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Everything posted by Adsfzxczxc
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Oh my bad then. Then its just stuff into d.5B>236A>665B>5C>sj.C>j.D>ender midscreen, and corner is just stuff>236D>5C>j.C>j.D>d.4D>214D>6C>6B>22B. The 5C pickup midscreen can be omitted, as it supposedly makes the combo harder, though I haven't really had too much trouble with it. The corner combo may not be optimal, it really depends on how many drives you hit before using BT. Its solid though so I would just use that especially before getting into the more specific max damage routes.
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1) It's a lot more legit now though you can still get mashed out of certain strings and dp'd out a lot of them as well. Though as long as you don't use d.6C or be super predictable with your mixup it should be fine. Stuff like 5D>d.5A>d.6B/d.6D/d.4D is solid as I believe 5D>d.5A is frametight and then you can call out dp's and stuff with d.4D since it has invincibility now. 2) >implying Haida Loop still exists 3) CR as in Crouching? then its pretty much stuff>3C>22C>665B>5C>sj.C>j.D>Ender. The ender is slightly different depending on where you are on the screen and what you want (Ex. BT/AT/22B enders or side switch with 2D) while corner is almost always 22B. I would try not to do BT>6C>6B>22B since a lot of the time the hit stun decay doesn't allow for that, or they are too low to pick up with that route. It's probably better to just cancel a drive string into 22B and if possible do 22B>2B>6C>6B>22B, or just do AT>6C>6B>22B. 4) Does that matter? Everyone else is still ridiculous compared to our Noellers (except maybe kokonoe/loli's don't count).
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Kitchener Waterloo(Ontario, Canada) thread!
Adsfzxczxc replied to uberdeluxe's topic in International
Isn't he going to San Francisco right now? I believe he left today since he wasn't able to make it out to Northern battles. -
The only thing that's really different about Noel is that her drive pressure got buffed like crazy so its actually somewhat solid now, but in return the invincibility on some of her drives got shafted (RIP 5D). Overall though she's pretty much still the same which makes it no harder to play than before. It actually may be easier because of legit drive mixup now. Oh and the worse properties on a lot of moves still allow you to dodge shit like CA's and Bursts now with drive.
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They changed how the input priorities work in this game so to get the DP motion, you need to stop on the 3, unlike the previous games where you could do 6236 and get a DP. In 1.1 though they are changing it back.
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Dash Barrier and just block. For example, there isn't a whole ton you can do against Dia Nu (the one without the holo above her head) as Nu has short cooldown Gravity Field, which essentially stops all your approach options. The only thing that can really be done is Dash Barrier or Jump Barrier. You can try and punish some whiffed drives, especially 5D with an IAD j.C, or even 2D, but don't try it as an approach tool. Also her spikes cover a crazy amount of space, combined with Nu's 2D and 6D, so again just try to block, and punish those whiffed drives. Overall try to play it really safe, and don't recklessly charge in. If you do, use Dash Barrier to instantly block a projectile coming your way. As well, throw out some Optic Barrels from time to time, especially if you can tag them in the air. as then you can get a knock down and start your approach from there. Mu, Rachel, and Luna Nu will try eventually go towards you so it's not like they will be zoning the entire game. 2D can be used situationally as well, but I wouldn't really try to use it if I were against any zoners.
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Why wouldn't it be? I can do those combos (though not consistently) and I'm playing on a DS4 pad. There really isn't anything in those combos that would be much easier with a stick. Just grind it out. Where do you drop it?
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Kitchener Waterloo(Ontario, Canada) thread!
Adsfzxczxc replied to uberdeluxe's topic in International
So is anyone planning on going to Northern Battles this weekend? -
So it seems like the minimum damage for MF is actually 1k rather than 1.2k.
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Apparently the Canadian head office only received the shipment this morning (at least for EB games), so it should be in stock by Wednesday or Thursday.
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A couple matches at the beginning of the video of CP 1.1 Noel getting rolled by N-Otoko The backdash looks a lot slower now, d.6C seems to do more of its hits consistently. At one point the Noel uses d.6c in the corner and none of it whiffs so that's nice. I only saw muzzle filter used once on a throw combo. The combo did do 4.1k with a fenrir ender, but the throw>Muzzle Filter section only does 1.5k in CP 1.1, rather than 1.8k now.
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You just have to dash cancel as early as you can so that you can catch them with 5B. One trick is to input the dash cancel right as the explosion goes off for the 22c. I personally just try to input everything as fast as I can.
