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someonewhodied

[CPE] V-13 Critique, Q&A, and Help Thread

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When you are in corner, and need to block against Jin combo sting. He keep repeating stuffs over and over and you keep trying to guard or find the way out.  Which part of attack is usually the safe way out?   I have been trying many time but whenever I try to counter attack with 2A to get out, his attack come faster and I get punish by combo.  If I keep guarding low, it seem to last forever loop.

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When you are in corner, and need to block against Jin combo sting. He keep repeating stuffs over and over and you keep trying to guard or find the way out.  Which part of attack is usually the safe way out?   I have been trying many time but whenever I try to counter attack with 2A to get out, his attack come faster and I get punish by combo.  If I keep guarding low, it seem to last forever loop.

iirc, you can 2A his 6B, but I'm not sure if that's a thing in 2.0, if not, then gg

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No. You have to press two buttons at once. Since the cancel from 214D~C is instant, you do it as a single motion sorta. So as you're doing 214D~C go into 214A then press 5C. The window is more forgiving than trying to do 214D~C~214A > 6C. The whole motion is pretty awkward to say the least. Just takes a bit of practice and you'll get it.

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It's not the cancelling that I have issues with. The string 5c 2c 214d~c 214a 5c just specifically doesn't seem to work for me at the second 5c, as if the game doesn't let me cancel 214a into 5c. I've no problem doing it from other starters. For example, 5b 2c 214d~c 214a 5c and 5c 3c 214d~c 214a 5c are fine.

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Come to think of it, is 5C>2C more optimal than 5C>3C? cuz I've been doing 5C>3C all of this time

 

 

It's not the cancelling that I have issues with. The string 5c 2c 214d~c 214a 5c just specifically doesn't seem to work for me at the second 5c, as if the game doesn't let me cancel 214a into 5c. I've no problem doing it from other starters. For example, 5b 2c 214d~c 214a 5c and 5c 3c 214d~c 214a 5c are fine.

 

hm?

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Well optimal or not it's queer that I can't do the combo from that route and I thought there might be some explanation as to why.

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Well, I suppose it is possible the 5C > 2C is pushing the opponent back far enough that 214D~C hits a little later and it's throwing your timing off. Maybe reduce the number of hits with 5C/2C. I tested the combo a number of times and it works fine.

 

I don't think it matters if you use 5C > 2C or 5C > 3C. The proration is pretty close (I don't think she has the 1.1 Dia P2 79 and has the Luna P2 89 for 3C). 2C pushes back a bit, 5C pushes back more so you gotta take that into account when you want to 214D~C. However, since 2C does do more damage raw, I guess that's more optimal. Also you can jump cancel 2C if you mess up somewhere, unlike 3C.

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Come to think of it, is 5C>2C more optimal than 5C>3C? cuz I've been doing 5C>3C all of this time

 

hm?

 

2C should have better P2 than 3C but doesn't work further away. The nice thing about 3C is that you don't need to worry about distance. I don't usually care about small damage optimizations (only large damage/heat optimizations) so i just use 3C.

 

 

Another thing you can do off 3C but not 2C is 3C>214D~C>665A so you can combo without gravity.

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2C should have better P2 than 3C but doesn't work further away. The nice thing about 3C is that you don't need to worry about distance. I don't usually care about small damage optimizations (only large damage/heat optimizations) so i just use 3C.

 

 

Another thing you can do off 3C but not 2C is 3C>214D~C>665A so you can combo without gravity.

 

Oh, I thought 214D~C would drop if I wasn't close enough, so I usually don't convert, well, thanks for telling me

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A few specific question to Nu players.

 

-Any specific good tool against Hazama player drive? I think most Hazama players play similar, there should be a way to counter those mid air.

 

-Terumi seem to have a move where he can use during his combo sting, but it is a dash + special throw.  How can you avoid that since you are forced to guard?  I don't think you can tag-reject special throw.

 

-Usually same character always pressure you in the same manner! What are the weak point of their way to pressure you? How do you get out of the defend situation?

 

for example.

Jin weak point = he cannot combo from overhead, so you should try to guard low more, wait until he throw you, then you can reject throw.

Hakumen weak point = his overhead is very slow, just guard low until you see overhead and dash out.

Trinity = keep guarding low with barrier, she gonna be repel away for enough distant where her hand can't reach, then she needs to dash back in. Her dash attack are all weaks.  this is the time you can counter.

Hazama = he usually try to wait his special attack stance for Oki you when you are down for another combo. It gonna be either up or down, you have to look carefully to guard it correct once then you can get out..

That okama = he will try to force his drill on you as a Oki.   you just have to try position your wake up in the place where there is no Drill.  If you are corner an forced to guard drill.   seem impossible to get off it...

 

Etc.  can anybody voice your opinion from your experience?

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-Any specific good tool against Hazama player drive? I think most Hazama players play similar, there should be a way to counter those mid air.

Just Anti-air him with 623C when he comes flying in, the MU is bad for a reason :P
 

-Terumi seem to have a move where he can use during his combo sting, but it is a dash + special throw.  How can you avoid that since you are forced to guard?  I don't think you can tag-reject special throw.

If you mean his 236D, then that's not really a grab, it's just a special

 

-Usually same character always pressure you in the same manner! What are the weak point of their way to pressure you? How do you get out of the defend situation?

If you get stuck in the corner and you yourself don't have good defense, meter for GC or burst, then it's GG

That okama = he will try to force his drill on you as a Oki.   you just have to try position your wake up in the place where there is no Drill.  If you are corner an forced to guard drill.   seem impossible to get off it...

