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Everything posted by SkyKing
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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.
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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.
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[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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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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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.
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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.
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~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+.
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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.
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1. Momentary Life 2. D.O.A. 3. Awe of She 4. The Midnight Carnival 5. Holy Orders (Be Just Or Be Dead)
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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.
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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.
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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.
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Don't really know why. Bloom would be optimal there for the wall carry and heat gain.
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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.
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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.