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SkyKing

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  1. The only reason they cry about it is they also can't do it midscreen. We may have had it, but other characters overshadowed us because theirs were safe, corner-carried, or set up good oki position along with the damage. I'd like for them to try her out in tournament situations in CS1. *snicker* I haven't seen anything regarding CH Assault Through. If anything, they may keep it the way it is.
  2. More stuff from the BBS taken from two different posts. Dunno if this is legit data or not, but CS2 numbers on the left I believe. EDIT: Values - CS1 (CS2) EDIT: Values - CS2 (CS1) EDIT: Corrected which values were for what game.
  3. ~Specifically at the 2:02 mark where she hits Lambda with a cross-over 2D. That's probably due to the buff in CR speed in general. A lot of the things that don't chain in CS1 are chainable in CS2. Most of the combos in the JBBS have things like ~d.5D > d.5C or some variation of it. It makes it easier to decide which CR move to use next to avoid same move proration while tacking on that damage that can reach 4~5k+.
  4. If it does move at the same speed, then I'd consider it a buff. Look at Hakumen's dash. That move is nuts on speed with its distance shortened.
  5. 1. Momentary Life 2. D.O.A. 3. Awe of She 4. The Midnight Carnival 5. Holy Orders (Be Just Or Be Dead)
  6. Yeah, it's the same one. Noel's hella fast here, like CT fast. Now, people are going to have to guess when we rush in and when we stop and pop an Optic Barrel or CR starter, most likely 2D. Having a buffed 5B along with the air unblockable normals system change gives us pretty good normals to stop escapes and pressure them to the corner. Her aerials are still some of the worst ones, IMO. It shouldn't be too bad since her ground game is where it's at anyway.
  7. Nothing so far as to concrete info as to why you would just go straight to Fenrir. IMO, it probably has to do with a couple of factors. It could be that you get a non-CH normal, an odd collision, or spacing would not allow you to connect a 6A, 3C, or possibly an Optic if the game allows. For example, maybe you catch with a max range 5B, and you know that going 5B > 2B > 6A won't reach. Maybe in that instance you could go 5B > 5C > Fenrir or 5B > 2B > 5C > Fenrir. Something to that extent. Although I did see someone post it during one of her longer combos w/ CR in the middle. My only guess would be that it may be a more damaging mid-screen option to bypass the Bloom Trigger and go straight to Fenrir. The wall carry should be the same, and both are untechable until they hit the ground so she would be trading off meter for damage.
  8. You can go here if you don't have a Nico account. Just copy and paste the address into the box. http://mmcafe.com/nico.html So what they meant with d.6B is that it ground bounces now, not wall bounce. And her drives looked mad fast, so canceling into Optic during a blocked CR seems like a safe option if you don't want to risk the mix-ups being correctly guess. Now 2D looks like the new 5D in terms of usage to start drive combos.
  9. Don't really know why. Bloom would be optimal there for the wall carry and heat gain.
  10. I'm not too sure, but I think some of the combos have 6C > BC and some have 6C(2). I suppose it depends on positioning and the hits done before if the combo can be continued or not. I think the changes made to Fenrir allow it to be used as a legit finisher if given the meter. Tacking on another 1000 damage guaranteed is always welcome, if I'm reading it right. Some of the combos the BBS was suggesting totally bypassed Bloom Trigger, probably if its mid-screen, and the CR ended with d.5D > d.5C or any derivation of it. Also, I'm going to miss Rambo Combo. If Thor can be followed, then it would've been easy to get guaranteed damage before continuing the combo, and possibly getting a burst bait setup.
  11. The info the DL guys are posting from the BBS gave some numbers we can use to compare. So far, I've read up that Bang can do 6K with meter and Double Heavenly Phoenix. Rachel has options now on going for damage up to 4-5k with 50 Heat, or less damage for wall carry and frog + pumpkin, not to mention the buffs to her her normals in general that we have to watch out for. It looking like everyone's going to have some heavy hitting combos, but specifically Noel's been mentioned to have above average Heat gain.
  12. The BBS is going nuts talking about Noel's damage and heat gain, so it's really good now. These combos must be optimizing the Heat as well as damage, until they did tweak the meter gain on her moves as well. Just read up (somewhat) on the character ranking discussion on the BBS, and everything is looking jumbled in the middle. Agreeable Week 1 top and Bottom. SS: Arakune C: Ragna, Taokaka Noel's placement has had her in multiple rankings between A and B, moreso to A. Some of the B's were from people giving A to only 2 characters, so take all this with a grain of salt. Alongside her are Makoto and Tsubaki, with Makoto edging Noel by a little bit right now. Also, someone coined this on there: CT: Shooting game Version CS1: Orient Town Version CS2: Library (N.O.L) Version (!?!?!) I did see one list that had Makoto, Jin, Noel, Tsubaki in that order near the top, so...
  13. ゲージ100%なら7000いくよ J4D>6C>2D>5D>5C>Aオプ>6C>2D>レイド>6C>派生>6C>JD>6D>6B>5B>5C>ブルーム>フェンリル>フェンリル 今回フェンリル2回当ててもって〆まで当たる ----------------------------------------------------------------------------------------- Seems like a double Fenrir combo deals 7k(!) damage. Another A Optic linker into Spring Raid wall carry, with 6C wall bounce. ---------------------------------------------------------------------------------------- バレット始動で6785出た 端バレット>6C>4D>6C>レイド>6C>派生>6C~フェンリル 6785 今のところ最高ダメ? ----------------------------------------------------- Possibly a Thor combo starter? Still a wall combo, but being able to combo after Thor is a prospect worth investigating. The BBS is also discussing Character match-ups, but I can't translate what they are saying.
