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SkyKing

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Everything posted by SkyKing

  1. The oki discussion has me wondering what kind of anti-tech/yomi options you guys do for aerial techs. I fall into a habit of trying to GUCCI throw everyone, and I still have to work on punishing players that tech > fwd. air dash out of the corner (especially after Revolver Blast finish).
  2. The only thing I can think of is to do these oki setups with 50 heat available. Being able to cancel prematurely if it is blocked is something that I always looks for. In the above mentioned ones, RC during the d.6C is just as scary ask having to guess the next CR move. Also, instead of going into d.6C, you could go 5D/6D (whiff) > into d.214D or Bloom Trigger RC. I'd say always have the option of being unpredictable when you have the meter to do it. DPs I think you can clash is you space your oki correctly. I think that 6D (whiff) > d.6B (for oki) or d.4D (for DP read) should work. I've had it clash sometimes, and I'm still trying to figure out how to capitalize on that clash.
  3. MadCatz sells bezels here. And I have that same Saber Lily art on an SE. Looks really pretty when it's finished. It is only the main image without any extras. http://i236.photobucket.com/albums/ff59/SkyKing_Oz/Arcade%20Sticks/dbe6e5a5-1.jpg
  4. Noel vs. Valkenhayn Arakune vs. Noel Tager vs. Noel
  5. Since he takes up so much space, he kind of warrants his own unit of measurement. Also, cover your jumps with j.A. I like to keep Tager honest of getting hit if he tries to approach incorrectly. But don't go wild, or else you'll eat a 360 or 720.
  6. lol at the pic. Where is that from? On another note, how do you guys approach the match-ups against zoners? I think it'd be good to see how different people deal with a match where the opponent is willing to drag out the match, and will usually be in their favor when they do.
  7. IB what you can out of the 5As and 236A to gain meter, and punish the gap in his 5D with your own 5D. Also, when you gain the 50 meter and your back is to the corner, use her Counter Assault to switch sides and put him in the corner instead. Then, stay about 1 Tager-body length away to see what her does. If he tries to jump out, then tag him with either 6A, 4D, or j.5A/B. If shouldn't be able to hit you with jabs or his 5B/2B lows, so you can react to the lower moves with either drives or 5C counter hit into some combo. It a lot different in higher-level play when 5D isn't used so much, so keeping exploiting that 236A > 5D gap until he learns not to use it. Then, you'll both level up your games.
  8. Double Fenrir was possible in CS1. It's normally safer to Fenrir > Thor if you are not sure about proration. I've had people tech on the 2nd Fenrir before.
  9. I notice that America likes to jump. A LOT. I sometimes drop my 2B > 6A hit-confirm chances because I don't expect it to hit. I really want to see a hitbox video of CS2. I wondering exactly how effective Noel's normals are now in applying pressure as well as hitting out jump-happy players with 5B/5C.
  10. I do a combination of 212121 and 242424, just in case they throw in something that is an overhead or a whiff tech trap.
  11. I think he meant space-wise, not actually a low hit. In some of those combos, he sometimes used the DC after haida and didn't on others. Makes me wonder what the optimal spacing is to continue the combo after one on each character.
  12. I think it works on everybody except maybe on the weird ones like Hazama and Tsubaki. Also, the Haida loop with 22B > 6A on the Jin one looked really funny but kind of interesting if it works on the rest of the cast.
  13. I agree. The thing with the video that caught my attention was the one combo on Jin where she was doing 6A > 6C after a haida. It looked really weird hitting that off of 22B that hit him from a decent height.
  14. [bBCS2] Noel Vermillion 1st Combo Video Exhibition http://www.youtube.com/watch?v=2Hn-nF3hhIk Stylin' stuff in here, and some that can be used mid-match, IMO. EDIT: I also noticed that none of the combos had Fenrir enders, but were still consistently doing ~3.8k+ starting from anywhere on the screen. That seems like more damage that can be added, giving us potential for multiple ways of reaching upwards of almost 8k. It show us also a way to link 6C(2) wall bound from a bit farther away from the corner. j.4D went from nearly useless to the one of the most versatile moves for her.
  15. Very nice. If 5C is slower then it'd be pretty bad to whiff, but throw cancelable on block should mitigate some of the recovery. Air unblockable normal is still good for 5C to have.
  16. lol. My double negatives coming out. I do catch people with it, so it seemed that way. May they just get caught off-guard by it? I'm not so sure myself either.
  17. It should have been AUB before, just nobody really didn't use it in CS1 since it was super risky if you mistimed it. I know I use it a lot, probably from abuse the hell out of it in CT.
  18. With the new Noel, it's looking viable to hit everyone of her drives in a combo before ending it. Big damage + not so much negative proration into wall carry.
  19. It could just be me, but it looked like 2A was sped up a bit. If so, then maybe Noel can actually beat some stuff out while applying crouching pressure.
  20. New video showed that Optic Barrel combos on crouching opponents after d.5A/d.6A or other variations. Maybe they work on crouchers hit by 5C via hit confirm? Won't have to worry about risky 3C after CH 5C if that's the case. That kind of make 3C even more dangerous then, since we actually would have safe and damaging options for once.
  21. I've just pianoed it, unless you play on pad. It's almost hitting them at the same time. If anything, watch some tutorials with p-linking in SF4, especially those with the view of the joystick. It's kinda the same idea.
  22. There are some videos online that demonstrate it. It works the same way as Ken's step kick kara-throw in SSF4, except you use 5D as the move that'll let you move forward. You will know you get it when she begins to talk for the 5D, but then goes for the grab immediately after she says it. I've tried it with string where the throw would normally whiff, like 5A x n > 2B or 2B > 2B. It'll reach far enough to grab them.
  23. Do any of you ever use her kara-throw? I've been messing around with it recently, and I think it can be pretty useful during staggered block string situations.
  24. I wonder if the reduced range on Assault Through will be useful when doing the instant CR moves. I can see the CR linkers being useful, especially given the speed for d.6B and hopefully d.6D.
  25. Actually, having someone to who also plays your main has benefits in its own right. You guys can actually share info about what is working, what isn't, and actually be a leg up when fighting mirrors come tourney time. Some of us would actually love the chance to play mirrors for the matchup experience. Right now, I'm in a state where the only place I can find another Noel player is online, and I don't even bother with Ranked for that since most of them are garbage anyway. Make sure that when you do pick a main you have fun with them. Nothing can't be fixed execution-wise that time in practice mode can't fix. I'd say take advice of others about mains only if they know about what kind of style you play, and characters that fit that style more. And character love doesn't hurt, either.
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