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dragontamer

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Everything posted by dragontamer

  1. There was one for Noel mirror match, I dunno where the video is though :-(
  2. I know you have more experience than me in this matchup Heroic, but does that work in practice? A quick frame check shows that j.D has 17 startup frames and jumping for Noel is 4 frames... the attack comes out on frame 22. Atomic Collider comes out on frame 20. Instant Blocking a sledge puts Noel at +2 frames, so it looks like they tie in theory anyway. Just haven't used that before, thats all. Plus, if you manage to block it, Noel is completely screwed on landing. Seems too risky to me. I'd personally try a rising j.C first (which hits Tager, leaves him in blockstun for a good while, and if he backdashes, you still have enough time to try another air attack before you land because j.C has decent recovery time. It probably beats Collider as well)
  3. If you 5A them and they 360A or 720C you, you cannot tech it because its a throw counter. The safest thing to do is to jump back after a sledge, but that is beaten by a 623C. 360A breaks 5A spam in general, so you have to be careful.
  4. Proration points are done differently in CS. The amount of time that the opponent stays getting juggled does not affect the proration points in CS. Thats probably why we see these long 22BC loops (as well as Taokaka's taunt loop): the length of time a combo takes no longer factors into the equation.
  5. I agree, the safest thing to IB is his 5D. Screw it up, and you're sent flying full screen away from him. On wakeup, Roll backwards (to prevent 623C 720C frame trap on neutral tech) and now Tager has to approach you, putting himself at a disadvantage. Unfortunately, the easiest thing to IB is the Sledge, its just... so easy to IB. Lol. So in practice, I end up IBing the more dangerous Sledge. Ideally, I work to IB the 5D though. Backdashing never is a good idea. Because he can just 720C and hold down C when you're magnetized (usually you are magnetized from the 5D -> 236B sequence), and you'll just get sucked back into the super. Jump back and barrier block if you really want to risk that, although good tagers start doing 623C to predict you.
  6. At this point, Tsubaki's design isn't so much to represent their country of origin, but instead the principles that characters with similar designs had before her. Take Selvaria and Titania. They are veteran warriors (Selvaria being an elite unit serving directly under Emperor Maximilian, and Titania being 2nd in command and most experienced of Greil's Mercenaries). IIRC, all of them (including the other Valkyrie inspired characters I mentioned) are loyal to the point of death, honorable and experienced. I read too much tvtropes. It wasn't my idea.
  7. Anime Valkyrie prototype characters: 1. Valkyrie (Valkyrie no Densetsu by Namco) 2. Lenneth (Valkyrie Profile) 3. Gwendolyn (Odin's Sphere) 4. Selvaria (Valkyria Chronicles) All the above are either Valkyries, or inspired by Valkyries. Although, I'd say Tsubaki's art style is more closely related to Japan's representation of the the Medieval West, seen in games/animes in Western based settings. IE: Fire Emblem, Scrapped Princess, and so forth. Titania from Fire Emblem: Path of Radiance: http://images1.wikia.nocookie.net/fireemblem/images/2/20/Titania.jpeg Tsubaki also follows the "long skirt == strong will" principle as far as I can see.
  8. Tsubaki has pants on. She's original. Get over it. :-p
  9. Is it just me, or do "Girls with Guns" have to wear blue and have blonde hair? Seras Victoria, Rosette Christopher, and now Noel Vermillion. Well, obviously not all of them wear blue, but many of them are blonde. Mireille Bouquet (Noir), Rushuna Tendo (Grenadier), hell, even Vash the Stampede (Trigun) is blonde (not a "Girl with gun", but definitely Gun Kata)
  10. I dunno, Zappa's curse is what Arakune's curse reminds me of. Zappa's curse randomly threw pots (overheads) and banana peels (lows) at you. Oh yeah, and good Zappas knew how to combo you off of these random projectiles >_< GG is crazy. Venom's pool balls, Faust's flowers, May's dolphins, the whole game had a slew of very strange projectiles.
  11. Infix notation: 5 * 3 Reverse Polish notation: 5 3 * Both mean "five times three". Its a "Reverse Polish Sausage" because the "inside" comes after the "outside". Get it?

