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legacy49i

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Everything posted by legacy49i

  1. But isn't 4D considered a projectile? If he's semi-close by holding Sledge B and you 4D while he holds still, won't everything miss? 6D has forward movement, hits low, and isn't a projectile so regardless of whether he holds Sledge B or lets it rip right away, if you 6D on reaction you'll win every time. Seems that 4D - Anything working is somewhat situational, whereas you can just mash 6D on the first sight of Sledge B and just win.
  2. That last post really belongs in the match-up section. Also, I find it better to 6D against Sledge rather than 4D. I've never caught the Hammer portion when I use 6D, but I frequently do when I use 4D.
  3. If you elevate the playing field significantly, and only pair very high level players, Noel will almost always have it tough. She really doesn't have much going for her. She isn't the fastest, doesn't have the highest damage output, doesn't have the best range, etc, etc, etc. She is incredibly average, and doesn't really have any tricks up her sleeve. At very high levels, you gotta win pretty much entirely with fundamentals. However, in the world of PSN (my world, mind you) that doesn't really matter. It's plenty easy to trip up your average PSN user. You really need to match your level of play with your opponents level of play. If you're trying to play it smart, and you're opponent is just mashing shit out, not caring about the result, you're probably gonna take a lot of hits. If you realize that your opponent isn't playing smart, and you similiarly (though in an opposite way) don't play smart, you can win very easily.
  4. That's just the same. If you're only willing to win as Noel, you'll only play against lesser opponents that never put you out of your comfort zone, and you'll never get better.
  5. Well, I can't really endorse anything that's outside of my own experience, so I can't automatically agree with you. But obviously that doesn't make you wrong. Of course it doesn't automatically make me right, either. What are we talking about again? Anyway, counter-picking isn't going to make you any better with your match-up. I say keep on losing and use that to build your knowledgebase.
  6. Hakumen isn't that bad of a match-up. I personally have more trouble with Tager. When I play against a Hakumen, a lot of times I will let him come to me, since his mobility is lacking, and use that to my advantage. Most Hakumen (Hakumens? Hakumi?) will air dash in because that's the quickest way in, and you can anti-air that shit and turn it around. Although, this was a LOT easier in CS2/CSEX when you could 4D FC that and rape. Just keep in mind that some people will become privy to this, and do stuff like air dash in to Drive and counter your anti-air. So as I always say, you've got to stay unpredictable.
  7. Starting with 5B instead of 5C doesn't hurt damage that badly, and it gives you a little more time to process your combo, and 5B is one of Noel's safest moves. 5B will link to lows, her overhead, and is jump cancelable.
  8. Re-read my last post. I editted it again, and you must have missed it. And as far as damage scaling, you'll get NO damage (other than a single 5C) if you can't get a legit combo, so let the thought of that 5C CH escape your brain forever and focus on reality of this situation. 5C is good, but I'd say turn off CH in training mode and train on combos that DON'T start with 5C. Also, do I sound like a dick? I'm not trying to sound harsh, but it kinda looks like I am... :/
  9. 5C - 6B will only combo on a Counter Hit. So in most cases, this combo is not legit after the first hit. Basically, not a combo at all. Just remove the 5C from the beginning. Also, exchange the jump cancel at the end with either Bloom Trigger or Chamber Shot and your combo is totally legit. Edit - And remove that 5C from the middle of the combo, too!! Edit Again - I misread your post. Here's what you do after the Muzzle Flitter: 2B - 6C - 6B - 6D - d.6B - d.5C - d.6B - Bloom Trigger or Chamber Shot or Fenrir That's really your best bet. I mean, you can do a lot of other things, but I think that'll get you the best damage.
  10. 5C CH is the best thing you can ever get, but I find that it's difficult to read. As in, my brain can't register normal vs counter fast enough on most occasions. I find that A pokes and 5B to be your best safe bet. Yeah, the range on her 5B is kinda shitty, but it has a lot of flexibility and easy gattlings give your brain time to process your next moves. You can profit decently on Drive starters, but they require a commitment, and a good read on your opponent. I wouldn't say to NEVER use Drive starters, as I use them myself (probably more than I should), but you need to mix things up so your opponent has to keep guessing. Oh, and you can't poke with 5D either. And you're welcome!
  11. Try using ANY of her normals instead of a Drive starter. 5A, 2B, 5B, 2B, 5C, 6A are all good. I generally don't start with a 2C or 3C and 6B or 6C are more situational. Also, I think you have rose-colored glasses, cuz 5D wasn't THAT good. 4D was always better. Also, you see a lot of Noels use j.C because it's good. It's got a good sized hitbox and it's good for pressure and starting combos.
  12. Your notion of "combo chunks" is entirely correct. Unfortunately, I'm typing this on a cell phone, so I can't add a lot of info, but your brain is definitely in the right place. If you ever want to meet online, I can give you some pointers. Sent from my RM-893_nam_att_206 using Tapatalk
  13. Yeah, this is pretty bad, because it's more likely to not work than work. Why would anybody do a backwards roll in the corner?
