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Everything posted by Wutai_Shinobi
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I'm in Suffolk County~ If the gatherings are close, PM me the where and when. I don't mind bringing my console and a copy of the game with me if it's needed ^^
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I think it's just as bad on Long Island. Sure I'm closer to the city than Syracuse, but there's nothing out here but rich old people, and going into the city is a traffic nightmare most of the day. The only fighting game meet-up I know of died out too T_T. The scene needs to start spreading out of the city lol Anywho~ I'm still practicing defense, myself, so to speak. Basically, I just try to get lots of experience and look for small patterns that lead to highs, lows and throws. Some characters, I find it's easier to block low and stand in certain situations. Example, block Noel low~ stand after a 2B(low) as a 6B(overhead) is likely to follow. Of course, the opponent will try not to be so predictable by changing the timing on when the 6B comes out, but blocking low is safer and less damaging. I'm basically playing the odds until I learn a bit about my opponent. Special note~ blocking on reaction isn't working for me online, but it works offline lol
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I was practicing the combo: D, d.6A, d.6C, d.C, sjc.D, d.A, D, d.6A, d.6C, 214A I find that sometimes I don't get the sjc but a regular jc and the whole shebang still works~ normal? Sometimes my sjc.D comes out late and it looks like I cross-up the opponent (as I land on the other side and continue with d.A. It doesn't combo, but does it really cross-up? Wonderfully sinister if it does. :D Lastly, the 214A ender makes for oki game. What are some good options for this situation? Like~ what are some common punishes for the different tech rolls from this position (right up close)?
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I noticed some people mention combo's involving a 2147A. What's with the 7 part? What does it do to make a combo work? An example from Mizzets sig-post: 5d 6a 6c 5c 2147a 2b 6c j.d 6d 6b 236d [3624] 5c (drive) is jump cancel canceled into 214a. **never mind~ the end part of the combo makes sense to me now lol. It's the part that registers the jump canceling of d.5C**
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lol I have a A+B+C button myself. It's pretty context sensitive. Pressing it alone of with directions make a throw. You can press it to throw escape. you can press 4ABC to barrier guard when the enemy isn't in throw range, Rapid Cancel when pressing during certain moves and lastly, mash it and one other button to burst ^_^
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Ya~ my strategy tend to be to land a D attack, on hit it's d.6A, d.6C, 214A and you know the rest~. On block I either try to back out safely with d.6B and d.236D or I go for guard break when I think my opponent won't try to mash out of the string with two d.6C's and maybe a 623D,RC or 214D. I'd be happier with myself if I knew some other attack strategies and mix ups, even at reduced damage :/
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Ok, I'm a rather scrubby Noel despite playing her since CT lol~ Is there any hope of being good with her without doing haida loop or the 623D > 6C link? No matter how long I try, or how I change my timing I'm just not getting it >.<;;
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Mash A. Doesn't work? Mash harder lol. Sometimes the A spam will happen so often and fast that it goes past the invincibility frames and hits her out of her chain. If Noel is using stuff to push you away when you block, it's because she's trying to end the string safely, so be prepared for a reset situation. Noel's d.5B (a side kick with lots of push back) is one such move, and some strings will end in an Optic Barrel which is +0 on block. Bloom Trigger drive ender is fairly safe from a distance too~ If the Noel is spamming drive moves on block that are not that, there is likely gaps to be poked thru, tho it's always safest just to block... That is, unless she's using a lot of d.6C which breaks a primer. I like to use it often if I think an opponent will sit back and block, then break someone with a drive ender~ run up to combo.
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Ah, you're right on the invincibility. I was recalling the images from the frame data~ the column of attack zone was pretty nuts hehe. But the Noel CS guide states it's true invul
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Also, Noel's 4D doesn't have invulnerability. It has a large column for it's active frames that's very tall though. But ya, block smarter, some drive stings can be poked through. 5D can be thrown early as well as 6D.
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I've read people saying the 66C isn't a very hard link but I'm having a consistent issue that I haven't been able to fix. After looking closer at what happens after I 623D, 66C, I find Noel is walking before the 6C instead of dashing, so I wind up a million miles away from the opponent. When I delay, the best I can hope for is a blue beat combo (not to mention the times I whiff 6C due to the opponent being grounded). Is there a good visual clue or something to help get the timing down?
