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legacy49i

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Everything posted by legacy49i

  1. Ok. vs Kagura: No Muzzle Flitter at :30. Not a huge deal. I probably wouldn't have reacted quick enough in that instance, but you'd have got a lot more damage if you had. :54 - No punish on the whiffed DP. ANYTHING would've been better than an A poke. The rest of that round was a little sloppy, but I'm no pro myself so I don't have much to say. 1:54 - You SHOULD'VE comboed into Muzzle Flitter. Not sure if it works on Kagura, but in the corner you can 4D - 6C - MF. And your Heat was close enough anyway that you could've 5C - 6C- BT - RC - MF if it doesn't work on Kagura. You just gave up about 3k of damage. 2:08 - Fewer A pokes. He was crouching hitstun. You can 3C combo instead of Chamber Shot and you could've got around 3k on a full combo. 2:26 - Blue Beat. Gotta have tighter links. Just got lucky there. vs Hakumen: 3:06 - Could've added a 5C before the Chamber Shot for a little more damage 3:24 - Different Chain Revolver links could've put him in the corner for a longer combo. After the 6D: 6B - 5C - BT - slight pause - 5B - 5C - sj.C - j.D - etc, etc. 3:28 - Overdrive? Why? And you had crouching hitstun again and didn't 3C. 3:53 - Air throw combo. You dropped it. If you're about to win, better to be safe than sorry. 2B - 6C is an easier link. Also, you had Heat for an immediate Fenrir, which would've given you an unburstable win. 4:15 - This is a side tip. If your opponent has no visible health (like Hakumen here), depending on how smart your opponent is, you can just throw out a random full screen Fenrir and let the chip damage finish them off. It's definitely NOT SAFE in many instances, but if you know your opponent won't barrier block it, or if it's not possible for them to retaliate (Tager with no Spark Bolt, etc.) it's worth a shot. Take that tip with a grain of salt... 4:48 - Again, add that 5C before Chamber Shot. 4:59 - Again, crouching hitstun. And a misplaced Fenrir... 5:05 - Super jump to not get hit by Haku's DD. At full charge it's unblockable. A forward jump would've given you a CH j.D and a match changing 5k-ish combo, or forced him to waste a burst. 5:39 - Crouching hitstun... 5:45 - Dropped combo (w/Blue Beat). Just gotta work on your technique some more. 5:55 - Same as above (minus the Blue Beat). 6:02 - Wasted Burst/OD. WTF was that, anyway??? 6:12 - Short combo. You had FULL METER, his Burst was locked out. You could've added Fenrir in there just about anywhere and won the match right then. I'll look at the other matches later. I gotta get some sleep.
  2. I just spent the last hour and a half getting my ass reamed by Kokonoe, and what you say is true. Once you get hit, she'll use that gravity thingy to push you into the corner, then your ass is fucked! It literally puts you in an impossible situation. There's no way you're gonna dodge a fireball, and an electrical pillar, AND mix-up. If you have no Heat for a Counter Assault or a Burst, your ass is toast. And even if you DO have the Heat, Noel's Counter Assault sucks and it's just a crap shoot if it'll actually get Kokonoe off you. And it's IMPOSSIBLE to not get hit by that black hole move. You can't neutral tech and jump, you can't roll backwards (obviously, cuz you're in the corner), you can't roll forward because you won't pass through Kokonoe's body, you can't just lay there because the black hole will last longer than you can lay, and you can't wake-up super. You see the super flash, then you just get caught anyway, and now you're out 50 Heat. I spent all those losses trying to learn from my mistakes and trying to figure out holes and ways to break out. The only thing I learned is that there are no holes or ways to break out. You have just as much a chance as a chicken at the Tyson factory. Any why does she even have meters for her moves when they're never empty?!?!?! The only way you're ever gonna win is with a Perfect, because 1 mistake and you might as well just put your controller down. How did this even make it to the final game? I can't even begin to explain how broken she is! I used to think Arakune was bad, but at least he had to build a meter before he broke!
  3. I watched a little bit. From what I saw, you aren't optimizing for damage, and you aren't using combos that kill, when you clearly have the resources to end the round. I think you need to read the situation better. Such as when opponent has crouching hitstun and you can get better damage with 3C, or when you should cut combo short with Fenrir to end the match, etc. I could make specific points if you'd like.
  4. A ground Fenrir makes it so EVERY bullet hits on the way up, and the opponent doesn't do that "hopping" motion. This will conceivably lift the opponent higher in the air than if you hit them at a higher altitude and they "hop" on the way up. Also, I find that this undesirable "hop" can cause Nemesis Stabilizer to whiff entirely. It's happened to me multiple times, and it's infuriating! You lose, what, 800 damage? and give your opponent a free Counter Hit because of shitty game code. And on the Muzzle Flitter change: Does the damage actually scale, or is it just 1600 1st hit / 1000 all other hits?
