Evertras Report post Posted July 31, 2009 Any advice for timing the dash after throw into 2C? I can't even seem to get remotely close with it. Share this post Link to post Share on other sites
Darksoul173 Report post Posted July 31, 2009 Any advice for timing the dash after throw into 2C? I can't even seem to get remotely close with it. As soon as Nu recovers from her throw animation press 66 and just 66 let her do a full dash and only then go for the 2C you got much more time than you think dont try to do 66~2C Share this post Link to post Share on other sites
worldjem7 Report post Posted August 2, 2009 THROW COMBOS: [VID] Throw > Dash > 2C > 6C > 6DD > 2DD > j.DD > dj.DD > 214D 3881 damageTiming on dash is a little tricky, but worth it for the damage About this combo: I've found that you can omit the dash and still do 3843 throwing forwards (doesn't work backwards). The timing for 2C is that they have to be in front of the 2C when it hits as they're descending right before they touch the ground. Also, as soon as the 2C hits you have to activate 6C. Share this post Link to post Share on other sites
Darksoul173 Report post Posted August 3, 2009 Reria combo just became my new favorite combo CH 2C 6C dash 2DD j214D dash 2B 2C jDD dj2DD 214D =4213 DMG Share this post Link to post Share on other sites
Maho Report post Posted August 3, 2009 If you get this combo with maximum hits on each C move, you can up to 4709 dmg, getting all the hits might depend on character hitboxes, didn't try on everyone, but around 4500 dmg is doable most times. Share this post Link to post Share on other sites
Darksoul173 Report post Posted August 3, 2009 If you get this combo with maximum hits on each C move, you can up to 4709 dmg, getting all the hits might depend on character hitboxes, didn't try on everyone, but around 4500 dmg is doable most times. Im having hard times connecting the 2B 2C with all first 2 C hits I can do it with 12-13 hits with the first 2 Cs Share this post Link to post Share on other sites
Reon Report post Posted August 4, 2009 random stuff vs Tager 3C - 214A - 2DD - 6C - 66 (arc parser) - 1C - 234A - 2C - 2347D * - 5DD - 4DD - jDD - jDD - djDD - djD - 234D ~4600dmg meterless doesn't work on Bang and Rachel, sadly (or the timing just too retarded for me). as far as I've tested though, if you RC at the *, you can continue the rest from there for cheap damage, I guess. got it against Jin and Litchi (but the timing is a bitch), so I'm assuming it'll work vs. some of the cast. alternative throw combo: throw - 5DD - 2DD - 6C - dash - 2DD - jDD - djDD - 214D ~3800dmg -works safer if dash 2Cing is catching you off unwhored BnB (?): 3C - 214A - 2C - jC - j2C - 214D - dash - 2B - 2C - jDD - dj(2)DD - 214D 3900dmg and a somewhat fun wall drive loop starter vs Tager/Bang/Rachel [5DD - (6DD)] - 2147D - RC - (jc5DD) jc2DD - 2147D - land... Share this post Link to post Share on other sites
severin Report post Posted August 11, 2009 ATTENTION INTERNET! THIS JUST IN! A TAGER CH 2C COMBO THAT DOES MARGINALLY MORE DAMAGE THAN THAT OTHER TAGER/RACHEL CH 2C COMBO. 2C > 6C > Dash > 2DD > Neutral j.C > j.2C > Land > 2DD > 2147D > 5DD > 6DD > PEW PEW PEW ETC (~5800) BACK TO THE LAB also caps Share this post Link to post Share on other sites
Darksoul173 Report post Posted August 11, 2009 ATTENTION INTERNET! THIS JUST IN! A TAGER CH 2C COMBO THAT DOES MARGINALLY MORE DAMAGE THAN THAT OTHER TAGER/RACHEL CH 2C COMBO. 2C > 6C > Dash > 2DD > Neutral j.C > j.2C > Land > 2DD > 2147D > 5DD > 6DD > PEW PEW PEW ETC (~5800) BACK TO THE LAB also caps I know its possible to do 2C > 6C > Dash > 2DD > Neutral j.C > j.2C > Land > 2DD >* on other chars. such as Jin but i can figure out the timing of the 2nd 2DD any help on that Share this post Link to post Share on other sites
