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dragontamer

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    dragontamer5788

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  1. dragontamer

    When do I strike back?

    This. IB for the heat gain, but it isn't nearly as effective anymore. Its still a must-have, but you need to intelligently IB now.
  2. Wow, looked at the frames of everything... crazy. Every time I touch Noel she just seems soo good now. Lol, online, you figure out how your opponent leads his pokes, and use 4D for the high ones, and 2D for the low ones. Bam, 4D/2D counterhit combos, guaranteed to win matches alone. Anyway, now that I've played a bit, I'll begin my "Chain Revolver Analysis" again. Would you guys like it in this topic, or in its own topic? Also, Noel's normals are very interesting, and IMO deserve an equal level of analysis. But I can only do one at a time... bah, Normals are easier to figure out, lol. I'll start with Chain Revolver. :-p
  3. dragontamer

    The Art of Mixup and Increasing Pressure

    If you're Noel, 2D in BBCS1 jumps over too much of Carl's shit. IB 2D for a 5k midscreen counter-hit combo tends to put you back on the offensive. Dragon Punches beat everything except blocking. So you aren't DPing correctly if he's jabbing you out of it. Watch for Carl's unblockable setups, and IAD backwards when you recognize one (or if you're good, you can jab him out of it and counterhit combo him). If you're stuck in blockstun, then your character will auto-correct the j.2C crossup. Blazblue is quite forgiving when it comes to crossups... so you probably have enough time to do a j.A and take the combat to the air. Most characters have a faster air-jab than an air-grab. A solid air-to-air game weakens the Carl's j.2C crossup attempt Carl has amazing pressure if you get sandwiched. Save some meter for counter-assaults. Keep an eye on Nirvana, Carl can't do many combos without the doll, so most of the time... you should have the advantage.
  4. dragontamer

    The Art of Mixup and Increasing Pressure

    Set an opponent Jin to do 214D in training mode. Then, practice till you can do it consistently.
  5. Because of how proration works, the "blue" part of a combo often does far less damage than risking a poor tech into a reset. Eventually, you'll get to the level where its better to get comboed into the "Blue" part. All of your air tech options have a decent amount of invincibility. Thus, you just wait till your opponents combo hits blue, and then you tech when you think he throws out something unsafe. Your opponent whiffs, and you can combo him. Experiment with this tactic a bit, its not "great", but it is a valid wakeup option, especially if your opponent has good Oki.
  6. dragontamer

    The Art of Mixup and Increasing Pressure

    Thats true. Although, a normal throw break (ie: not Option Select) has a much smaller window to get TRMed. The main thing you need to watch out for IMO is not the TRM, but Throw-punish setups. So while I agree with you, its not because of grabs. Its because counter-hit combos from throw-invulnerable attacks hurt like hell. IE: 2A -> Tick Throw and 2A -> 6B Mixup for Jin. 6B is airborne so its invulnerable to grabs and in CS1 led to a massive combo on counterhit. Yes, this trick works pretty well. But watch out for those who are good enough to instant-block the Hells Fang part1, in which case, the -9 frames (on IB) gives your opponent enough time for a decent counter-hit combo. At least, in BBCS1. In BBCS2, its -7 frames, which is still punishable. Its still effective because your opponent needs to work for that instant-block, but its still something to watch out for. And if your opponent becomes really good at instant-blocking, there's always Hell's Fang -> Rapid, lulz.
  7. dragontamer

    The Art of Mixup and Increasing Pressure

    Actually, you've got 7 frames for the throw animation, and then 13 frames afterwards (green exclamation up). A total of 20 frames to react against. Definitely within the human reaction time (Human Reaction time is 200 miliseconds. 20 frames is closer to 333 miliseconds). Its difficult, but just remember, its possible. Furthermore, if your opponent is going to tick-throw you, he'll have to wait till after the cooldown of his attack. Ex: Noel's 5A -> BC creates a purple throw. If you are going to tick throw, you need to do 5A -> pause -> BC. So arguably, you've got even more than 20 frames to react against, because your opponent needs to slow down before attempting a throw. ------------- Also, option select throw break is so easy to break. Its called throw-reject miss. 5AABC is the easiest way to punish your opponents option-select throw break attempts. Knowing how to punish option select throw break is absolutely key to pressure IMO.
  8. dragontamer

