Runis
Members-
Posts
314 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Runis
-
JFYI Sahgren, thats a standard bnb, but the "drive ender" is 236A 66C jc j.D d.5C [d.6B] 236D (omit the d.6B if it wasn't CH 5D)
-
Well if j.4D is now a fast cross-up, you can use that to primer break. Drives are faster in general, so there's possibly CR block strings that are safe from j.4D
-
Isn't that the same as Robo-Jin? They already did that with Hakumen. imo Tech Roll forwards should go through but still leave you point blank on the other side.
-
haha, FC 3C into 22BBBBBBBBBBBBBBBBBBBBBBBBBBBBBC dash in finish combo. It's quite possible if 3C is fatal since 22C bounces higher now.
-
5A 6A loop into 4.2k C'mon, you know you want it :3
-
I'd laugh so hard if this 4.2k was something stupid like 5A 6A 6C (236A 66C)xN jc j.D d.6D d.5C d.6B 236D. Noel being the next Bang would be lulz.
-
I find that off a blocked 5D your best bet is to actually reload your guns. Most people know that noel has tons of gimmicks she can use on 5D and most of my opponents expect me to expect them to try punish it, so they try and bait gimmicks. Noel's best gimmick is to not use one. It totally mindfucks people (but like any noel gimmick can be punished for soviet levels of damage).
-
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Runis replied to MiraclePizza's topic in Archive
I'm certain I mentioned about FC 4D combos and how awesome they were, but everyone snapped that it wasn't worth 50 heat... -
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Runis replied to MiraclePizza's topic in Archive
Hazama, D chain into throw whiff Jayoku At first when I read "CH d.5C empty jump" I thought you meant that you were canceling prejump frames with 3C or something. That'd be awesome if it worked... -
[CS1] Noel Vermillion Combo Thread: Guns Should be Used as Melee Weapons
Runis replied to MiraclePizza's topic in Archive
All the stuff I've found and documented. Corner stuffs- Throw 22BC 6C 22B 22C 66C 4D 6C 2D 623D 6C sjc jD 6D 6B 5B 5C 236D Fenrir 3C 22BC 66C 4D 6C 2D 623D sjc jD 4D 236D 6C 5D 6B 5B 5C 236D Fenrir 3C 22BC (22B 22C 6C)x2 4D 6C 2D 623D 6C sjc jD 6D 6B 5B 5C 236D Fenrir http://www.youtube.com/watch?v=MtKeFt2beOo 3C drive alternatives http://www.youtube.com/watch?v=90vjnLdjV2A CH 5D reload http://www.youtube.com/watch?v=dBEMEBQSWVs IAD jD so you can fenrir from further than corner. http://www.youtube.com/watch?v=6WsUC2xzI_8 -
I've done 236D RC 6632146D to finish a round before.
-
yeah I tend to play a group of people online who love to rush down all the time, so any time I set up a couple of steins I'm back on the defensive trying to get them off me. It shouldn't matter where the steins are on the field, so long as the one you set up with 6C is 6D Gallic so that at least one laser will put them in hit stun. (of course if the stein is off map on one side and you gallic in the corner on the other side, chances are that the laser will be out of range since max range of lasers is only 20-50% longer than a full stage)
-
Ve, you don't need specific stein placement tbh. As long as you 6D before gallic gun the beams will all hit, and whether they get a double hit or a single hit only changes how high they go, you can still combo off it. (I think you can get a lvl 3 SoD on a 4 stein Gallic after 6C)
-
3 steins on field 6C 6D 632146D dash 632146C works (sometimes)
-
just give me 5A>5B>5C>jc>j.D>d.5A>d.6A>d.6C>214A/236D I'd love that to be a legit combo in CS2
-
just as a small thing, learn how many loops you can physically get in the corner, then subtract that by 1 to account for lag, then add a distortion onto it. Last round against Lambda, the first loop had him at less than 5% hp, you could have just 2B>Omohikane'd him to finish it right there. Omohikane is at least 1.5k damage, so if you ever see your opponent with less than 13% HP (varies for different healths but safety net is 10%) just end the combo early into omohikane. It's kinda like if you the opponent is on 1 burst with 4 steins behind him and 50% hp, if you throw them you're better off doing something like Throw>Yata no Kagami>Omohikane to kill them than to try for a dash 6A combo. If you can win in 50 moves via one route, or in 2 moves via another, take the 2 move option. Less room to fuck yourself over.
-
It lists 22C bounce as a buff since you can combo easier from further away, but also as a nerf because combo's require more skill now.