severin Report post Posted August 11, 2009 I know its possible to do 2C > 6C > Dash > 2DD > Neutral j.C > j.2C > Land > 2DD >* on other chars. such as Jin but i can figure out the timing of the 2nd 2DD any help on that Usually, it's not so much the timing of the 2DD, but rather the Neutral j.C, as the j.2C has to land almost immediately. The timing is tricky at first, but the way I think of it, is after the 2DD I time the jump so that the peak of Nu's jump intersects with the middle of the opponent's falling hitbox, and doing the j.C there. I also find it easier (and more damaging!) when you hit the 2C from further away. In other news, off a counter hit 6C (like that ever happens on anyone but tager) on Jin (and probably the rest of the cast) CH 6C > Dash > 2DD > Delay 6C > Dash > 2DD > Neutral j.C > j.2C > Land > 2DD > j.2C > dj.DD > 214D (~5000) This has too many hits to be done as a 2C 6C wheel RC followup sadly. Share this post Link to post Share on other sites
severin Report post Posted August 13, 2009 Ever find yourself anti-airing an IAD-ing opponent at close range with a 2D? Yeah, me neither. 2DD > Neutral j.C > j.2C > Land > 2DD > Neutral j.C > j.2C > Land > 2DD > j.2C > j.2DD > 214D (~4500) With 50% Heat 2DD > Neutral j.C > j.2C > Land > 2DD > Neutral j.C > j.2C > Land > 2DD > 2147D > Dash > 3C > 236D > RC > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D (~5700) Share this post Link to post Share on other sites
Andy6000 Report post Posted August 13, 2009 In other news, off a counter hit 6C (like that ever happens on anyone but tager) on Jin (and probably the rest of the cast) CH 6C > Dash > 2DD > Delay 6C > Dash > 2DD > Neutral j.C > j.2C > Land > 2DD > j.2C > dj.DD > 214D (~5000) This has too many hits to be done as a 2C 6C wheel RC followup sadly. Correct me if I'm wrong, since I couldn't quite get this one (failed hard on the j.C > j.2C > 2DD link) in the 15 minutes I've tried, but couldn't you do this off a 2147D CH? I got it as far as I could get the 6C CH combo to go, and I can land a CH 2147D a lot more often than a CH 6C. Share this post Link to post Share on other sites
worldjem7 Report post Posted August 13, 2009 I think it would be helpful, in the notes below the combos on the first post where it lists damage, to show the total number of hits in the combo to get that damage. Does anyone agree or am I just being facetious? Share this post Link to post Share on other sites
severin Report post Posted August 13, 2009 I haven't been able to get it off of a 2147D CH, only shortened versions. What I currently do off of a 2147D CH on non rachel/tager characters, is: CH 2147D > Dash > 214A > 2C > j.C > j.2C > 214D > Dash > 3C > 214A > 6A > j.DD > 214D > 3C > 236D (~5000) Share this post Link to post Share on other sites
Blade Report post Posted August 16, 2009 My skill with Nu is only so-so, but there's a few things I need to know about her D moves.... What's the 'window of timing' for jump cancelling D moves, especially jD? I also struggle with finding mid-combo opportunities to use j2D, as they usually wiff, and I have trouble transitioning to it. For example Rift RC-5DD, 6DD, 2DD, jc jDD, jc j2DD, AlterSpace...the up down transition is what gets me. Share this post Link to post Share on other sites