    The Art of Mixup and Increasing Pressure

    The easiest way is to see the grab, react, and then throw-break. If your opponent's only way of breaking chicken blocking is by air-grabbing you, then react to the giant green exclamation mark and escape. Its hard to do online however, but offline, there's plenty of time to react. I somewhat agree. Conditioning is absolutely essential in this game. However, conditioning purely on high/low mixups is near impossible, because good players can just react. Your opponent becomes easier to condition the more and more mixups you throw at him. High/low mixup is quite passive, your opponent can just watch the screen and use only his left hand. However, start using throws, and now your opponent has to sometimes react with his right hand as well (ie: react with throw-break). If your opponent is watching out for throws, he'll be less likely to block the high/low mixup correctly. If he's watching out for high/low mixups, it will be harder to tech out of throws. Of course, there are then the opponents who can do both pretty well. Which goes into strike-strike mixups. After throwing out your low, dash back in and attempt to "loop" into a renewed mixup attempt. IMO, spending 50% heat to rapid is well worth it, especially if you spend it on something normally unsafe. Ex: Ragna's goes into 2A -> 6B / 2B mixup gets blocked, so he continues to 5C 623C Rapid 66 2A as a blockstring. The 623C Rapid 2A serves as a strike-strike mixup that conditions your opponent to not punish your Inferno Dividers. Furthermore, even if your opponent blocks it, you have a 662A, allowing another renewed 2A -> 6B/2B mixup attempt. Its not about throwing one mixup at your opponent, you need to throw ALL mixups at them at the same time. Strike/Strike, Throw/Block, and High/Low get more and more effective if you simultaniously throw them out. And under these conditions, you've hopefully overwhelmed your opponent's reactions, which opens them up to conditioning. Finally, the slowest mixup of them all... Guard Breaks... become useful at this stage. Most characters can throw a guard-break attack with massive +frames but poor startup. Ex. Jin's 6D or Ragna's Dead Spike have good +Frames, renewing your mixup pressure while also chipping away at the guard primers. Use these to condition your opponent's right hand into pushing buttons.
  9. dragontamer

    The Art of Mixup and Increasing Pressure

    BTW: Don't get so focused on high / low mixups. In BlazBlue, outside of certain situations... the high/low mixup game is slow enough that good players can react to it. Personally, I focus on the strike-strike mixup in BlazBlue. Of course, Noel Vermillion has a terrible high/low game, so I guess its more like I'm forced into the strike-strike mixup. It goes like this: Find a block loop. For example, 2A 2A -> 66 -> 2A 2A -> 66 -> 2A 2A is fairly universal in this game. This isn't safe, this is just a starting point. If your opponent blocks, you "tie" with your opponent. IE: your loop continues and this can go on as long as your opponent continues to block. For me, Noel's block loop is 5A 5A -> 665A 5A -> 665A 5A -> etc. etc. The whole point of a block loop is to invite your opponent to push buttons. Its not safe, but nothing is safe. Under this situation, your opponent has the following options: 1. Jump Escape 2. Backdash 3. Spam Jabs / Throws / Slower Invincibility 4. Spam Dragon Punch / Supers / Instant Invincibility 5. Block 6. Barrier Block 7. Instant-block These options are beaten by: 1. Solid Blockstring Lows (if your opponent holds up, he isn't holding down. IE: he's blocking high), or 2-frametrap (vs Arakune / Litchi) or 3-frametraps (vs everyone else) or 5-frametraps (vs Tager). Also, IAD -> Airgrab works. 2. Meaty attacks or Multi-hits. For example, Noel's 6C. Be sure you can hitconfirm this, most opponents are airborne if hit while backdashing. 3. Frametrap into a counter-hit. For example, Noel's 2A -> 5C is a good frametrap in CS1. 4. Block then punish 5. Continue your loop 6. Continue your loop, modified such that you can keep the pressure vs Barrier Guards. 7. Switch up your rhythm slightly. Because your opponent isn't in blockstun, he'll probably backdash instead of instantblock. Then, you can punish the backdash. IMO, THIS is the primary mixup game in Blazblue that I usually play. In addition, you throw in high/low/throw mixups, but it is only effective AFTER you master strike-strike mixup. At least, for all characters with a dash. Hakumen doesn't have a loop that I know of, so all of his strike-strike mixup options are much shorter, and don't involve any loops. Afterall, your opponent isn't going to block unless he is forced to block. You need to learn to punish your opponent's escape attempts. First, force your opponent to block. That is to say, make his safest option to block. Once blocking is his safest option, THEN start throwing in the mixup attempts.
  10. dragontamer

