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legacy49i

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Everything posted by legacy49i

  1. Ok, I know what Option Select means, but how are you gonna do that on a CR string with Spring Raid or Assault Through? Not with ID. Ragna doesn't have any move that will outright beat Spring Raid. You can just A mash to beat Assault Through, though. Also, I don't see how you can just react to Spring Raid. Unless you have a reaction time of less than 0.13 seconds. Assault Through gives you plenty of time, though.
  2. OH SHIT!!! YOU DIDN'T GET CAUGHT!!! That's awesome! Now if they'd just remove Kokonoe's invul, or at least shorten it, then it'd be all good. That's the best thing I've seen all day.
  3. d.6B has a long startup, and that's why you get poked. 4D and 6D also have long startups and no invul to low hits. You could always keep Drive pressure with faster hits, although the faster hits are mids and won't grant you any mixup. You could try d.5B with A Drives and then end with Bloom Trigger for a large pushback and reset to neutral. Your d.6B and 6D are where your risk/reward lie. You just need to decide when you think your opponent will get hit by it. If you keep getting poked out of Drive, you need to re-train your opponent. Maybe a slight delay -> Spring Raid (While holding 50 Heat to be safe). If you can beat their pokes, they'll learn to quit A mashing (If they're smart).
  4. Delayed ID won't help against Spring Raid or Assault Through, though. Assault Through will pass through ID, and I believe Spring Raid will clash with ID. I don't think there's a 100% safe place to DP, unless your opponent is super predictable, or you have such a good eye that you can tell the difference between 4D, 6D, d.6B on their start-up frames and react fast enough.
  5. Noel main (Shitty Ragna sub) here dropping some advice. Noel 4D loses to lows. 2A or 2B is your best option (Like FenrirHades said). Blood Scythe will beat 4D. A close range Blood Scythe vs Noel 2D will cause both parties to cross-up and whiff. Noel is body invul on 4D and 6D. 4D is Fatal Counter and 6D hits low. Both are bad news. Your best bet is to go low, since Noel's 2D will no longer beat lows. Used to be that Noel 2D would cleanly beat a 2A or 2B, but now it arcs so high that it will whiff entirely and make her look stupid. Also, mashing DP to break Drive pressure isn't really safe anymore. Noel's 4D will easily beat most DPs in the game.
  6. Anothing tip regarding Noel 6D: Something I've noticed, is 6D will work in 2 common scenarios: If Azrael wake-up DP (Whatever that move is where he creates that aura), then a well-timed 6D will beat that. Also, if we wake-up backdashes or forward dashes, some things can happen. The forward movement of 6D will cause 6D to catch the backdash on recovery. In the event that he tries to cross-up, the 6D will whiff, but the 2nd Drive move (I usually go d.6B) will land. I'm sort of picking this off the top of my head. I'm not 100% on these, but I feel like that's what happens when I'm playing against Azrael. I suppose you should take these with a grain of salt until someone can validate how useful or true these are. I guess what I'm trying to say is that even though 4D is really good, 6D is also good in other situations.
  7. I'm not sure if this has ever been discussed before, but I noticed it in Training Mode, so I'm gonna lay it down here: If you down an opponent via Muzzle Flitter or an air throw, then delay a split second, then 6D, you will cross-under on neutral tech. The combo potential of this isn't super awesome, and it doesn't do anything for you on either forward or backward roll, but I found it kinda interesting. Also, if you do Muzzle Flitter on Tager, omit the delay and just 6D immediately due to the height difference. Actually, now that I think about it, if you've got someone who just like to lay there, that delay + 6D will probably give you that reset for free. I was gonna take a video, but it's kinda a pain in the ass to set it up. But suffice it to say, you can cross-under on the 6D, then 6B and you'll catch them with an overhead, then just go into your favorite combo.
  8. That last video was terrible...
  9. It doesn't work. I think timing makes it impossible, but it doesn't matter, because the initial gun barrel hit creates a larger gap between you and you opponent. There's now too much space for the 2nd Fenrir to hit.
  10. Most characters are "just better" than Noel. It's the sad truth.
  11. I'm not sure if you guys are aware, but if you're in Overdrive, and you do CH 5C - Muzzle Flitter - Fenrir, that alone will get you about 6.5k.
  12. What is this bonus proration you speak of?
  13. Mash 4D? I feel that Ragna is probably my easiest matchup. Don't know if it's because he's so common online, or what. I'm usually a pretty aggressive player. That being said, maybe you should play more aggressively, and try for more reversals and such, rather than playing safe all the time. I'm not 100% sure what to tell you, because depending on their level of skill, Ragnas have a pretty wide range. Everything from: Just block wake-up DP and punish, to: He's just gonna beat the shitballs out of you no matter what, so go find another opponent.
  14. Oh HELL yeah! That was the best! I was SOOOO happy when they finally gave Noel a legit dash cancel so that would work, instead of that stupid microdash for combos. I wish they wouldn't have changed her old Silencer related bits at all. I was pretty happy with how it all worked back in CSEX.
  15. They added more hitstop on 22C, right? If you ask me, it doesn't really change anything. I input everything the same as I did in 1.0, and everything still works (most of the time...). The only difference is that now it feels weird because now there's a slight delay that wasn't there before. If they wanted to improve 22C, they should've added more untechable frames to 3C or made it more lenient to buffer the 22C off of a 3C. The problem isn't the dash cancel; It's the 3C - 22C link. As it is now, you have to be VERY deliberate on the 22C or nothing happens. You'd better press down EXACTLY twice and it better be EXACTLY after the active frames of 3C or the game will tell you to go fuck yourself. Used to be that you could just kinda mash down and C while she was doing 3C and it would come out everytime.
