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HexaNoid

[CP] ν-13 Gameplay Discussion

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frame perfect unblockable setup:

[Dia]2B/5C/6B/6A>3C~22A~6A>4B>Wait>2DD>214D>662DD>Wait>623C>22A~236D~C>44(66)rising j.B+reverse sickle.

Jumpable but if they don't jump the sickle you can do a combo off the j.B+sickle.

7131 dmg:

[Luna]Gravity(FC)>665AB>OD>5C(All)>4B>2DD>214D~22A>5C>236D~22A~5DD>2DD>6C>236D>4~236236D>236C~22A~236C~22A>632146D[Luna](7131 125/25)

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Here is the challenge mode stuff for anyone who cares.

11: Dia 2B > 2C > 3C

12: Dia 2B > 3C > 236D

13: Luna 5B > 6B > 5C > 236B > 22A

14: Dia 5C > 3C > 236236D

15: Luna 4B > 2DD > CT > 236D

16: Dia 6A > 2C > jC > j2C > j214D

17: Luna Corner 236C > 2C > jC > j2C> djc > dj2C > dj214D

18: Throw > 6DD > 2DD > jDD > j2DD > j214D

19: Luna 4B > 2DD > 214D > 5DD > 6DD > 2DD > jDD > j2DD > djDD > dj2DD > dj641236D

20: Land astral against the AI controlled Azrael

21: Luna 5DD > 236B > 22A > 5DD > 4DD > 236D

22: Dia 5DD > 236D > 22A > 5DD > 6DD > 2DD > jDD > j2DD > j214D

23: Dia 2B > 3C > 22A > 6A > 4B > 2DD > 214D > 6DD > jDD > j2DD > j214D

24: Luna 6B > 3C > 236B > 22A > 6A > 6C > 214D > 22A > 2C > jC > j2C > super

25: Get 4K from a CT guard break

26: Luna 4B > 2DD > CT > 236D > 236C > dash 5C > 6C > 214D > 22A > 5C > 2C > 623C

27: Dia 5B > 6B > 5C > 236D > 22A > 6A > 6C > 236D > 236 > 6A > j214D > 6A > 623C > 6A > 641236D

28: Dia 4B > 2DD > CT > OD cancel > 5DD > 236C > 22A > 214A/B/C > 6A > 6C > 236D > 214D > 6A > 623C > 641236D

29: Dia 5C > 214A/B/C > 236B > 22A > 5C > 236D > 22A > 5DD > 6DD > 623C > 5DD > 2DD > 6C > 236D > OD > 214D > 236236D > 214D > 236C > 22A > 641236D

30: Do a 9K combo

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This does 8.5K in the corner starting in Luna. 5C[1] FC > CT > 236C > 214A > 22A > 236D > 22A > 6A > 5C > 2C > 623C > 2DD > 6C > 236D > OD > 214D > 22A > 236236D > 236C > 22A > 236C > 22A > 632146D

Maybe it'll give you some ideas on how to get to 9K.

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So did they nerf the hitbox on crescent saber? I see it whiff here and t here on smaller characters during a standard air ender

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I don't believe that it was Nerfed. The only real difference that I've noticed is that the range of it changes depending on the Forma you're in. Dia Forma's works like Nu's and still has the dead spot, while Luna Forma's works like Lambda's, HOWEVER it loses the dead spot. I wouldn't call that a Nerf, more of an... innovative change. :)

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Well, I decided to check who her oki is still good against. Noel, Litchi, and Platinum can't escape it for free anymore. You can do it against Hakumen, won't work, but you can block his counter and maybe punish him. Her oki doesn't work against Azreal.

You can double check me on this my execution with Noel, Litchi, and Platinum isn't the best so who knows, I may be wrong.

Everyone else who could escape her oki, Bang, Tager etc, plus DPs, its still effective.

Also, I didn't check their new moves to see if that changed things. Platinum's counter doesn't work at any rate.

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combos are easy except for grounded Dia sickle>22A>5DD

the 5DD is hard to connect after corner grounded sickle. Airhit sickle is easier.

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nice

i believe someone mentioned strict timings in a previous conversation, are they like stricter than they were with lambdy in general?

well as long as that retarded dash at the corner is gone i am a happy man

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well as long as that retarded dash at the corner is gone i am a happy man

Dash 5B is a thing of the past.

Also, I've found almost all the combos in this game to be stricter than what I'd previously imagine them to be. I'm thinking getting used to the increased game speed might be the issue more than X's combos being tighter.

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Dash 5B is a thing of the past.

Also, I've found almost all the combos in this game to be stricter than what I'd previously imagine them to be. I'm thinking getting used to the increased game speed might be the issue more than X's combos being tighter.

Really? I've found them to be easier. I can just mash as fast as I can to get them and it typically works unlike Extend.

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so I'm rather dissapointed with the air act parsers. All they to is let me do my CSE crossover easier.

Ah... I was afraid that would be the case with the Air Parsers. I mean, they're literally just air-dashes that can be preformed instantly after using a Drive move, but you can't Crescent Saber Cancel after it (Right?), and the range of it is just a tad disappointing. Mayhaps there's some hidden potential that hasn't been discovered with it as of yet? :I

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its basically a faster version of that IAD Crossover>Crescent cancel>Falling j.B I did in CSE

So I had an awesome idea. What if I were to advanced input?

Now I don't drop the 22A>Xs as much, but now I feel like a masher. I feel icky mashing so many buttons.

Also I still have a habit of mashing 5C for each hit even though its auto now.

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i.....

5DD>236D~22A~5DD is impossible on netplay.

that's true... all I've found out is that you should buffer 22A as soon as possible and don't mash!

like (Dia)236D~immediate 22A while wheel is still rolling and didn't hit opp

same about (corner)214D-22A. feels like you can buffer 22A earlier than move hits

Gets a lot of time to get used to :( Nu is so hard now

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