-
Posts
312 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by hipikachu
-
w[214D] Halp.
-
I don't actually have this game, but I'm extremely tempted to get a PS3 just to play it. http://www.youtube.com/watch?feature=player_detailpage&v=TTU1GL0haKg#t=82s Can anyone here tell me if this combo is universal though? I can't find it in the current combo list.
-
I'm a Hazama main, and instantly went for Yukiko in P4A when I played it at a friends house. I tell myself it's because their zoning angles are similar, but I'm pretty sure I did it because they both look hot.
-
True, I just wasn't sure whether he's ready to implement intentional IBs into his gameplay yet. And besides, this buddy of his has some bad habits of his own I would die to capitalize on.
-
I'm sorry for confusing you. Now, first of all, make sure you're punishing on block. You can't really do anything about him before the hit itself. Second of all, any serious Ragna would not be playing like your friend there, but you can take advantage of his bad habits on block by blocking both hits of the Hell's Fang, and immediately dashing CH 5B him during the recovery of the second hit. This goes into 3C. Only blocking the second hit would guarantee this kind of punish (unless he RC). When you block the first hit, you run the risk of being Inferno Dividah'd out of your punish attempt. If you respect him too much though, he'll reset pressure with 2A. This is why LunaKage suggested dashing 5A after the first hit, mostly because it's less risky, and smart Ragna's never go for the second hit on block. Unlike your friend there.
-
Oh, I was referring to the Ragna in his video. It looked like his sparring buddy. My bad, I should've given him more comprehensive Ragna matchup info. It's just the Ragnas on Vita PSN can get pretty dumb at times... Well, I guess if there's anywhere he needs to begin, it's the basics.
-
It's Hell's Fang, so the knockback on Hell's Fang combined with it's load of negative frames on block should always net you a free CH 5B where 5A may not be able to reach. CH 5B>3C FTW. Unless he has 50 friggin heat
-
And regarding the actual matchup itself: Please dash 5B punish Hell's Fang. You like, need that to become a netplay warrior.
-
Well yeah, the Vita has amazing communication features with Party chat and all, and only a select few on Vita are really dedicated to playing the game. Even our regulars have begun leaving the scene. And Dreize, since you won't ask yourself, I guess I'll pop the question. Is Unlimited Mu's 2D>2D>2D>2D>etc an infinite blockstring on DP-less characters? Even if you somehow land a confirm into a combo, you get friggin combo-break'd. This is the new Hidden Missiles people. EDIT: The victimized so far: Myself, Dreize, Y__Diablo__Y, darkassasin333, Jees144. GGs guys.
-
<1> Don't rely so much on raw 3C. A CH 2B yomi confirm into 3C is occasionally acceptable, but if you confirm 2A>2B>3C even on CH, you're just begging to be punished, as the 3C WILL be blocked. End in 2C to reset pressure (+1 on block), and if you confirm into CH/crouching with that, THEN you can go into your beloved 3C <2> Noels airtight pressure is shit. You don't want to go for that. What you want to do is initiate stagger pressure, scare the opponent into blocking moves he would normally be unafraid to mash out of, or bait reversals such as Inferno Divider for free punishes. The easiest example would be to 5A>delay 2B, 5A>microdash 5A or 2A>2A>microdash 2B. It's up to you to mix up your options. <3> Raw drives/Neutral spacing. You want to throw out 5A/2A/2B for light pokes, and 5B/5C for spacing, and reserve your drives for calling out the opponents pokes/punishes. For example, after a blocked 2B>6A (my favorite gatling BTW), you can cancel into 4D in hopes of a FC against punish attempts. Or at neutral, you can occasionally use 6D to low profile Valkenhayns 5B and Litchi's 6B at ranges where 3C would take too long to startup. Remember, as said above: A blocked Drive starter is -8 on block at best, and will easily get you mashed out of if blocked. Don't risk it often, the reward isn't even worth it. You get more from crouching confirms anyway. <4> Don't pop the distortion unless you're sure it's gonna kill. You're free to reign havoc on his wakeup options when you end in Bloom Trigger, and can 2B tech rolls for massive damage easily. By forcing yourself into the recovery of Nemesis Stabilizer, you give the opponent some much needed time to get up and away. You don't want that to happen. <5> 6B is Noel's best friend. It may be slow, but it gatlings pretty well off of 5B/5C for a high/low mixup. No need to use it raw. And if you manage to CH with j.D or 5C, that also combos into 6B pretty well. It forces crouch, which allows you to go into beloved 3C, and is easy to confirm on block with the 6B>6C gatling. If 6C doesn't come out, it means they blocked it and you should take a step back. Did I forget to mention it's HER ONLY NORMAL OVERHEAD.
