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Everything posted by zaeris
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I think you misunderstand what a spammer scrub noel means... they don't play the game coherently.... I wasn't talking about a good noel player who knows how to mix up their Drive spam. I'm talking about bad ones, the one you see online.. there a distinct difference with good players and bad players where bad one are patterned and easy to read. the good one you just rely on reaction. @Dragontamer: Simple strategy exist for simple people, people who don't learn Distinguishing your opponent is more fundamental than understanding a match up. You really need to explain me where your getting your frame advantage numbers from? 6C drive is negative going into that is. Its start up is 24 frames, frame advantage on normal cancel is Block stun (lvl) - 24frames start up. lvl 3 equal 16 frames - 24 = -8 on block you can be poked out with a 8 or lower frame poke, the only thing really stopping people is the ambiguity of the drive combination and distance on some character. Noel only safest drive move is really 5b with 17 frame, frame trap of 1-2 frames for gaps. on block 6c drive is 13 - start up of following drive with. With 5b at 17 frames leaving you at -3, or you could always use spring raid.
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Its a general advice and who said anything about spamming throws? know noel mix up and punish accordingly 6A drive should be throwable. EDIT: I be more fine with noel that spams 2d or do something ghetto like 6c drive.. but spammers are A mash friendly and drive A mash friendly/
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It should be in the hakumen vs Noel section in the Hakumen sub forum.... learn to Counter throw in between Noel that spams D its large for hakumen to do a throw combo. Since throws are 7 frame its the equvilant to your 7 frame stand A but does more damage. Or you can spam D back....
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even in corner it requires an air hit which will make them bounce into 2c into j2c... on ground hit it is always going to be impossible to go into air loops without using special to force them to bounce into position.. beside that 3c CH , 6B CH i can't think of much sitution maybe 5d and 2D counter and possibly 6D. Then again burst status isn't CH on recovery... I can only assume at best people are adding in the 33% addition damage from bursting into their equation. 4K is quite an exageration tensionless.. well its more closer to 3.6k... the question here is before anyone goes off topic. Would you RC on burst and punish with what ever stars you have left... if hakumen has 8 stars during burst Im left wondering what has he been saving it for.. if the condition allowed for the burst bait to be a match ender, it would be feasible and at least 2 stars left after RC in my disposal to combo.
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Even on Block a safe burst won't mean hakumen can punish you with standing 5c assuming you burst on the ground,,,, why would anyone burst in the air will puzzle anyone.. he needs stars unless its an air hit which is very unlikely... Predicting with hakumen doesn't mean much unless he has stars to pull off some decent combo.. Hakumen can only do damage with stars...... unless your thinking of something I haven't seen before?
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RC isn't a bad idea but its more in favour of the otehr person since you will lose 4 stars which stars= damage as far as hakumen is concern. Other area is bursting when he has comitted to a special attack such as 41236 C as an example. I'm not quite sure and why your burst are predictable vs hakumen? In most matches against hakumen you rarely need to barrier block. To be honest he can't keep you in block long enough to do anything meanful.. with a full burst barrier... I don't hakumen will have it easy to predict.
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If you want to be creative AD and jd.. and counter 6a, lol. After that you just mock the other haku with 2a throw.
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you should look at frame data and you do know moves that are jump cancel and special cancelable are not punishable. on-topic it dpends where you are position as in most cases you are here and nu is -------------------------------x here ^^, 5c whiff? well the only way possible is to Ad and Ch, 2c while has larger recovery in most cases it shouldn't whiff but most nu player can hit confirm 2c as its meant to be AA or close range melee option. its rare for anyone to whiff 2c.
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its quite simple.. one is habit.. by continuous using hard and better combo you optimize your gameplay more. It then reaches the level where it isn't a hard combo but an optimal combo that does the most damage and puts you in the best position e.g. Knock down. This is the japanese way of optimal performance they simple don't do hard combo becauses its hard but its is optimal combo. If you keep using easy combo you won't drop but if competition reaches a level where doing sub par combo isn't enough you need to up your game and do the best you can ever do. Same with sportings aim high, being good is never enough you want to be amazing. In the end, don't drop your combo's......... play solid. I don't like the idea of people not striving for more. Can you achieved a gold meddle in the olympic if you just do combo that will never drop? if you can do better combo and consistently great, your chances to victory is increase for every damage you can deal. Consistency is the big "if" factor here..
