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SkyKing

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Everything posted by SkyKing

  1. So pretty broad questions coming at you guys: What goes through your mind when approaching the match as Noel? And how do you play neutral space game with Noel? I feel that my neutral game is lacking since I don't feel like I have a game plan until I get close.
  2. If you do RC for the attempted cross-ups, I think it would be more practical to do: j.4D > d.2D > RC > j.4D > ~combo The triple cross-up seems extremely risky, since they can stand and it would negate the cross-up of the 2Ds. With the RC > j.4D you have a chance to FC if they try to escape out of panic. Also, j.4D is a low so they may mix themselves up by attempting to negate the cross-up, but instead get tagged low.
  3. Noel's j.4D > d.2D double cross is looking pretty mean. Every time a j.4D is used the other player bursts out. Don't want to deal with it I guess.
  4. It was in an earlier post, but I think the 5C > 6B Gatling should be added in the OP for her buffs. Looks like now we have a viable double cross-up with j.4D > d.2D if they do low block the j.4D. She's looking rather nasty now.
  5. They are good for getting the handle of how her combos will work. Although they aren't optimal, they are still good tools for laying the foundation of Noel play. Just keep at it, but use these forums for a guide on more potential combos and tactics used by the guys here.
  6. Many of her big damage combos actually come from her really unsafe normals: 6B and 3C. Be wary that these are easy to block or react to, and 3C cannot be cancelled out of with a special move. Noel's damage can average between 4k to 6k if these connect and you have Heat. Your drives are used as ways to do damage and dodge attacks if you can anticipate or react to something like a set pattern your opponent is using. The combos themselves will use a combination of both normals and drives, and knowledge of how the Chain Revolver attacks work. As stated earlier, be mindful of using the same drive attack more than once in a combo since this will reduce the capabilities of your moves actually stringing together as well as not doing as much damage as possible. EDIT: Here is a combo video that Hexanoid of these boards created to showcase how her drives combo together. Some are a bit advanced, but it a good video to notice the different moves used to start combos as well as the combos themselves. CS1 Noel Combo Video - Heavenly Extension Hope this helps a bit.
  7. 12/30 Circus Intrasquad Noel vs. Hakumen Noel vs. Mu-12 (Sound is de-synced)
  8. So with CR being generally faster and different properties with some of the moves, could we also go for a d.5A anti air-tech as well? I think it'll be even more imperative to change up what to do on opponent's wakeups.
  9. Nagoya Street Battle 18 Noel vs. Litchi Tachikawa New Year's 5-on-5 Noel vs. Taokaka
  10. Loving Ange's Meta-super combo for insta-stun. Go, go, grappler!
  11. Gonna be repping that Saki so good now!! Had her down since AH1, and I dubbed mine the "Sakineto" for the way I like to play her like Magneto. Triangle homing dash to lows FTW. And I agree, Flash Kick Super/Liath Fail is all you need to win. Saki/Petra/Weiss here.
  12. Usually, 6D isn't used unless you go for the oki set-ups that DragonTamer has discussed. Your main drives to use for reactions to your opponent are 5D or 4D. These have a nice amount of invulnerable frames that you can use to go through an opponent's attacks, and 4D forces a Fatal Counter that allows for longer, more damaging combos. 2D is used as your versatile drive starter that avoids lows and dodges a fair amount of attacks, while also has a unique property of being able to cross over a crouching opponent if you do it close enough. Just be careful using this one predictably because someone with good reactions will be you out of this clean.
  13. Some color combination of black/white/violet seems go to me at least. There is a lot of black/white space there, so I think that is a good base to start.
  14. Cool. I always wondered about the 6C extra hit after BT. I have to work more on my BT options to try and limit the opponent's options on tech. And I'm thinking of doing an off-shoot of the 5C > IAD one for other techs that also involve 6C or 6A somewhere. Gotta try this out tomorrow.
  15. 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).
  16. 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.
  17. 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
  18. Noel vs. Valkenhayn Arakune vs. Noel Tager vs. Noel
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. I do a combination of 212121 and 242424, just in case they throw in something that is an overhead or a whiff tech trap.
  25. 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.
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