-
I usually don't, but I like gambling with falling j.C>d.6B (for an actually overhead other than 6B), 2D>236A (to CH lows or jump-outs) or 4D>214A shenanigans after a string of normals, in the hopes that they guess wrong when they try to mash out a 5A/2A. I'm aware these are far from airtight, but gimmicks are gimmicks when your fellow netplayers refuse to believe that Noel's drives can be mashed out of, despite what they're told.
-
True I guess. Too many people let me get away with that online, I guess I should start breaking the habit. I personally just find our drive starters slow enough to register a hitconfirm pretty easily. Mid-string though, I admit it's near impossible to tell when a stupid opponent decides to stop blocking.
-
[CP] News & Gameplay Discussion (Old)
hipikachu replied to kosmos badgirl's topic in BlazBlue Gameplay
Some of us are steak people. -
I don't understand. If you've already begun the combo, why would you still need to confirm Spring Raid? I definitely agree that it's not fun to pull off in netplay though.
-
Then why is it "excessive?"
-
This is a given. Just wondering though, isn't wolf henshin'ing on startup relatively ambiguous? Just because it's easy to deal with on block, doesn't mean you have to make contact with the opponent. Not to mention it's a yomi/god reaction confirm without CH with meter. *sniffle At least let this move launch on normal hit. Or do a bajillion dmg. EDIT: The recovery on this move on whiff is actually quite lenient when compared to anyone else's 5B/5C on whiff. I have a hard time punishing it with anything damaging unless I'm expecting it to whiff. But honestly, I don't see how you are whiffing this at all. Unless you closed your eyes and hit the input.
-
It works wonders on 2A mashing too. I personally fear it's range, because even when I anticipate it after another blocked normal, my 5A and 5B often fall short of range, and it leads into a juicy FC, leaving behind a very sad Pikachu. Not to mention my 2C is a sad excuse for a reactionary anti-air.
-
If 5C>6C is really that bad of an idea, then when do you guys use 6C? After a 5B?
-
GGs SolarEdge and Pr1nger-X at my "local scene." I never thought the 3DS streetpass feature was jut a cover for a secret Vita Ad-Hoc jammer.
-
Dreize. He pulled of the daring feat of using the Vita's analog and complained about j.236236C not coming out.
-
He used to play Valky with the Vita's analog as I stared in horror. EDIT: Never mind, I misread, didn't realize you were addressing Kakimori. I have a bad habit of not reading previous pages of a discussion. Too much content.
-
Regarding CH 5B>66>5A; Well, even a dashing 5A is kinda finicky considering 5B's most practical potential is at max range, and 5A's range isn't the best in the cast. And max range 5A is still an awkward confirm as 5A>6A>6C only works semi-point blank, while 5A>6A>air stuff doesn't give us a much-needed knockdown. CP j.2C is a godsend. Regarding 5C; I mainly use 5C for calling out bad jump-ins and as blockstring filler, but I agree it's very awkward to use outside of 3C yomi confirms. We can technically directly go into in air combo or dashing 5A if the confirm was close enough, but then using 5B would've worked much better in that scenario anyway. I'd just dash in and reset pressure on hit, or take a risk and cancel into 6D>214A/236A for an extremely risky gamble. 5C can buy you time to confirm on a croucher into 3C if you're outside of 2C range, so I think that's it's most practical use. While she doesn't have Ragna style blockstring-into-hitconfirm getlings, Noel's normals on their own are still pretty good in neutral. I use 2A as my main neutral poking tool, 5A to stuff out in-your-face mixups (Valkenhayn wolf cancels/Ragna corner Dead Spike, Hazama pressure), 5B for CH fishing, and 6A serves as an okay reactionary anti-air (makes Hazama 2C feel like a 20 frame startup). I guess the key is to avoid facing superior normals head-on, such as Ragna 5B and Hazama 5C. Ironically, hitconfirming with Noel's normals is actually one of the hardest parts of learning her.
-
"I brought you into this world, and can sure as hell take you out of it!" -Hazama, Makoto's gag reel.
-
"Air Tech!" - Bang Shishigami And people wonder how I can always tell when he's going to tech...
-
[Xrd] News & (Theoretical) Gameplay Discussion
hipikachu replied to Shinjin's topic in Guilty Gear General
Order-Sol was cool before either of them were in 1st grade.