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It should be posted in the combo thread.... The idea is the RC as you're coming down meaning a 1-2 frame on the active part of the thrown.. meaning asap when you land so you get a RC on the first active frame of hit 1. The follow up is really quite simple.. you 6c this is because of the large untech time off the Air throw where you can do a dash 6c. Short dash 6c gives the lowest possible follow up for 2DD note: some are character specific due to hit box, size, weight ectera.. im lazy to list them down but for carl, noel use the simplest approach with number 2 or 3 Air throw > RC> 66 6c> micro dash 2DD Follow up one -> Delay 6c> micro dash 6dd >jdd> dj> jdd/j2dd> j214d or delay jc > j2c fall> 2dd> j2c > dj> jdd/j2dd> j214d Follow up two --> micro dash 2DD > j2c > dj> jdd/j2dd> j214D Follow up 3 --> 6dd > 2dd > jdd> dj > jdd > j214D
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Same are character dependent and spacing... sometimes it depends on the set up but in most cases sj.bac works on most of the non frog character into KD saving Noel and Jin which I have a headach of a time knocking down. In Jins cases I just use jb jc dj j2c pumpkin cancel into okizeme. Sj jbjajbjc works usually when your pick up is lower meaning a 5b on grounded opponent or corner. 2b 5b pick up uses jb ja jc in most cases. With noel its better just to spend an extra wind into pumpkin 5d 66 6c 5b 3c frog continue oki.
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It really irks me you're doing 2b 5cc..... it doesn't combo even with wind.. u want 2b 5b 5cc.. watching more ... editing later. When doing 3c ender finish with pumpkin or frog summon in most cases its always best to have a pumpkin out. Its probably me but it irks me to see you fight without assist e.g. pumpkin or frogs. Winding loberia has its advantage but usually unnecessry unless they;re full screen away with frog to trap them into the frog pressure.
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lol, so why are you using arakune as an example? Let me make a general statement why should people with DP (dragon punch) have more primer or people with reversal or defense option?
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lol, do even count? 2 to get NP? must be something new. The scenario is having both low NP and Guard primer. What exactly is nu escape route anyway? its backdash or jump backwards. Although Im good enough to Ib and poke with 2b. I can see most people escaping but getting hit with NP or getting gaurd crush blocking thats the scenario I would imagine would happen often.
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or nerf her some more ^^, lol getting negative review is better than +ve as in most cases where a character felt decent ended up terrible due to the changes in game mechanics.
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Its just a natural progression into fighting games.. Like for Example what you're doing are rather predictive, you only need 2 strong combo to finish off the matches hence sometimes there is a reliance on getting that large damage asap. If your friend block up lots hit him with 2c on block it isn't there for damage but at least you want to tell him to block low. This is where RSP comes along.. when the gap is large enough more than likely they will 3c you back if you spam enough 2c this is where you use 2d and punish. If they block high a lot you hit them with as many lows as possible and also throw to shake them up. the more option you have the better you're mind game is. Noel 5D goes through nu 5D, this is a guessing because Nu 5d sword are unreactable but also predictable given its range it test what style the nu player prefer a more melee orientated match is less likely to get hit but otherwise you will score more hits than not. spacing: where a forward jump land is outside of nu 2c range fall into noel 3c to catch them by surprises. One of the more dynamic challenges is baiting nu. as stated noel 3c goes under nu 2c, 5c and 5d ( although you will lose on start up frame before going into low stance position) taking risk but no nu should ever beable to 5c you freely, the gap exist on the ~4th hit and IB making it possible to 3c on block and punished spammer. against nu always tech neutral with delay teching to change the response time. pressure by moving forward is essential.
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what to say... first 2d will beat nu 3c.. it is counter hit and low stance on hit... seconding adding extra drive its okay but most people if not can hit confirm into 28D without being punished. what you are stipulating is a safe pressure game not a damage on hit confirm game. If you lessen your hits revolver drive combo works.. the hard part is to do the pick up after 28D.. if you lessen your hits it is easier to time the 6c whiff to lower them enough.. you can add more hits but it will make it unneccessary at best you are making it safer if you can't hit confirm. p.s less trash talking with flammatory comments like "do you have the game" unless you have something better to add.