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Kagura changes (translated by SoWL): Hitstun motion - an upper hitstun motion (after being hit with jumping attacks and the like) now has a taller hurtbox. Negative Penalty Resistance - increased from 3 to 5. Counter Assault - the hitbox is increased downwards. 5C - recovery decreased to 23 frames (rather than 26). Damage decreased to 1000 (rather than 1100). Guard recovery decreased to 22 frames (rather than 25). No longer staggers on ground hit (hitstun decreased from 31 to 28 frames). Blowback decreased on aerial hit, untech time decreased to 36 frames (rather than 40). 2C - recovery decreased to 23 frames (rather than 33). Damage decreased to 900 (rather than 1000). Guard recovery decreased to 20 frames (rather than 23). Hitstun decreased to 28 frames (rather than 31). 3C - the blowback is lower, but farther. 6A - recovery decreased to 19 frames (rather than 21). Now -3 on block (rather than -5). Can no longer gatling into 6B. Can no longer be special-canceled. 6C - start-up decreased to 22 frames (rather than 24). Damage decreased to 1200 (rather than 1300). Guard recovery increased to 24 frames (rather than 20). Head invincibility removed. The blowback is lower. j.B - can now gatling into j.A. Ground D stances - can now be followed up sooner (after 14 frames rather than 17). Midair D stances - can now be followed up sooner (after 5 frames rather than 8). Midair D stance cancel - now available later (after 34 frames rather than 19). Forward throw, backward throw - now wall-bounces in midscreen and wall-splats in the corner. Follow-up backdash - duration decreased to 25 frames (rather than 30). Ryuuhashou - stagger time on counter-hit increased to 43 frames (rather than 40). Ryuugekisou - P2 changed from 60%+100% (total 60%) to 80%+65% (total 52%). Toryuurenzan - the second hit's hitbox is increased. Now moves Kagura forward during the attack. OD Toryuurenzan - the second hit's untech time is increased to 50 frames (rather than 42). Sairingeki - when switching to another D follow-up, Kagura is considered airborne. Ryuusenken - the dash's speed is increased. the second hit's attack level is increased from 3 to 5 (now -5 on block rather than -9). Ryuugajin - untech time decreased to 45 frames (rather than 60). Hiryuusengeki - can now only withstand 1500 damage from projectiles during the charge (rather than any amount). Ryuujinshou - combo rate time decreased to Moment (rather than Fast). Wall-splats on counter-hit. The blowback is lower. OD Ryuuha: Gokuenjin - now only kills the opponent on the follow-up hit. Ryuuou: Zangaoushou - OD version added; the damage is 500, 550x19, total 2881 (regular version's damage is 500, 4000, total 2247). Both versions now turn Kagura around on activation.
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Nu Changes (translated by SoWL): Negative Penalty Resistance - lowered from 8 to 4. Counter-Assault - hitbox is improved (now hits targets like crouching Taokaka). Spike Chaser, Crescent Saber - Dia and Luna versions are now considered to be separate moves. OD Calamity Sword - the last hit is now untechable. Sword of Destruction - is now a regular hit.
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There's no invul change, and doesn't it only apply to Mu?
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P4U2 1/11/2014 Urban Square 3on3 Yukari vs Akihiko (continued from above) Chie vs Yukari P4U2 1/19/2014 Taito Yokohama Pre Tournament Casuals Shuuto (Mitsuru) vs Koichi (Yukari) Koma (Labrys) vs Koichi (Yukari) H.H (Yukiko) VS Koichi (Yukari) S.Yosuke VS Koichi (Yukari) Xie (Junpei) VS Koichi (Yukari) S.Narukami VS Koichi (Yukari) Xie (Junpei) VS Koichi (Yukari) Xie (Junpei) VS Koichi (Yukari) P4U2 1/19/2014 Taito Yokohama 2on2 Yukari VS Kanji Sakuma (Labrys) VS Koichi (Yukari) Kanji VS Koichi (Yukari) Minami (Aigis) VS Koichi (Yukari) (continued from above) P4U2 1/19/2014 Taito Yokohama Post Tournament Casuals HH (Yukiko) VS Koichi (Yukari) Xie (Junpei) VS Koichi (Yukari) (continued from above) Narukami VS Koichi (Yukari) Xie (Junpei) VS Koichi (Yukari) P4U2 1/16/2014 Shinjuku Sportsland Singles Roriotto (Yosuke) VS Tahichi (Yukari) Igoru (Akihiko) VS Tahichi (Yukari) Tahichi (Yukari) VS Rei (Sho) Tahichi (Yukari) vs Pet (Kanji)
