Runis
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Curl up into a tiny ball and die. This is CS1 Noel we're talking about.
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Or fancy combos like 5D d6A d6C d6D d2D 623D 66C 236A 66C sjc j.D d5C 236D 2D d6A d6C d2D d5D 623D 66C 5D d6B [d5B] d5C jc [iAD] jD d6D 236D (the d5B is if they're in the corner or close enough to corner that after d5B d5C will hit. IAD is if they're close enough to get hit by d5C after d5B but too far for a normal jc to get you close enough. d5C has a long un-techable time.)
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Well honestly you have very good fundamentals (much better than me so take anything I say with a grain of salt) But as said before, learn to hit confirm. CH 5B on an aerial opponent links to jump cancel j.C air combo. Saw one time you landed a 2D against a standing bang in the corner and went into 214A combo. Try to learn the optimal damage combos for corner use. 2D [d6A] d6C d2D d5D 623D 6C 5D d6B d5B d5C jc jD d6D 236D does more damage than 214A into 2B 6C j.D. Also I kinda dislike 214A in combos in that every single time I use d.6C 214A they burst just before the 214A connects, where as if I'm doing a Spring Raid combo, most moves have enough hit stop on them that you can react to the burst and hopefully punish. Not enough use of meter. Many matches ended with you on 100% meter. 95% of the time 900 Damage from Fenrir isn't worth 50 meter, but if you're at max meter it's good for positioning in corner. But mostly you're not taking enough risks. Last tournament I was at was in October, and people still bitch about "3C RC 3C" X Chain Revolver>623D RC j.C D.I 623D 6B RC 6B catches people too, since the standard response to blocking a 6B is to block low. 214D RC 2D sometimes catches people trying to punish. But yeah, you're playing a character that's "High risk> Reasonable Reward" without exploiting the fact those risks can be made risk free.
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Any decent play will just keep holding down back against Noel. Her pressure isn't that scary and even if she throws in an overhead, it's slow as hell. If they ever made Muzzle Filter hit crouching, her pressure would be freakishly scary but as it stands what you hope to accomplish by pressure is more frame traps than it is anything else. Once they start to respect the frame trap (5A delay 5C etc) You start to mix it up with stuff. Like 5A dash 5A and 5A dash 2D cross-up.
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(Any starter) 6C(2) sjc Thor 66~C 5D 6B 5B 5C sjc j.D d.6D 236D in a corner usually ADDS about 2.5K to what ever combo you were going to use without thor.
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FC 4D d.6A(whiff) d.6C d.5D 623D usually works as an anti air FC combo, it's not that easy to always follow up though but if you do, it's like 4k.
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[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Runis replied to MiraclePizza's topic in Archive
Corner j.C(3) 66A 6C(2) sjc j236236D 66~~C 5D 6B 5B 5C sjc j.D 6D 236D - 4721 Damage 43 meter, Needs 39 to start, 5833 with a Fenrir follow up, Fenrir follow up requires 57 to start. j.C(3) 66A 6C(2) sjc j236236D 66~~C(2) sjc j236236D - 4.7K After the 6A you can jc at any point to block and punish a burst attempt mid screen j.C(3) 66A 6C B+C 66C 5D 6B 5C jc j.D 6D 236D. 3.3k j.C(3) 66A 6C 2D 623D 66C sjc j.D 6D 5C 6B 236D. 3491 No one was bring up j.C combos so meh. -
My Anti-U.Hak strat is get him into ANY combo that puts him in the corner and do a LATE (ie not meaty) wake up throw oki. I always end up catching him trying to super counter the throw and the throw being too slow. But basically any move that is reasonably slow will mindfuck u.haku into trying to counter it into a CH. Don't use 2D it's too fast, he'll counter it every time. 4D sometimes works, but you're probably better off just sticking to random 5D's
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Noel's best jump really depends on situation. Her fastest one is j.A, and you can combo that into j.C BNB.
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Too Bad you can't 4D Tao's drive lunges. FC 4D whiff d.6A d.6C d.5D 623D would be a nice "yeah you aren't getting away with bullshit" response.
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Sounds like you're playing CT. If you're on Calamity Trigger use this "D, Forward C, Quarter Circle Back A, Down B, Forward C, jump cancel forward, jump C, jump B, double jump cancel, jump B, Jump C, quarter circle forward C." In Numbers thats "5D, d.6C, 214A, 2B, 6C, jc, j.C(3), j.B, djc, j.B, j.C(3), j.236C" If they ever do something stupid that you can Counter hit them for (ie they did a Infernal Divider or something and you blocked it) use a neutral C first and do the revolver blast at the first jump C. Look in the archive as there is a lot of info on the old version there.
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uhhhh, does "since day one and still counting" work?
