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whitevoid

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About whitevoid

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  1. whitevoid

    [CS2] Noel Changelog Loketest 1-5

    6A on crouchers would be great. Open up a lot of damage options on normal hits. 5C being jump cancellable would be super-sexy though.
  2. whitevoid

    [CS1] Mu-12 vs Tager

    I wouldn't go so far as to say that everyone can effectively jump at everyone... there are differently relative disparities amongst characters and in match-ups. 6-4 is correct though (more or less). Mu != Nu. End of discussion in my eyes.
  3. whitevoid

    [CS1] Noel Guide

    @kuma. Were you paying attention to the original conversation? Do you see what I'm getting at? Because honestly, I have no idea what you are on about.
  4. whitevoid

    [CS1] Noel Guide

    I do miss the old 5C, mainly because it looked awesome and was jump cancelable. They should make it a command normal, 4C.
  5. whitevoid

    [CS1] Noel Guide

    So what on earth are you complaining about then? QQ.
  6. whitevoid

    [CS1] Noel Guide

    Uh, no. You are wrong. You're just making excuses for yourself. If you are playing "auto-pilot," then you are mashing, at least in my eyes. When I say "mash" I don't mean literally frantically pressing buttons, I mean pressing buttons without formulating a strategy. My point is if you are playing in a way that is disconnected from what is going on in the match, then you might as well just be frantically pressing buttons for all it's worth. It doesn't matter how "sound or good" that is, it's still mashing. Don't be another flow-chart Ken.
  7. whitevoid

    [CS1] Noel Guide

    TBH, if you get beat by mashing you probably were mashing yourself or they weren't actually mashing.
  8. whitevoid

    Standing Reset or Launch and Finish the Combo?

    They are the same thing in principle. If you want to argue semantics, it's really moot as his point would remain the same. Technically, I don't think most people would call a standing combo cut into a mix-up a reset. They'd just call it a mix-up. Generally, I've always thought of resets more like what Synthesis is calling it, loops that don't combo. But this is all semantics, and that's a discussion for scholars not fighters.
  9. whitevoid

    Standing Reset or Launch and Finish the Combo?

    I'd say it's a matter of the opponent's play primarily. If someone is generically having a problem with mix-ups, then they'll likely have a problem with this one as well. If they are in a panic mode because you are in the lead, you can also read off of that and feel out if they get better or worse. For instance, if I get frustrated you can hit me with pretty much anything. Other people might play looser when they are up so it's the opposite. To be honest, I haven't really messed around with your set-ups too much as I was trying to get some other combos down, so I can't say specifically. I remember the most interesting of them was actually your d.6B +4 frames oki on emergency tech, much better than a canned mix-up in my opinion though you're sacrificing a bit of damage. You get counter throws if they try to poke (and green throws if they block) and it's easy to bait out moves, not to mention you beat out a variety of incorrect teching options. Another thing Tekken taught me is that wake-ups > mix-ups (fucking True Ogre bullshit). Waking up correctly requires very specific narrow knowledge, blocking mid-low is very general and broad. But I don't think there is a hardline threshold. Whatever works use it. Just because something is a lesser tool, doesn't mean that it shouldn't be used. I mean, I said jab strings are better than jab into mix-up, but it's not like people *don't* do that. It's just a lesser tool. I think the distinction here is one is strategic, and the other is tactical. You use a good tactic because you are trying to maneuver around your opponent in terms of a thinking reacting being. This means that you can take sub-optimal plays because it hits them in a blindspot. You think that they are not going to see that mix-up or whatever. But you use a good strategy because it is optimal, and thus by nature generally extremely risk adverse. Why let give your opponent a chance to take less damage or damage you at all?
  10. whitevoid

    BBCS II Loctest Discussion ~not "Complaining"~

    SERIOUSLY?! I'm going to blame it on the fact that I play on a tiny ass television.
  11. whitevoid

