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archling

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Everything posted by archling

  1. lol, poor k2. I like single elimination, teams, 3/5 rounds per match, and 1 match wins!
  2. I was having trouble hitting 6C BC 6C on some thinner hitboxex like Hazama and Tao. I'm thinking you have to dash 2B for it to work?
  3. Not sure if i like doing this at mid screen. I may prefer the standard 5d 6a 6c 214a combo to get corner setups.
  4. Oh, right, I see it now. Silly me. Can you do anything after 214a?
  5. How do you hit 214a if j.d gets them bouncing?
  6. I start dashing when they drop about head height, and that works all the time for me.
  7. The guide should be updated with sj.D instead of j.D. Super jumping ensures you don't whiff.
  8. Come and feed the cabinet!!!!!!
  9. Shiiiiiiiiiiiit son, get hype! This free noel gonna pwn some scrubs!!!!!!!!!!!!!!! Die tagers die!!!!!
  10. K2, a Rachel player, laughing at me =_=.
  11. I have some match up thoughts in here: http://www.dustloop.com/forums/showpost.php?p=530370&postcount=395 I also use this variation of the drive combo after 6C and stuff as it feels more consistent. j.D 6D 5C 6B 236D
  12. If you do more than one 6C, you're cutting down your 22C reps by a lot.
  13. My point is more or less 5C sucks.
  14. Just because you mix up 2B into your 5A strings doesn't mean you have to go through with 5B 5C. Ending with 2B and waiting is more unpredictable and far safer (-2 on block, but fastest attack is 5F startup) than the options listed off of 5C. The main question is why put yourself in a position where you have to make a choice that will put you in a risky position? Especially since any of the choices that will bring a strong return are quite straightforward to stop. I'm really not a fan of riding the gattling chart just because you can. Just because the gattling chart naturally leads to 5C doesn't mean you should. You can be a whole lot more unpredictable and dangerous without doing a set string THEN making a choice. One last point is that it's actually better to make your opponent think. The only way you're getting damage is to make your opponent mess up. The more your opponent has to think means there's more of a chance he'll think wrongly and mess up.
  15. Oh yea, those options you've listed is completely possible with 5A too. So I don't see the advantage of gattling to 5C when sticking with 5A block strings is far safer (no gaps, tons of frame advantage, etc).
  16. The options you've listed, save for 2C, are all quite risky and really isn't hard to avoid. Especially when your opponent follows the most basic rule of fighting Noel, which is don't block low when you don't need to. So, what do you do when your opponent blocks the 2D (which is straightforward to do), or anti-airs the 214A (or ducks it since that's easy too), and throws you out of the sky when you jump? It's misleading the way you put it, showing how she can do a whole bunch. But are all these options really worth the risks involved?
  17. I don't like 5C in block strings. Too much commitment. I like to keep my block strings at a casual relationship.
  18. Tell your friend that Jin's 5B 5C j.B j.C j.D ice car doesn't work on Noel because she's short. You have to do 5B 5C j.B j.C land 5B ice car instead. As for you, the first step is to work on not dropping combos and to make the most of your hits. You should be hit confirming your counter hits into 3C or 5D 6C. If you want to get better, the only way is to just play better people. You'll start losing your bad habits once you get punished for them every time.
  19. Don't drop 6C anti air hits. Every 6C hit you make on an airborne enemy should lead to a combo. Also, you're eating Rachel's hits far too cheaply. Calm down. Take your time. No need to dash into pumpkin or jump into lightning rods. There's really not much else other than tightening up your game.
  20. Drive pressure is not a good idea.
  21. C moves and D moves counts as projectiles which loses to sledge. Refrain from using these within sledge range. You're also playing very unsafe and taking unnecessary risks with out of combo 3Cs. A few times is OK to remind them that you have that option, but the move is generally really punishable, so you really shouldn't do it out of combo without RC. Also, take advantage of mashing 5A more. First step you should take though, is to really get your combos down, especially the ones that end in knockdown (bloom trigger knocks down). That lets you control the flow of the match and maintain pressure. Once you get your combos down, your risk taking will actually have some merits. Second thing to work on is your defense. You're eating hits far too cheaply. I didn't see any setups or pressure on you that would force you to make a mistake. You just ate everything, lawl. Knowing when to attack and how to defend is a big deal, but that should come with experience.
  22. If you're mid screen, 22B before the C pushes the opponent back, so it's tricker to land the dash in 6C after multiple 22Bs. At the nominal 22C range though, 22BC should work on everybody.
  23. 3C 22C hits in corner.. You might be too close with the 3C if you're finding the 22C whiffing. 22C whiffs on some other opponents too when you're too close.
  24. It works all the time =)
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