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HexaNoid

[CP] ν-13 Critique And Self-Improvement Thread

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Okay guys, you know the drill. Post videos of yourself playing here and have fellow Nu players tell you what you're doing great and where you can improve.

And remember, constructive criticism only.

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Need to improve my game against Terumi - http://www.youtube.com/watch?v=9MmsXrQvi9Q

constructive criticism only
:D any thoughts will be useful :) (except obvious things like dropped combos) but thoughts about better combos will be very useful :eng101:

I really think his Messenga beats my everything, and he always has meter to do Messenga :(

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I don't really know how constructive criticism works for fighting games. Anyways I'll give it a try! :)

Alright, right here http://youtu.be/9MmsXrQvi9Q?t=14s you're doing a sort of iffy version of a 4B Dia combo. I have that problem as well. Here's the optimal combo for that scenario: [Dia] 4B > 2DD > 22A > 6A > j.C > j.2C > 2DD > 214D > dashing 5C > 2C > 623C > 22A or 236D. The optimal version gives you the advantage. What you're doing is resetting the game back to neutral. You don't want that. Against Terumi you'll need to press your advantage for as long as you can. His health is bad just like Nu's.

Okay here, http://youtu.be/9MmsXrQvi9Q?t=19s This combo is another example of you not going into oki but instead resetting to neutral. If you have a wheel starter and are unsure what to do, then just reset back into wheel so that you can keep the advantage. You'll have to extend the combo a bit since 236D has a 80f or so cooldown on it. Something like 2B > 2C > 5C > 3C > 236D should be enough.

Alright, http://youtu.be/9MmsXrQvi9Q?t=47s contrary to how it may seem, you don't need to rush in on Terumi like that. He has a lot of things that can beat Nu just running in, like j.2D or something. Since you had him spaced away, you could have done 214B/C and did some drives and inched your way closer. If you elect to do 214D~C be mindful that he can IAD forward and land just above you. So you'll need to either do 6A or 2C to beat him out.

http://youtu.be/9MmsXrQvi9Q?t=1m18s It's pretty tough to get out of Terumi's pressure. So what you're going to have to do, or at least familiarize yourself with, is expanding your options a bit. For instance, dashing barrier so that you switch sides if he tries j.2D. That gets you out of the corner, but it's takes practice to get right. You could also try IAD forward. IAD forward is one of Nu's most powerful skills because people are surprised whenever she does it. I would say try poking out with 5A, but I think Nu's 5A whiffs on Terumi.

http://youtu.be/9MmsXrQvi9Q?t=1m27s One way to counter Messenga is to always account for it. Safe options would be doing j.2D, and spacing him out. You don't want to do anything really unsafe, like 5D, 4D, 214D, etc, if he has 50 meter. Though, I think you accidentally backdashed there.

http://youtu.be/9MmsXrQvi9Q?t=1m41s I don't think it's ever a good idea to run in on Terumi with meter. Messenga is an example of what he can do. But at a distance, Nu can make it whiff more easy. Up close, she can block it, but the move is still -8 on block. Not something she can punish even on IB. Though I suppose if he ends up right in front of her she can do an A or B starter.

http://youtu.be/9MmsXrQvi9Q?t=2m47s If you're curious, the optimal combo here would be [Dia] CH 6A > 3C > 22A > 3C > 214B > 66B > 2C > 2147D > 6A > 6C > 236C > 5C > 2C > 623C. An easier version would be [Dia] CH 6A > 66A > 5C > 4B > 2DD > 22A > 6A > j.C > j.2C > 2DD > 623C.

http://youtu.be/9MmsXrQvi9Q?t=2m54s And if you're curious about what the optimal punish for this would be... [Dia] 6B > 5C > 3C > 22A > 3C > 214B > 66B > 2C > 2147D > 6A > 6C > 236C > 5C > 2C > 623C > oki

Overall, I think you did rather well. If you want to get better, you'll just have to up your reaction speed on things like the optimal punish vs Terumi whiffing a super and for getting out of the corner. Of course, that isn't enough. If you're having trouble escaping Terumi's pressure, my best advice is to save your meter for counter assaults. It's the only defense Nu has basically. Most times, you'll be taking risks escaping any pressure. Even the best Nu players get steamrolled in the corner. Aside from reaction speed, your neutral game and pressure could use some work. You want to aim for getting the opponent in wheel or gravity. Keep the advantage as long as you can and whittle away once you gain a sizable life lead.