  14. There's more that will combo into 5D, although they require you to either already be mid-combo, a Counter Hit, or Overdrive. If you got a Counter Hit, going to 5D isn't your best bet. All that being said: 6B, like Sashi said. Also, NONE of her Drive starters will combo from a normal, outside of the previously mentioned criteria. Actually, I take some of that back. I believe it's possible to 6A - 6C - 5D, but that's FAR from optimal. Oh yeah, and 2D works after the 2nd hit of 6C. Actually, now that I think about it, there's more situational Drive links than I thought. I'm sure you can also do 6A - 6C - 4D in the corner. But the one thing all these have in common is that they require a float hit. You'll only get a Drive starter to link on the ground with 6B, CH, or OD.
  15. However, the move neither suppresses the sound nor the flash associated with the gunshots. So it is still incorrect.
  16. So I noticed something odd that isn't useful in the slightest due to SMP. If you use Silencer C repeatedly in a combo (Blue Beat, mind you...) the damage never goes down. i.e. Set the training dummy to never tech, and then do 3C - 22C - 22C - 22C - 22C - 22C, etc, etc, etc. I've tried other moves, and as far as I can tell, it's the only move that does that. Well, that's not entirely true. The 2nd time you do it, the damage goes down, but every time after that it stays the same. Also, since when is it called "Flash Suppressor"? I was doing the Challenges and the instructions said "Flash Suppressor" and I was like WTF is that? That was a pointless name change.
  17. There are many combo starters outside of 6A. Depends on your location, resources, and situation. 4D is still usable as a reversal, though not in the same ways as previous versions. With Heat, you can do something like a basic 5B - 5C - Chamber Shot - RC - give chase and finish the combo for some good damage. Also, her Drive pressure is better than it used to be, although still considered unsafe. Also, her overhead goes into Drive now instead of 3C, and if you have the Heat or a corner you can get boss damage with Muzzle Flitter. I don't feel her approach is any different than it used to be. The only difference is what starters go into what combos, because old starters (like 6B) will go into new combos.
  18. I thought the point of the 22B SMP was to force their tech window open so if they lay still for even a split second after the combo ends you can reset them into a new combo.
  19. Faster taunt - Is this even an issue? Does anybody even taunt at all during a tournament? There's no real reason to ever do it. Except back when Tao had that taunt loop, because her taunt is also an "attack". As for Noel's double Astral, it's pretty much the best thing ever, except that it doesn't combo quite the same.
  20. 3 - Pretty sure he mean Chain Revolver.
  21. So I bought the Limited Edition, and the soundtrack is messed up. Let me explain: If you put the disc in a regular CD player, it reads as a single, 73 minute long track of nothing. If I put the disc in my computer, it reads as a data disc with all the music as .wav files, and a single .txt file. Did this happen to anyone else???
  22. So I got the NOL Uniform DLC and I quickly realized that not all of Noel's old CR to Astral links works. Used to be that Astral after d.6B on a floating opponent was a sure thing. Now, sometimes it works, sometimes it doesn't. I'm sure I'll figure out what it is that makes it work or not work, but does anyone know of any NEW Astral combos?
  23. I think I must be fighting bad Rachels. I've been pondering this since my last post. Also, if you're both at neutral and you 3C George, you won't lose any momentum that you never had in the first place. I'm talking about if you're pressuring Rachel, and George just casually walks up, you're done. Also, what about Chamber Shot? I'd imagine that would one shot George. And I seem to have forgotten that hitting Rachel will dispel George. In a match, if I'm close to Rachel, I'll try to hit her to get rid of George. The only time I go straight to George is when there's a wide space. If I play a Rachel online anytime soon, I'll post a video or something.
  24. I can honestly say that I've NEVER been punished for 3Cing George. Obviously, I never do it unless Rachel is far enough away to not get me before I recover. If Rachel is close by, I usually just jump around to avoid him. Though I didn't know that one 2C would also kill him. Also, "JUST to kill George?" I can't be letting him wander around. He's gotta go, and asap. If you forget that he's there for even a minute, you can either give Rachel a free combo, or lose ALL your momentum.
  25. All 3 of those opponents are totally different. Dodging arcing lobelia, pumpkin, George, and lightning rods (Rachel) is different than dodging summoned swords (Nu) or pre-set turrets (Mu). In some cases, the hazards are in plain site. You just gotta read your opponent and decide when they'll become a problem and how big of a problem. George is a BIG problem. I will 3C to kill at first chance. Other stuff, like Nu's swords, will come out of nowhere, so you gotta stay unpredicable. If you're always jumping in or air-dashing in, they'll always aim high. So change it up. Whiffed swords give you a chance to get in. Also, Rachel and Mu will use zoning to hold you down until they can get in close for the real damage. A character like Nu will try to stay away more because they can get damage even from far away. You really need to stay close to Nu if you want to win.
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