    Marvel vs Capcom 3

    I wouldn't call burst an "advantage", any more than I'd call advancing guard to be an advantage. At best, a burst puts the game back to neutral in BB at least. True, some matchups have certain characters pwning the neutral game (ie: Tager vs Nu-13)... but say, if Tager bursts vs Nu, I wouldn't say that Tager gained an advantage. Its a defensive maneuver that few games have, but its far from a comeback mechanism. GG Burst... maybe, because offensive Gold Burst fills your meter. But Gold Burst doesn't get better the less life you have. For all intents and purposes, its like a Dragon Install or Ragna's Blood Kain. It heavily shifts the favor into one character for a temporary amount of time, but it doesn't actually get better the less life you have. Defensive Burst gives you sexy knockdown, but I'm not exactly good enough to know whether or not you get Oki followup... Anyway, comeback mechanisms are okay, as long as they're reasonable. I don't like the Tekken Rage system, or X-Factor. SF4 Ultras are passable, I'm kinda neutral on the concept and implementation. Super-Bars gaining meter in BB from getting hit by your opponent's combos is fine as a "comeback" mechanism. Its just X-Factor is way too damn strong. Not only does it serve as a rapid cancel, but it resets proration (wtf?). If you know what you're doing, comboing into XFactor will guarantee that at least one of your opponent's guys will die, and now you got setups for the next guy. (ie: X23's Silent Kill as the next guy switches in, along with all of the other traps and crossups and air-grabs as the new character comes in...) Turning many matches into single-character sweeps is just dumb. Long story short, I agree with qwerty in that comeback mechanisms are fine. Its just that recent games have pushed them over the edge. (I disagree with some technicalities in qwerty's argument, but I agree with the overall picture)
  11. dragontamer

    Marvel vs Capcom 3

    Why is this game so damn safe? Meh, I too scrubby in this game to complain about it yet. So if anyone has advice for the following, I'll take it. 0. What notation should I use when talking about this game? >_< 1. Super-Jump TK Shots from Pheonix (and similar strategy from Storm). How does an offensive character get up there and actually stop this? 2. Anti-airs. Outside of real shoryukens, are there any solid anti-airs in this game? (I use Zero / x23 / Amaterasu. Amaterasu has that counter that leads to x23 assist OTG -> combo, but Zero / x23 don't seem to have any anti-airs... Like, Block and 5L is Zero's best anti-air strategy.) 3. Punishing. How do you do it in this game? If your opponent whiffs, he can just cancel into a super if he sees you dash towards him. If he whiffs a super, he can cancel into a safe hyper (or hyper into a DHC safe switch). Plus, everyone is +5 on the average. (x23 H -> QCB HS is +11 frames. Zero's 6H is +4 frames. Ryu's air qcb l is +23 frames according to the BradyGuide)
  12. Oh hey, nice playing you on PSN. What uppp Noelz?

  13. dragontamer

    [CS2] Noel Vermillion Video Thread

    I just looked it up. 6A -> 2B whiff recovers faster than clean 6A. 6A's recovery is abysmal...
  14. dragontamer

    [CS2] Noel Vermillion Video Thread

    Massive Increase to hitstun on 6A Counter-hit. 6A CH -> 2B (whiff) -> 66 5A 6C connected in the Noel vs Platinum fight.
  15. dragontamer

    [CS1] Noel Beginner Questions: You Gotta Start Somewhere

    Clean Bloom Trigger -> Rapid -> 66C -> Combo does a good amount of damage. I don't land those too often however.
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