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HexaNoid

[CP](Pre-Release) ν-13 Gameplay Discussion

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Here is Nu's basic frame data. The mook also had stuff the other stuff we have seen before like cancels and attributes and those are obvious. It also has air untech time for normal and counter hit as well as ground hitstun for normal and counter hit as well, which is cool. And when you see [value], that means that is the value when she is in Luna mode for moves that have a difference.

Info about what the starter rating means can be found here. Gonna also try to get the wiki page up to speed over the next couple of days.

[TABLE=WIDTH: 600, CLASS: GRID, ALIGN:LEFT]

Name

Fatal?

Base Damage

Starter Rating

P1

P2

SMP

Attack Level

Startup

Active

Recovery

Frame Advantage

Blockstun

Invincibility

5A

N

300

F

100

77

-

1

6

6

9

-3

11

-

5B

N

410

N

100

85

-

2

8

1

14

-1

13

-

5C

Y

125x8

N

100

89(once)

-

3

16

4(1),4x7

Total 72

-8

16

-

2A

N

300

F

100

77

-

1

7

4

12

-4

11

-

2B

N

380

N

90

85

-

2

9

4

10

0

13

-

2C

N

112x8

N

90

89(once)

-

3

14

1x6,2x2

24

-9

16

11-17 Head

6A

N

620

N

90

89

-

3

11

3

20

-6

16

5-13 Head

6B

N

640

N

100

89

-

3

10

3

17

-3

16

-

4B

N

880

N

80

82

2

4

23

2

23

-6

18

-

6C

N

125x8

N

100

92(once)

2

4

22

1x8

24

-3

21

-

3C

N

96x8

N

90

79(once) [89(once)]

-

3

11

1x7,2

25

-10

16

-

jA

N

300

F

90

77

-

1

8

2

15

-

11

-

jB

N

440

N

90

85

-

2

9

4

12

-

13

-

jC

N

112x8

N

90

85(once)

-

2

11

1x2,2x6

25

-

13

-

j2C

N

120x8

N

90

89(once)

-

3

15

1x8

10

-

16

-

Forward Throw

N

0,1400

F

100

100,60

-

0,4

7

3

26

-

-

-

Back Throw

N

0,1400

F

100

100,60

-

0,4

7

3

26

-

-

-

Air Throw

N

0,1400

F

100

100,60

-

0,4

7

3

18 + 3L

-

-

-

Counter Assault

N

0

M

50

92

-

4

13

2

32

-15

18

1-20 Invincible

Crush Trigger

N

1000

N

80

100

3

3

30-60

1

25

+2

26

-

[/table]

[TABLE=WIDTH: 600, CLASS: GRID, ALIGN:LEFT]

Name

Fatal?

Base Damage

Starter Rating

P1

P2

SMP

Attack Level

Startup

Active

Recovery

Frame Advantage

Blockstun

Invincibility

5D

N

480

F[N]

90

89

-

3

15

12

Total 48

-17

16

-

5DD

N

200

F[N]

90

94

-

4

13

13

Total 48

-12

23

-

2D

N

480

F[N]

90

89

-

3

11

15

Total 45

-18

16

-

2DD

N

200

F[N]

90

94

-

3

4

13

Total 48

-18

26

-

6D

N

480

F[N]

90

89

-

3

13

9

Total 45

-16

16

-

6DD

N

200

F[N]

90

94

-

3

6

13

Total 60

-28

26

-

4D

N

480

F[N]

90

89

-

3

30

2

Total 57

-11

16

-

4DD

N

200

F[N]

90

94

-

4

9

13

T1otal 50

-18

23

-

jD

N

480

F[N]

90

89

-

3

13

8

Total 44 + 5L

-

16

-

jDD

N

200

F[N]

90

94

-

3

4

13

5 frames after landing

-

26

-

j2D

N

480

F[N]

90

89

-

3

13

8

Total 44 + 5L

-

16

-

j2DD

N

200

F[N]

90

94

-

3

4

13

5 frames after landing

-

26

-

(OD) 5D

N

300x2

F[N]

90

89(once)

-

3

15

12x2

Total 48

-11

16

-

(OD) 5DD

N

200x2

F[N]

90

94(once)

-

4

13

13x2

Total 48

-15

26, 23

-

(OD) 2D

N

300x2

F[N]

90

89(once)

