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Pen_Ninja

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  1. definitely. It's still a free, DP safe, unblockable reset. The problem is all the time I spent working out ways to go from one unblockable to another is now pointless because it's impossible in CP :P 2B 5B 5C 6]D[ 236A 5A 2A 5A 2B 5B 5C 236A 412]D[ 6C An amusing little reset. The combo should work up until the link between 5C and 412]D[ and then drop. Volante then explodes with it's amazing pretty effects filling the screen... then suddenly... overhead! This works on the fact that the volante and it's exploding animation are pretty much in the foreground and will be in front of Carl. Carl pretty much looks like he turns into a giant ball of purple and then the last 5 or 6 frames of the overhead animation show up and he hits you. I'ts hard to react to and pretty much completely safe against anything but some sort of reversal between 5C and 412]D[ and is 0 on block. Drop it in occasionally when your opponent isn't expecting it or is respecting you too much. You can also do 412]D[ earlier and still do 236A, the pushback from the earlier 412]D[ should make it that you cross up during the volante explosion, then 2A should come out after blockstun so auto-block wont mess up the fun
  2. yeah, these all become pointless in CP which kinda sucks but it's something...
  3. I really hate to bring up an old thread but I'm putting in some relevant information at least. Stuff I'm confused as to why I haven't seen in this thread already. - Almost every follow up to Noels 2D is punishable with 5A The only followups that wont be CH by a 5A are 4D, spring raid (623D) or Fenrir (632146D) 4D will make both characters whiff and move Noel backwards. You can OS against this with 5A 5B 623C so that if 5A hits you get the combo but if 5A whiffs you miss the 5B and catch her with 623C. Spring raid and Fenrir will hit you, there's nothing you can do about it but Noels really don't think to do these after 2D because they're horrible on block. Edit: Turns out that 6D will make 5A whiff but then you can still block 6D and punish Bloom Trigger as mentioned below - Noel's 2D is so good against Carl unless it's blocked. 2D usually isn't as good as it is in this matchup... the issue is that it moves Noel's hitbox above 90% of our moves and counter hits us out of everything other than 6A or 2C (from memory). You don't want to be doing yomi 6A or 2C too often because you'll kill pressure or get punched. Try to start pressure with 5A 5B quickly like above so that if 5A hits or is blocked, 5B comes out and doesn't on whiff. You have enough time to try for a meaty 5A, whiff and still block 2D... no other move really has this... use it often. - Noel's "safe" ender for a drive block string is bloom trigger (236D). It's -13 on block but pushes you way too far away to punish. However if you instant block at least the last hit then you can punish with 5B for free. so if you watch the revolver moves you can easily see BT come out in time. Something like 5D 5A 5B 5C BT can be easily punished with instant blocks One important thing to remember is that 4D moves her back enough that the first hit whiffs and the second is still safe. if you see 4D come out, then BT (there's enough time to react to the startup and especially the voice clip), instant blocks wont help. You CAN however, Vivace through the 2nd hit of BT and punish with 5A or sometimes 5B. Something like 5D 5B 5C 4D BT will move Noel close enough with 5C so 4D actually hits, then BT will be too far away. In this case, react to the 4D and wait form a second, if BT comes out then Vivace and punish. I put this up because I see so many people playing against Noel and not punishing her drive blockstrings. When I see somebody block 2D and then counter assault it hurts my soul a little bit.
  4. The way you've set it up would indeed be frame perfect. I think I've seen something to suggest that frame perfect unblockables are blockable as a player but the training dummy will let them hit. From memory I think it's just the game processing it differently when it has to factor in that the player is holding 4 or 1 and not just a bot blocking perfectly. To keep this combo-thread-y in the corner, doing 623C then 2]D[ when they're at the peak of the "launch", waiting for them to hit the ground and then 3C will cross under an emergency tech and you get a quick crossup that's less obvious than Carl shouting "VIVACE!". From there you can do the following: j.2C ~Allecan, 4214C]D[, j.2C ~Allecan, 5C, 4]D[, j.C, 7dj, delay, j.2C, j.214C, 623]D[, 5C, j.B, 6]D[, j.C, j.2C, j.B, dj.B, 8]D[, j.C This alone does about 5.2k damage and builds around 60 heat. You can then 214214]D[, 3C 632146C for just below 7k. Managing to move Ada forward at any point at the start makes this much easier as 4D and 623D only just reach
  5. I've added the video notes to the post, it has some information as to why the loop doesn't want to work on those characters. For the most part the issue is that they'll get hit with the first hit of 8D but they're so short that you can't get them to push back towards Ada far enough for the bubble to hit. Then after that they all have their own individual problems. the dash 5A is definitely necessary against Noel and 90% of the time Mu, they get pushed back too far for 2B 5B 6B to hit. As far as I know, Haku needs to guess whether the high or the low will hit first and counter accordingly... it's essentially a 50/50 guess. We don't want to do it because if he guesses right, we lose 60% of our health and our pressure. I'm fairly sure the length of the unblockable combo means that Haku will probably have enough meter for Yukikaze (super counter) anyway which is a free 40% with no combo needed. I'm not sure what happens in frame perfect situations. In one case you could argue that he would get the counter because he'd catch the right move and then be invincible through the other one... in the other case he'd get hit by one move and be in hit stun for the other one. The only issue is that it's difficult to say what would take priority because usually you'll just find out which one hits first but in this case neither does. You can't trade with a counter either :S I'll test this later I guess
  6. I got sick of not being able to do meterless unblockable loops against Noel, Mu and Rachel because half of my active scene at the moment plays those characters. So I found a few things that work, they're relatively difficult though. Notations to come probably tomorrow, when it's not 2:30AM Video description:
  7. Hey man, I'm in Australia but I have BB on Xbox unfortunately. Where abouts in Aus are you? You could try to find a local meetup?
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