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1. In her neutral game, j.C and 5b are your best friend. However, try not to do a lot of j.C jump-ins, since it does have an extended hurt box, and can get anti-aired easily. Optic barrel A/B (236A/B) are also fairly useful at long range, especially since there's no travel time, its very useful against zoners. They do have fairly long recovery, and are very dangerous if you miss, especially Optic barrel A, so use them sparingly. Your anti-air options are fairly weak as Noel, as 6a has a very long recovery, especially if it misses, and the hit box isn't great. You're better off using j.A and sometimes 4D as anti-airs, however, they do need to be used preemptively. j.A is generally better, as 4D does not actually have head invulnerability, but the hitbox on it is pretty good, so you can catch people before their attack hit box comes out. You can use drive in normal as well, mainly 4D, 2D and j.D, but I would't really recommend it, especially if you are not sure it will hit. 2D can be used sparingly to catch people jumping, and covers a large distance, so it can be useful at times. Overall, space with 5B and j.C, try to out maneuver them with your fairly fast dash, until you land a hit or force them to block, so you can start your mixup. 2. Noel's mixup is not the strongest, and isn't super safe, however, she does have pretty good pressure. A simple dashing 2A or 2B is an effective way to start her pressure game, as they gatling to a variety of different normals, like her overhead 6B and her 2 hit low, 2C. The entire gatling table is in the frame data section of her wiki. As well, 5/2A can be chained into itself 3 times, and 2B can be chained into itself twice. 2A and 2B are fairly safe on block, being -1 and +/-0 respectively. Therefore you can frametrap and do stagger pressure very easily with them due to the self chaining, as well as tick throws. Pay attention to if they barrier guard, as the pushback from it is very strong in this game, and can force you to end pressure early if not done correctly. You can also go into drive for mixup. Her d.6B is a 16 frame overhead, while her low 6D is 24 frames, but contains invincibility. A common drive string is 5D>d.5A>d.6D/d.6B for the high low mixup. A very strong mixup from drive involves Rapid Canceling a drive into a normal, such as d.6D>RC>2B or Assault Through>RC>2B. The opponent won't normally expect this as a double low from drive is impossible without 50 heat, and also the fact that her d.6B is much faster than her low makes them more likely to block high after a d.6D. Another thing to note is that her j.C and j.D are not overheads so when going for jumping mixups, use j.B. Her best pressure ender is 2C, as it is +1 on normal block. As for drive enders, try to use Bloom Trigger (236D) or Assault Through (214D) to end pressure. Assault Through is -4 on normal block, so it is the safest ender, and it also crosses up, however it is slow, and you can get hit out of it after the invincibility ends. Bloom Trigger has massive push back, so it's generally safe, despite the fact that its -14 on block. Be careful though, as certain characters can Instant Block, then punish it. 3. Zoners are pretty difficult for Noel, as she doesn't have any surefire ways of getting in on an opponent. Dash barrier, Jump Barrier and smart use of Optic Barrel are your best options in these matchups. Especially against a Mu, you can get it in, but eat a DP to the face and be forced to run through her gauntlet again. As well, all of those characters have fairly good mixup and okizeme options which makes it even worse. For the Mu matchup, she zones using a combination of her long range normals and laser setups to keep you out. As such, trying to approach blindly through the air is a bad option, as she can just anti air you with her huge 2C or her fairly safe 6A, or her lasers/Totsuka Blade/Habakiri (laser special and bomb special). Her air to air options are also a hell of a lot better than yours with j.C and j.2C. Approaching from the ground is a better option, as her 5C does have an extended hurtbox before it comes out, making it eaiser for you to tag them out of. However, Mu can convert any block laser shots into a mixup opportunity, so be wary of that. The best time to approach is when she is setting down her lasers. They do have a delay from when they are placed to when they fire, and also, if she blocks anything, the laser will stop firing. Any lasers in progress though will still go though, and her Totsuka Blade will still hit you if it has already started. Therefore, you can Optic Barrel Mu when she's setting down the lasers to stop them from firing and hopefully create a knockdown, which will allow you to go in safely, except when Totsuka Blade is out. You can do the same thing with 2D, and hit them out of her Steins setup. If used at the right time, you can actually dodge her laser tracking as well. Again use this sparingly, as Mu can just easily anti air you out of it or just DP. Its probably best to learn some of the laser firing times, to try and figure out when its safer to go in. Try the best that you can to figure out when she places charged lasers as well, as she does a pause, longer than normal when setting a charged laser. Charged lasers can mess you up if you approach thinking that its safe, or bait you into blocking premptively, when its actually just a normal laser. However this isn't as needed, and so if you don't know the laser timings just dash barrier. While dashing, if you cancel into barrier guard, you will cancel out of the dashing recovery and block a lot quicker than normal, so its very useful to reactively guard against lasers. Be patient, and try to safely make your way in. Mu isn't