Anyways, take my advice with a grain of salt. I could be wrong on most of these things, but I hope it helps some. I am by no means a pro Nu player. Best of luck! :)

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Didn't know you were coup_driot777. Makes me wish I would have postponed my appointment stayed a watch a couple of matches of yours when we were in the same room.

Some basic stuff I noticed. For some combos, in particular the 2DD > 4B > jC > falling j2C combo and the stuff > 22A > 6A > 4B combo, you tried them when they weren't possible to land due to spacing. Those kind of drops hurt you pretty bad.

I was gonna ask why you didn't spam gravity well more but you started doing it later on in the set. I've found that laying down a gravity well pretty much every time you get magnetized (if you can do so safely) helps a lot, particularly against his 2D, which you had trouble avoiding. You also had trouble with 6A pulling you in from practically full screen a bunch as well. The timing to stop that with 3C is kind of tight so I can understand why you didn't want to attempt it online.

You also never really used act parser except after 6C. There were quite a few times when you could have used the backwards act parser to get away to safety instead of risking a 6D or 236D. I also noticed you hitting sledge with 5D/6D a few times and not act parsering to safety.

It was also funny that you would 22A cancel 236D a lot but you never cancelled 236B, which I thought every Nu would do since it is a braindead way to hitconfirm 236B.

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J.2C stuff if mostly CSEX still being in my head, I still have to work on that (play more).

I was unaware that you could parser from a Sledge'd D, I'll do that from now on.

Overall, I need to get this game on the screen more, much more.

Also, about the alt account: A friend secretly lent me his copy so I can amaze troll the scene the next time I go see them.

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https://www.youtube.com/watch?v=KuCCCVCEFQk&feature=youtu.be

Sample matches of playing with Colpevole. I threw in the Jin one for Oki Critique I suppose since I pulled it off fairly well there I think.

Mostly just looking for tips in neutral I suppose... I'm working on hit confirms and spacial relation confirms still... most of the drops I had (Like... every overhead gravity combo ;_; ) are from online.

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You might wanna try and doing mode change in combos to end with 623C - 2366D oki. This'll certainly help you keep momentum and pressure on the opponent, rather than going back to neutral.

 

Speaking of which, you seemed pretty passive (defensive?) overall. j.2D/j.D is great for controlling space in front of you and can be cancelled into air parser or j.214D-C for maximum safety. Mixed with 214B/C, that'll keep the opponent away. It's good to use at 3/4th of the screen, alongside Spike Chaser.

 

You used 2C a couple of times as anti-air. It isn't the best anti-air, frankly. I'd recommend using 6A over it it's more reliable and has less startup.

 

Against Jin, I noticed that you always blocked his icicles. If you pratice it, you should be able to punish it with IAD j.2DD - j.214D. Or you can just forward jump over it. There's even a couple of times you could've just crouched under it.

 

You should try doing  j.DD - j.2DD - j.214D-C - j.DD - etc. It'll net you a couple more hundred damage and some more heat after a random sword hits.

 

That's all I have with my small amount of knowledge.

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Anyone else xD? But yeah, I only try the extra swords with the crescent feign occasionally online since it can be rough in netplay... though I guess not as rough as Microdashing and TK combos... lol but eh.
I do need to remember to use spike chaser whenever my opponent is waiting to see if I whiff a 5D or 6D....

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https://www.youtube.com/watch?v=jO0v_WEg3Qc&list=UUSWFwW7yDCCwwajY97IaZ3w

 

Me playing off of impulse but guaranteed I plan to invest more time into her. This 22A stuff really makes you think in the middle of combat and I'll admit I'm a scrub but in due time there should be some promising results like I did with Bullet. Just let me get through my Drakengard 3 hype and possibly some of AH3.

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You shouldn't IAD towards Hakumen. I'd suggest you either stay back and play full screen until you combo into something and end with Sickle oki, or you could dash jump (you'll hav the momentum pushing you forward, but you'll be able to barrier block and air dash if needed). Otherwise, I'm sure you have what it takes to become pretty good with her, just keep training.

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Yep, never air dash towards Hakumen. That's asking to be decked in the face.

