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SkyKing

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Everything posted by SkyKing

  1. Ah, that R Action that everyone has. Seems like they really wanted universal options to be prevalent in this game.
  2. I wanna see if Chie's bicycle kick has a opening to exploit somewhere. It's already feeling bad when everyone who is shown playing Chie is mashing that move like there's no tomorrow... =/
  3. You also need to watch out for Rachel's that feint during you blocking George's animation. People tend to forget that if she does nothing during the blocked George, she is at advantage and she will punish a panicked Counter Assault. Just confirm if she does something during George.
  4. Well, the 22BBBC portion also give a nice chunk of damage, so when you omit that part after a 214A you are missing out on extra damage and heat gain. I've always made it a priority to stick that in whever it's possible so that you maximize your advantage when you have it.
  5. For myself, I like to go around talking to people. It doesn't have to be about the game either, although most of the time it will be. I feel more relaxed when I can socialize at the tournament since it doesn't feel like I'm being alienated or left out of things.
  6. I generally treat this match-up the same way as well. For the most part, I like to play around with the spacing by constantly being in and out of Hazama's optimal strike zones and hoping to bait an Ouroboros + Movement option from him. I also like to air-throw the areas that he might move to after dodging a Chain because he can't stop himself once he starts moving that way. As for the ground game, I treat it like Noel, where he can be pretty nasty with his stance stuff as well as his normals, except his normals can actually lead to some nasty damage. Constantly look out for stance habits from the Hazama to know if he gets 214D~B happy or if he's the type to create space with normals so he can run away. All in all, this match-up feels like the one who can control the pace of the match will be in the advantage.
  7. Also, Hazama's will use chains as a feint and not just with D~A. They can purposefully leave it short and go into one of their other movement options in Chain and throw out another one after the recover. He's just slippery to deal with no matter where he is on screen. Our drives are decent answers, but he can adapt to them just as we can adapt to his drive gimmicks.
  8. Nowadays, I use online more for gathering information rather than trying so hard to win. I'll just try something in training mode that I theorize and jump online to see if what I'm thinking of can work on most players. I'll go in with the mindset of knowing that combos will drop, and that I can always run it back because both players are in the same situation. Just keep an objective in mind while you play online and you should start seeing results. I'm also a netplay warrior because it's the only way I'll ever get the quality match-up experience that I'll need for getting better.
  9. Tourney nerves you can only really limit by being exposed to the environment enough. There isn't any other way to tackle that problem otherwise. You can calm your nerves a bit by playing in casuals before the tourney starts, having music that you like to listen to, or even bringing something for good luck. In regards to your actual play, you should really learn not to rely on drive so much. It seems like anytime there was dead space or neutral you pressed drive hoping to hit, especially with the random j.D's that didn't really have a purpose to them. Work on your normals game and pressure. You want to make the opponent work for their wins, and that includes understanding what they do when they are under pressure. Drives can only take you so far, but if you fight people that know when and how you want to drive, you will want to have a back-up plan that deals with normals so you can open up your drive game again. Also, work on getting the optimal damage off your hits. Noel's basic BnB off 2D should be landing at 4.5-5k. And if you get those weird hits that seems difficult to complete a combo off of, try as best you can to finish it with any sort of damage. People get afraid of her raw damage that sometimes they blank out on resets that are either intentional or accidental. Use that to capitalize on your opponent and finish them off. You don't always need to go into a full drive string either. There were so many times where you would throw out a CR starter and auto-piloted the combo, even if the drives didn't connect. Work on adapting and confirming whether the drives hit or not, and you can always use OB to end your drive strings semi-safely. Also, along with drive string limiations, you also shouldn't go from normals to drives too much either. Drives aren't good strings, and you should really only be using them sparingly. Stick with your normals until you can read what your opponent wants to do.
  10. Also, Tao's movement should be her best defense in this matchup. Noel doesn't have the tools to combat a hit-and-run strategy, so she is left to rely on good reads and guesses. Juking and feinting to make Noel whiff a 6A or drive is very advantageous for Tao, and if anything else, use that mobility to reset your position and continue working the in-and-out game against her.
  11. Still kinda sad that they didn't put in Vanessa or Whip, but I'm good with Kyo and Iori getting their more prevalent versions in the game if those speculations are true. It'd be kinda hilarious if they somehow manage to put either Geese or Rugal in just for the hell of it.
  12. I've used OB less and less in this match because it's a lot more risky to throw out that drives. It's just begging to be stuffed by a Sanctus, and then she's got damage and optimal position on you afterward. I believe mobility is the most important thing in that match-up, simply because you have to make Tsubaki willing to move with you and into awkward or disadvantageous positions. And this goes for the entire cast, not just Noel. Noel has it even harder because of her style and lack of ranges, so converting your risks is very essential.
  13. She's a really nutty match-up for anyone if you can't find the correct way to approach her. She's too good when you let her control pace and space.
  14. I'll be expecting some flaws, but only because it is a new game with a system that is borrowed from a whole lot of other games. As long as it's a fun kusoge, I'll be content with it. Now, hoping that Naoto is better here than the original game~! And, I wanna see some form of All-Out attacks or Assist Attacks.
  15. This worked fine in CS1 where the properties of both moves seem to be similar to the current changes. As long as you use 6C > 236A early in the combo, it will work.
  16. That should be the case if it's a property of the move, so with 100 heat you should be able to jump 4 times.
  17. It's Noel players being retarded and only knowing one move and one combo.
  18. PSN: OzShinji XBL: SkyKing Oz (shared with Glirandly, a Rachel player) Location: Texas (Southwest US) Open to FRs: Most definitely
  19. Yeah, if can connect more than the usual amount of 22B's in a single go, then you'll need to 66C after the dash cancel. I've always done it by rhythm, since the dash cancel is a set distance/timing. I think the initial input starts right before the dash cancel ends, so that by the time it does finish you are inputting the second 6 and C for the microdash 6C to come out.
  20. There are several factors into the haida. You can fix that height and distance problem by doing 6C > B+C > 6C > 22B. Also, they are right in that if you only do one 6C > you will have to delay the 22B input quite a bit. Just look for her guns to be just before they are getting into position for her to fire the second part of the move. It's all down to adjustments. Also, you might want to test this on several characters. I know some may not be able to be picked up with a single 6C, so you may need to do a throw whiff cancel > 6C to adjust the height. Good luck with it! EDIT: This is more a question for Noel's mechanics rather than combo specific, so I believe it fits more in the Beginner thread than here.
  21. A few things: Messing around in training mode and I find that 6D can beat 236X > 214D, and in the worst-case scenario both characters trade CH hits and can't follow each other up. 5D goes through 236X and 2D can go over it, but Tsubaki should have meter to cancel them and hit Noel out of those 2 drive options. Also, Tsubaki's dive can be beat out by 6A and all drive starters except 2D. And, Tsubaki's unblockable can be 5D'ed through, so just keep a lookout for the animation with the paper flying around her and prepare to hit her out of it. Knowing the setup, it's actually beneficial to Noel since it's within the frame window to press 5D an not really have to stress too much on the timing.
  22. I really feel that this isn't an even matchup. Tsu seems to have a lot of tools to shutdown Noel's most threatening option in drive, and her normals outshine ours so even attempting to pressure is up in the air. And having a better primer breaking plan than Noel really hurts Noel a bit.
  23. Anti-Drive Noel stuff makes me guilty happy inside.
  24. Noted and pointed out on OP.
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