sooo your telling me i can put ragnas carnage scissers on a but like the bumpers or triggers?!?!?! hooooooooooooooooow. i must know your secrets.
This has me a little confused. What do you mean by anti-air properties? Is it like not being to block srk type moves?
I’m soooo envious of you guys across the pond, times like this I really wish I was still in the US. Is it known why do we have to wait month for the EU version? Will it have something extra in it? (like french/german/spanish/… voicing or something?)
well you Europeans get the Limited Edition which I’m pretty Jealous about haha :D. I agree with Luna Kage that this game is very combo heavy. For the people just picking up this game you can start by hitting dustloop and there is also a challenge mode very similar to SSF4. The thing about these combos in challenge mode is that they are they BnB combos that you will most likely use during an actual match and they aren’t very ridiculous so I find it pretty helpful and good practice for matches.
To Gamesplayer: This may be a little late but I feel that Noel is a totally different character coming from CT, so I don’t think playing CT before CS would help with Noel gameplay. They took out her throw loop and replaced it with a different Haida loop. Most people agree with me but I think she got worst in my opinion
Well lets say you can air block in SSF4. if Ryu tries to attack you with his LP while you are air blocking you can block it, but if he attacks you with Crouching HP or SRK, you cannot air block those moves, because they are anti-airs.
A reall-life BB example: Noel has a couple of moves with anti-air properties: 6A, 6C and Spring Raid are the most used. if she starts mashing 5A while you try to jump away, you will be air blocking it, but still held in place, but if Noel sees this she can cancel 5A into 6C to anti-air you, but if you expect this you can put up your barrier, so you can air-block the anti-air.
Any of this making any sense?
In other words certain AA moves cannot be blocked normally so you must use Barrier Block to defend.
And just as a note, you can’t instant-block Anti-Air / Air-Unblockable (same thing) moves anymore. You HAVE to barrier.
Also, you can’t barrier during rising superjump anymore, which makes AA moves a lot better as a trap - a good example is Lambda’s 236C (Act Parser Zwei: Cavalier), which has huge vertical range and is air-unblockable, so if they try and superjump out of her pressure and you 236C early there’s no way they can avoid it (except hit you with something).
Yo what’s good? My main problem i’m having so far is HIGH JUMP CANCELING & NORMAL JUMP CANCELING. simple? lol yeah but this shit is annoying me & stopping me from completing challenges. Any tips?
Go back to neutral after you input an attack, then tap 28 (or 27 / 29 for sjc back / forwards). The only time this doesn’t apply is when you’re supposed to TK the following attack (e.g. Lambda’s challenge 9).
Ok sorry for seeming a little slow here but this is my first week with this game. What do u mean by go back to neutral? I understand everything else after that…thnx
Also another problem i’m having…Noel challenge #4 the dash after 22C is killing me. Can i buffer that? I cant pull this off in time for some reason.
Going back to neutral means to stop pressing whatever direction you’re pressing before inputting another direction. This allows the game to read your inputs clearer. For instance the standard sweep command is 3C so let’s say with Ragna you want to do 6B to 3C. To make sure you get 3C and not 2C, after pressing 6B release 6 thus going back to neutral then press 3C.
I don’t play Noel but if it’s anything like Ragna’s dashing whatever combos you really need to get a feel for it.
Is there any sort of delay on resetting to neutral? I was practicing some of Noel’s training combos, and there was one that involved a 6A to 5C , and I was pretty sure I was releasing the stick before hitting C, but kept getting 6C out instead of 5C.
Lunakage: You sort of confused me, but I get what your trying to say now. Guess I gotta hit up training to find out what can and can’t be air blocked.
On another note: any tips for Tsubaki’s 8th challenge mod? I can get the timing for doing QCF D after the QCB QCB D. Always get it blocked.
Since BB is slow enough that you can visually hitconfirm your ground combos/strings I usually don’t hit the next button until I see the previous attack connect.
The character boards on DL have a thread that breakdown their respective character so you could check that.
Hatred Edge: thank you very much for the notice. much appreciated.
noob question: does anybody have a problem registering on dustloop? Im new to the game and im trying to meet up with the scene in WA state, but it says my email is banned and i need to make another one?
I made another one, and it said that one was banned too.
any ideas?
Don’t use hotmail
thxs
Seeing how this is the Q&A.
Whats the best method for versing Noel in close range? Seeing how that characters moves have a invincibility thing while moving forward some what fast with some range.
Also what are you suppose to do when someone spams a barrage of moves that go forward and there doesn’t seem to be able to do anything? Typically happens when versing Jin or Ragna. Then again I do use Bang and he can’t use a counter while in block and his reversal is rather very short range and harder to use.
Going to guess Tagor just moves you around since he is very slow, either jump or stay on the ground not to get grabbed or is there some trick to his grabs that requires him to use other moves?
Also what is considered a great all purpose character, combos take to long so I’ll probably only try a few more. Its not like DOA where simply being good at counter/block/grab makes you win with anyone most of the time with differences of speed and such. Pretty good with Bang but my win rate shouldn’t be below 40%.
Noel can be grabbed out of her drive, or DP’d, or anything really, its easy to beat D spamming Noels, its the ones who use drive well that are tough.
The word you’re looking for in the second paragraph is “Pressure” and Ragna has amazing pressure, against Jin just wait for him to jump then use your best Anti-Air, against Ragna you need to wait for him to use a punishable move and then punish.
Against Tager, just try not to be obvious, when you approach, switch between jumping in and running in, just keep him guessing.
All purpose, I would say are either Ragna, Jin, and maybe Noel, they can space pretty well, and can do decent rushdown at the least.