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SkyKing

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Everything posted by SkyKing

  1. Yes. 2A and 5B are really nice approaching tools now. I like to 2A when both you and your opponent appear to be playing the "fast pokes" game, and 5B can be used all-around for catching Counter Hits and overall just applying pressure with some decent blockstun. As for blockstrings, you don't always have to end them in a heavy hit (5C, 2C, 6B, 3C). It's good to throw some out every now and then, but generally you would blockstring to find info on how the opponent will react after it is over, and if he realizes that it is over. I generally like to stagger 5A/2A or 2B, just to stay safe. Then, you can go into a full blockstring/mix-up.
  2. HNNNNNNNNNGGGG - - - My airthrowing Palette~ Nice job!
  3. If it's the d.5D > d.5C part, then you have to delay them just a bit. This is universal for everyone.
  4. I've done it to where you have to delay j.D on your jump or to super j.D to get the right timing for 6D to connect. If you normal jump and j.D as soon as possible, the untech time will run out before you land, so they are able to tech.
  5. Instead of 6D, they might go into some 6A shenanigans for Primer Breaking and a possible hit-confirm RC combo if they have Heat. 6D isn't nearly as threatening as it was before because it doesn't break now, but you still don't want to be hit by it.
  6. For this combo, you can replace the j.D(normal jump) > d.5B into this: super jump j.D > d.6D > d.6B > d.5D > d.5C > 236D (5182)(6384 with Fenrir) EDIT: All the damage depends on the amount of 22B's you do, but generally I've gotten around the damage that I listed.
  7. 5B's level got increased, so you can think of it as CS1's 5C. It should work the same since.
  8. In this case, I found that you may have to do the subsequent 6Cs fast that you would think. I've seen and done combos that have 3 6Cs in a row, so it could be a combination of proration and execution.
  9. You'll have to worry about proration kicking in in the order that you do the combo. You generally want to have less proration at the very beginning so that you can add more hits, and by that token more damage without affecting the untech time much so that the entire combo redbeats.
  10. My still revolves around waiting if he will waste nails or not, and if he uses bumpers. If I see bumpers, I like to hover around that placement to see if he want to attack me out of that space and then counter accordingly.
  11. While the drives can be listed as reversals, they don't do anything on their own and must be activated in order for them to work. DP's generally are things that can do something whether it is activated or not, and has utility outside of just being a reversal. While wake-up Hotaru is generally not advised, it can also be used on people that have predictable jumping/movement patterns and thus can punish them with it.
  12. Would be if not for dat same move proration... D:
  13. You could probably list Hakumen's ability to dash Hotaru (j.214B) as a DP/reversal. It's got Frames 1-14 that have invincibility, and being able to do instant Hotaru is really close to DP status.
  14. Matchup Ranking: ?? To be discussed. Recommended Playstyle: Patient and Methodical Tao's speed and mobility outclass Noel's, and any answers that Noel has all carry a great deal of risk. I believe this match requires that you understand exactly how Tao's drives work, and in order to do that, you must be patient and not get frustrated when you don't score hits for a large amount of time. You must slowly adapt to what Tao is doing, and defending your own space by playing footsies in order to open her up. Instead of chasing her around and getting predictable with approaches, slowly make your way into zones where you can space effectively while limiting the space she can drive away or retaliate back at you. General Strategy: I believe this matchup will come down to who can control attack angles the best. Tao will be able to attack you from a variety of positions and spaces, so you must be ready to defend yourself with even the smallest attacks like 5A, 2A, and j.A. It's not always about the damage, which Noel is very adept at and may seem frustrating when you know you could be dealing high amounts. Remember that even the smallest amount of damage is still damage. Also, those light attacks serve as a check of sorts that lets Tao know that you aren't afraid hold your ground. Also, instead of outright dashing at her, you can cover ground by using a lot of barrier-canceled dashes. This serves the dual purpose of covering ground while being able to block any sort of drives that you might expect them to throw at you. Try to keep pressing forward and into the corner, but remember that she has some really unique ways of escaping via the wall-jump and her drives. Keep this in mind while pressuring her. Your Best Tools(For This Matchup): 5A/2A/j.A - You will be using these often in this match, but not in the usual way of applying pressure and staggers. In this match, these will be the primary way to defend your own space against Tao's incoming attacks with her drive. Not only is it our fastest move to hit her out of her drive, but also it is needed so that if we do whiff it, it doesn't leave Noel wide open for a counterattack if Tao manages to sneak past. Has A DP?: No true DP. Tao's 6A works as her anti-air with it's head invulnerability. Has A DP With Heat?: No true DP. However, Tao can reversal with Hexa Edge (236236D). It has invincibility from frames 1-10 after the super flash. Things To Look Out For:
  15. Matchup Ranking: ?? To be discussed. (Personally, feels like 5-5) Recommended Playstyle: Aggressive Spacing You will want to press the issue of trying to cover the optimal spacing that you can operate while limiting her space to do much with summoning and Wind tactics. Be patient while in 3/4 - full screen, but always advance when you have opportunities to do so. Once you get pretty close to her, you can start to apply pressure while maintain the space needed to be able to react to her limited options on the defensive. General Strategy: Noel has better pokes than Rachel, so use that to pressure her. Also, make sure to always have an idea of how much wind stock she has so you have an idea of her abilities at that particular point in time. Her normals become dangerous with wind because she can create all sorts of angles that she can attack from, and can make things like j.A become a very fast overhead option. You'll want to punish her summons if they are trying to bring one out in neutral game. And if you can confirm a knockdown with Optic Barrel, then you can advance bit by bit but without recklessly being up close. You'll need to confirm what the Rachel does on wake-up also, as she has some tricks with Wind to have and advancing or retreating neutral emergency tech that she can use to adjust to your playstyle. This will be a game of corners for Noel. Press Rachel into the corner as fast as possible so that you can do great damage while also shutting down her summon game. Make sure you can cut off escape routes that she might be able to use, and control the space with your normals. Your Best Tools(For This Matchup): Optic Barrel - The buffs made to this move make it a staple against this matchup. The change to the different ranges for each version make it easier to snipe Rachels that summon in bad spots. Also, it is a decent way to keep her in check during the full-to-mid screen game so you can approach. A plus is that you may tag a Lobelia with an OB and that would negate the hitbox from damaging you. All in all, a great tool. 2A/5B - Rachel is one of the few matchups where you have the advantage in regards to ranges in your normals. 2A's speed increase to 6F makes a nice tool for poking out potential moves that Rachel throws out, and it beats out Rachel's 2A by 1 frame. 5B is a great poke in every matchup, and here is no exception. Has A DP?: No true DP, but she has 6A for anti-air approaches, and 2C for ground approaches or predictable patterns. Both have guard point (2C guard point starts on frame 3, so meaties can stuff its startup). Has A DP With Heat?: None Things To Look Out For: George XIII (Frog) - Rachel can now re-summon George to put him in a better position. Most of the time, you will see George after you get knocked down, and will have to respect the oki that Rachel gets when he is out. Always be mindful of where George is, and make sure you notice if Rachel has Wind, as George will move a great deal if Winded. George himself doesn't have any special properties like air-unblockable or low hitting, so if you happen to activate him just block him and pay attention to what Rachel does afterward. Impish Gypsophilla (Pumpkin) - Pumpkin's range after being Winded has increased from CS1, so you must be aware of where Pumpkin is as well. Rachel tends to use Pumpkin as a way to cover her approaches when she wants to get in. Her normals aren't meant to be used as stand-alone moves, and approaching without Wind is generally not done. Pay attention to her Wind stocks when Pumpkin is out, as she can also stop your momentum by directing Pumpkin toward you if you make and rash movements. 6B - Rachel's longest poke. The kitchen utensils she brings out have been buffed significantly in CS2, allowing for Rachel to establish her zoning game on hit mid-screen, nasty combos in the corner, and it's jump cancelable, so it can be used in blockstrings for varied pressure. It's a bit on the slow side on startup, but it's ranged enough to where you need to be wary of throwing out pokes that don't reach her. 4B - Her traditional ground overhead. 28 frames of startup, so it's on the slow side. However, with the threats to Pumpkin and Frog that usually aid her mix-up you are most likely going to be blocking when she throws out this move. It eats 1 Primer as well, so be sure to Barrier Block if you find yourself almost broken due to Bursting or some other situation where you don't have Primers left. She can play high/low with her normals with 2B/4B while you block an activated George, so make sure you keep an eye out. Tempest Dahlia - Has a multitude of uses now. The buff to it's startup and the fact that once the projectiles are out they are active make this move a punisher to haphazard movement. The move changes properties a bit depending on the amount of Wind she still has before doing the move. From 1 Wind and up, it can take a Primer near or on the last hit, and a full Wind stock TD can take 2 Primers away if you block. Not only can it be used to punish, but she can use it to stop your momentum by forcing you to block or stop your advance. Also, since she can move while some of the projectiles are still out, she can set up ambiguous mix-ups in all the confusion.