  16. @Arcus - Fighting games don't come naturally to me, either. I just have a lot of BB experience. If you dropped me into another fighting game, I'd probably suck major ass. @GreeniX - As soon as I get the F out of work, I'll be on getting up to date! I can't believe I missed it! I guess I need to pay more attention! Edit: Dammit! I'm like 17 points shy of 8k!!! I'm trying to figure something out myself, and I'm so close I can taste it... Edit Again: WHY THE FUCK CAN'T I COPY PASTE?!?!?!?!?!?! Here's the EASY way to beat Challenge 30: http://youtu.be/6bJXWnaqIbU
  17. Am I missing something here? Is the 1.1 patch already out and I'm not at home playing it???
  18. If I were to guess, I'd say it would require: -5C CH - Muzzle Flitter -Corner -Crush Trigger -Overdrive -Fenrir Finisher Although I don't know how CT works in 1.1. I'm just assuming that you need pretty much ALL your resources, and a very favorable setup to do it. Edit: Actually, aren't there high damaging combos off of unrealistic setups, like getting a raw Counter Hit on the rocket finisher of Thor in the corner?
  19. Should end with Chamber Shot instead of Spring Raid. It's usually the better option.
  20. No, it's just a matter of Arakune being broken. Though not as bad as say, Kokonoe. If a character has something that just flat out can't be dodged or beat then there's something wrong. If Arakune puts you in the corner, you don't have any options, other than burning Heat or Bursting VERY early, and if you don't have any, tough shit! Like I said, if he wasn't getting full curse on a single blockstring or combo, then it would be different. It's very strange to me that Arakune basically can't do anything except try to build his Curse meter, but once he does, he is unstoppable. There's too big of a gap in his abilities, and the gap is too easy to cross.
  21. So I changed my mind. Arakune is still an asshole. So his meter takes a few hits to fill, but what's the point if it always fills in a single combo/blockstring? His whole Curse is broken as fuck. The problem is that if you're in the corner, you can't do anything about it, and if you're across the screen, you'll never close the gap without at LEAST catching the cloud. They should've made it so that Barrier prevents Curse, so you could at least trade Barrier for Curse. I'd rather dump my whole Barrier in a block string and have a chance to get out rather than just take it up the ass! And/Or the Curse gauge should start to fall a few seconds after a Curse hit, so that Arakune has to more actively pursue full Curse, rather than just pecking safety for a while until he has the "invincibility" of the bugs to let him in.
  22. Actually, I just compared 6D and 4D. 4D is invul on the 1st frame. Frame 1 to 26 vs 7 to 26 on 6D. 4D also has more active frames: 7 vs 2. So, on paper 4D is better in all regards, until you factor in Hammer. 4D won't beat Hammer, but 6D will. 56 Frames for raw Sledge B 62 Frames to Hammer 42 to Spring Raid Depending on how quickly you can react to a Sledge (14 Frames), it's possible for Tager to not Hammer, then block the Spring Raid. 6D can never be blocked because active frames occur before Sledge B recovery, 6D will beat Hammer, and Sledge whiffs on 6D and can't be Rapid Cancelled. Also, keep in mind what came before Sledge. 5D will put you in 22 frames of block stun, which would soak up enough frames to make Spring Raid blockable on a no-Hammer situation. Edit: You know, I don't think that 6D actually beats Hammer. However, 6D will always come out first, so Hammer active frames will never happen.
  23. Well, what I'm getting out of it is - Spring Raid beats Hammer. But I'm saying, why let it get that far? So I'm looking at the frame data for 6D. Hopefully someone here can read it better than me, but this is what I see: 25 frame start-up, 2 active frames, 14+24 frames of recovery (I assume the +24 is the reload animation). A total of 65 frames for the whole, unchained move. It also says that invul is frames 7 to 26. Now, that means from frame 7 until the attack lands, she's covered. So the only possible way for Sledge to beat 6D is for it to hit in the first 6 frames. Sledge B has at least a 35 frame start-up. This means you have a 28 frame advantage with 6D, which equates to almost a half second. You only have a 6 frame window of being able to get hit (1/10th of a second), so unless you are very poor at recognizing a Sledge B, you will never lose with 6D. I was gonna do the math on the Hammer follow-up, but I'm pretty certain that 6D's active frames will always fall before the active frames of Hammer if the Sledge portion meets your invul frames. Edit - I'm sure you could quantify 4D's use against Sledge B and show it to be legit, but like I said earlier, then you have to rely on a follow-up.
  24. 4D doesn't actually beat Sledge. It just causes both to whiff. Well, that's not entirely true. If your 4D active frames land on his recovery frames, you'll win. Unless he Hammers. Both 4D and Sledge have follow-ups, so you're relying on your follow-up to beat his. 6D will actually beat Sledge. Here's what I've learned regarding Sledge: Sledge A comes out immediately. If you're in a block string and see Sledge A, just stay cool. Sledge B has a delay, regardless of whether or not they hold it. If you see Tager take a Sledge stance, and it doesn't IMMEDIATELY come out, then just start mashing 6D. If he didn't hold, his Sledge will meet your invincibility and you'll get a CH 6D. If he did hold, your 6D will still get a CH while he's just standing there. You're saying that 4D is a better option, but you're adding more variables. 6D can win on the first hit everytime.
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