-

3

11

15x2

Total 45

-16

16

-

(OD) 2DD

N

200x2

F[N]

90

94(once)

-

3

4

13x2

Total 48

-13

26

-

(OD) 6D

N

300x2

F[N]

90

89(once)

-

3

13

9x2

Total 45

-10

16

-

(OD) 6DD

N

200x2

F[N]

90

94(once)

-

3

6

13x2

Total 60

-30

26

-

(OD) 4D

N

300x2

F[N]

90

89(once)

-

3

30

2x2

Total 57

-6

16

-

(OD) 4DD

N

200x2

F[N]

90

94(once)

-

4

9

13x2

Total 50

-20

23

-

(OD) jD

N

300x2

F[N]

90

89(once)

-

3

13

8x2

Total 44 + 5L

-

16

-

(OD) jDD

N

200x2

F[N]

90

94(once)

-

3

4

13x2

5 frames after landing

-

26

-

(OD) j2D

N

300x2

F[N]

90

89(once)

-

3

13

8x2

Total 44 + 5L

-

16

-

(OD) j2DD

N

200x2

F[N]

90

94(once)

-

3

4

13x2

5 frames after landing

-

26

-

[/table]

[TABLE=WIDTH: 600, CLASS: GRID, ALIGN:LEFT]

Name

Fatal?

Base Damage

Starter Rating

P1

P2

SMP

Attack Level

Startup

Active

Recovery

Frame Advantage

Blockstun

Invincibility

Spike Chaser

N

1200

N

100

80

2A

4

35

45

Total 75

-7

18

-

Spike Chaser (Luna mode)

N

900

N

100

80

2A

4

29

28

Total 69

0

19

-

Spike Chaser (C version)

N

1200

N

100

80

2A

4

31+32

-

Total 76

+20

18

-

Sickle Storm

N

900

N

95

89

2B

3

17

-

Total 62

-18

16

-

Sickle Storm (C version)

N

980

N

95

89

2B

3

15+8

-

Total 62

-12

16

-

Sickle Storm (Luna mode)

N

250x5

N

80

89(once)

3C

3

36

6(2)x5

Total 54

+50

16

-

(OD) Sickle Storm (Luna mode C version)

N

250x5

N

80

89(once)

3C

3

15+27

6(2)x5

Total 62

+48

16

-

Crescent Saber

N

1000

N

80

89

2D

3

17

4

Total 57

-10

16

-

Crescent Saber (Luna mode)

N

1000

N

80

89

2D

3

17

4

Total 57

-10

16

-

Crescent Sabel (C version)

N

-

-

-

-

-

-

-

-

Total 12+21

-

-

-

[/table]

[TABLE=WIDTH: 600, CLASS: GRID, ALIGN:LEFT]

Name

Fatal?

Base Damage

Starter Rating

P1

P2

SMP

Attack Level

Startup

Active

Recovery

Frame Advantage

Blockstun

Invincibility

Act Parser Forward

N

-

-

-

-

-

-

-

-

Total 41

-

-

-

Act Parser Backward

N

-

-

-

-

-

-

-

-

Total 33

-

-

-

Air Act Parser Forward

N

-

-

-

-

-

-

-

-

Total 37

-

-

-

Air Act Parser Back

N

-

-

-

-

-

-

-

-

Total 33

-

-

-

Act Parser Zwei

N

-

-

-

-

-

-

-

-

Total 34

-

-

-

Act Parser Zwei: Blade

N

700

N

90

92

2

4

18-27

2

29

-7

23

-

Act Parser Zwei: Cavalier

N

1250

N

90

94

3

5

30

4

23

-6

20

-

Gravity Seed (Dia mode)

N

-

-

-

-

-

-

-

-

Total 33

-

-

-

Gravity Seed (field)

N

-

-

-

-

-

-

35

220

-

-

-

-

Gravity Seed (Luna mode)

Y

800

N

80

99

2

4

13

3

18

-2

18

-

Supra Rage

Y

140x8

N

90

89(once)

2E

3

12

1x8

37

-21

16

4-19 Head

Supra Rage (Luna mode)

Y

140x8

N

90

89(once)

2E

3

12

1x8

32

-16

16

-

Face Lift

N

-

-

-

-

-

-

-

-

Total 31

-

-

-

[/table]

[TABLE=WIDTH: 600, CLASS: GRID, ALIGN:LEFT]

Name

Fatal?

