kuma
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Everything posted by kuma
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Yeah, it's known. It's probably most useful in starting a haida loop off of a 214a on characters that aren't fat.
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I'm still not an expert on this matchup, but one thing that I've noticed playing Noel-Noel matches is that D spamming Noels tend to go on a linear path to you and then hover around your location. You can take a bit of advantage from this by double jumping straight upward, letting Noel get below you, and then attacking her from above. Because D tracks, while you're above her she'll be moving back and forth directly below you, and since she's crossing you up it'll be harder for her to do things like DP.
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I take it you mean jump cancelling the 5C in the chain revolver at the end? I do it a couple frames after the 5C hits. If you're still having trouble, try holding 9 from the instant after you input the 5C. Don't try to input other commands, just input 9. At the point when Noel is free to jump, she will. That should give you a visual indication of the correct timing.
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Sorry, ignore my advice. I was just thinking of the regular 2B 6C motion, rather than 662B 6C. Using the dash up first, it is a lot better to use 663B. My mistake, I should have read better.
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Are you playing on a stick or a pad? If you're on a pad, I can't really give you any advice, but if you're on a stick, I would advise learning it the right way. There is plenty of time to let the stick go to neutral before entering the 6C, so you shouldn't need to do a down-up-right motion. The input should be down, then let go of the pressure on the stick for a couple of frames, then go straight to the right. The advantage of this is that you never make anything remotely resembling a 236 motion, so once you get the hang of it, it'll be impossible for you to accidentally do an Optic Barrel. It should also be impossible for you to get 3C, because you'll never pass through 3. There's actually plenty of time to enter the 6C, especially if you delay it. I find that it's almost always easier to haida off a delayed 6C, but even if you don't delay you should have enough time.
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Fairly certain that the match is slightly in Noel's favor (5.5 or 6.0). It can be a really tough match until you get the hang of it, though. Tager can capitalize on your mistakes for huge amounts of damage, and you have to be really careful if you're magnetized.
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In this specific case, 5A before hit is better than block and punish, since it doesn't give them the opportunity to 28D. Never even considered air throw. I'll have to try it.
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It was probably intentional, since they designed it so that it can be RCed. It's not as useful as it seems, though. You can combo off of it, but because of the proration of the super, you'll start your combo at about 75% (if you hit with all the projectiles except the last), so you can only do slightly more damage than just comboing a second super after your first. In this case, they didn't RC, but were hit out of the super after the first projectile had hit and put you in stagger. However, the combo was black beat, so you could have teched out of it before they hit you with the 6A.
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That's a pretty big if. While I did learn some things about using Optic Barrel on opponents that are already in some kind of stun from that video, my fundamental opinion of the move hasn't changed. Every single time that Optic Barrel A was used for pressure, the Rachel player could have punished Noel with a 5B, 6B, or even 3C. I haven't met an opponent yet that hasn't punished me for 2C (blocked) -> 236A every time I've tried it.
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Being a Bridget player in GG, I tried Carl first, and went away unfulfilled. He was interesting, but not fun. Played some Litchi and Bang, and I liked both of them, but neither enough to want to main them. Then I played as Noel and everything just seemed to click. I have a lot of fun doing rushdown (if Aba had come into the series earlier, I might have played her more), so Noel seemed perfect.
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Noel can't, although Hakumen can, since he can cut projectiles.
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I have a feeling that you are executing the air D slightly too late. You have at most a couple of frames in which to pull it off. There are actually frames in the air where it's too late, and where you'll execute an on the ground attack instead. Try only doing the cancel part without doing a followup move. You should see Noel unload her guns when she hits the ground. If you can't do that consistently, the problem is probably that the timing is off, otherwise, it is just a problem of getting the button combo in, like you say. I've found that it's significantly easier to execute the j.D cancel if you do it after hitting the opponent with a j.C. I'm betting that the j.C attack slows her descent, and makes it so that there are more frames in which the j.D will cancel from recovery.
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Quick note here. If you're expecting it, you can use either Noel's j.C or air 236C to beat it. I often find this is more effective than just trying to avoid it.
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Anyone been playing against Baiken at all? Danzai is really great against her, and good jump canceling can nullify one or two of her counters, but I'm still having a bit of trouble with her in general. Anyone have any strategies that have been helping them out?
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Thanks, that's really useful information. I think I can at least understand how to get in at him now. Just out of curiosity, are there any aerial moves that can get past Venom's 6H, or at least clash with it?
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I really doubt it will, but I'll try it. I haven't been using FB slide much because it usually results in massive failure (e.g. the opponent throwing me immediately when I finish, or using a counter-hit on my keygrab afterwards). I don't really have trouble getting into Moroha, since he almost always IADs back right away, giving me a chance to bloodpack, but then the balls start coming, and he's on the other side of the screen. Jumping in means I either attack or block. If I attack, he counters it and runs, if I block he does a string of moves then runs while I'm getting out of my block. If I come in on the ground I can get close to him, but I can't actually get to him. For example, I've tried Danzai, but by that time I've been hit by a ball, so my armor is gone, and he can ping me and run. I'm not close enough to do low dust, and if I use 2H he counters and knocks me out of it. All I can think of is FB Danzai, but he knows the timing and backdashes, and starts setting up again.
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Hey. I am a scrub who is trying to pick up A.B.A. I'm doing fairly okay, except that I have a friend that plays Venom sometimes, and plays him super defensively. He basically sets up balls and sends them off at different speeds until I come near him, then attacks me with an overhead or 2D, runs away to the other side of the screen, and starts over. I don't have any trouble getting to him with other characters (Bridget, Faust, Ky, a few others), but with A.B.A. I'm pretty much lost as to what to do. Any advice?