Runis
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Everyone else gave you advice on how to play, so Advice on tourney nerves. My advice is to get yourself a pair of noise canceling/noise reducing headphones/earphones, and to wear them the entire time when you're there. A good majority of tourney nerves happens before you even get up to play and it happens because of the environment. The first time I went to Battle Arena Melbourne, By the time finals came up I was so stressed and so exhausted that I made countless errors and dropped more than my fair share of combos, but when I went to OHN:APAC, a comment made by someone about why Daigo would leave the room to go somewhere quiet after each match made me wonder if it was just the environment (Basically the comment was that he goes to a quiet room to meditate on his winning his next match). Then I saw for some of the Evo Qualifiers that he was wearing headphones during matches to block out the crowd. For SLS2k11 I thought I'd try the headphone thing (I got the rubber stopper canal earphones) and spent the entire day playing with those. Even if I didn't have music playing, I'd still have them in and found that I didn't have any of the exhaustion despite my matches being significantly more stressful than at BAM. So personally I think it might be an idea if you get yourself into a position where you can block out everything except for you, your opponent and the match. Don't think about what's on the line. Don't think about if the other player is better than you or not. Focus on what Noel can do and what Your opponent can do and you should win - Sun Tzu. Well actually the quote is "If you know your self and know your enemy, in 100 battles you shall never lose", but I don't think people really grind out everything Noel can do, and that quote also means you need to have a good read on your opponent. But you're not going to be able to read your opponent if you're scared of them, you can't read them if you don't understand their character and if you're getting distracted, which at a large event will have a lot of distracting background noise, you will likely either have too much CPU usage that its slow or your opponent's download data might get corrupted. Even if you don't pay attention to the noise, its still physically there and your brain will still process it subconsciously. Personally, if they invent indoor sunglasses that only allow the light frequency of a television/monitor through and darken out other light sources, I'd buy those too even if they were $500
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Based on that combo, proration on 3C is p1 100, but they only said BC, but more than likely its a B hold as in multi hit BC so it could just be that. (22BBBBC would give a value of 5.4k from that combo with current proration, 22BC would not) And yes I'm fully aware that proration can change, which can make a seemingly bad char in the loke (Noel) have godlike damage when people find things out. It will be interesting to know what will work in extend, but unless all her good starters get proration buffs, her damage in generall will be heavily nerfed. (Ps. 3C is not a very reliable starter.) Actually that combo should even work in CS2 if you RC the assault through.giving you 4.7k before fenrir.
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j.B j.C(3) j.B dj j.B j.C(3) 236C doesn't work on long combos ending in an aerial finish. 6a>6c>5d>optic barrel>6c>jD>d.6D>springraid>S.jb>jc>jb>jb>jc>revo lverblast/DD Pro ration goes p1 70%, Combo rate 80% making the hit after 6A at 56% >6C (0.5152%)> 5D (0.43792%)> 236A (0.372232%) > j.D 1st hit (0.34245344) > j.D 2nd hit (0.3150571648) > d.6D (0.280400876672) > 623D (0.2243207013376) > s.jB (0.192915803150336) > j.C (0.1359996608310892) > j.B(0.1169597083147367) > COMBO WILL DROP HERE j.B has 14 frames of untech time, and has 8 Frames of startup. The only option you will have is to RB right as you hit j.C which I'm not even sure if it'll work. I'm not sure if you know this but once you go below 35% pro ration untech time on your moves will decrease, once you go below 20% almost anything that isn't level 3 or higher won't link into anything. Noel's saving grace is that her drives are all level 4 bar a few exceptions. Your combo just won't work unfortunately, unless pro rations change, its not viable. Proration Ground Air 32% 0F -2F 27% 0F -3F 22% -2F -4F 18% -3F -5F 14% -4 -6F 10% -5F -8F 7% -7F -10F 4% -10F -13F 2% -14F -17F < 2% auto tech auto tech
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really? Hmmm. Nvm then.
