Alpha152 Report post Posted May 28, 2014 Good work with the combo tutorial Luna, just wanted to note something that wasn't mentioned in the video. After MF, 5B also whiffs against Izayoi. In 1.0 it used to also whiff against Amane but after double checking, something was changed and it now works against him. Share this post Link to post Share on other sites
Sashi Report post Posted May 28, 2014 Speaking of dumb Taokaka hitboxes, I drop so many combos at d.236D 66C, it's embarrassing. Sometimes, I don't do the whole 6C(1) 4D d.214D thing and just do a deep dash 66C(2) 6B 22B and end it there. Feels bad, man. I dropped it like 10 times in a row in casuals last week. EDIT: It's not like I don't spend time grinding it, either. Who's it hardest against? I'll just keep grinding it on them instead of on random every time. Share this post Link to post Share on other sites
LunaKage Report post Posted May 28, 2014 You know what? I knew that, I must have just recorded Tager only (same way I only recorded Tsubaki for the Tsubaki and Nu part) but forgot to put the explanation for Izayoi as well. Well the good thing about doing a video with multiple parts is that there's always a chance to correct it in part 2. Since I think using youtube annotations to correct mistakes looks hella tacky and dumb, so I'll just add Izayoi's 214A problem in part 2, Share this post Link to post Share on other sites
BRIAN_KYO Report post Posted May 31, 2014 Good work with the combo tutorial Luna, just wanted to note something that wasn't mentioned in the video. After MF, 5B also whiffs against Izayoi. In 1.0 it used to also whiff against Amane but after double checking, something was changed and it now works against him. I remember other situations on Amane, Izayoi and Tager Grab>214A Air Grab>5B Corner Grab>5B Amane Hit Hit Whiff Izayoi Whiff Whiff Hit Tager Whiff Hit Hit Share this post Link to post Share on other sites
LunarCode Report post Posted June 2, 2014 Just wondering but does double OD fenrir still work? Or is the timing just really strict/weird? Share this post Link to post Share on other sites
legacy49i Report post Posted June 2, 2014 It doesn't work. I think timing makes it impossible, but it doesn't matter, because the initial gun barrel hit creates a larger gap between you and you opponent. There's now too much space for the 2nd Fenrir to hit. Share this post Link to post Share on other sites
Sashi Report post Posted June 2, 2014 You can do Thor into Fenrir for hella less damage, though. :v Share this post Link to post Share on other sites
LunarCode Report post Posted June 3, 2014 thanks guys Share this post Link to post Share on other sites
legacy49i Report post Posted June 8, 2014 I'm not sure if this has ever been discussed before, but I noticed it in Training Mode, so I'm gonna lay it down here: If you down an opponent via Muzzle Flitter or an air throw, then delay a split second, then 6D, you will cross-under on neutral tech. The combo potential of this isn't super awesome, and it doesn't do anything for you on either forward or backward roll, but I found it kinda interesting. Also, if you do Muzzle Flitter on Tager, omit the delay and just 6D immediately due to the height difference. Actually, now that I think about it, if you've got someone who just like to lay there, that delay + 6D will probably give you that reset for free. I was gonna take a video, but it's kinda a pain in the ass to set it up. But suffice it to say, you can cross-under on the 6D, then 6B and you'll catch them with an overhead, then just go into your favorite combo. Share this post Link to post Share on other sites
LunaKage Report post Posted June 9, 2014 That's cool and all, but why would you ever wanna use it? Air Throws are combo starters, and Muzzle Filter is always used early in the combo. If you were to go for a reset you're sacrificing on average 2k extra damage, sometimes even 3k that you left out for cutting the combo short. Share this post Link to post Share on other sites
GreeniX Report post Posted June 9, 2014 To do this. http://www.youtube.com/watch?v=6BZ7IJOjeQA&feature=player_detailpage#t=564 Combo wasn't going to kill, and doing this made the burst really obvious so it got baited. One other reason I've used this reset sometimes was to maintain corner positioning. I have the opponent near the corner and I bait an antiair with jD, netting a CH into d.6C 214A, which I did because it's the shit and because I couldn't confirm what side I was going to land on. Now I'm in the corner and can do an extra 2k(?) while resetting to midscreen positions... but I prefer going for the crossunder 6D (whiff) d.6B d.5C d.6D d.236D into stuff. It usually works the first time you do it, so I see it as a worthy gimmick to have up one's sleeve. (if you know a combo to sideswitch without jD SMP kicking in, do tell~) Share this post Link to post Share on other sites
LunaKage Report post Posted June 9, 2014 Well burst baiting after those situations is always an option, but that's intentional, and there's a defined point. Using that setup just for another mixup isn't optimal, considering you get decent options after standard 22B oki to begin with. And yes I do happen to have a good combo for you in that situation, the only character it doesn't work on is Tager: CH j.D > 214A > 2B > 6C > 4D > Delay 214D > 66 > 2B > 6C > 5D > d.6B > d.5C > d.6B > 236D > 6C(2) > 6B > 22B, or instead of 22B go into 6D > Fenrir. Does almost 4k meterless. It used to do 4.2 meterless until they nerfed P1 on all Jumping moves. Share this post Link to post Share on other sites