 

I'm no expert, but you need to work on hit confirms and zoning especially. But with time it'll come since you're a solid player.

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Hey guys, I was at the arcade tonight and have a couple matches from the stream. If someone could take a look over and give me some feedback that'd be cool. 

 

http://www.twitch.tv/ultraarcade/b/546747322

 

@36:40 - vs Kokonoe

@45:30 - vs Jin

@1:19:00 - vs Terumi

@4:30:00ish - A whole bunch of matches against a Terumi

 

Thanks in advance!

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Only watched the Kokonoe match so far.

 

37:17 - You could have done j2C > 2DD > 4B > 2DD for more damage
38:41 - You landed 3C but didn't follow it up with anything. 3C > 236D > 22A > dash forward would have moved them to the corner more. 3C > 22A > 3C > 236D would make them block Luna's 236D oki.
40:26 - Everytime you do 236D in Dia form near the corner, press 22A so you can easily hitconfirm from it if they get hit by it
42:00 - Either mash backdash, IAD back or dash forward air dash over the blackhole to avoid it.

 

And now just some general stuff I saw:

You would jump forward and j2C a lot and I wasn't sure why. It worked out a couple of times but you also got punished hard for it when it failed.

I definitely feel you use 5C too much. Whenever you have the chance, you seem to try to combo into 5C and you will press 5C at neutral too much. You also dropped 5C > 2C a bunch by trying it at ranges where it can't connect.

If you land a 214D, it is easier and more damaging to go for the 5DD > 6DD > 2DD > 4B route than doing 5C > 2C > air C/D spam combo.

 

Your combo choice also seemed iffy at some points but I don't do damaging combos so I am not sure if they were optimal combos you dropped or if you were just ad libbing your combos.
 

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I was dropping combos left and right on that monitor I dunno what was up. Too much smash maybe lol, kept forgetting where I was in combos halfway through or dropping them. 

 

I've been trying to break the j.2C and 5C habits for ages (Like seriously from CS1.) My friend that I play with just lets me get away with it so I keep doing it ._.

 

I need to go grind out combos more in training so I don't drop BnBs, Thanks for the feedback.

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Hey guys, Here are some matches i had in a recent tournament. Feedback would be greatly appreciated. 

 

Pardon the potato quality of some of the videos

starts at 3:18 (unless you want to see me play azrael)

https://www.youtube.com/watch?v=qHaAAIV5jnw&list=PLdSyh7OL8XQ3AyfWcnxtPdqPMRyakYo29&index=1

starts at 7:26

https://www.youtube.com/watch?v=Kw_bODbsYGc&list=PLMlhky0KGLcZ7su38ZG3AjxjwoD1b4Kyx&index=11

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Hey guys, Here are some matches i had in a recent tournament. Feedback would be greatly appreciated. 

 

Pardon the potato quality of some of the videos

starts at 3:18 (unless you want to see me play azrael)

https://www.youtube.com/watch?v=qHaAAIV5jnw&list=PLdSyh7OL8XQ3AyfWcnxtPdqPMRyakYo29&index=1

starts at 7:26

https://www.youtube.com/watch?v=Kw_bODbsYGc&list=PLMlhky0KGLcZ7su38ZG3AjxjwoD1b4Kyx&index=11

 

First vid: 

3:40ish: Why would you burst a valk 2A starter midscreen? If you want to use your burst early i'd suggest watching for something you can OD through (wolf drill or something) and getting a nice punish instead. Or save it for the corner.

3:43: 4DD>sickle probably isn't the best idea vs Valk because he is free to escape after. You coulda used B gravity or something and then freestyled pressure on him because then he wouldn't be able to escape.

3:47: 6A(AA)>5C autopilot? Even though for a combo its the most optimal for damage, thats only assuming you hit with the antiair. If you 6A>5C and they block it, your mixup options are limited and if you are autopiloting, 6A>5C is free punish. I'd personally use 6A>2C because even if they double jump over 6A, they will fall into 2C which still has head invul.

5:53: If you get sickle oki while you are in the corner, just do a crossup j.C over them and corner them instead.

 

Also you shouldn't be using 236236D for oki midscreen. Lock them down with gravity seed or something. 236236D midscreen only gives you time to run up and do one mixup. If you go for overhead and it gets blocked, thats it. You are short 50 heat and nothing to show for it.

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