You HAVE to respect Amane's drill corner oki, so you just HAVE to block. I'm pretty sure Nu dies against Amane in the corner cuz of his oki and cuz Nu has no no DP and "no" reversal options and whatnot

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If you get stuck in the corner and you yourself don't have good defense, meter for GC or burst, then it's GG

 

>>Not true,

 

I think it is important to learn each character attack sting and avoid it without only simply rely on meter.  I don't agree that you should just wait to die because you don't have meter or burst.

 

It is hard, I know, but more often than not, if the opponent isn't very pro, then there is going to be a hole that allow you to run out.   (Actually, even among pro players, nu-13 pro can also get out more than 50% of the time without meter)

 

So..  against internet players where most players are not that pro, I think it won't be too hard to find a way to get out of pressure without meter. So I would like to open a discussion here for anybody who has more experience against specific character who can tell about how you usually get out of pressure.

 

Most of players I know are either Ragna or Jin, so I have played against them until I know how to get out most of the time already, but I just not have enough experience against other characters so I want to hear more.

 

 


 

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What are Nu's oki options after 214D~C?

You can go for a 236D~C reset or j.214[D], but I wouldn't advised anyone to go for that knockdown, but w/e

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If you get stuck in the corner and you yourself don't have good defense, meter for GC or burst, then it's GG

 

>>Not true,

 

I think it is important to learn each character attack sting and avoid it without only simply rely on meter.  I don't agree that you should just wait to die because you don't have meter or burst.

 

It is hard, I know, but more often than not, if the opponent isn't very pro, then there is going to be a hole that allow you to run out.   (Actually, even among pro players, nu-13 pro can also get out more than 50% of the time without meter)

 

So..  against internet players where most players are not that pro, I think it won't be too hard to find a way to get out of pressure without meter. So I would like to open a discussion here for anybody who has more experience against specific character who can tell about how you usually get out of pressure.

 

Most of players I know are either Ragna or Jin, so I have played against them until I know how to get out most of the time already, but I just not have enough experience against other characters so I want to hear more.

 

 

 

 

All of that is part of defense, so my point still stands tho

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If you get stuck in the corner and you yourself don't have good defense, meter for GC or burst, then it's GG

 

>>Not true,

 

I think it is important to learn each character attack sting and avoid it without only simply rely on meter.  I don't agree that you should just wait to die because you don't have meter or burst.

 

It is hard, I know, but more often than not, if the opponent isn't very pro, then there is going to be a hole that allow you to run out.   (Actually, even among pro players, nu-13 pro can also get out more than 50% of the time without meter)

 

So..  against internet players where most players are not that pro, I think it won't be too hard to find a way to get out of pressure without meter. So I would like to open a discussion here for anybody who has more experience against specific character who can tell about how you usually get out of pressure.

 

Most of players I know are either Ragna or Jin, so I have played against them until I know how to get out most of the time already, but I just not have enough experience against other characters so I want to hear more.

 

 

 

 

 

Lots of Nu players crumple as soon as you get in on them. To some degree, you can get away with it in this version of the game because of all the meter and time burned pressing D.  But good defense will help quite a lot.  You don't get many chances to practice your D as Nu though.

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Btw. Since the purpose of this thread is actually posting video and ask for improvement, but nobody seem to actually do that so far.

Is it okay if I am going to start keep posting many videos here?

 

I am trying to find even match record to upload so that it is best to tell what part to improve. 

 

So do you mind if I might start uploading them often? I hope people here can help me point out the wrong and let me improve.  (Please be other advice rather than just "you not use optimize combo", because I usually prefer to use combo that is easier to pull out rather than risky one in online match.)  ^^;

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Please give advises,

 

https://www.youtube.com/watch?v=YH2Z_9Gi7tE

 

https://www.youtube.com/watch?v=r5fCH2mdJA4

 

Mainly, from my own opinion, I think that I have a lot of problem trying to shoot Hazama who move a lot. In video, notice that I have no issue predict 1段 Hazama movement, but I cannot predict 4段 Hazama movement at all!

and I think I have trouble on movement in general against any character, I think unlike pro video, I stand shooting too often? should I run in and out more?  But should I really do that instead of keeping distant? That bang was nearly killed me, and I think that I was lucky to win. When I see my own replay, I see it clear that my way of playing seem incorrect, but I just couldn't really point it out at all. Any specific character match up advise would be great!

 

Thank.

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Thank for your suggestion.  About "not dash in" "Not going in",  I am kind of confusing a bit. Because in the past I always stay far and shooting distant. And then people tell me that good player will not just stay still and should make some confusing to opinion by going in sometimes and try for combo.   So I am trying to do that, and now confuse whether I should go back to keep distant all time or not. Oh btw, when you see me moving around often.  I just not want opinion to aim distant toward me so easily. sometimes when they think I would be at this distant, I am at that distant instead and part of his combo will whoop.

 

66DD is usually mistake.  Usually it would be 66 5D for the combo part, but once you miss timing it is 66D and big whoop up  ^^;

About combo, I always practice it a lot, so I have no excuse, just that when it is tight situation, it come out miss very often.   I success more in training room tho :)

 

I'm not a MU specialist for Nu >>>  What do you mean MU?  I don't have Mu video there right?

 

Second vid gonna see jump-around again I guess, but that is against Hazama, I think all the more reason that you shouldn't staystill to let him lock distant on you, right?

Oh, and please try to check it. the second video are against different char.  :) (especially, I need help against hazama, I have problem aim at him)

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