Darksoul173 Report post Posted August 16, 2009 My skill with Nu is only so-so, but there's a few things I need to know about her D moves.... What's the 'window of timing' for jump cancelling D moves, especially jD? I also struggle with finding mid-combo opportunities to use j2D, as they usually wiff, and I have trouble transitioning to it. For example Rift RC-5DD, 6DD, 2DD, jc jDD, jc j2DD, AlterSpace...the up down transition is what gets me. Please don't use moves' names:china: As for the time of jump cancelling well i'll say "plenty" you don't need to rush it but you do need sometime to jump backwards some neutral and sometime you will need to jump forward it depends on the distance from your oppennet Share this post Link to post Share on other sites
severin Report post Posted August 16, 2009 The j.2DD is usually unnecessary. If you time the first j.DD early, you can just continue with another j.DD. You do have lots and lots of time to do the j.2DD unless it's at the end of a really long combo. If you watch any Inoue vids, you'll notice he really delays his sword juggles. Share this post Link to post Share on other sites
Darksoul173 Report post Posted August 16, 2009 There's a chance of missing with dj.DD dj.214D better go with dj.2DD dj.214D, much more reliable and you won't miss the dj.214D unless you're realy far Share this post Link to post Share on other sites
ant12292 Report post Posted August 16, 2009 I don't know I think I agree more with Severin the dj.DD will hit almost all the time if you delay it enough. I only use the dj.2DD in very rare cases, though I guess it is mostly a matter of preference as long as you can get it to combo. Share this post Link to post Share on other sites
Neuro Chaos Report post Posted August 16, 2009 The important part about playing nu, both in combos and outside of them, is to shoot your internet swords so that they hit your opponent. Share this post Link to post Share on other sites
Darksoul173 Report post Posted August 26, 2009 Cool anti air combo 6A 2DD 214A jC j2C j214D land 3C 214A 2DD jDD j214D dash 3C 236D for dmg/214D for oki Share this post Link to post Share on other sites
Segretezza Report post Posted August 26, 2009 I'm just curious...what are some good options to utilize 6A instead of going straight into 2C? From my experience characters like Ragna and Hakumen IAD+C you need to use 2C to get them. But perhaps 6A can be used for the High crush invulnerability? Any input would rock Share this post Link to post Share on other sites
worldjem7 Report post Posted August 28, 2009 6A is faster than 2C and has high invincibility. If you're feeling pressure and you think you have enough time, you could stick out a 6A where a 2C would normally get counter hit. I feel vs Ragna 6A might be more useful if they try to space their j.C as the invincibility could allow you to throw it out safer than 2C. Sometimes 2C gets punished if you whiff or space incorrectly. Against Hakumen his sword is so gigantic it seems like he'd be able to space his C and hit you either way, so using 6D or 2D might be more effective. One good use I've found for 6A is right after a grab. I find it much easier to get 6A after the dash than 2C and it still allows you to combo as you would using 2C with a small sacrifice in damage. Share this post Link to post Share on other sites
severin Report post Posted September 1, 2009 Okay, time for a quick combovideo analysis post. http://www.youtube.com/watch?v=m05cwZxYJk0&feature=sub Combo #1 Meaty Second Hit of 4B > j.C > j.2C > Land > 2DD > j.C > j.2C > Land > 2DD > j.2C > dj.DD > 214D (~4600) Analysis: This is perfectly usable on a lot of the larger cast, however, the distance and timing for the 4B is what's really crucial here. It has to be done as meaty as possible, and as far as possible. In other combo videos, you see this being done after a 3C knockdown. I find dashing with the 4B makes it rather difficult thanks to the vacuum