  5. Anyone who's interested can add me on PSN: legacy49i If I'm online, I'm always up for a match!
  6. I'm down. However, I work 2nd shift. I play at 1AM Central. Unless it's the weekend. Then I'm more flexible.
  7. This isn't even possible. Muzzle Flitter will down an opponent, which means for the rest of the combo you can't use Muzzle Flitter again. If you hit a downed opponent with Fenrir they will float instead of stand. ANY attack on a downed opponent will float them. (Edit: Except Silencer B) And even if it WAS possible, you're looking at a little less than 4k for 100 meter. Assuming full damage on Muzzle Flitter of 1500 twice (That's 3000), the starting 5C would add a few hundred and so would the barrel hit on Fenrir. You'd be better off doing 5C (CH) -> Muzzle Flitter -> Fenrir for only 50 Heat. EDIT: Some Numbers: 5C (CH) - > MF -> Fenrir (1st Hit) = 2474 Damage So if MF could be used a 2nd time, at full damage, you're looking at 3974 Damage at a cost of 100 Heat. If you let Fenrir run its course, and do 5C (CH) -> MF -> Fenrir, you get 4842 Damage at a cost of 50 Heat. So I think we can all see what the better choice is. Also, as it is in CP1, if you do 5C (CH) -> Muzzle Flitter -> 5B -> 5C -> sj.C - > j.D -> d.6C -> d.2D -> d.6B -> Silencer C -> dash cancel -> 6C -> 6B -> 6D -> d.6B -> d.5C -> d.6B -> Fenrir, you get 6536 Damage. So it's easy to see how an incomplete combo would deal 5k, and so I don't see what all the fuss is about. She's already doing this in CP1!
  8. I'm not sure what to do with this bit of information...
  9. Sure, sure, but this is exactly what I'm talking about. Unfounded complaints. It's not any different than when people call Tager OP because of 360/720. I think that any Noel player knows that using Drive is very much a risk/reward gamble. Although, in CP, it's less so. It used to be that 4D -> 4k, however, if that 4D missed its mark, you were probably gonna lose 4k. And it's that last half that everyone conveniently forgets. Not only that, all of those "d-mash" gripes aren't even legit. I mean, how many times does Noel actually press D in any given combo? Not any more than, say, Ragna does in any of his combos.
  10. Who's this guy validating my claim?
  11. So get this: I was playing against this Kagura. Which in itself is just a shit bomb. But anyway, I lost 4 or 5 matches and spent the time sizing the guy up, looking for any patterns or holes. Then I beat him clean 2, rounds in a row, and he messaged "gotta love mashy noels" and then left. WTF is wrong with our community? When I play mirror matches (which are a joke, btw), I almost always get "ggs". I 100% believe that Noel players are a more civilized breed. I've never once met an elite asshole Noel main. Not saying that they don't exist, but I've never seen one.
  12. Isn't that the same thing as saying it's unbalanced? Aside from the new characters having unnaturally high damage output, some of the new moves/altered moves for the old characters are just stupid. I already expressed my hatred for Bang's new DDs, but stuff like Ragna losing dash cancels on 5D and 6C is incredibly dumb. Ok, so more on this patch that's coming. Is CP going to get multiple patches, like Continuum Shift, or is this like a one-time deal?
  13. So basically you're telling me that Noel has absolutely NO way to not get hit in the air, unless by some stupid coincidence she's mid-Revolver Blast? Although that info about it requiring 4 seals is super helpful. At least now I know when it can be expected. I used to just be super paranoid anytime Bang had 50 Heat. And can anybody tell me why Bang gets new distortions with each game revision? Do the developers have major wood for Bang? Also, they seem to love Hazama, too. And speaking of Hazama, HIS new super is weird as shit. The move starts BEFORE the super flash, so I never know it's happening until after it's happened. :| While I'm talking about all this, the balance of CP seems to be all over the place. Am I the only one who thinks this version needs a LOT of work??? I think that Arcsys is changing things for the sake of changing them, and not because it's improving balance or gameplay.
  14. You know, the whole CH 5C -> Muzzle Flitter thing, I was reading some people bitching about how it's too good on another site. I barely have enough mental capacity to understand that it was a CH to make the link. Plus, I've been conditioned to go CH 5C -> 3C for some time now, and old habits die hard. On top of that, I rarely come out with a raw 5C. 5C doesn't have much more range than 5B and 5B is much faster. Also, I wish they'd alter Noel's 2D so ALL of the cast would bounce correctly on air hits. And bring back her old Counter Assault. You know what else sucks? They should give her an extra Distortion. Seems everyone gets them but the characters I use (Noel, Ragna, Tager). It should be 360D, then you teleport behind the opponent will full invincibility, command throw for 7k. By the way, I fucking HATE Bang's gay ass new Distortions that teleport and throw. How in the fuck are you supposed to not get hit???