  16. Matchup Ranking: Unofficially 5/5 or 5.5/4.5: Makoto advantage To be discussed. Recommended Playstyle: Cautious but not too defensive; Opportunistic You'll need to look out for Makoto's various offensive and defensive options the entire match. Her normals can be confirmed for big damage if you're not on point with your spacing and pressure. Noel needs to be aggressive to open up her opponents, but be careful of being overly aggressive, or you may eat a parry, 2A, or DP for a quick reversal of momentum. Convert your combos when you have them, be defensive when you need to, any remember that both characters have so much comeback potential that you can focus on one thing at a time when you go back and forth with momentum. General Strategy: Do your best to control your space. Do not let Makoto get in for free. Drive enough to make Makoto second guess her pressure and tools, but not too much to the point where it is predictable, lest you eat 6K in one combo. Don't be afraid to concentrate everything on defense when the time comes for it, as Makoto can and will pressure you if she gets that one opportunity to. Be on point with your reads on block, and escape when you can. Also, convert your combos in order to stay on advantage, as dropped combos against Makoto is almost always a momentum shifting point. Your Best Tools(For This Matchup): 2D/4D - Staple moves for dodging moves from aggressive characters that can be exploited with them. Makoto can be 2D'ed out of her 2A, and she can be 4D'ed out of her aerial approaches that aren't j.2C as well as her 5B if she throws that out for spacing and fishing for hits. As always, don't get too reliant on these moves, as the recovery time will leave you open to a Corona Upper or a 2A if she blocks/IBs your 2D. 2B/2C - Noel's lows can help keep Makoto from activating her parry since she can't parry lows. You really won't be getting much damage if you do confirm a hit with them, but ending strings and small gatling combos into 2C will keep you at advantage to continue to pressure her. 2A/6A/5B/5C - Noel's spacing normals. You will need to establish your ground game and make Makoto aware of your tools. You must not allow Makoto to freely pressure you by controlling space and making it troublesome for her to get inside. Both characters are best at extremely close range, so being able to space properly will pay off for your defense. If you can score hits in these little exchanges, you might even be able to confirm into a 2C which opens up offensive options for you. Has A DP?: Corona Upper (623C). Also, be wary of her 6A which has head invulnerabilty from frames 4-10, and has good vertical and decent horizontal reach. Has A DP With Heat?: Both of her supers can be used as reversals, although Big Bang Smash has been given increased startup frames from it's CS1 version. Particle Flare goes through a lot of things, and is a pretty decent reversal. Things To Look Out For: 2A - Her poke of pokes. Outstanding pressure, leads into her mixups, and if you get tagged it will really hurt. When you end up blocking this, just continue to block until you can confirm that she uses another normal to continue her blockstring. She can stagger 2A to fish for a CH, and that will lead to corner carry and big damage on you, plus a possible oki setup if the combo she uses allows for it. You can 2D over this, but in general don't mash out anything until you can read how they like to pressure with this move. j.2C - Dat tail~! If you are anywhere under her, just block it. If you try and counter it, most likely you will eat a CH yourself which will lead to Makoto's long combos, or will clash with the tail. She can use this during pressure after a jump cancelable move, during advancement after an air dash or the B/C versions of Asteroid Vision, and even as a surprise move after an aerial recovery if you decide to stay aggressive. Comet Cannon (236A) - Makoto's oki option after a scored knockdown. If she sets this up correctly, you'll have no choice but to block and guess her mix-ups. It will catch tech rolls and can also be used as one of her many Primer Breaking moves if she decides to follow up to LV3 Break Shot. If you have the meter, you may Counter Assault out of the corner, but be very careful of getting your CA baited if you become too predictable with it. It's best to make Makoto commit to using normals after the Comet Cannon before using the CA. Space Counter/Parry (46) - This makes poking Makoto from the air very dangerous. Parry will activate if you attempt to hit her while she's in the animation with anything that isn't a low hit. If she catches you in the ground, she can do the follow-up Punch and can RC it into one of her BnB combos. In the air, she can just let the hitstop from the parry recover and continue with her corner carry combos like the Corona Upper Whiff combo. Always be aware when you jump, as your options are very limited while in the air, and the range on Noel's moves aren't great so it allows Makoto plenty of time to activate the parry. Be aware of the player's tendencies with Parry, and counter by putting out more lows, throws, and possible baits in order to make Makoto think twice about reading your moves.