    BBCS II Loctest Discussion ~not "Complaining"~

    OH yeah... Inferno Divider... I like how I'll always call that move anything but it's name, dragon punch, volcanic viper... but inferno divider. If I looked at Hakumen's 2C and his 6A, I would have thought that his 2C would have invulnerability and that his 6A wouldn't. I don't really know what to say. If you are going to make unfounded assumptions about moves that end up being wrong, most people would just go "uh oh, I made an unfounded assumption about something, but i was wrong and i won't do that again" not cry out that it's broken. There is nothing about Tager's Sledge that makes me think "projectile invulnerable!" But it is. It doesn't need a flashing sign telling me that. Jin's 623A you would think has some invulnerability to it, but it doesn't. Hazama's command throw has invulnerability but Bang's doesn't. Why doesn't Noel's jD which shoots down at you from over your head count as an overhead, when she is shooting from over your head? Because that's just the way it is. Figuring that stuff out is what experience and testing is for. (and forums). This isn't Street Fighter.
  12. whitevoid

    BBCS II Loctest Discussion ~not "Complaining"~

    Are you serious? There are visual indications that a move is invincible? I seriously need to may more attention when I play... What the heck is IDing? Was he trying to buy beer from you?.... Wait. Hold on. Are you saying you have trouble against drive spam? I'm so confused.
  13. whitevoid

    BBCS II Loctest Discussion ~not "Complaining"~

    To be honest, I don't think her Drive is THAT bad. You just need to realize that she has over twice as many Drive moves as most people, but it's not like every other character is going to mash D for the win or they have like 12 awesome Drive attacks. You don't really use Makoto's Drive attacks outside of combos, but I don't really see people give her a hard time about that. But plenty of Noel's Drive attacks (mostly the starters) are actually solid attacks, and her Drive pretty is essential for her combos. I think it's less that there is something terribly, terribly wrong with it, and more that there is just a lot of it that is fairly irrelevant and so there is a lot to critique. Jin's 5D isn't a particularly good move, but it is just one move. Even though it's 25% of his 4 (meterless) Drive moves, it's still just one move. Noel has like 25% of her Drive moves being good, but she has like 15 of them so there are a lot more of them that aren't particularly good.
  14. whitevoid

    BBCS II Loctest Discussion ~not "Complaining"~

    By his "other counters" you should mean 5D. 6D and 2D are pretty much irreplaceable. But a good jD tends to be much better than 5D (notice that they buffed 5D a little bit). On Noel, it's more that it's far from being anything that is a serious issue. There are plenty of things that character can do without, but I don't see any significant problems for balance reasons that would require such a nerf.
  15. whitevoid

    Standing Reset or Launch and Finish the Combo?

    The main issue I'd have with deliberately missing the combo in this situation is that you have to assume that they'll at least block it. d.6B just isn't ridiculously fast or anything and logically there aren't many things that make sense for the opponent to do. It doesn't really make sense for them to be mashing buttons on a standing combo, sometimes it works but most of the time if they drop it, blocking the move is plenty good. This puts you in a bad situation because at the very best you opted out of damage. And sure, we can discuss DPing or whatever, but most of the time good people will block when they are attacked. If they do something else it's either because they know, which is bad, or they don't so they are just panicking. This is not to say, don't do it or try it, but it's not a stable thing to do. It's just very gimmicky. Like, I hit with Assault Through plenty of times, but once someone shows me they can block it, I have to stop. Now this works fine with Carl and Tager, but that's because of what happens when they block. Blocking against Tager? Obviously, this makes you very vulnerable to being thrown. And with Carl due to the nature of Nirvana, his options and his strength of his options are much much bigger than in this case. I'm pretty sure that this is the correct answer, i.e. unless you are really good at punishing blocking generically (and the 6D/6B mix-up is insufficient), then go for the guaranteed damage. Aside from BB and GG, I mostly play(ed) Tekken and so this sort of situation is pretty much ubiquitous to all characters, and you almost never omit damage for a standing mix-up. Lowering damage for Wakes is different, but it's pretty clear that great jab strings are so much better than doing a jab into some mix-up.
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