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Rock, paper, scissors? if that person spams 3c you spam 2d back into 28D into time 66c into revolver drive combo....
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You fail to understand the "End Game" being more important whether that character is easy to use or not. I can say potemkin easy to use and I would recommend it to all the scrub starting GG, TT with easy or little combo to remember and slide heads. Fighting game has never been about whats easy or whats not but simply at their max potential. Dizzy is an easy to use characters but she takes work due to her limits or weakness but it doesn't mean she's not easy to use. Again being easy doesn't mean anything its all about match up and character's potential. Rachel players needs stop justifying their bs with its hard to use concept. Eddie is the most BS character out there along with slayer it doesn't make your chaarcter less BS just cause the rachel player isn't japanese and you don't have input.... on topic.. does anyone else feel the negative penalty plus low gaurd libra is going to be the nail on Nu players? The stacking effect is both horrendous and a bad way to balance nu. negative penalty already punishes nu thats run away every time ( which is the kind of nu players I hate to fight that runs away all day) I feel nu is superior at all ranges so to see someone that runs all day makes me sad. Guard primer break system I feel is poorly implemented, in most cases it is the character that lacks defensive option that willl get server punish and nu has poor option when guarding, currently she's standing at 4 but more or less your main escape will be backdash which will hit you with negative penalty (act puslar moving through ability remove). I don't know why players with good defensive option should have more stars (Hnk)..... since primer guard break attack are attach to being punishable according to their usefulness which any DP can beat... It makes little to no difference on those with good defence option.
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Lol, seems like I missed the fun... since you're not here I'm I might as well say this. Go sit in the corner and whine some more That was entertaining you might has well be Shinkada and whine about GG broken mechanic. Let see "I can't escape tech traps, throws and I have no bloody idea how to barrier in the air". It's not like Ragna and Jin doesn't have their own BS but with NU its more simple and safe so you feel you have a right to complain with your pseudo low tier Okay man~~ P.S You’re really disillusioned to believe Nu mainers have no skills or you feel that people can’t be good because they play Top Tier.
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That is really quite subjective..... "unplayable" if you want to use that as a case for Rachel.. In essence we look what the changes have done and to what extent it affects her game play.. In slash it remove most of dizzy damage combo with proration and remove special cancel off 2d while making fish disappear on hit and if we look at from a ggx to ggxx. I will just leave it at that. Rachel is not unplayable if you're trying to make a case, she is crap and bottom tier but unplayable I wouldn't lable her as such. Dizzy went from A -> D tier. Its rather irrevelent.. moving on.
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And yet everyone forgets about Slash Dizzy...
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illustration. --------- x o (Corner) X= nu o= poor hakumen Imagine what happens when you 6c on air or CH in the corner. It is very hard to combo since they will fly to far with wallbounce At best I can see scrubtacal 2c pick up. But imagine normal backdash catching it fast enough at the right distance into 2c or 6a.
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Lol, have you see ragna combo'ing from low into overhead? While it somewhat prove challengingfor people to block a 30 frame low it purpose was essential combo rather a sneaky overhead... i don't think competent people actually fell for them. Non-jcable 5d/4D i can semi accept due cresent saber whiff cancel into more pressure Although the idea was thing. Fast C attack aint unheard off before, like Robo-Ky 5hs or dizzy 2hs, although you can argue there wasn't enough recovery time implemented for a good move. essential 2c is an AA which needs to have a good degree of start up to be able to beat Aerial attacks. there is one thing Im cheering for, no backwards act pulsar.. As seem in some of reberia(?) vids 6c Ch in corner back dash (normal) into 6a tk creasent saber looks quite awesome.
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if you activate pumpkin with Wind and fire it, it does not go away on hit but will trade. So in this case if you trade infavourable with a projectile first your pumpkin effect dissppear and more than likely you will get combo into something. E.g. Nu sword trade, Nu will combo you whether old scenario it will trade hiting nu and she won't be able to combo.