Base Damage

Starter Rating

P1

P2

SMP

Attack Level

Startup

Active

Recovery

Frame Advantage

Blockstun

Invincibility

Legacy Edge

N

93x22 (Minimum 20% damage)

N

100

75(once)

-

4

16+10

-

Total 57

+73

-

-

(OD) Legacy Edge

N

93x37 (Minimum 20% damage)

N

100

75(once)

-

4

16+10

-

Total 57

+133

-

-

Calamity Sword

N

2000 (Minimum 20% damage)

N

70

80

-

4

10+1

-

Total 68

-27

18

1-11 Invincible

(OD) Calamity Sword

N

1250x4 (30% minimum damage)

N

70

92x4

-

4

10+1

-

Total 68

+7

18

1-11 Invincible

Air Calamity Sword

N

2600 (40% minimum damage)

N

90

20

-

4

8+5

-

Until landing + 5 frames after landing

-

18

-

(OD) Air Calamity Sword

N

1250x4 (30% minimum damage)

N

70

92x4

-

4

8+5

-

Until landing + 5 frames after landing

-

18

-

Sword of Destruction

N

Death

-

-

-

-

0

13+0

8

25

-

-

13-20 Invincible

[/table]

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I'll get started on the changes, but I won't update the thread until most of the errors are found and corrected (just in case). I guess I can update it in two weeks or so.

I'm not sure how useful this will be. Just some of yattyaruzei's (the person who everyone got their Nu proration data, until now) thoughts on the mook.

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Looks like not much has changed with her normals, that's good. Though 5C confuses me a bit compared to the wiki. Does 5C[2-8] exist as a separate thing? I'm guessing that there are no differences in frame data between Luna and Dia drives aside from damage and projectile level. I feel better knowing that Luna Spike Chaser is indeed faster than Dia.

Face Lift 31F recovery, pretty scary stuff. Can every normal/special cancel into it? Does the mook mention any new gatlings/cancels?

Good job though Toan, I like how you laid it out, very easy on the eyes :)

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5C is the same as 2C/3C/6C/j.C/j.2C in that pressing it once will make all hits come out. I'm not sure about the individual properties of each hit (with the first and last hit being the most important).

Not taking into account that it can be cancelled early, 31 frames for a move to cancel into another is kinda bad, especially since 22A isn't an attack. At least with a TK feint or 236A, they look similar to attacks.

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I suppose Face Lift cancels isn't something you want to consistently do during block strings then. It seems pretty effective from the Nu videos I've seen, like to continue pressure if the opponent is afraid to mash a button or DP. I'll try to utilize it though. But from the looks of it, Face Lift cancels are slightly faster than TK feints so it will probably see more use. Plus, not gonna lie, it looks so cool.

Another burn was 236B having -7 on frame advantage. I can't believe it's worse than 236C. It's a good way to tell us to never use it outside of combos.

Now that 2A is 7F start-up, will that improve our defensive options now that we lost Calamity? Truthfully, I seldom used 2A under pressure, but may consider it now. I will actually have to refine my mix-up considering that the wheel has less frame advantage. The start-up is slightly better than Extend, though I doubt that matters much, much better recovery as well. 54F vs 62F. I'm actually liking this version somewhat.

As you can plainly see, I'm quite excited about all of this :)

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The point was, we don't know when 22A can be cancelled into another move. If we just look at it as a 31 frame move to reset pressure, it's not that good. But since it can be cancelled, it can be a useful tool. It's definitely better than TK feints.

7 frames is a lot better than 8 frames. An 8 frame 2A was really painful, especially since some characters had 6 frame 2A's. Despite that, I still think that our defensive options are worse than before, since Heat Gain isn't nearly as plentiful. Once the opponent gets in, it's a lot more difficult to escape.

The lower recovery on 236D may mean that we won't lose to Rachel's 5B after she windtechs. If that's the case, we can force her to waste wind or take mix-up. Some things that beat us out before (like Litchi's All Green) might not anymore. The faster start-up means we can use it in combo's later than before (relatively speaking).

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For Face Lift, the mook says that it can be canceled from frame 21 into block or barrier. I think it says something else but I don't trust myself to translate stuff like this. Similarly Act Parser Forward can be canceled into block or barrier from frame 27, the back version from frame 25, and the air versions from frame 22.

As for new gatlings, I didn't notice any but it does say that 2C only gatlings into 5C now.