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Min damage for it would more likely be 100 if you hit every bullet and 680 for the rocket. We said "Min damage 1k" for cs2 but in fact its: (200 + 70*16 + 4900)*0.2 which is (40 + 224 + 980) what we mean by 700 minimum would be that First hit + rocket = 700. Bullets between are not included. Thor itself is (160*10 +1900) = (320 +380) = 700 exactly, HOWEVER the hitstop on thor bullets is low when compared to fenrir which means that they will tech out of thor far easier than fenrir. you aren't going to get that much j.B and j.C(3) in a combo if j.D 236A even REMOTELY worked, you're better off doing j.D 22C as there isn't repeat pro ration between 22B..C and 22C unless its changed in extend. add 22C 66C 5D 236A if it works. Lol CH 4D 214A? Hope you have godly hit confirms or you just gave them a freebie punish. since when did 6D d.6C combo? you're thinking d.6B d.6C d.5C d.6C may not work in extend, slower drives. d.6D 214D prob lets them tech also. Why not j.D d.2D 623D? or even j.D d.4D 236D 6C 22BBBBBBBC 66C 2D 623D?
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Still, I would wager that our method of getting damage would be RB RC loops, but it depends on the damage increase of RB in the first place. As it stands she looks to have CS1 Rachel levels of damage. Maybe [5A 5B] 5C tk RB RC j.D d.5A d.6A d.6C d.2D SR sjc j.B dj j.B j.C RB? Or Fancier still, 5A 5B 5C tkRB RC j.C(3) 66 5A 6A 6C 236A 66C j.d d.6B d.6C d.5D d.5C SR sjc j.B dj j.B j.c RB?
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3C 22BBBBBC 66C 5D 236A 66C sjc j.C j.B dj.C 236C RC tj.D 623D sjc j.b dj.b dj.C 236C as a POSSSSSSIBLE use of the extra jump on RB. Granted that I doubt it will be even remotely worth it since even flash kick prob won't connect at that height.
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the current form of Haida is impossible to remove without either: - A.) giving 22B repeat proration. B.) changing the 22B hitbox. C.) making 22B techable on air hit. D.) making 22B's recovery time longer. Any of these options means that 22B will never be used in any combo outside of 3C 22BBBBBC. I doubt they're going to do that.
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In terms of meter-less damage what i can see in terms of combos is something along the lines of 2D d.6A d.6C d.6D d.2D 623D sj j.B jc j.B j.C j.236C for about 3.3k'ish if we want to be fancy and rapid cancel - 2D d.6A d.6C rc 214A 2B 6C. Insert Haida loop. 4-5k combo. If we predict a move and counter hit with 5D: - CH 5D, Reload, 663C, Insert Haida Loop. 4-5K combo. We'll still have damage options off of 3C unless they change the hitbox on 22B to only ever hit a grounded opponent, that is the only change that will kill Haida loop, so if you see that change, Noel's max damage just went down a fuckton. This is just speculation based on current data however.
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imo it means that since 214D has the corner blowback, you should be able to do d.5D 214D 66 2B 6C to continue combo
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I don't like posting my reset points publically but if you're going to drop a combo into reset, make sure its off something that forces emergency tech, its the only thing where tech timing is consistant. Noel has so much stuff she can ghetto you if they mash tech not hard to find, most people are just too lazy to grind training mode. If they don't mash tech, extend your combos to blue beats every now and then.
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The only time j.4D is usable is in situations where your opponent is conditioned against pressing buttons, like if they're teching. I saw Tokido kept using the j.A j.4D setup, but that doesn't work since Noel's Air to Ground is just not scary enough to stop mashing. Personally I find the best time to use j.4D is to drop a combo early and TK j.4D them as they neutral tech out. This is a brutal reset since the TK j.4D is harder to see due to their neutral tech flash obscuring her as she crosses up. Only time this hasn't worked is against people who have seen/know about the reset and/or don't try to tech out. At Shadowloo it worked against every single player I was up against, even in casuals against the top 3 (Except Tokido - I explained it to him before the finals along with the Fenrir RC combo). The other thing about this reset is that its a meaty setup so if they're mashing out, they get fataled, if they block it correctly, you can cancel straight into d.2D which is another crossup.