-
Not a perfect translation, but here's my Level 2 attempt. ●ノエル 3Cはいつも通りダウンしてくれます Noel's 3C knocks down the same as always. ●今回追加された調整 Changes this test(Loke4) - none ●以前までの変更点 Changes in past lokes ・5B>2Bのガトリング追加(再度5Bは無理 5B>2B gattling possible (Previously impossible from 5B) ・2C>5Cのガトリング追加(再度2Cは無理 2C>5C gattling (Previously impossible from 2C) ・J4Dの発生糞早く。低空で出すと見えないめくり技になる。 j4D is faster. When used low to the ground, it creates a near invisible crossup. ・J4Dが下段に j4D is a low. ・Cハイダーの浮きが高くなって遠目からのコンボが行きやすくなった C Haida bounces higher, combo's are easier to perform. ・バレルの発生かなり早く Optic barrel(?) startup is faster ・しゃがみ喰らいに6Aが当たる 6A hits crouchers ・5Bの判定かなり強化 5B hits stop(?) is improved ・JBの判定強化。下にも強く jB's hitstop(?) improved. hits lower ・5Cガードされてもjc可能 5C can be jump canceled on guard ・5Cのやられ判定縮小 5C's recovery reduced? ・CR5Cが早くなった drive 5C is faster ・地上喰らいブルームトリガーがスライドダウンに Ground bloom trigger causes slide down ・通常投げの補正増加かマズル補正増加 B+C 214A combo has increased proration ・Cハイダーの浮きが高くなったため高火力コンに行くときに工夫が必要に C Haida bounces more, harder to combo. ・CR5Cがjc出来なくなった can't jump cancel d.5C ・5Cが前進しなくなった 5C no longer moves forward ・5Dの発生AMショー時よりさらに鈍化。一瞬溜めてから前に出て、距離が長い 5D startup is even slower than the time at the AM Show(? no idea what this means). She takes a step after charging up for a moment , the reach is long. (I'm guessing this means that her 5D is slower, and you can't kara-cancel it anymore because it doesn't take that step until after a bit) ・スプリングレイドで横への吹っ飛ばしが強くなり、画面端じゃないと追撃不可に Spring Raid launches them further away, can't combo outside of corner. ・ハイダー同技乗算付加?長いハイダーコンは削除に (not sure what this means, something about the haida loop new techniques, multiplication and adding them). No more long haida loops.
-
214D might prorate like ass but it still does a fair bit of decent damage. And who knows, we might be seeing something really fucked up like (236A 5D 214D) x N loops.
-
I've got it to work on every single one. Carl is the first person I try any combo on first. You aren't delaying the 4D enough so that it hits low.
-
3 things. 1st, Lunakage - that 22C 66C 4D 6C 2D 623D corner combo works on the entire cast. You just have to delay the 4D after 6C. 2nd, Faster drives might be awesome for general play, but don't forget that it will render the FC 4D anti air into d6A whiff d.6C d5D 623D too fast to hit (maybe just exchanging d6A for whiff d5D might work but meh) 3rd, why has NO ONE tried 5A 5B 5C jc j.D? if that combo's we're golden.
-
yeah was playing around with Mu earlier, got all my damages mixed up, FC rapid is 6.8k. Thing about the rapid is - A. You can start the combo from 36 meter (the first part, 4D_5D d.6C d.2D d.5D RC builds 14 heat). B. The portion after the RC builds exactly 50 heat. C. It corner carries from about 75% the stage away. (if you really need to corner carry further you can exchange 22BC for just 22C and do additional 22b 22C 66C loops) D. You have them in the corner and now have them in an oki situation. On a CH 5D you can get about 5350 damage on an optimal drive combo(5.6ish on a CH 5D reload 3C haida combo). you get 6386 on an RC combo. Normal combo is net gain of 33 heat, RC is net loss of 36 heat. 1000 damage does change how many more combos it takes to kill your opponent, and considering how fast Noel can generate heat, using 50(36) meter to get 1000 more damage isn't that bad. Also, what if you FC 4D someone who's crouching? are you going to 2147A them?
-
Not really cool factor, but useful? FC 4D d.6C d.2D RC 3C [22BC 66C 22B] x4?(basically till combo meter reaches 26~7) 22BC 66C 5D 6B 5B 5C jc j.D d.6D 236D Fenrir for about 7.8-8k CH 5D_2D d.6C d.2D RC 3C [22BC 66C 22B] x 3 22BC 66C j.D d.6D d.6B d.5B d.5C Fenrir for 5.5-6k If you're at <30% hp I think you regen enough meter to double Fenrir for about 6.5-7k but you have to exclude the d.6B or they tech out after the first hit of the 2nd fenrir.
-
Tip against tager - Don't tech. A tager blue beat combo ADDS MAYBE 50-150 damage tops. Tager's proration on his combo's goes bad reallllly fast. So rather than teching into a fresh combo and eating another 3.5k combo/720 just eat the extra hits. Only thing he can tack on that might hurt is a Magna-tech, but if he does that ending a long enough combo, chances are you can tech mid wheel and severely punish him for it. Also, if he ever gets you in a block string, condition yourself to jump back when ever he whiffs something as that's a generic buffer point for 720
-
You can react to a whiffed 720.