  14. Haida loop wasn't the end-all-be-all, but it did help in rack heat, damage, and wall carry for the Bloom > Fenrir combo. Doesn't seem like she needs any loops in this version, TBH. And, I don't mind having a mediocre aerial set. We shouldn't be jumping too much anyway.
  15. This is the BBS for CS2. I think it has the changes in it. http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1287933570/l50
  16. There should be some way to incorporate every nook and cranny that Noel has in terms of potential max damage. Haida Dash Cancel is very enticing, and if it does pop up high enough, could be a way to cross-under instead of using 6C > sjc > j.D to switch sides mid-way. Also, I wondering if 22BBBBC > dash cancel works. It could work as a reset option for air throws > air unblockables.
  17. Interesting change to d.6B. Shouldn't change her combos to much, they would just stay in the air for a bit longer, making combos a little less strict on the timing.
  18. Taken from the General BBCSII Changes thread: + "5A > 6A > 6C > Astral Heat" and "5D > 6A > 6C > Astral Heat" are possible. + If you RC her back throw, you should be able to follow it up with j.D - Her 5A and 5B can't hit Makoto's 3C. o Fenrir's damage with 18 successful hits is around 2700. The last hit's minimum damage should be 1000. o Her throw's recovery has been increased? You can follow-u her throw with Haida, but the timing is a little weird. o Bullet Rain > Fenrir deals around 3300. o You can deal about 6100 damage off 4D FC in corner.
  19. I think that CS1 Noel has been put into the position of defensive/reactive character with pseudo-pressure for frame traps. I realized that playing her CT-style doesn't give the same rewards as before, so that forced me to play her a little more conservatively. IMO, all-in offense isn't the way to go with her (as much as I hate to admit). She doesn't have the normals to extend guaranteed pressure, so she gets reversaled pretty easily. I think playing hit-and-run will accomplish a couple of things: 1. Small damage that can add up. 2. Playstyle reading (see what they do afterwards, how they tech, etc.) 3. Annoy and irritate. Leads to sloppy play and openings for punishes and bigger combos. It's too different now.
  20. I don't use 2D enough. So what situations would you consider using 2D over 5D or 4D? I feel that some character match-ups warrant one to be used more than the others.
  21. I've played fighting games since I was 6, starting with SFII and Fatal Fury. CT: Noel - About 2 months, including match-up experience. Ragna - 1 week, just to prep for CS. CS: Ragna - 2 weeks. Then had him as a sub. Noel - Feels like I'll never be fully efficient with her. Took about 1 month to get comfortable with her, and still learning her match-ups.
  22. JC Revolver Blast sounds good now that I think about it. It'd be kinda stylish to TK Blast > jc j.4D mixups when jump canceling from straight above.
  23. Here's hoping that 2A is faster in CS2. I hate getting stuffed by other characters' A or B normals with no hope of beating anything with 2A, even with its decent range. I kinda want something more in Revolver Blast, like knockdown, primer, faster landing speed, or some other thing so that it's usable outside of combos. I feel that it's a move that only comes out to finish an air combo, and is omitted everywhere else.
  24. ST is Super Street Fighter II Turbo. Pretty much THE standard for fundamental fighting game play. I'd say that when it comes to fighting games, have a general gist of fundamentals will go a long way in learn each one. Even if each game has it's own gimmicks and system differences, you have an advantage over other players when it comes to knowing how the games work. In the case of BB, the fundamentals are truly important. Knowing movement, attacks, and match-ups are all keys to stepping up your game. I notice that players new to FGs play only to do the flashy combos and/or play for the sake of their favorite characters without a game plan in mind on how to get better. Many have trouble grasping the ideas of block the correct way, or knowing how to space properly so that you maximize on your advantages while limiting the options of your opponent. Training mode and replays are excellent features that are available in the newer fighters, so take advantage. One way to capitalize on this is to save replays, especially when you lose. Analyze in what fashion you lost, and think of ways to overcome the lapse in judgment. Then, take those ideas into Training Mode, record the dummy to mimic the moves and patterns that beat you, and test out those ideas you came up with. Remember, this process takes time and effort. You don't get better overnight, and practice can only make you stronger as a player. In regards to other games, ST is a really nice starting place to learn fundamentals. The game has all of the basics of FGs in it, and in turn gives the players limited options so blocking and spacing become the foundation of playing. For new-gen games, Guilty Gear has option similar to BB, while maintaining limited options when pressured and on wake-up. GG is also a good game to learn okizeme , or options on an opponent that has been knocked down. For specifics, BB's jump back barrier is equivalent to SF's crouch block in that it cover many options that your opponent might throw out. Air dashing forward should be treated like a forward jump in ST: it isn't safe unless you make it so. Too many players try to rush in with air dash, and competent player will know how to react to it. I'd say that limiting habits of forward air dashing is a giant step in improving new-gen play.
  25. So, is it officially going to be released on the 9th? Seems like an eternity waiting for concrete information that can be discussed rather than speculation based on loketest results.
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