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personally i think you should practice inputs before you practice combos. (remember guys he said he's new to FG's in general) Get used to doing optic barrel on both sides, get used to doing fenrir on both sides, get used to thor on both sides etc. The worst thing come tournament is to have a preferred side to be on. Moment your opponent knows you are weak on a certain side, they'll potentially sacrifice cornering themselves just to make it so you're always on your worst side. next you need to get used to the way combos work in BB. the first thing you need to understand that will make all combos easier, is advanced input. Every time you press a button and hold it down, the game repeats it for 5 frames. This makes combos that have tight links significantly easier as long as they do not have a dash cancel link (the reason why haida is regarded as hard) I think the best Noel combo that uses this would be your 6C (B+C) 6C/{forward C, Throw Whiff, Forward C} against airborne oponents, just do 6A [6C (B+C)]* n. if you can master advanced inputs, everything you do will be significantly easier since you will always have a 6 frame window for everything non dash related.
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Just a slight stylin' combo I pulled off by accident when fighting Rachel - When Cornering someone FC 4D d.6C 214A 6A 6C jc GB dash under 6C(2) Wall bounce Dash under (6C B+C) x 2 22B 22BBC (66C 22B 22B) x N Fenrir. Forgot exactly how much damage it does though. It could be way more stylish than that though.
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that corner ragna combo I posted is about 4.6-4.8k damage and 67-78ish meter, depending on how many reps you do. Also with corner j.4D if you don't mind using meter and your target is FAT. j.4D d.6C d.2D RC 3C~ HAIDA CON
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Just an update on my 3C at point blank combo: 3C 22B 2B 6C(2) ~SLIGHT STEP BACK 6C 22B 22BBBBBC 66 6C ~4D d6C 623D 6C jc j.D d.6D d.6B d.5D d.5C 236D, 4540 damage, 54 heat - works on everyone I've tried so far. The step back into 22B is a little tricky but once you get it the rest of the combo is cake walk.
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if you're using j.4D I might suggest that you use j.4D d.2D d.6A d.6C 623D if you can't hit confirm the j.4D into d.6C Tokido blocked the low cross-up on me. Thank god for double cross-ups eh?
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FC 4D against an aerial opponent goes to something like FC 4D d.6A d.6C d.5D 236A 66C sjc j.D [d.6D d.6B d.5D d.5C 236D]_[2B 6C HAIDA COMBO] but it depends heavily on their height. Otherwise you'll have to spend some meter at the d.6C and dash into 6C sjc j.D -> Haida. Just remember that you have to start the drive portion with 5D off of a 22B 66C pick up.
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tested on ragna - Point blank 3C in corner 3C 22B 2B [6C (B+C)] x 2 6C(2) 6C 22B 6C 22B 6C 22B 6C 22B 66C 22B 6C 22B 6C 22B 22BBBC 66 6C sjc j.D d.6D d.6B d.5D d.5C 236D 4.6ish damage shit loads of meter I didn't record though[hands were cold and after I fucked up the first time I couldn't be bothered resetting to find out meter since its 1am you can prob get another rep in but I think the proration would be super tight] won't work on Jin the same way in that his hit box is far more annoying to pick up, but you should be able to do 2 reps into 22BBBBBBC dash 6C ~4D d.6C 623D combo. Against anyone other than ragna/makoto it wouldn't be worth it. against those two its meter central and not insanely hard to do either.
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You do know that at that distance you'd be at the sweet spot to do 22B 6C 22B 6C right? and on the small hit boxes, 22B 2B 6C 22B 2B 6C or something silly like that. That'd add like 400+ damage I think.
