Added: 1 year ago
From: dragontamer
Views: 2,069
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  • I like these mixups.

  • I'd like to practice against you, I'm working on trying to improve my mixup game with noel and also learn safe drive block strings and such. PSN - DrexBrightblade

  • @drexbrightblade I'm PSN dragontamer5788. The thing you need to realize: "safe" drive strings are safe vs different characters, and different situations. 5D -> d.5B is safe vs Noel, but not safe vs Ragna due to his dragon punch. Also, it it is *never* safe on instant-block... You'll have to adapt to your opponent, and me just showing you the Noel vs Noel matchup won't really help you in say.... Noel vs Hakumen, which is just very very different. You're welcome to message me anytime. :-)

  • I love Noel, I love Touhou, I inherently love this video :)

  • As if Lambda's defense wasn't bad enough already. :(

  • Whats the music used in this video? =D

  • @JapanguyGM2500 Touhou Imperishable Night: Extra Stage.

  • @dragontamer i knew this sounded familiar :D TOUHOU WOOT

  • A problem with Ragna with that "overhead" mix up, is that if they see it coming, they can Inferno Divider through that...

  • @shadowofchaos725 Overhead mixup is a true blockstring on normal block. Ragna must instant-block the d.6C if he wants to use Inferno Divider to interrupt the d.6B. Ragna can use Inferno Divider on the low mixup on normal block, but he can't do inferno divider on the overhead option (on regular block).

  • How about wake-up 360 from a Tager? will d.6C hit them out of that?

  • @TheOnlyLunaKage 360A does not have startup invincibility, so you'll counter-hit Tager into 4k+ damage (first combo). 236A/B has startup projectile invincibility, so yes, Tager has an option against this. SledgeB however is beaten by d.6C -> 623D... SledgeA is too fast unfortunately.

  • @dragontamer I've tried this very sparingly recently, and its worked about 50% of the time, seems like its a bad idea against Ranga though.

  • @TheOnlyLunaKage Use it once or twice to force your opponent to think about his Oki. Whenever you notice your opponent mashing out, you can throw this into your "combos" and punish them.

    Ragna's Inferno Divider makes this a pretty bad idea. Most Tagers don't Wakeup Sledge for some reason, but I figure a good one would eventually do it if you spam this setup. Otherwise, go crazy vs Tager, lol.

  • Some good ideas, nice. Sure its got weak spots but it's something :/

  • 3. Even with heat, Daifunka is so slow you can super-flash buffer 214D and escape safely. IE: Both Bang and Litchi (even with Staff) have no options against this as long as you pay attention. 214D the Daifunka, and 3C Counter-hit after Tsubame Gaeshi.

    4. Yes, not teching is an effective escape. But generally speaking, it is easy to punish. After d.6B, reload your guns, 2B 6C for a reset. If you're really worried about that, reload guns after d.6C, and you'll recover before your opponent.

  • Addressing many concerns:

    1. Bang's 2D is not a wakeup reversal. Bang will be counter-hit if he mashes 2D.

    2. Not all matches are played all the time with 100% heat. When the opponent has less than 50% or 25% heat, this is an effective lockdown for Noel, Carl, Taokaka, Hazama, Jin (623C whiffs), Lambda (214A/B/C whiffs), Litchi (623D hits, but Noel recovers in time for 3C counter-hit), and Bang.

  • Well against people who can reversal you can assault through, 4D, 2D/214A(720).

    heck even against bang you can RC it if you see him try to 2D and 3C Haida loop him.

    It's not a "GO TO" combo. it's just more shenanigans you can implement to your gameplay. You know, dodgy crap like whiffing 214A to punish cat chair with Haida loop.

  • Assuming they don't block or reversal on their wakeup. This is may be good at catching dumb people off guard but at high level play, putting your self in a state where you CANNOT BLOCK is a bad idea. This is part of the reason why Noel is bad.

  • @shynkz If Litchi doesn't tech, you'll recover before she does. This setup makes Wakeup Tsubame Gaeshi a poor option... Noel can 3C counter-hit after Litchi whiffs it. All Green is too far (All green whiffs, and d.6C counter-hits into 5k combo)

    Aside from that Litchi literally has no wakeup reversal options, even with heat. Well, wakeup counter-assault, lol.

  • actually, instead of emergency tech you are stuck in "hitting the ground" state, which 6C will hit you OTG. you can maybe tack on another hit after, but you are definitely putting yourself at disadvantage if you still go for 6B/6D/214A or anything because youll just end up whiffing an attack as i air forward tech to you. I wouldnt know, theorying it though. I doubt the combo could go on any longer, i tech out, youre at disadvantage. Its a silly setup imo. TRASH TALKKKK

  • 6C doesnt hit otg? what if im not mashing tech awl dei?

    also, yes, lets start up an attack on oki. A very telegraphed, vulnerable attack. 720, DP, any reversal super. like everyone has one, barring rachel and carl. Actually, carl has gear.

    Have fun locking down rachel

  • what about Hakumen's 2D? You showed Yukikaze, but 2D comes out just as fast, and it's a low, so....

  • @asukira 2D gets beaten by d.6B, the overhead mixup demonstrated in the video. In general, blocking low will beat both d.6D and 214A.

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