Starrk Report post Posted May 18, 2015 Just press D ONCE asap, you have all the time in the world to follow it up, so it isn't like you'll drop it just because you did the other D too late That's not the problem, the first D won't come out fast enough. That's why I mash it to make sure it comes out as fast as possible Share this post Link to post Share on other sites
pokemonblaze234 Report post Posted May 18, 2015 That's not the problem, the first D won't come out fast enough. That's why I mash it to make sure it comes out as fast as possible Yea, that's the problem, you SHOULDN'T MASH IT Like, I said, press it ONCE asap Share this post Link to post Share on other sites
someonewhodied Report post Posted May 23, 2015 Updated the thread a tiny bit. Share this post Link to post Share on other sites
Nakkiel Report post Posted May 23, 2015 https://www.youtube.com/watch?v=UdwHkXkI3U4&edit=vd Share this post Link to post Share on other sites
someonewhodied Report post Posted May 23, 2015 Huh that double super route is interesting, though... if you want damage in the corner for 100 meter 6B>3C>214D~214C>236[D]>6C>214D>236D~C>3C>236D~214B>6D>2DD>ODc>66DD>632146D>632146D Double OD super only works on some of the cast. (rachel, tager, bang, hakumen, valk, a few others i forgot) i had a 125 meter one written somewhere but i forgot it. you could probably do regular super>3C>ODc>Super route after the 236D~C on other characters. Fun OD route midscreen for 50 meter: OD>6B>3C>214D~C~44>j.214D~66>j.623C~214B>2DD>236D~C>5B>6A>6C>236[D]~66>3C>632146D there are probably better routes after the j.214D but i haven't experimented too much. Share this post Link to post Share on other sites
Nakkiel Report post Posted May 23, 2015 these work on everyone though at full life Share this post Link to post Share on other sites
someonewhodied Report post Posted May 23, 2015 test damage for: 6B>3C>214D~214C>236[D]>6C>214D>236D~C>3C>623C~214A/B>2DD>Super>663C>ODc>Super. (you could actually do OD super>663C>super on everyone, the issue is combo time) the 214D~214C has you doing the C cancel and C gravity in the same motion. You won't be able to do 214D~C>236[D] otherwise. Share this post Link to post Share on other sites
Nakkiel Report post Posted May 23, 2015 It doesn't seem possible to get the height right for Super > 663C to link with that little of combo time at the end (214A > 2DD isn't high enough, 6D > 2DD techs at 2DD). Judging from the damage up to that point I think it would do 6.8K~ It's at 5450~ damage before 3C > cOD > Super which is consistent with the combo in the video. Share this post Link to post Share on other sites
someonewhodied Report post Posted May 23, 2015 okay so doing it properly won't work. When i got it working, i was cutting hits out of multihit attacks everywhere just to see if it would work. It DID work then but i guess it just isn't fast enough otherwise. (also cutting hits out is bad for damage obviously) Guess i need another route to break 7K for 100 meter from 6B Share this post Link to post Share on other sites
Nakkiel Report post Posted May 23, 2015 Yeah I've been hoping for something that breaks 7K but with the current combo timer, we already fit in all the big moves.. I think only low life OD will manage it and even then it may not be a practical combo. Share this post Link to post Share on other sites
someonewhodied Report post Posted May 23, 2015 I guess i'll grab proration values tomorrow for all the moves and make the proration chart and have hex update the wiki hopefully. 236[D], 214D, 214[D], 214D~C, j214D, j.214[D], 6C you'll want to use as many of those moves as possible near the start of a combo. but since you need heat or OD to combo into j.214[D] or out of j.214D we'll ignore those. 214[D] can't be combo'd into outside of OD either so scrap that too. so 214D, 214D~C, 236[D], 6C should be our best moves. 5B, 6B, 5C, 2C should all have 89 p2. So they should be used for combo filler mostly. theoretical combo 6B CH>214D~214C>236[D]>6C>214D>236D~C>5B>623C~214B>2DD>ODc>66DD>632146D>3C(1)>632146D i doubt combo timer will allow it regularly (6B>2C/3C) but with CH on 6B and cutting out a move early on it may actually give enough combo time to do this. 5B replacing 3C to cut some time out. Maybe do 7 hits 6C instead of 8 hits. I'd enjoy 7K off of a burstbait in the corner though. Share this post Link to post Share on other sites