neojammerzx Report post Posted June 19, 2014 This may be a bit old but...during a 22~B corner ender, we can opt to do 6D (or 5D) > d.5A > *options* { high (d.6B), low(d.6D), bait DP(d.4D) } ... So normally, we can get poked out by a 2A just when the animation of d.5A happens right? -- it happens to me on all three options after d.5A (the high, low and bait DP) therefore, is d.2D after d.5A the only option we have for someone who mashes 2A? What other techs and gimmicks do you suggest to use to keep pressure in the corner? Specially vs a char with DP. Share this post Link to post Share on other sites
legacy49i Report post Posted June 19, 2014 d.6B has a long startup, and that's why you get poked. 4D and 6D also have long startups and no invul to low hits. You could always keep Drive pressure with faster hits, although the faster hits are mids and won't grant you any mixup. You could try d.5B with A Drives and then end with Bloom Trigger for a large pushback and reset to neutral. Your d.6B and 6D are where your risk/reward lie. You just need to decide when you think your opponent will get hit by it. If you keep getting poked out of Drive, you need to re-train your opponent. Maybe a slight delay -> Spring Raid (While holding 50 Heat to be safe). If you can beat their pokes, they'll learn to quit A mashing (If they're smart). Share this post Link to post Share on other sites
LunaKage Report post Posted June 20, 2014 Yeah this is old, I've discussed this several different times, but hell, this is why I'm here :3 These are your options: Overhead: 5D(whiff) > d.5A(Whiff) > d.6B Low: 5D(Whiff) > d.5A(Whiff) > d.6D To Catch all rolls: 5D > d.5A/d.6A > d.6B To bait DPs: 5D(whiff) > d.5A(Whiff) > d.4D To bait Makoto's DP: 5D(Whiff) > d.5A(Whiff) > d.4D(whiff) > DELAY d.2D (CH) > d.6C > 214A To Bait Azrael's DP: 5D(Whiff) > d.5A(Whiff) > Reload > 66C (CH) > 214A To bait Tager command grabs: 5D(whiff) > d.5A(Whiff) > d.2D (CH) > d.6C > 214A To beat people mashing buttons or trying to jump out: 5D(whiff) > d.6A > d.6B from those situations, just make sure you convert it into the rest of the combo, and you'll be back in the 22B oki situation. On DPs that put your opponent in the air, confirm with d.4D > d.2D > d.6B > 236D and continue the combo, on DPs that leave your opponent on the ground, confirm with d.4D (CH) > d.6C > 214A etc. Share this post Link to post Share on other sites
neojammerzx Report post Posted June 21, 2014 Thanks for the info. What do you usually do when you don't know the habits of the guy? Let's say you assume that he has good noel exp -- cos from this, my initial thought is to 5D > d.6A to catch mashers, jump outs, rolls and if in case blocked, you can still end safely. Right? Share this post Link to post Share on other sites
LunaKage Report post Posted June 21, 2014 Yeah, use the anti-mash, and you can shit into mixup from that. Then go from there. Share this post Link to post Share on other sites
neojammerzx Report post Posted June 22, 2014 Got it thanks Share this post Link to post Share on other sites
Fujiwara Report post Posted June 23, 2014 https://www.youtube.com/watch?v=2_XGHjOy7s4&feature=youtu.be so I did this today felt good Share this post Link to post Share on other sites
legacy49i Report post Posted June 23, 2014 OH SHIT!!! YOU DIDN'T GET CAUGHT!!! That's awesome! Now if they'd just remove Kokonoe's invul, or at least shorten it, then it'd be all good. That's the best thing I've seen all day. Share this post Link to post Share on other sites
Fujiwara Report post Posted June 24, 2014 just punish it with 5c and kill the bitch after this. I don't know any real noel combos, so I couldn't push her shit in in one go. Share this post Link to post Share on other sites
Sashi Report post Posted June 24, 2014 It's okay, CH 5C 214A does like 3k by itself. Share this post Link to post Share on other sites
legacy49i Report post Posted June 24, 2014 Nah. Does like 2.5k. While we're on the topic, could someone please explain to me why some moves do MORE damage following a 5C than they would just on their own? It only works with certain moves. Fenrir and Muzzle Flitter for sure. Fenrir does 2487 by itself. 5C - Fenrir does 3375, which breaks down to 5C doing 680 and Fenrir doing 2695. Muzzle Flitter does 1600 by itself. 5C - Muzzle Flitter does 2520, which breaks down to 5C doing 680 and Muzzle Flitter doing 1840. Also, when you do 5C - Muzzle Flitter - stuff, it doesn't affect the damage scaling compared to just doing 5C - stuff. Like the Muzzle Flitter is just free, unprorated damage. But it only works like that when you do 5C - Muzzle Flitter, and not anything else - Muzzle Flitter. i.e.: 5C - Fenrir = 3375 5C - MF = 2520 5C - MF - Fenrir = 5215 680 + 2695 = 3375 680+ 1840 = 2520 680 + 1840 + 2695 = 5215 Fenrir does the EXACT same damage, and it doesn't matter if the Muzzle Flitter is there or not. Edit: I just read the wiki for calculating combo damage. Seems that each successive move will drop damage by the percentage of the 1st move's P1, all the following move's P2s, and the character combo rate. 5C has a P1 of 100%, and Muzzle Flitter has a P2 of 100%, HOWEVER, Noel's combo rate is 80%, which means there should still be a 20% loss in damage on the next move, and it still doesn't explain the INCREASED damage on the move following 5C! Share this post Link to post Share on other sites
Ayane Report post Posted June 24, 2014 Pretty much magic. Other than that it probably has something to do with 5C CH giving bonus proration and combo time. Also you didn't know about the glitch with Kokos BH and Gaurd point? Bananaken figured it out on day 1 of the patch lol. It only works with OD BH and any move with frame 1 GP will beat it. Share this post Link to post Share on other sites
legacy49i Report post Posted June 24, 2014 So that only works when Kokonoe is in Overdrive? Share this post Link to post Share on other sites