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Everything posted by Andy6000
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Winning is winning, regardless of means to the point that the community in general outlaws a specific method, like Rachel's arcade glitch. It's tournament legal to Bang Install and run like a little girl for 60 seconds, and it's legal to use Carl's infinite loop. You might not like it, but they're in the game, sadly. So I'd get some fun thought up for those guard breakers, Kaqn playing Lambda blew threw 3 guard crush moves within 2 seconds using rapids, it seems like we at least have enough to break a turtle if we put our mind to it.
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I think it was hard for people to get. I wish I could high five you through the internet.
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Lambda colors Tsubaki Colors They stole our EVA 01, the blue on the second row is the color I used... I almost need to switch to Tsubaki just to keep my color!
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I don't like her colors as much, Tsubaki stole all her good ones ;-;
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She sounds simply lovely. I don't think people really grabbed CH 6C all that often anyways, and it still wall bounces on an aerial opponent, so CH 2C still functions perfectly. We have our TK Crescent Saber back, and that throw combo looks pretty easy for good damage, though I'd heard that the 5DD might be harder to time.
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It not being brainlessly easy kind of is equivalent to losing mobility. Really, I don't think she'll be much worse, she just lost some damage and ease factor. ... And TK Crescent Saber. I hope they put that back in, I will miss it so bloody much.
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It comes down to hitting harder. 3800 damage vs... 3300 I think? And it's not exactly hard. If you were going for really showing off, you'd throw > dash > 3C > etc
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Counter 2147D can net you some fun stuff. I like to CH 2147D > dash > 6C > dash > 2DD > 6C > 2DD > j.2C > j.DD > j.214D for about 4500 damage. There's better, but it's good enough. I'm sure with some thought you could pretty easily get someone to the corner for a 6k combo.
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Filled with fail, you say? I would buy you a 360 if I wasn't so bloody poor. (actually I wouldn't, but whatever)
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I just listed the simplest one I could think of for example's sake, considering that most people know it (it kind of sucks when you don't). As for the weirder ones... You really have to get a feel for how Tager plays, preferably being pretty good at Tager yourself to know what he can do, when. If you get jabbed in the air, it's probably pretty beneficial to just let yourself fall for a bit until the Tager does something telling to react to. If he 2Ds because you're just lying there, neutral tech through it and go to town, if he does a 360, just lie there for a bit, etc etc But yes, it's pretty much always going to be most effective against Tager to just sit back and let your range do the talking, since then your only real worry is watching his spark bolt meter. But if that's all you know... Well, suffice to say, you're going to lose. You're not going to keep up the impregnable defense forever against a Tager who can IB and knows the tricks to getting through, and if all you've been thinking about is that shiny D button, you're going to get pounded by the aforementioned tech traps. Being able to escape without having to waste your resources is a precious skill to have in this matchup. Oh speaking of important things... Tager's looping blockstrings. Those are a serious pain. It's sometimes not the worst idea to just let him hit you with a 5D just to escape. Heroic, if you're reading this, could you enlighten us as to the normal Tager blockstring? I honestly can't remember what it is, or even how I'm supposed to get out of it (other than my usual fantastic 'let myself get hit in the face with a giant flaming punch' method).
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Spike chaser sets up a blockstring, and Nu's pretty good in close range as long as the momentum is in her favor, especially against Tager. Not to mention... You're not going to get caught by tech traps if you know what to do. Can he cancel the move into AC? Don't tech in the air. Obviously that's the most simple, but you really shouldn't have to be bursting to not eat combo after combo. As for 5D catching him, it's an especially good idea against Tager, since it'll catch him if he rolls or if he takes too long to neutral tech, but against a good Tager... The spike chaser idea is probably better. He can sledge through it, but that's really his only option while remaining offensive, and either way, following the spike chaser with a 2C will be to your advantage.
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If he tech rolls forward... He should get hit. That's the point of it. And 'timing something correctly or not' doesn't really sit with risk vs. reward for me, that's just execution skill. If you can't do it, yeah you'll get punished. If you can't do 5DD 4DD 236D, you're going to have problems, same thing, higher level. I mean, yeah you don't have to, and it'd probably be an easier plan to sit at the other side of the stage spamming swords. But that's... Well, boring. And I'm willing to try harder to get a higher reward, and make things less boring.
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Kriaser, you're not really taking timing into account... Hell, barely anyone in this thread is, and when fighting a Tager, who can throw out a 360A if you leave 4 frames in, that's a problem. You get the fully charged spike chaser early, if he neutral techs at first opportunity, his only choice is to block or sledge the 214D~C, if you did the spike chaser early enough, you're now just sitting there feeling dandy, and should probably be putting a 2C out there right as he decides to sledge. If your timing is down, worst case scenario is you have him in a blockstring, and you have excellent mixup (for a bit) as Nu, best case, CH 2C, which if you've already knocked him down, means you're probably going to get him to a corner, which means about 7k meterless if you know what you're doing (I don't generally know Tager specific combos very well, so probably about 6-6.5k for me)
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In the last test, Lambda had 4 guard primers, and Arakune had 5... As to how many backdashes you get... Not really sure, I think Nu was about 3, and Arakune was either 2 or 3, they seemed pretty similar. I realize you're upset about your nerfs and whatnot (yes I read your forums), but please don't come in here and compare them. Everyone's getting nerfs, none of them are finalized yet, so it's useless to come and whine about two characters' respective abilities to run away.