effect of the 4B. Also, if you don't think your positioning is right for the second rep of the j.C > j.2C > Land etc, just go to j.2C > dj.C > j.2C > 214D, which is way easier, and still nets around 3900. Combo #2 6B > 3C > 214B > Dash > 2C > j.C > j.2C > j.214D > Land > Dash > 3C > 214A > 2DD > 2147D > 5DD > j.DD > j.2DD > dj.DD > 214D (~6400) Analysis: This is a perfectly usable combo on Bang, and especially Tager. The main reason for the 6B it seems, is for positioning (a 5B can also be used), as it won't combo from a point-blank 3C, but will from one at maximum 214B range. I suspect the reason for this is because, as the framedata suggests, the field will only last its full 180F if the opponent touches the field, and having a max range 214B from the 3C ensures that they will be pushed in. It's entirely possible to combo it from a vanilla 3C, but your positioning is going to have to be very specific. Combo #3 5DD (blocked) > 236D > RC > 6C > Wallbounce > 2C > 6C > Walbounce > 2C> j.C > j.2C > j.214D > Land > 3C > 214A > 2DD > Delay 6DD > 2DD > sj. DD > dj.DD > j214D > Land > 3C (~7000) Analysis: This combo works pretty stably on Bang, Tao, Jin, Ragna, Litchi, and Tager (but hey, there's more damaging options for him, and also, what are you doing so close to him in the corner anyway). The hardest part of this combo is going to be the dj.DD, but that can be omitted, and instead followed up with 214D > Land > 3C > 236D and the combo will still be about 6800. Combo #4 Throw > Dash > 3C > 214A > Dash > 6A > 2147D > Land > Dash > 3C > 214B > 2DD > Delay > 6DD > 2DD > j.DD > dj. DD> j.214D (~4300) Analysis: Works on Litchi, Ragna, Jin, and Tao. If you feel like spending the extra effort for about 300 or so more damage than the standard throw combo, feel free. Combo #5 Airthrow > Land > RC > 6C > Wallbounce > 2C > j.C > j.2C > dj. D > j.214D > Land > 5DD > 2147D > Land > 5DD > 2DD > 2147D > Land > 5DD > j.DD > j.214D > Land > 3C (~6800?) Analysis: This one is really, really, really spacing specific. If you don't have your airthrow placed perfectly, the aircombo will put you at the wrong height for the j.D > j.214D, and your opponent can tech out of the 5DD relaunch. Also, a common mishap is that the j.2C will start whiffing midway through the combo. It just doesn't seem worth it. Combo #6 CH 2C > 6C > Dash > 6DD > 2DD > Act Pulsar forward > 2DD > 2147D > Land > Dash > 5DD > 6DD > 2DD > 2147D > Land > Dash > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D > Land > 3C (~5400) Analysis: Unless you regularly find yourself absolutely in the corner against Rachel, I can't see much use for it. The 6DD 2DD will only combo to the right height only if you are absolutely in the corner. Also, a lot of the initial sword juggles are surprisingly strict. Also, I can't find much use for it, seeing especially as the standard Rachel CH 2C combo does 5300 already. Combo #7 CH 2C > 6C > Dash > j.C > j.2C > dj.C > j.2C > 214D > Land > Daaaaaash > 3C > 214A > 2DD > 6DD > 2DD > j.DD > dj.DD > j.214D > Land > 3C (~6500) Analysis: Seems to work best from around opponent starting position if you want the 3C followup. If you're further away from the corner, you can RC the 214D or the 236D for easy damage options. Combo #8 AA 2C > j.C > j.2C > dj.C > j.2C > j.214D > RC > Land > Dash > 6C > Wallbounce > Dash > 2DD > 6C > Wallbounce > 2DD > j.DD > dj.DD > j.214D > Land > Dash > 3C > 236C (7000) Analysis: Works best at around opponent starting position. As usual, you can omit the second j.C > j.2C in order to make it easier, at the cost of about 400 damage. This combo works best on characters with Ragna-sized or larger hitboxes. Combo #9 Silly