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Awesome, thank you Mizzet, rei-Scarred and confusedxphreak! I feel silly for not seeing Mizzets sig lol, will definitely be putting some work in. That stuff should definitely be transposed here, I think ^^ I'm too newb to Noel to contribute~ but in the interest in sharing my experience thus far: 3C as said before is very unsafe on block. I'm a footsies kind of guy so I try to land it at max range, but still get punished by aggressive opponents. Less aggressive ones tend to let me go for free, which is nice considering the guard point loss they took. When drive is blocked, I like to work a 6C in there no matter what for the GP break as well~ not to mention hit confirming into MF > BnB. A habit from CT, I then try to end with BT to push away, but this hasn't been working out~ seems fairly punishable on block. Again, being a footsies guy, I noticed that 5C moves you closer a few pixels~ probably not enough to slip into a range you're comfortable in. All other moves except the D ones keep you in place, tho you may slide a few pixels forward doing any one with a forward input.
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Is there a good list of these combos somewhere? The only 3C/6B combo listed in this thread is the Haida Loop hehe. On an earlier note~ I figured out on my own that 22BC means inputting B, C quickly lol~ now I just need to practice that loop... and hit confirming during drive strings better ^^
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When people write 22BBC or 22BC in combos, I'm having trouble with the BC part. I take it to mean press B then C quickly, right? I know the C part should bounce the opponent into the air but I'm not getting it. Any help on the input? ^^;; Also, an early suggestion was use 5C, 5D~ if the C counters, the D will combo. From there I do the regular d.6A, d.6C, Muzzle Flitter, 2B, 6C (and so on~) but it blue beats at the d.C, right before Bloom Trigger under that condition. That how it normally goes? Anyone able to get it t combo, or can alter it to be safer (assuming a tech at the d.C is vulnerable with a BT coming next). Having a hard time with comboing into ground DD with the combos posted on the first page. Is everything there up to date? I'm aware it's probably all just me sucking ^^;; lol
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Since there are wonderful artists here~ So many Dustloop insignias and I haven't seen much Baiken. She's got a very nice dustloop ya know!
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Tho I stated my main was Noel earlier~ right now I'm in the exact same boat as drillkid31. I'll still keep up with Noel in the next one~ but now I have to try Makoto and hope for the best. Need to hope for a connection like I had with Baiken oh so many years ago, Love at first sight.
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The article thing was a surprise to me~ Glad to see something like this on DL. Very exciting :D I'm going to have to suggest/ask/request/beg for an article only RSS feed now. Right now hitting RSS compiles all forum posts, which is quite messy/nasty for a feed reader. I'm personally very reliant on my feed reader for keeping up with my favorite sites and would definitely like to the see the articles with this functionality ^_^
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Ok~ whereas before I could only do it on accident (and only twice ever lol) I tried a technique that lets me do the d.6B off the j.D cancel much more frequently. My only issue is not hitting it too high in the air or too late~ which should be smoothed out in training mode. What I do is input a sliding motion from D to B as I land (keep 6 held down before even the D, hehe). This is the same kind of input as you find in some Soul Calibur moves. On the PS3 pad, sliding from X to Triangle can be a little awkward tho, as I sometimes get a O input in there and throw the opponent. Anyway~ that's what seems to be working for me so far, for those that are having trouble with it like myself. ^_^
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Hold down the D in the 236D? Or should I be holding down the j.D while inputting the 236 motion?
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Sorry if this was mentioned somewhere before but~ I've been wondering if the j.D cancel still works in CS and if so, does it work the same as in CT? I watched a tutorial video on it (this one: http://www.youtube.com/watch?v=PZN9bRvw7uE), and have been practicing it, but have only managed to get it once on accident lol. If it's not doable in CS, I'll probably just forget about it, but otherwise I'd like to tack on, any tips on landing it consistently? lol
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Hitting with 5B, without CH seems to not open up any options. Doing 5b>5c>j.a>j.b>j.c>j.d seems to drop unless you're really in close, and always drops on the j.D. Maybe 5B, 5C, 2C for some wimpy damage, then follow up with a 2D? Doesn't chain but if he's trying to throw you out of an expected 3C you'll win lol. And if he starts predicting 2D, then do D or 3C~ Not a combo, but perhaps mind games count too? I'm just feeling inadequate against Tager at the moment lol I think he's better vs Noel than v is. Actually, scrap that 2C, 2D part~ as 2D is too far to follow with 28D. That is, unless you leave out 2C.
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After a connected 5B, what do you do? I know you can 5B, 5C but don't continue with 3C unless you want to get thrown hehe. only thing I can think of 5B and run all day long and hope he never gets a hit @_@
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The guy I'm mentioning was just being a jerk since he beat me quite handily the first two matches lol... >.<;;
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Inferno Divida! or rather, Volcanic Vipah! Went against someone the punished all my 3Cs with that. So~ I had to just make it look I'm going for it, fautless defense~ hope he Dividahs! so I could punish. I don't remember Sols dp being as hard to get by as Ragnas~ hmm.