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How about it can cancel into anything except blocking or Barrier? Japanese players before have mentioned that it can only cancel into attacks. That would make more sense lol.

Unfortunately, the data from CS2 and CSE are conflicting for TK feints. If I had to guess, though, it'd make more sense that a TK feint is an offensive tool, and not something you'd do just to block (just like 22A).

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It is the same stuff listed under crescent feint and that was translated as "Can cancel into block or barrier after frame X" for Extend. So I went with that. It does make sense that it would be the other way around though.

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It always could be a mistake on the mook's part. IIRC, CSE's mook did have quite a lot of errors, relatively speaking. I think the important thing is we can assume that it cancels into attacks.

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Looks like it was just mistype or something for Extend. The notes for those moves are confirmed to say that you can do any action except block or barrier.

Another thing to note is "All normal D moves in OD spawn a second sword along with the first, whose angles and startups differ. The startup differences between the first and second sword for each D move are as follows: 5D, 6D = 7F, 4D = 6F, 5D > D = 5, 2D, 6D > D , j.D, j.2D = 3F, 2D > D, j.D > D, j.2D > D = 0F"

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As for new gatlings, I didn't notice any but it does say that 2C only gatlings into 5C now.
I don't think this is true, since 2C > 3C still works. I'm guessing that it's the same restriction of only being able to do 2C > 5C or 5C > 2C once in a string.

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That is just what the mook says so it would be an error. It does say that 5C > 2C/2C > 5C is limited to once per string but it has X for all other potentional gatlings from 2C.

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Random question but did they increase Nu's Negative resistance? I just watched a vid of her versus Tager and she didn't get a warning despite running so much.

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Which video? No matter which character Lambda/Nu plays against, she doesn't get Negative Penalty that much. I actually think that Negative Penalty is pretty uncommon for all characters. It's not something you'll see often.

Values have changed, so it's kinda difficult to know what these values actually mean.

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Protos (Gentarou) vs tiku (Tager)

I know the Nu did get on the offense a number of times, but I thought she'd get a warning at least. But yeah, I don't think I've ever seen someone get Negative Penalty as of yet. Maybe I'm just seeing things. It's been awhile since I've played Extend after all.

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That's quite strange, I think I remember seeing someone get Negative Penalty in one video. Though, I can't recall which one or what character it was.

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Unlimited Nu

https://www.youtube.com/watch?feature=player_detailpage&v=umiux_SHxLk

Things that I noticed:

Face Lift seems to be unusable.

Nu Shoots out two swords instead of one. *Well, that should be obvious.*

Crescent Saber sends out both the Dia and Luna version at once.

Nu now grabs the opponent with Act Parcer Zwei and while holding Him/Her, she uses Calamity Sword to knock them to the ground.

Sickle Storm is the Luna version and now hits about 8-10 times.

Act Parcer Zwei Blade and Cavalier now connect.

Act Parcer looks like it travels faster and farther. It also looks like we can do it off of any attack, even a Spike Chaser that hasn't hit the opponent.

Legacy Edge can be delayed. (?)

Supra Rage seems to send the opponent higher into the air.

Spike Chaser is always fully charged *Though, I couldn't tell whether it was the Dia version, or the Luna version, or some mix between the two.*

Gravity Seed uses 75% of the bar, but the bar recharges faster.

And lastly, Nu got a new Distortion Drive. While in OD, she impales the opponent with a sword a little smaller than Calamity Sword, and then proceeds to attack the opponent from all directions with swords, and finally finishing them off with Calamity Sword.

The only thing that wasn't shown was what her OD actually does in Unlimited mode, and if there were any changes to Calamity Sword.

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I am somewhat certain that her Unl. OD is just power increase (it seems like that's the case with all of Unl. ODs). And it is safe to assume Calamity Sword is in its OD form.

Oh yeah, not only can Nu delay Leqacy Edge, she can create ANOTHER one even when the delay one is still active. Unlimited Blades Works indeed.

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Unless I'm mistaken, here are the Nu players who have won an Arc Revo Qualifier tournament:

Yoshiki (Nao-san Aishiteru) (twice)

Protos (Gentarou)

Minato (Kagra)

Naga

Yoshiki also won an Area Qualifier, which means he's able to participate in the main tournament next month. I think Minato and Naga will be going to Area Qualifiers next week.

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