do.... If they try to hit the doll - very early 6d, 4d, 623d. If they try to jump the doll - 623d, 8d. If they do nothing and you WANT them to do something - 41236d, move the doll closer, volante. Note you'll rarely actually profit like this but you need to do it because its just what Carl does (turtle in a passive aggressive sort of way). Then there is the concept of poking to keep the doll safe while it does its rather slow moves (is less telegraphed than 4d). Use Carl and press 5c (max range is ideal but not necessary and not the most easily profitable) while the doll does anything. 623c works too. Places to summon nirvana in combos 2a 2b 3c 2d (3c input counts as the first down input) anything > 623c RC > 22d > IAD j.2c~allecan air combo > allegretto > 22d (volante or fuoco can work nicely here too) anything > cantata > 22d any throw > 22d (dont hit confirm it, the exception is during sandwiches where its optimal to NOT summon).
  5. you cant charge partition in GG
  6. With CT Noel, just throw loop her everytime you punish a drive and you'll look forward to them throwing the match away on a blind guess. IB (sometimes optional) grab, IB (sometimes optional) 2a/5a 2b 3c, reversal cantata. The risk (Noel avgs 3k~3.5k) vs reward (throw loop) is so heavily in your favour. d.236d - Jump over it (not on reaction!). Falling punishment options. You have 1 CS cab in sydney, use it!
  7. 4214]D[+C combos (not sure if it'd work late in a combo but I haven't explored it at all). Though, j.2c~allecan+volante input is just much cleaner and the volante comes out sooner. What was I thinking?
  8. Punishes: Noel's move - Carl's response. 3C - 2B 3C 22D d.214D - 5B 2B 3C d.reload - 6B 623C/6B RC 236236d - 66 214C 5C CH 214a - crouch it then 5B 2B 3C (I can see 5c/3c working too) 236b/c (yomi'd) - IAD j.2c karathrow > anything quick (distance dependant). On block drives generally aren't guaranteed into each other. With a little experimentation I noted 2d > 6a is flat out punishable on block. But its not guaranteed... IIRC 2d > d.623d will CH your punish, d.4D (you'll both whiff), d.214D has some application too. The point is Noel is forcing mixups on herself (as well as you) that she must guess correctly or get punished. Note that drives don't really catch jumping either, its always a decent option. IB'ing drives opens up larger holes if your game for it. Get experimenting (I stopped at 2d and 5d IB cause its all I needed). Things I'd like other Noel players to comment on (CS only). Is 6B > 3C hit confirm-able? Running 6B 6C 2C 3C does not count. Is 5B > 3C hit confirm-able? Is 2D > anything hit confirm-able? Is 5C > 5D hit confirm-able?
  9. Got nothing to record with =/ Will try if I can build a stable reset off 6d > jump > low airdash j.a x n > 3d today
  10. People post when they have new information (information not discussed even though its known counts as new) or to answer questions. Posting for the sake of posting is like BB general, don't bring that shit in here. Edit: Just post whatever resets you have and I can test them cause I'm playing tomorrow.
  11. Wont a standard backthrow combo work? 236a 5c j.b 8d Since they looked exactly the same I thought they have the exact same untech time (guess I thought wrong and rather stupidly). Also, you could try 236a j.2c~allecan 5c j.b j.c 8d. If she still doesnt recover there is no hope.
  12. Alex, I dont think you read my post closely enough. Your stating zoning took a nerf overall (we dont really care about this info). If zoning vs Arakune is stronger but weaker vs the rest of the entire cast then who cares about what your saying? How does it apply specifically to the arakune matchup being discussed?
  13. Lobelia/pumpkin zoning has actually improved (vs some chars) from CT > CS due thanks to a drop in recovery time (it feels like it, I dont have frame data) to practically all of them and (to a minor extent) having access to sword iris at all times. And you all know what that matchup looked like in CT =) Being able to block (sooner) on the way down from a jump shot is really good (arakune cant snipe it as easily anymore nor can he trade with it). Also, the way Arakune's curse works makes it so that Rachel has to make a few errors (up from 1 in CT).