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You do know that you can do 3C 2B 6C (B+C) 6C in order to push yourself out a little bit when you're in the corner right? You can try stuff with that if you want. I'll try some new stuff out when I'm not busy.
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Wasn't me who posted the vids, and the poster didn't bother to update it. Anyway, Tokido vs my friend's ragna. Think of the ghetto stuff Tokido does, make them more ghetto and also frame traps, increase the damage on the drive combos and that's my noel in a nutshell, just less solid on the hit-confirms(I still can't get the 5C/2C rc 66A combo. I think I'm dashing too early, but I normally use my meter for pressure/resets/burst baits rather than damage anyway). http://www.youtube.com/watch?v=IfHgYs8ZYQQ&feature=channel_video_title
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no one took any vids of me during Shadowloo, and we're waiting on the stupid HDMI recorder to arrive (its been 2-3 months) But if you want fail noel from CS1, http://www.youtube.com/watch?v=3CcGXH9WF1w. I do not play like this at all anymore though.
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I hate online since I maximize damage all the time (ie 2D 5C 2D 6A 214A 2B 6C 22B 22BBC 66C 22B [66C 22B 66C]/[66A 6C] sjc j.D 6D 6B 5D 5C 236D for 5.3/5.1k) and it never works online due to the timing for the dashes. That being said. First mistake that didn't cost you but you need to not do - Please do not mash tech. Press it systematically at points where your opponent normally might drop. If you absolutely must mash tech, be sure to actually be watching for your character to tech so that you start to block the moment you tech. The American Reset loves your mash tech. The Japanese reset will Fatal Counter it. In drive, if you confirm them blocking, use fast drives and drive outs. d.5A d.4D optic barrel works well vs most people. Against wolf man there you might want to do d.5A d.4D d.5A optic/assault through to react to his DD. This is online. I can not say this enough, but Noel's tic throws are deadly. 5A x N dash 5A throw fucks people over hard. Especially since her throw and her 5A look so similar. Noel's ground normals are epic now. 5C's hurt box is no longer THE FREAKING EXPLOSION!!!!!! That said. Learn to hit confirm on CH. I saw a CH 5C against a crouching valk that you decided to jump cancel. Dash 5A 5C 3C would work since CH 5C has a fair bit of hit stun, as would j.D 6A 6C Spring raid into corner 6C(2) 5D 6B 5B 5D 5C Bloom trigger. Valk is better than you in the air, so make sure he doesn't like being in the air. Even if a 6A combo only does 1k (which you should hit confirm it for more really) its still going to hurt him if he eats it too often. Still its online, and I know much of this is significantly harder online due to lag, but these are the main points I can see.
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Yeah I know 2D is not a go to poke - I mentioned its a ghetto thing IF YOU DECIDED TO USE A DRIVE, but depending on how you condition the Tager, you can use it as a cross-up tool. I doubt tager is going to use 5A if they block a 2D, standard response to 2D is to either sledge or buster, if they don't do a buster and you get 5B out, 5B will beat sledge because the first hit of 5B is not a projectile, if they then let the 5B go through, 4D with the added push block of 5B spaces noel in such a way that using assault through in reaction to sledge will work, and his throws will be out of range. If you're magnetized 720 will generally fuck you over but wtf are you doing being aggressive when magnetized. Also, yes noel's 5A has bad range but if you get into that range Tager can't do anything until you get out of range of his 5A. Also AXIS what is Tager reacting to exactly? The drive or the RC? If he's reacting to the drive, then he's guessing what you're doing next and you're guessing what he's doing. Yes noel's taking a huge risk, but Tager must also risk an option also. Sledge is a risk since 5B will beat it and lead into drive combo. Buster/720 is less of a risk but depending on spacing can be avoided. Buster beats all but a limited resource option. Saying that "2D rc 2D fails cause tager can yomi it" doesn't help, because this is already a yomi tactic, You're doing it expecting him to do a certain response.