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confusedxphreak

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Everything posted by confusedxphreak

  1. Oh right. Had a feeling that was where I saw your PSN name. Let's play another time, yeah?

  2. Thanks. :) Did I happen to play you in a player room or ranked?

  3. The only quirk I find against Lambda in a corner is that I can't do d.6B d.5B d.5C on her often and I have to settle with just d.6B d.5C because she techs before the second hit of d.5. Other than that, everything else seems pretty normal. o.o
  4. ^This has been the most asked question lately. lol. Anyway, there are two things you can do: 1) Delay the j.D slightly or 2) perform a SJC before doing j.D. Either method should work.
  5. Actually, I think trying it on Hazama does make a difference. I dont think its possible to Haida loop Hazama outside a corner, and even so, itll be extremely unstable. And 3C is still extremely unsafe on block, so use it with caution. If your initial 5D is blocked, I think the two most practical options are either to continue into a drive string with mix-ups or to exit CR via pushing them away with d.5B or something along those lines. If you want to play it safe, try to end a blocked drive attack by pushing your opponent away, but if your opponent is reluctant or you're dictating the match, feel free to continue into a drive string of your liking. I think it's just easier to go into d.6A because under the condition it hits, the 5D will link into d.6A>d.6C...etc. @Wutai_Shinobi - Click on the link in Mizzet's sig. There's a lot of Noel combos listed there.
  6. 22B>22BC does more damage than 22B>22C. 22B>22BC is slightly more difficult because the extra B pushes your opponent out further; therefore it requires stricter timing. If you think you can consistently do 22B>22BC, then go for it. More damage.
  7. @AzureRevolver - And also learn the combos after you launch with 6A. In that one video where you were fighting a Ragna, you landed a few 6A's, but you didn't capitalize on the combo potential. Instead of doing 6A>6C>jc>j.B>j.236C, do something like 6A>6C>jc>j.D>6D>5C>6B>236D.
  8. @AzureRevolver - I think what would help in addition to Mizzet's advice is to just drill combo execution. Once you got the combo execution to near muscle memory, hit-confirming and nailing combos is a lot easier. ATM, you're dropping a lot of potential combos. Click on the link in Mizzet's sig and just practice some of the combos listed there. Oh yeah, and try to stop with all the random J.4D's. It's a crappy move, and we all know it. lol. Throw it out once in awhile if you must to catch your opponent off-guard.
  9. It's invulnerability frames must be very limited because I often get hit out of it while I'm still in the air.
  10. I know I'm probably not the best person to give advice, but anything helps, right? :P Anyway, I see you 2D->28D a lot. Try not to end her chain revolver with 28D after a blocked 2D because a blocked or whiffed 28D equals easy punishment from your opponents. The habit of chaining certain revolver drive techniques are hard to break, but try to 236D after a blocked 2D to give yourself space and an occasional 214D to throw your opponents off more often. Besides what I stated above, tightening up your 66C BC loop, and what archling stated, I think you're a great Noel player. Well, better than me anyway. Haha.
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