  14. http://www.youtube.com/watch?v=BozrcdMH1Jc#t=00m54s 6k 6k!?! cant see cause the quality is too low Edit: Its the same as the above link so disregard/delete this post (the link is directly to the point where the combo starts though).
  15. he walked nirvana full screen while comboing
  16. I have a theory on why they use volante during combos. I'm thinking 8d adds heaps to the PP value (the one that reduces untech time) and volante doesn't. Alternatively, it could be a nirvana life saving thing (claps cost huge and increase the modifier lots right?).
  17. 2b sounds workable. I just hope it doesnt have so much more startup + hitstun that the whole thing (2b 3c 2d) combos (I recall 2a 2b 2d without delaying 2b combos).
  18. Been away. Resets I've found to be effective... Forgive me if I've restated something thats already here. 4d Crossup Resets. 5b 4]d[ 236a 5b 6b 4]d[ 236a Unblockable Reset 5c 6d j.2c j.b j.c 2]d[ 2a 3c j.2c crossup Resets 6b 22]d[ IAD j.2c 5b IAD j.2c 5b 6b 23[6]a+d 623c RC delay IAD j.2c Standard (flexible resets) 5c > 8]d[ (catches a would be jumper, unblockable) or 6]d[ (solid) or 3]d[ (Low, laggy) > jump into... - land 2a - delay j.c (condition with this) - low airdash j.c > j.b (Opponent expected you to land) - land grab - Transition into an UB (wont work if you used 3d) Meter heavy Corner cantata (blocked) RC Charge 6c Corner cantata (blocked) fuoco Charged 6c Corner cantata 2d 2b 6b 6]d[ delay 6c (blocked) RC 2a. 5c 236236d 5a > 236a/6c/delay 2b/jumping or IAD crossup shennanigans
  19. Its not lols, its optimal.
  20. I was actually looking to make this exact same thread quite awhile ago but I wanted to collect some data from you guys before I'd do it (minus strategies, its char spec man). Drop the j.5c on the notation. It is assumed that those aerial moves without direction are its neutral form. Sure, sometimes we add it just out of habit but it makes things less lengthy overall. We could even drop it off the ground combos and it'd all still make sense. A quick analysis of your current resets - 5c 6d wait j.c (reset). How come you mention having time for a backdash:psyduck: Now this reset alone would NEVER work. But throw in empty jump 2a and maybe it would. Might I add to make the j.c unjumpable you have a 3f? timing (think of safe jumping in SF4 ). Upside is you can get fuzzy guards off this if they block j.c. - Your Rhapsody reset is just bad seeing as a simple 5a can reset them almost anywhere you want rather than 'wait' for it to reset. - 2d j.2c (crossup reset) 2d hits is an extention of the unblockable reset (you need to mention that and give an example). - 6b 2d 2b (unblock reset). 6b on hit is (-1?) you NEED to let players know they will be mashed out of this reset. That's all for now. Your missing some of the resets I use still on a regular basis =( and i'm not a flashy player.
  21. 6a > j.c > bugs 6a > 2b > bugs fuzzy guards =(
  22. So everyone else was mashing that j.2c j.c link? Hilarious Ara is harder to block when its crossups/fake crossups which he can opt to do off the overhead/low moves (more ways to block is more mind fuck). Im not sold on it being so easy to defend when a skilled arakune gets you cursed. Im not so sure you'd want to 2c jumpins as tech traps when 6a is so good (beats moves), prorates 100%, safe-ish on whiff, CH looks like it has potential, needs to be barrier guarded, better options on block. Also, since when was 8d techable in the air? =/ Kyle: Seems really hard. Burst is really fast in this game in comparison to the recovery of moves. If you can construct anything i'll be all ears though.
  23. 6a starter/p1 = 100% 5a combo/p2 = 82% 5b combo/p2 = 89%? Proration is actually decent, its the initial damage thats low. Worthy of a full combo imo (it'd break 3.5k I think, we'll see soon enough).
  24. *hands tissue* Speaking of 6a It beats hakumens j.2c (j.c in BBCT). Be amazed! How to 6a CH 22d into profit?
  25. Thats fine but do you get lower with each proceeding loop? Or is my timing just off?
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