pokemonblaze234 Report post Posted May 23, 2015 I've got a question about this ender in the corner 6C>214D>214A>236[D], like, what do you get from it? Also, i'm still kinda confused about what's the best oki midscreen Share this post Link to post Share on other sites
Nakkiel Report post Posted May 23, 2015 we made it https://youtu.be/qMrLZEqJSmw?t=65 Share this post Link to post Share on other sites
someonewhodied Report post Posted May 23, 2015 huh. That low heat gain tho. Looks like nu needs some mental gymnastics to get a combo that builds 25 heat after crush trigger. I miss having 99p2 gravity hit. Not bad but i'm kinda depressed. in 1.1 nu needed 25 heat to hit 7.5K. Now we need 75 heat and we are short ~300 damage. Share this post Link to post Share on other sites
Nakkiel Report post Posted May 23, 2015 Yeah but at least most characters have to spend a ton of resources now due to the combo timer nerf. Our damage is high and consistent but I do wish it topped out higher just because I like killing people Share this post Link to post Share on other sites
kenja0 Report post Posted May 26, 2015 I've been testing some Frametraps when an opponent air blocks a ground sword. All of the mixups I've tested come out as soon as the opponent lands and hits them on jump startup if they try to jump out. The only thing they can do is properly block it. Obviously, with perfect timing, any sword delayed at the right time can lead to frametraps, but these are by far the easiest to perform. Note that when performing 236DC, the opponent must land on the spawnpoint otherwise they can still jump out. (blocked) 2D > 6D > (hit) 4DD/236DC (blocked) 2D > 6DD > (hit) 4DD/236DC (blocked) 2DD > 6D > (hit) 4DD/236DC (blocked) 2DD > 5D > (hit) 4DD/236DC (blocked) 2DD > (delay) (hit) 5DD (blocked) 2DD > (hit) 4DD/236DC (blocked) 6D > 2DD > (hit) 4DD/ (difficult)236DC Here is the combo I've used to follow up any hit. [4DD > 5DD] > 236DC > 214C > 5B > 6A > 5C > 6C > 66 > 3C > 214DC > Crescent Oki (2805, +22/-0) Share this post Link to post Share on other sites
pokemonblaze234 Report post Posted May 26, 2015 CH TK j.214[D] |>IAD j.2C>j.214D |>2B works in the corner if hurtboxes matter, then i did it on Tager EDIT: Ok, so it doesn't work on Ragna in the corner but it does midscreen, you can also microdash 2B or do 665B after Crescent, idk if this is optimal or not but atleast we know now that you can combo off Crescent in a combo Share this post Link to post Share on other sites
someonewhodied Report post Posted May 28, 2015 623C(AA)>662DD>214D~C>5DD>6D>2DD>236D~C~214C>5B>6A>6C>236[D] 3292 Damage Share this post Link to post Share on other sites
Gray Fox Report post Posted May 28, 2015 Under the easy BnB's section on the front page 5DD > 4DD > 5DD > 236D~C > 214C > 5B > 6A > 66 > 3C > 214D~C > oki (2662, +22/-0) should be 5DD > 4DD > 5DD > 236D~C > 214C > 5B > 6A > 6C > 66 > 3C > 214D~C > oki (2662, +22/-0) Share this post Link to post Share on other sites
pokemonblaze234 Report post Posted May 28, 2015 2DD>236D~C The memories Share this post Link to post Share on other sites
pokemonblaze234 Report post Posted June 2, 2015 2B>3C>214D~C~214A>6C>236[D]>665DD>4DD>2DD>236D~C>3C>236D~214B Does like 3352 dmg iirc Share this post Link to post Share on other sites
someonewhodied Report post Posted June 24, 2015 5B: .89 6B: .89 3C: .89 2C: .89 5C: .89 j.2C: .89 236[D]: .92 214D series: .94 j214Ds: .89 other 236Ds: .89 623C: .79 j623C: .89 if anyone needs this. OD>6CFC>214D66>CT>214DC~214A>6A>2147D44>j.214[D]>236[D]~214A>5DD>6D>2DD>236236D>66DD>2DD>6D>2D>632146D 8 0 0 0 D A M A G E B O Y S Share this post Link to post Share on other sites
pokemonblaze234 Report post Posted July 31, 2015 Confirm off a "far" 3C, well, far enough for 214D~C not to connect 3C>236D~214B>5D dl D>jc866 j.B>j.C |>6A>6C>236[D]>665DD>236D~C>3C>214D~C~214A>2DD>jc7 j.2DD>j.214D ~3,4k dmg If anyone's got a better confirm, pls tell me Share this post Link to post Share on other sites