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Considering I hate that kind of gameplay... I like the change. I would like to think the swords are there for control and linking. You can stop your enemy from approaching you, and every close range encounter is on your terms, offensive. Nu is not good at being on the defending side of a close range fight, but she's plenty good at being on the offensive. You get bigger damage from close range anyways (I wish it'd be much higher than long range... Like 6DD not hitting them upwards, and thus not linking to 2DD, for instance. That would be a change I'd gladly trade for higher damage)
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I think being weaker is probably a better incentive to stay safe, myself. Haku might be a weird matchup with his giant barrier, though. I think any strategy changes are going to be from how the new act pulsar and 236D works.
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... I don't think anyone is trying to claim she's not overpowered. But overpowered doesn't = invincible. People that play easy, predictable Nu are just that, easy and predictable. I feel pretty bad for you if you can't beat them. (as a side note, I feel pretty bad for myself, I lose the mirror to that nigh on constantly) If you want broken bullshit, go bark up Arakune's tree, what with the 2D lockdown and the fullscreen swarm to start a 6k combo off any mistake. It's a shame Nu's easier so you'll see her annoying factors more often. All I'm saying is... That same crap that's annoying about her is still there. I'm very happy they nerfed her, I don't feel all that great playing S-tier mcEasy character. But, I play who I enjoy, the way I enjoy. So I play a rushdown Nu. I'll be doing more damage than the other Nus, but I'll be taking more, and at least I can claim my combos are... mildly difficult.
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You realize you're probably never going to win if you keep thinking that? The only person who has kind of incredibly gimped matchups is Tager, stop making excuses for not being able to win, Ragna is plenty able to win any match if you're actually good with him. If you IAD directly into 6D and eat combo after combo... That's still going to happen in CS. If you fail to do something so simple as to block after teching a throw against Nu, you're going to eat a combo (not even a big combo), it's still going to happen in CS. Every reason you lose miserably minus her damage is still going to be there, and if you don't think you can win now, you certainly won't be winning later.
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Hm, so you're right. For a while I totally forgot the dash before the 3C, and minus the dash it only works on Tager (though quite easily). Quite the improvement on the 3100 or so you'd get before from a meterless 5DD. Though I have got to say, I cannot for the life of me get the 2C > j.DD > dj.DD > dj.214D > land dash > 3C > 236D ending to work. Pretty difficult, but fun, and knowing I can enter into a 3C gravity well combo from any falling j.C entry is quite nice as well. EDIT: wee it works with j.2C as well.
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That video you just posted... isn't a combo. The combo meter resets between j.C and 3C. If it actually linked, that combo wouldn't work against... 5 of the cast? I'll have to try this out, I'm relatively certain you can link IAD j.2C land 3C 214A against Tager, but in that situation, and against others I'm not so sure.
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You don't even have to dash, though I've been trying to incorporate dash 2D > 6C > 2DD > j.DD > dj.DD > dj.214D (I swear I had this working at some point...) Oh right, and the beginner combo++ is throw > 5DD > 2DD > 6DD > 2DD > j.DD > dj.DD > dj.214D, just stuffing those extra two swords in there gets it to about 3450 I think, I do it sometimes just because it's extra swords.
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Yeah... The only hard part about the CH 2C 6C dash j.C combo is if you really want all 16 hits from the CH 2C > 6C part. Getting all 8 hits from the 2C means they're higher, and sometimes you'll end up jumping under them, so it CAN backfire. Also, in terms of throw combos, dash 2C 6C is about as effective as simply doing 5DD 2DD 6C, both end up with about 3700. In any case, I'm not near something to test, but I'm thinking you can grab a corner relaunch off of repositioning yourself from a bad position using the 2DD act pulsar 2DD 6C link. Something like CH 2C > 6C > 2DD > act pulsar > 2DD > 6C > dash > 2DD > j.214D > land dash > 3C > etc, I dunno. That's really the only high level application I can see for the combo.
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Near the corner you simply replace AP with 2147D~C, and also, the gain from it is that you can move from the corner, to corner trapping someone. That's really the only huge gain it has going for it. And it's plenty stable, just mildly difficult to get the timing down well enough. Also, I like knowing the ideal number, because knowing 'it does around 4700' doesn't really help me when I know that CH 2C > 6C > 2DD > j.2C > dj.C > dj.2C > dj.214D nets 4500, and is incredibly easy to boot, so you can easily concentrate on getting all possible hits (40), on top of it being the ideal 2C CH to use when you want to follow up with a RC land dash 6C, whereas others place you too far away for that to work, excluding the CH 2C 6C dash j.C combo. EDIT: that sounded a little more rude than I meant it to, sorry :<