like Nu in which Nu does have mixup at long ranges and can play an entire match by zoning you away from them. Mu will have to eventually approach to do damage to you, as her lasers don't exactly hit for a lot, so don't be too hasty in making your way in. 4. Block. All day every day. Make good use of Barrier block and Instant block to open up holes within an opponents blockstring and then jump out or poke out with her 5 frame 5A or 6 frame 2A. If you must use a reversal of some sort, use 4D. Her 4D has been nerfed so it will not invul through overheads now and it is also free to lows. It does have 26 frames of body and projectile invincibility which starts at frame 1, which is enough until her attack starts, but attacks with long active frames, or hit late will hit you out of 4D. Your opponent can't really bait 4D well, so its fairly safe, and you can just chain into drive for a hitconfirm or pressure. However, since you can be hit out of it easily, be careful of when you use it. 6D isn't good as a reversal, its invulnerability starts too late and 4D is better in every way. 2D is also another way to get out of pressure due to its frame 1 low invulnerability, however, as it most likely will not hit the opponent, it is fairly dangerous. Fenrir (632146D) works well as a metered reversal, as it has frame 1 super auto guard which lasts for 10 frames, meaning it can't thrown out of, or safe jumped (I think? kinda like Mu's DP right?) but regardless is a good reversal. However, the hit box isn't great, but it does do its job well. Counter Assault is also another strong option, although not as good as before, it does have good horizontal range, as it has her d.5B animation. She can also use her Astral, as it is a counter astral with frames 1-7 fully invulnerable, and it catches attacks from frames 8-55. It also looks bad ass, so much better than her old one IMO, though not as practical. Her back dash is okay, as it is pretty fast, but it doesn't cover a ton a range, so its not the greatest for getting out of stuff. The option is still there though. 5. Check out http://www.dustloop.com/forums/showthread.php?17612-CP-Noel-Vermillion-Combo-Thread-%28Work-In-Progress%29 for her BnB's and combos in general.
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Kitchener Waterloo(Ontario, Canada) thread!
Adsfzxczxc replied to uberdeluxe's topic in International
P4 is easy mode just get Metatron and give it all ignore elements, all invigorates and megadolan. Alternatively you can go get yoshitsune and Hassou Tobi your way to victory. All jokes aside, I'm down to play any day. Though I'm pretty scrub at it. -
If I'm reading this correctly, Tagers 5A and 2A got nerfed to Very Short starters? That's quite the interesting nerf.
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Something like that, but I don't really remember. @Pochp I was checking out your wiki combo videos, and it seems like some of them have been misplaced (as in the videos are not the same as the description/title of the video) [47] and [48] are switched, as the video titles are the same as the combo you linked it to, but the footage itself is swapped [56] has a 2 minute clip of you doing some air throw combos
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By building a laser fortress. If your looking for combos though, visit http://www.dustloop.com/wiki/index.php?title=Mu-12_(BBCP)#Combos since pochp just updated it or the combo thread. Actually, just read the entire wiki page cause it has basically everything you need to start with, like how to play neutral and defense and stuff. The only thing it doesn't really have is oki options. You could also go look at some JP Mu players like Keba and see how they play. Oh and to win EVO, go stalk Nemesis cause he got 2nd at EVO last year with this character.
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Kitchener Waterloo(Ontario, Canada) thread!
Adsfzxczxc replied to uberdeluxe's topic in International
Jin pls, 6a nerfed hard to -8, block low all day. -
http://www.famitsu.com/matome/bbcp/tyousei.html More detailed Noel changes with frame data (translated by SoWL) Noel: - Backdash's duration increased from 18 to 22 frames. The invuls now last longer by 2 frames (from 1 to 7). - 5C no longer has projectile guard point on the arm. - Counter Assault has its hitbox improved. - Crush Trigger can be performed during Chain Revolver. Now ground-bounces on hit. Follow-up time decreased from 21 to 12 frames. - Drive 6C doesn't fly too far, hitting with all hits more reliably. - Silencer C has its hitstop increased from 0 to 6 frames. - Default Muzzle Flitter damage is increased from 1500 to 1600 (P1 proration increased from 70% to 80%, minimal damage decreased from 1500 to 1000). - Fenrir's first hit sets the opponent on the ground, hitting with all hits more reliably.
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I'm basically free every day after 5pm EST.
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That sounds interesting, I'd be down to do that.