-
Posts
520 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by SkyKing
-
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...
-
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.
-
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.
-
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
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
I actually lost a GF in a local tourney to a Tao. I normally try to maintain my airspace with jumpback A and B. I try not to stay on the ground when Tao has momentum since her mixups are pretty nuts with her ability to stop her strings into drive tricks. Getting even a decent combo off of her is advantageous, especially a knockdown. I try to limit my drive uses as so not to get predictable and possibly eating a reaction super. Surprisingly, I personally use 6A in this match to try and sneak in a CH pursuit combo. Other than that, it'll just depend on the style of the Tao to understand which moves use.
-
I'd like to do more that resort to 5D when all other options I know don't work, even with IB. With 2D's hitbox getting increased, it even more reason to be wary of just throwing out drives just for the hell of it. And Rekkas can be used since they are fast, cover a good distance, and are usually safe on block on the 1st instance, which Noel's drives lacks in all areas.
-
You should be able to crack Mantenbo in half. :3 6C was her do anything attack back in CT. If any semblance of 6C is put into CS2, then I'm gonna have a field day with even more buffed normals. I would care less about getting crappier drives. They really shouldn't be used outside of combos anyway, unless ASW really wants to make them her go-to evasion.
-
I'm an OG arcade goer, and used to work for one, so stick for me as well. Although I can use either one, I feel that just using your thumb is so limiting for multi-button and multi-directional presses. With stick, I feel more comfortable with precise motions and having my whole hand doing stuff with the buttons.
-
I always have an urge to try and run under a chicken block. Do an instant j.A or throw from there. It's kinda lame and weird.
-
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
SkyKing replied to MiraclePizza's topic in Archive
I've gotten wins this way before, and the heat gain really does help when you need to build up for added pressure in the corner. They still have to think about how to get out first without taking more damage, and Noel can finish rounds with the corner so they have to take extra caution when making decisions. I've actually whiffed the 22B before and used it to setup a 6B/2D/6D/throw game out of it. -
Could it be a trap if they IB'ed 5C and tried to do something during the 2C? I haven't really tried options for IB 5C for each character's options.
-
Here's to hoping they don't changes Noel's CA. They did Tsubaki's, so they may do so to other characters as well.
-
I'd say given time, that list will be flipped.
-
-
I think they have trouble in Rachel's balancing of damaging moves vs. abusability. Wind does wonders for her, and in CT was the cause of many of her outstanding combos. She's got versatile, single-hit moves like j2C and 6B, coupled with so good frame-traps of 3C, pumpkin, and frog. They massively failed CS Rachel since doesn't have any of that, and while they had the right idea the execution was done poorly. I would just like to see some minor damage tweaks and more usability with 6A and 6B so she can actually get out of pressure with another option than CatChair or winding out of block string gaps.