  12. Dizzy throws fish at you. Sometimes they bite, sometimes they shoot lasers, and sometimes they bite twice. While they are attacking you, she throws spears out and starts rushing you down under the cover of all of these delayed projectiles. Anyway, Dizzy and Nu are similar from graphical perspectives, not gameplay ones. 1. Both are female 2. Both are like, between 0 and 3 years old. 3. Both Dizzy and Nu have "transformation" sequences 4. Both have "wing shaped thingies". (Angel/Demon for Dizzy, Mechanical Swords for Nu) 5. Excel at long-range Combat (in different ways) 6. Long hair 7. Both have the "Cute, Destroyer of Worlds" concept (Dizzy being a Gear, and Nu being half of the Black Beast) 8. Artistically, Armor / Costume is similarly shaped (zettai ryouiki, shoulder pads, bare/unarmored belly button, tiny bikini thingy). The main difference is Nu13's skin tight suit really.
  13. Nah, not computational linguistics. That is kind of a funny comic though. A recent one that has a good mix of "Programmer Skillz" is this one: http://xkcd.com/645/ . Simple jokes that cater to my programming side :-) Its a lame pun tied to a programming joke, somehow though... I really like it. http://xkcd.com/545/ is an interesting application of the Halting Theorem. This one: http://xkcd.com/505/ is really deep, and based off of Wolfram's speech. Not "funny", but really cool. Just if you want a glimpse at my humor. :-)

  14. I love xkcd too :-) A lot of the best ones are very niche though (IE: hardcore computer science stuff). Thats kind of what makes it funny.