Starkaiser Report post Posted August 21, 2015 I need some help! I think I should have asked this long ago, but I have been trying my best to overcome it myself but it doesn't give good result.Basically, the main combo : starter -> 3C -> 214DC -> gravity A -> 6C -> 236[D] -> dash 5DD -> 236DC -> 3C -> 236D~gravity B -> 5DD -> air DI have done it for over thousand time already, but I can never perfectly accurate it. The combo itself has many minor issue that could give me a mistake, and I would like everybody help for the tip of how to prevent those mistake happened to me. 3C -> 214DC -> gravity A-sometimes, the cancel is too slow, I prevent this by meshing C rapidly. after 214D-However, by rapidly mesh C, sometimes the gravity A become gravity C which mess up the later position!=What would be the solution you can give me? It is very hard to timing the shortest possible of 214DC without meshing, but meshing would ruin gravity A often! Gravity A -> 6C-If you doesn't hit 6C horizontally then the 236 [D] will miss.-gravity A either come out faster or slower a little bit each time. Any suggestion on the method you use for timing this 6C? dash 5DD -> 236DC-I never have problem about timing this part. but sometimes 236DC become 236D, I do not thing that I make any mistake on the input, but sometimes it really come out as 236D despite I really input 236DC. Was anybody else having the same problem before? How did you guy fix the problem if you ever did have this problem! 236D~gravity B -> 5DD-This is the hardest part that could make my combo fail more than 50% here.How do you make the right timing for this to work? If I do it too fast, the action won't come out. if I do it little slow, then it won't connect! Please help with any method you came up with for this main nu-13 combo!By my experience, I could only manage this whole combo successfully in about 2/10 try only. The 1~3 would make it miss about 3/10, and the 236D~gravity B->5DD would make it miss for 5/10. SO far, I have been playing online with this combo (either let it miss or whatever) and another alternative version using 4DD into air after 236DC instead. Share this post Link to post Share on other sites
pokemonblaze234 Report post Posted August 21, 2015 I need some help! I think I should have asked this long ago, but I have been trying my best to overcome it myself but it doesn't give good result.Basically, the main combo : starter -> 3C -> 214DC -> gravity A -> 6C -> 236[D] -> dash 5DD -> 236DC -> 3C -> 236D~gravity B -> 5DD -> air DI have done it for over thousand time already, but I can never perfectly accurate it. The combo itself has many minor issue that could give me a mistake, and I would like everybody help for the tip of how to prevent those mistake happened to me. 3C -> 214DC -> gravity A-sometimes, the cancel is too slow, I prevent this by meshing C rapidly. after 214D-However, by rapidly mesh C, sometimes the gravity A become gravity C which mess up the later position!=What would be the solution you can give me? It is very hard to timing the shortest possible of 214DC without meshing, but meshing would ruin gravity A often!Do NOT mash C to get it out, all you have to do is input 214D then wait a tiny bit then press C and it should work fine. And you'e got all the time in the world to input 214A, lol Gravity A -> 6C-If you doesn't hit 6C horizontally then the 236 [D] will miss.-gravity A either come out faster or slower a little bit each time. Any suggestion on the method you use for timing this 6C?Delay/time the 6C enough for all the swords to hit, I guess dash 5DD -> 236DC-I never have problem about timing this part. but sometimes 236DC become 236D, I do not thing that I make any mistake on the input, but sometimes it really come out as 236D despite I really input 236DC. Was anybody else having the same problem before? How did you guy fix the problem if you ever did have this problem!You are pressing C too late. 236D~gravity B -> 5DD-This is the hardest part that could make my combo fail more than 50% here.How do you make the right timing for this to work? If I do it too fast, the action won't come out. if I do it little slow, then it won't connect! Ok, here's some prolly what will be bad advice, cancel into gravity fast, and not B gravity, A gravity. Please help with any method you came up with for this main nu-13 combo!By my experience, I could only manage this whole combo successfully in about 2/10 try only. The 1~3 would make it miss about 3/10, and the 236D~gravity B->5DD would make it miss for 5/10. SO far, I have been playing online with this combo (either let it miss or whatever) and another alternative version using 4DD into air after 236DC instead. Share this post Link to post Share on other sites