  17. Matchup Ranking: ?? To be discussed. Recommended Playstyle: Adaptive while cautious Litchi has so many tools and can freeflow her staff and staffless mode that it can be overwhelming. You must be able to adapt to the style that the Litchi player is showing in order to be able to come up with a plan to counter. Don't get to antsy when you had to spend some time weaving in and out of her pokes, Matenbo zoning, and her mix-ups. She can be a handful if you are not prepared for the matchup. General Strategy: To be discussed. Your Best Tools(For This Matchup): 2A - You will need all the spacing you can get, but Noel's pokes leave a lot to be desired in this matchup, as Litchi outclasses her here. 2A is our fastest poke that has decent range, so you can apply pressure. Just be aware if she has staff so as to not eat a DP. Has A DP?: A true DP with staff (623D). She also has a situational move in staffless mode that may work as a reversal but isn't a true DP but is just fast to come out(236B). Has A DP With Heat?: No true one. I suppose you can watch out for Daisharin reversals. Things To Look Out For: Tsubame Gaeshi ([With Staff]623D) - Litchi's DP. Not only is this her go to reversal in staff mode, but her knockdown of choice in the same stance. Be aware of her options after she scores with this, and just be able to bait this while you continue your pressure against her. [With staff]j.2D - Litchi's Diving Pole that sets her staff. She can use this move as her cross-up low hit with the second hit of the staff, and also as a way to punish attempted throw and throw tech options. If you can read when Litchi wants to use this, you can either use the OS Barrier Tech or jump away. [With Staff]6B/j.C - Litchi's ranged attacks. She's got better normals than Noel, especially these two moves. Getting counter hit will knock you across the screen, and will cause a wall bounce effect if you get hit with CH 6B, which will lead to big damage and nasty oki from her. Take your time when she uses these, and approach her with caution. Itsuu Stance (41236D) into the folow ups (A/B/C) - the changes to this move allows for both parts of the actually hitting animation to come out even on block. Watch out as they might want you to fall into a false sense of hope by making Litchi look open, only to get hit by the second hit of the staff.
  18. Why do people complain about grab? I don't get why you would intentionally not use a mechanic that is universally in the game. If it works, do it. Talking about mix-ups and stuff like it's the only thing that matters when you don't even consider the threat of the throw. I believe with the buffs to air throws in general, and Rachel's ability for varying movement with Wind, she's a very good character to throw with. Her range can be mitigated by the speed in which she closes in on opponents.
  19. Yeah, that is the natural of a reset most of the time. And in high level play, they'll be looking for the safest reset since and react accordingly. Some resets are really nice to bring out once in a full moon because of the timing and placement of it. These are the one's I am looking for the most since I think I have my natural reset game down for the most part.
  20. Yeah, you can actually delay the 22B so that it will catch. You might get him teching out before you catch it, but that's generally the right time to connect the Haida after the Muzzle Flitter > 2B > 6C. One way I like to think of it is that you allow Noel's guns to twirl a little before doing the 22B. I think normally you want to input in as soon as you connect the 6C, and you won't see any animation from the guns when you do this. Just delay it a bit and that should give you some results.
  21. The loop in general gives really nice heat and corner carry, but the risk of dropping it for a little bit more damage is why you don't really have to go for it. BnBs are good enough in terms of heat and damage, but Haidas are nice to have as well.
  22. I noticed that you have an extremely wild and raw style. You said you wanted to stay aggressive, but you can maintain a style that is both aggressive and very controlled at the same time. You don't always have to run at your opponent for pressure or for aggro. You can just as easily be aggressive while slowly inching forward, taking away space from them. I think you've got your combos down in a way, but you don't have to start combos from point blank range. You should work one your spacing with Optic Barrel zoning so that your approach isn't stagnant. Also, go for different blockstrings. End them in various places. You don't always have to end them in 5C > 2C. You can just as easily end them with 5B, or 5A > 2A > 2B, or something that is different and is varied enough to make your opponent second guess if they want to attack. I'd say try to limit the amount of naked 6Cs you do. I know it's been buffed a bit to almost CT status, but that wind-up for whiffing is generally not worth the risk. Her other normals will suffice more in stuffing your opponent's approach since 2A is now 6 frames instead of 8 frames for startup. It stuffs an incredible amount of things, and it's reach is pretty deceptive. I also noticed that you auto-pilot the 5C > 3C gatling instead of hit-confirming it. This is very punishable, so try to get your hit-confirms down. Another thing I noticed was you seem to panic when you get knockdown, so you mash a tech without fully understanding your position. I saw that you ate quite a few tech roll punishes because you tech rolled backwards against the wall. Tech rolls are very vulnerable and are prone to being punished, so be fully aware of what your opponent's options are. And on the topic of teching, the Tager was reading your aerial techs, and was landing reset after reset because you got too anxious on escaping. You can change the timing of your techs so you can avoid those setups. If anything, just neutral tech and block. Nothing wrong with that option.
  23. Do it later. The bounce in 22C is high enough and has so much untech time that you can input the 6C later.
  24. I'm the Noel/Makoto player down here. I only played Jin in CT. My bro, Glirandly, plays Rachel and is picking up Platinum as a sub
  25. I need to go up there some time. San Antonio's no place for BB...
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