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Posted

Nu is pretty much going to be standing still. The only times you should be moving are when your opponent is able to reach and hit you, or when you need to move to a place to hit your opponent with drives. Other than that, just stand still.

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Posted

"Thank for your suggestion.  About "not dash in" "Not going in",  I am kind of confusing a bit. Because in the past I always stay far and shooting distant. And then people tell me that good player will not just stay still and should make some confusing to opinion by going in sometimes and try for combo.   So I am trying to do that, and now confuse whether I should go back to keep distant all time or not."

People that complain just don't want to deal with Nu, lol
Like SWD said, just stand still

"Oh btw, when you see me moving around often.  I just not want opinion to aim distant toward me so easily. sometimes when they think I would be at this distant, I am at that distant instead and part of his combo will whoop."

If you are talking about when the opponent tries to jump in, then just ANTI-AIR THEM, and if they are going in from the ground or whatever then IAD back twice or something to get distance so a 5D or something like that can hit them, but people with fast dashes will most likely ignore the fact that you IAD'd back, lol

"I'm not a MU specialist for Nu >>>  What do you mean MU?  I don't have Mu video there right?"

By MU I mean match-up :P

 

"Second vid gonna see jump-around again I guess, but that is against Hazama, I think all the more reason that you shouldn't staystill to let him lock distant on you, right?"

You  SHOULD stay still against him, it's a waste of time to try and shoot him when you can just anti-air him when he goes in with the chainz 

Posted

Now, I am having problem with "Kirin Sengeki"  and "The tager DD throw pull magnet"   Just by standing, it pull me in and throw!     So if Tager has 50 heat. Do you have to jump all the time?  By doing so, he can easily Sledge hammer tho, because it is anti-air+ anti-projectile.  How to deal with situation where you can't stand can't jump?

 

https://www.youtube.com/watch?v=AzIzGSdwKeA

  • 2 months later...
Posted

What sort of options do I have with Nu for oki? for example after this combo: 5DD > 4DD > 5DD > 236D~C > 214C > 5B > 6A > 6C > 66 > 3C > 214D~C > oki

 

gravity seems to wear off right at the end, so do i want to go for oki centered around crescent? like TK crescent cancel 2B vs TK crescent delay?

Posted

You can do j.214[D] / j.214D~C oki but a wary opponent can delay tech through it to avoid the mixup entirely. If someone starts doing this to you, you can either end with 214D~C > airdash away for neutral reset, or end with 3C > 236D~C for meaty wheel.

Posted

If the well is still under you, I don't think you go far enough to hit her at that timing. I usually just do 236D~C now for an ender since it's way safer and less guessing.

 

 

You can also end the drive starter combo with 6C > 236[D] to keep space instead of doing IAD back.

Posted

Its never a bad idea, especially with the supra routes being a thing.

 

X>3C>623C>6D>2DD>236DC>5B>6B>6A>214DC>66B>6A>6C>236[D]

 

You don't need gravity to do combos, holding it gives you a bigger reward off of hits though. I personally use it in neutral a lot just because it gives me more time to think when the opponent rushes at me.

Posted

So you've abandoned the hard to confirm into TK supra combos for non-TK supra combos? Well, it's better than using meter or doing 665A if you have no gravity.

And can't you just not use gravity if you are good at AAing? Or something like that

 

Posted

She functions much better as a character when using gravity in neutral. Regardless of her high close range damage, ultimately, your goal is to keep them away from you. Placing a Well in front of their approach area or under them takes a lot of guesswork out of beginning your lockdown. You can delay swords long enough to have it back for a conversion too. Against rushdown characters, it also gives you mobility by letting you parser afterwards. You can also use it for gatling frametraps since you can cancel gravity in to normals.

 

Much more than just a combo tool!

Posted (edited)

What is a situation where you use gravity in neutral?

 

I mean, excluding gravity oki, or canceling into gravity from a blocked normal or drive?

What I'm asking is, what's a specific situation you would use it and why would you use it.  For instance, is there a specific situation in neutral where you can basically remove the 50/50 game of 5d/6d vs jump/staying on ground by using gravity? In other words you can't stop them from jumping with 5D, so if you use a drive it's a guess.

Edited by Errol
Clarification
Posted

It really depends on screen spacing. If they are within B well range, you should be looking to either create space or move out of the corner with a parser, assuming you are not going to try and poke them out with 2B/3C or if you have space to IAD backwards (they can still just run at you here though if they guess correctly, gravity helps keep them away while you move)

 

Full screen, the more mobile characters can evade C Well -> 4D so I generally will use B well -> Spike to force their movement to either run under them if necessary or to have an easier time correctly placing a 2/6D. 

 

Gravity in neutral helps keep your plan structured, you want to remove as much guesswork as possible when zoning and hindering opponent mobility or making it difficult to enter a specific area of the screen is exactly what you want. In one of its most extreme cases, look at v-13 vs Bullet. Yes, she is slow enough to zone without the use of gravity well, but adding it as a neutral tool suddenly compounds all her problems in the MU.

 

Let me know if that didn't quite address your question.

Posted

Ah, I guess I was right about what I thought of gravity in neutral.

But I also asked due to seeing some people not using it in neutral.

And yes, I do want to make Nu's forum more active and not just "that one ded character forum"...........

Posted (edited)

I'll normally throw it out after 3 drives if i don't get a confirm, then throw out the 4th because if it whiffs, i can just throw out something else unless its a nu vs another zoner matchup. (when i'm autopiloting), otherwise i'll throw it out before doing drives, usually B gravity and react to their actions with drives.

Edited by someonewhodied
Posted

I got a question for you guys.  How do you cope with especially long "cancel" combos?

I've been playing on pad for a long time, and Nu-13's combos aren't just about DDDDD I understand that, but now it's also about stance cancels and Gravity Seed Cancels... and it's really hard to do such long combos for me without getting tired or my wrists begin hurting.

I don't suppose you guys have advice for training for this stuff?

Maybe I'm just feeling old.

Posted

Are you referring to long training/playing sessions? If so, is it just your wrists? This is more of a personal question that I'd be happy to answer via PMs or my Twitter/Ask.fm or even post something in the general forums since this doesn't really pertain to just v-13. 

Posted

Are you referring to long training/playing sessions? If so, is it just your wrists? This is more of a personal question that I'd be happy to answer via PMs or my Twitter/Ask.fm or even post something in the general forums since this doesn't really pertain to just v-13. 

I'm pretty sure he means that, he can't do long combos without his wrist hurting. The only thing that I can say towards that is:
Take a break(Maybe)

Posted

i haven't found anything practical. j.2c>dj>j.b to works in the corner (tested only against tager and azreal tho). 

Posted

So far, I think I played much better now, but still miss combo here and there. 

Want to post this so that people can compare with what I used to post 2 month ago.

 

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