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Well probably a good block string to use would be 5a 2b 5b 5c 2c but what luna didn't tell you is that if you hit confirm the 5a 2b you can combo into 6a 5c sjc jC jB jc jB jC j236c if they are standing or 2c 3c 22bc 66c 5d 5c 5b 236d if they are crouching
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As long as they don't same move prorate 22B, I have a psuedo haida loop that might work, and if the 6C(2) also doesn't same move prorate, we got nasty nasty corner game.
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edit: my bad wasn't looking at the combo properly, Luna, You can do 22BC to get extra damage on the 22B portion. every little bit helps. Also, I have an idea for a 4-5k'ish fake haida that does not use 22C. Not gonna post it though, just in case it doesn't quite work out (Like d.6C against a downed opponent into 22BBBB shenanigans doesn't work)
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Something that might work with forward throw is forward throw into 22C. Supposedly 22C bounces higher, and ever if you can't cancel a forward throw, 22C might be able to reach them into a 66C drive combo.
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PSR rankings top 20 as according to the BBCS2.net rankings list. Anyone see any trends? Jin Noel Jin Litchi Jin Hakumen Jin Ragna Noel Jin Hazama Makoto Noel Tager Kune Lambda Hazama Tager Valk Makoto
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6A hitting crouchers changes her abare totally. 5A is 5 frames, which means that we don't have to always use 5A 5B 5C 2C as a block string. According to general nantoka her ability to 6A from both 5A and j.C coupled with her fast j.4D makes her scary. j.4D can't be made ambiguous because like bang's j.4B it always hits backwards, but if used low is apparently hard to react to. If you think about the changes she currently has to her normals, she can easily do something like j.B/j.4D as a high/LOW mixup and unless they changed j.4D's attack level, it naturally combos into d.6C, which would mean that you would get a fairly chunky drive combo out of it, could potentially get a very chunky fatal combo out of it. 22C bouncing higher than before means that if you were to spam 22BBBBC you can more than likely follow up because they're air born longer, and if you did a FC rc into 3C 22BBBBC you can more then likely get more B's in because they tech 2 frames later, meaning more time to dash. They changed it so that 22C has same move proration, but as long as 22B doesn't same move prorate you can still do 3C 22BC 66C 22B 66C 22B 66C as a loop on larger characters, and heck possibly even FC (22BBB 662B 6C 22B) x N The nerfs noel got are not really that bad when you compare it to the fact she now has decent abare and good air-air/air-ground again.
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(The following is just speculation) I think the biggest change that made noel scary was that 6A hits crouchers and j.4D is fast. Her 5A is 5 frames and links into 6A, her j.A links into j.C and j.C links into 6A which means she gets 2k easily off a 5 Frame move. Her j.4D is supposedly a hard to see cross-up and it hits low, which makes it an Aerial cross-up low. Her j.B hits lower than before and if you combine this with her new j.4D gives her a High/Low-Crossup Which if you eat the high is ~2k, if you eat the low is ~4.2k with both options giving knockdown from her new bloom trigger slide properties. Faster drive moves means that the holes that they had previously are either harder to counter, or riskier to do due to mix-up. Bursts rounding down means that half the cast have to deal with j.4D 623D being a solid 2 primer block string which if you rc can be used again, for 4 possible primers or used with her drive 6C if the opponent starts to respect the Spring raid.
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Well I placed 9th in the Australian nationals and the other noel who I lost to in winners semi of my pool (I had 0 noel match up experience) placed 4th (lulzy fact - Tager came 2nd). not impossible to do ok with noel, just as Luna said, if you're comparing winning with higher tier characters to winning with The bottom tier, of course you're comparing eating Pizza with eating shit.
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[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Runis replied to MiraclePizza's topic in Archive
Well i found something by accident that I can't explore fully atm but for the non RC FC 4D combo, I found that if I accidentally get the cross-up j.D into d.4D instead of d.6D, you can 236B and it combos. quite likely another ender for that combo would be 236B 66C jc j.C j.B jc j.C 236C which may or may not break 5K. (FC 4D d.6C d.2D d.5D d.5C 2147A 2B 2D 623D 66C jc j.D d.4D 236B 66C jc j.C j.B jc j.C 236C or something.) -
winning tournaments with noel comes down to either mind fucking your opponent to the point that every 5D you throw is a CH or playing like a Japanese player. Which involve stuff ike IAD jA jC 5A 6A 6C jD. . . (JFYI, I've never managed to replicated that combo 6C always seems to whiff) or [5A] 2B hit confirm into 2k combo. You also have to 5D through every hole you can (ie, on reaction 5D to dead spikes) and be impossible to land a throw on.
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j4D flash kick, imo will be solid on block for 2 primers. If they barrier, just RC and j.4D Spring Raid again? Might even be able to j.4D d.6C 623D depending on if d.6C was buffed or not. might still be too slow to be practical, but if people start getting scared of j.4D 623D it might be something you can train people to bock.
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[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Runis replied to MiraclePizza's topic in Archive
>.< I mentioned the 5D Ch giving sweet spots for 3C ages ago =/