  15. I'll add you on PSN when I get home tonight. I get off of work at midnight (which would be 10PM for you) but I have to shower and stuff before I can get into any BB. I usually soak up 30 mins before I'm good. So keep an eye out for me then. I'll play every night this week so I can run into you. Do you have a headset? It'd be nice to live chat instead of type so we can get things sorted out quicker. Also, glad to hear you've been playing since CT. You looked pretty legit in your video, minus all the Noel-specific stuff, so it should be pretty easy to get you up to speed.
  16. Thank God! All the new characters are ridiculous! Seems that whenever Arcsys introduces a new character, they're incredibly unbalanced. I remember when Valk first came out and he was doing obscene damage with very few hits. And getting a solid 1.5k on Muzzle Flitter is awesome! Using Muzzle Flitter at all is highly situational, so I think having high damage isn't unreasonable. Bang has big damage on his command throw. Actually, compared to everyone else, Noel's command throw pretty much sucks, and the fact that it's now doing big damage makes it not suck for the the first time. I almost never used it up until CP, and now I use it every chance I get.
  17. So wait, there's already a CP2 coming? The Muzzle Flitter nerf is shitty. The buff we got was the only good thing Noel had going for her, and now they're taking it away??? The Fenrir buff is nice, but the lost bullets hit as it is now isn't very significant. It's just whatev if you ask me. The d.6C change. I'm not sure I fully understand it. Crush Trigger buff may cause me to actually use it (GASP!). It's pretty worthless right now. And like someone else said, I'd really like her old Counter Assault back. It was SOOOO nice breaking free from long, multi-hit distortions (Litchi, Carl, Relius, Bang...)
  18. Problem #1 - You're fighting Arakune. Problem #2 - You're FAR from maximizing damage with your combos. Take a look at some YouTube videos and see what everyone else is doing. If you want, I can spar with you sometime. Keeping in mind I play at around 1 AM Central Time, though. *Edit I'm at a real keyboard now. You failed to punish at 1:44. He was wide open, you had 50 Heat, he had no Burst. That match was over at 1:44, but you didn't take it. At 1:53 you could've used d.6C -> Muzzle Flitter OR Fenrir and finished him off, but you instead used Bloom Trigger. This was probably the least effective thing you could've done. Then at 2:03 you jumped into his Curse cloud for no reason and got yourself Cursed. This almost cost you the round, and it DID cost you a Burst. You seem to do ok within a basic framework. You can move around ok, block ok, and so on, but you don't capitalize on the opponents mistakes, and you don't really know any good combos. How long have you been playing Blazblue? Are you new to Noel, or the game as a whole? I'd love to meet online and give you some pointers, if you're a night owl like me. Or perhaps on the weekend sometime. Send me a PM if you're interested. *Edit again Also, I've played that Arakune online several times before. I've had some hard times with that guy, so don't feel too bad. Also, I hate Arakune as a character. He's not as bad as he used to be, but it's still kinda shitty.
  19. It used to be that when I caught them in crouching hit stun, I knew it was gonna be a good, high damage combo. Now when I'm in the same situation, I just think to myself, "Oh shit, I hope it actually works this time...".
  20. Well, normally I try for 5B - 5C, but the 5B won't hit 100% of the roster (Can't remember who it doesn't work on. Litchi, maybe?). If I ever question myself, I just default to 2B - 6C - 6B - stuff. It's not the best damage, but I know it'll work. While I'm typing, can anybody explain the timing on Silencer? The VAST majority of the time the Silencer comes out late and I either blue beat or whiff entirely and dash cancel into nothing. Specifically, I mean a 3C - Silencer C setup. I can't seem to get a feel for it. Seems Arcsys felt fit to make 3C - Silencer C stupidly strict for no reason. For the last 4 versions I had NO trouble, and now I screw it up ALL the time. I really miss the CS2/CSEX 3C - Silencer BBBBBBBBC - dash cancel combo... D:
  21. More importantly, after that throw in the corner, they did 2C - 5C - jump + stuff. Is 2C a better option than a 5B or a 2B?
  22. I find Arakune to be MUCH easier in CP. His Curse gauge runs out a lot faster and I haven't seen 8k+ Curse combos. In CS2 and CSEX it got to the point where I just wouldn't play Arakune players because once you were Cursed, the match became so lopsided that you might as well just set the controller on the floor and wait for the match to end.
  23. Valk? What are you talking about? :|
  24. Any amount of additional damage isn't worth it if you can't even execute the combo properly. I'd say stick to what works, unless you just have VERY poor execution. Then you just need to practice. If the damage difference is very small, which I believe someone said it was, then just do what works more often. Better to have 100% execution with 2% less damage than 75% execution with full damage. That 25% of the time will get you NO damage. ...I'm really not even sure what we're talking about. I just barely read the last few posts, and I'm typing this on a phone and I can't see the whole page....
  25. I don't recall a struggle. Back in CS1 I started to lean heavily to my subs (Tager and Ragna) in order to get by. :|
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