  15. Tae: When burst baiting, are you predicting, or are you reacting to, those gold bursts? Because... I see you can block them even without the hitstop o.O Even when I'm playing offline with my friends, I can't block gold bursts like that.
  16. In a nutshell: something deliciously good happens if you Fatal counter your opponent, but we aren't exactly sure what it is exactly.
  17. I didn't see this in the videos. I saw Assault Through doing that in a LokeTest, and HeartNana said something about 3C guard crushing now... but at the moment, I couldn't confirm those in the videos.
  18. Quick rise seems to be a good option in this situation. Get up really quick and jab. I'm not very good with Nu myself, but in my experience, switching it up between Quick Rise and Neutral tech screws with your opponent's timing.
  19. Buffer the 2B. Hold down the B button a little longer so that the 5 frame buffer window opens up for ya.
  20. I think I've found a good use for all of her drives. 4D is a somewhat reliable anti-air if you're stuck in drive for example, combos into 28D. You have to remember that combos are only one aspect of this game. The game is "played" IMO at the pressure / mindgame level. Combos just punish your opponent for making stupid decisions. On block, I suggest finishing the sequence as safely as possible. Overall, Noel's "normal" game is far more safe and easy to use. If you do want to risk it, you'll have to take advantage of all of your options. 214D takes out dragon punches, switch up your attacks to cause frame traps of varying sizes everywhere, and switch it up between overheads and lows. (214A practically is a low) The cool thing about chain revolver, is that ALL hits can transition into a frame trap (worst-case 28D, most attacks have a better frame trap, but 28D is a frame-trap nonetheless), a low (214A and 6D), an overhead (2D and 6B), a unique "anti-dragonpunch" move (214D), and several guard-crush moves (236D has 2900 Guard Crush. 5C has 2200 and 6C has 2700). The "strength" of chain revolver is not in any one of these attacks, but the fact that you can do any of them off of any hit. ----------------- Anyway, on block, the safest way to finish her drives is usually 5B -> 236D. Just push them away as far as possible. Not a good idea vs Nu, who can just 5D you on block (13 frame startup on 5D, on your -18 frames from 236D), and good players can IB the 2nd hit of 236D and then rush in with their +23 frames and combo the hell out of you. Stop at 5B sometimes and use 214D sometimes to switch things up as an ender, because quite frankly, they're all punishable. They are just punishable in different ways, and switching things up helps force your opponent to think. (5B -> 236D is a frame trap of size 5. So it isn't safe for them to rush in after a 5B)... Hmm, maybe just stopping at 5B is the best idea. Also, Taokaka and Noel can punish 5B regardless of when you pull it out (Taokaka crawl, Noel 3C). Hakumen also can, obviously. I'm somewhat convinced that the only way to safely end a drive chain is from a combo.
  21. I've said it before, and I'll say again. No simple strategy will beat a "strategic" Drive Spammer. Fortunately, those who are smart enough to use Drive with strategy probably are smart enough to realize that Noel's 5A mixup is better, especially against Hakumen. Nevertheless, I don't want to give advice that won't work against someone who knows what they are doing. Hakumen's 5A probably will work against n00by drive spammers, but as I noted a while ago... its a trivial problem for a good Drive user to solve. I suggest this instead. Learn to recognize those attacks. After a (Drive) 5A, Noel has so many frame traps at her disposal... (Drive) 5A -> 5B is a 2-frame hole, beating everything except Hakumen's counters. But Noel can switch it up to (Drive) 5A -> 5C which is an 11-frame hole, which will counter-hit Hakumen's 6D / 2D... However, certain attacks are predictable. (Drive) 6A only has +8 frames into the next chain revolver, so the smallest frame trap off of (Drive) 6A is 9-frames wide (except 28D of course), which means even Hakumen's 5A attack should beat everything except 28D. Some attacks, like (Drive) 6C, are slow enough to react to, and are easily recognizable. 214D will always be beaten if the opponent times a grab (after the "lunge", there is a brief pause, this is when Noel is vunerable to counter-grabs).
  22. By "Instant Overhead" I assume you mean 2147C ? (Specifically, a Tiger-Kneed j.214C?)
  23. No no no. 6C is unsafe to throw out, because it is a slow startup. (BTW: most chain revolver attacks have a level 4 blockstun, making the hole only 6 frames). However, 6C sets up frame traps. I tested this myself. (Drive) 6C -> 5B is a 5 frame hole, (Drive) 6C is +12 if you continue the chain revolver. IB the 6C, and (Drive) 6C turns into +7, which means 28D is a 1-frame hole. (Drive) 6C to 5B is 5 frames. Actually, 5 frame hole between 6C and 5B. 6C offers +12 on block, not +13. The other 1 frame comes from the fact that its 17 frames of startup: the actual attack comes out on frame 18. Hmm, why did we start talking about 6C? Its bad vs Hakumen >_<. But as far as frame traps are concerned, the 5 frame hole after 6C (or the 1-frame hole from an IBed 6C) is very good. No answers from Nu / Carl / Arakune.
  24. Oh god, Omnislashed posts. For the sake of everyone else guys: please follow this general structure. Initiator: ---------- 1. Thesis / Primary Point 2. Supporting Evidence 3. Conclusion / Summary Counter: ------------ 1. Thesis (usually in the form, "You are wrong") 2. Supporting Evidence 3. Conclusion / Summary Counter-Counter Argument: ----------- 1. Thesis (usually in the form: "No, here's more evidence why I'm right") 2. Supporting Evidence 3. Conclusion / Summary etc. etc. Omnislashed posts do not make good reading material. And if you can't put your argument / arguments in the above form, then you probably don't have a point (ie: no thesis), or you don't have any evidence. In either case, you should give up.
  25. Indeed Konton. Although, 5D -> 5B -> 5C has more range than grabs, so you'll just counter-hit him for massive damage. I'm pretty sure the sequence outranges Hakumen's 5A and grabs, but it doesn't out-range 5D / 6D, so no, 5A doesn't stop that either. Chain Revolver has a good bit of strategy to it, but it is unfortunately weaker than a normal Noel due to the difficulty of hitconfirming. But when you have +15 frame advantage on block on various attacks (6C is +12 frames, 5A and 5B are +15 frames), and 14 options off of any chain revolver hit (13 total chain revolver attacks, but you can't reuse the same one twice in a row, and 214A and 236A/B/C)... it actually has far more depth than what most people let on. No "simple" strategy will beat good chain revolver spam. The Hakumen 5A spam for example will probably lose to something as simple as (Drive) 5B -> 236D. Both outrange 5A (hell, 236D outranges burst). I'm pretty certain that the 5D 5B 5C string also beats jab spam, because the range on that string is so friggen huge.
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