Combovideo stuff I'm not gonna bother with or transcribe Combo #10 4DD > Act Pulsar forward > 5B > 4B > 214A > j.C(1) > j.214D > Land > Dash > 3C > 214B > 2DD > Delay > 6DD > 2DD > j.DD > dj.DD > j.214D (3800) Analysis: Well, the good news about this combo, is that if you manage to get the spacing (almost fullscreen), and the field after the 4B right, this combo is decently easy. The bad news however, is that landing the field after 4B is a huge pain in the ass to do, and I was not able to get it consistently at all. Also, for some reason, the 5B after the Act Pulsar seems to combo most consistently on Noel of all people. Combo #11 2147D > RC > Land > 5DD > 2147D > Land > Dash > (5DD > 2147D > Land)x5 > 5DD > j.DD > j.2DD > j.214D > Land > 3C (~5500) Analysis: Silly Corner Loop. I'm sure this will have some utility in bang combos in the future. Combo #12 Burst > Dash > 236D~C > RC > Dash > 6C > Dash > 2C > j.C > j.2C > j.214D > Land > Dash > 3C > 214A > 2DD > Delay > 6DD > 2DD > j.DD > dj.DD > j.214D > Land > 3C (~6200) Analysis: This is another one of those I just couldn't get to connect for some reason, sorry guys. Combo #13 Burst > 6C > Wallbounce > 2C > 6C > Wallbounce > 2C > j.C > j.2C > dj. D > j.214D > Land > 5DD > 2147D > Land > 5DD > 2DD > 2147D > Land > 5DD > j.DD > j.214D > Land > 3C (~7100) Analysis: Much like the previous Rachel combo, this one is very distance specific, very strict with the sword juggles, all that stuff. I'd love if my execution were good enough to provide a decent analysis for this one, but I think I've gotten the full thing all of once ever. Combo #14 Counter Assault > RC > 2C > j.C > j.2C > dj.C > j.2C > j.214D > Land > Dash > 5DD > 6DD > 2DD > j.DD > dj.DD > j.214D (~2500) Analysis: Perfectly doable on Rachel and Tager, for those situations you really want that 2500 damage, and you're looking for a break. Combo #15 6B > 5C(1) > 4B (first hit whiffs) > j.C > j.2C > dj.C > j.2C > j.214D > Land > Dash > 5DD > 2147D > Land > 5DD > 2DD > 2147D > Land > 5DD > 6DD > j.DD > j.214D > Land > 3C > 236C (~7300) Analysis: Pretty, but no, you are not going to be able to this combo. Just, no. The spacing to get the first hit of 4B to whiff, and the second to hit is just not going to happen, also, if you whiff both hits, you eat a rachel 5B to the face. Combo #16 4B (first hit whiffs) > RC > Dash > (2DD > Act Pulsar forward)x3 > 2DD > 4DD > Act Pulsar backwards > 2DD > Delay > 6DD > 2DD > j.DD > dj.DD > j.2DD > j.214D (~3700) Analysis: Combo #17 It does OVER NINE THOUSAND damage. Analysis: Dang. 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Andy6000 Report post Posted September 1, 2009 Combo #7 CH 2C > 6C > Dash > j.C > j.2C > dj.C > j.2C > 214D > Land > Daaaaaash > 3C > 214A > 2DD > 6DD > 2DD > j.DD > dj.DD > j.214D > Land > 3C (~6500) Analysis: Seems to work best from around opponent starting position if you want the 3C followup. If you're further away from the corner, you can RC the 214D for easy damage options. You keep editing it ;-; Ah well, thanks for transcribing all of those, it's a scary video, though most of them are situational position wise and almost always Tager/Rachel/Bang only. Even going for a 4B is kind of a bad idea in my mind, it's very easy to punish, excepting the 5B > 5C[1] > 4B thing, which as you said, is just NOT going to happen in a real match. Though I suppose all the Tager/Rachel/Bang stuff really does push into your head that it's extremely effective to abuse that on them. combos #7 and #8 are my favorites for this one, I've always wanted an effective AA 2C, I always just fell into the AA 2C > j.C > etc combo. Share this post Link to post Share on other sites