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Posted

J.d is terribly unsuccessful. If you autoguard it she'll either hit through it, jc and guard, Gatling to 6c for ch combo, or act pulsar away. Your best option is either falling d nails or c nail. The stupid thing even has a backwards hitbox. You can't teleport past it.

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Posted

I would be so unbelievably happy if 5A hit all crouching opponents. Anyways thanks for the advise, as I said I'm not used to fighting a Nu who isn't horse crap bad.

Posted

Ok, new problem, similar to the ones you guys are having. Now if I get her in a block string and shuriken cancel she can usually wiggle out to the point where the string ends and I get in like 2 or 3 shots. I'm considering using 3C out of 2B to catch her on her running away, sound like a good idea? I could always IAD but it seems like when I do the kick connects in a way that I have her barely in range if at all. Its really seeming that for a next to even match up supposedly, it takes me knowing far more and being far more skillful than the Nu player to pull out a win. Also my problem with moving in comes in the sense that 2D seems to be very versatile and hits me ( blocking ) in most jump at which point I'm pushed down to the ground. What I'm thinking about doing is to start faking double jumps and then as I fall down to the ground do an air dash to avoid the inevitable 5D coming my way. It may be a good way to get in a mix up.

Posted

Getting forced back down isn't an issue as long as you were guarding. Sure, it can be frustrating, but you just have to play patient and wait for a moment to get in. As mentioned earlier, ib'ing 2c is a must. If you manage to ib the last few hits you can punish anything that isn't a Gatling to 3c, act pulsar, or super with 5b into combo. Pretty nice.

Posted

Hah, I just realized a HUGE gap in my game. Because I've been struggling with my air guard due to the air dashes, I got in the habbit of air barrier guarding, most likely pushing me further way. But none of her air swords are air unblockables are they?

Posted

i have to test this further (practice only for now), but if V-13 does: 5D,5D, then: a.) 4D b.) 236D,C you can jump after the 2nd 5D, then do j.D, B or C teleport to hit her in the back. works even without instant block, but is hard. note that if she choses option b.), your j.D will whiff, but so does the wheel. there's more mixup she could use of course, but this could be useful nonetheless.

Posted

I find that 5D works allot easier, although in both cases its probably good to use it very sparingly because now I basically have my friend act parsaring when I teleport. I wonder if a light teleport may fix that, or maybe just block and punishing.

Posted

6D once you wake up, if the Nu player tries to use a sword for oki. Usually catches them off guard. Also, what's even better is using 5d's autoguard against nu's sword super.... Looks epic. Also once, you get them in oki, command grab if they tech neutral. Damn you, sho for getting me into that habit.

  • 2 months later...
Posted

Well since the future Nu's have progressed and stop doing 5D on wake up. What was our option before? Just run towards them and create pressure?

Posted

You can still 6D or 5D the j2D bullshit that's really popular among Nu's right now, and 5D is gonna be a free counter hit if you hit it. 6D is always a free super, or a 3k combo, so it's generally a bit higher damage than 5D unless you know some pretty high tech stuff.

Posted

You can still 6D or 5D the j2D bullshit that's really popular among Nu's right now, and 5D is gonna be a free counter hit if you hit it. 6D is always a free super, or a 3k combo, so it's generally a bit higher damage than 5D unless you know some pretty high tech stuff.

I'm sorry I mean, what if they don't throw 5D or the arcing over sword anymore, because there going to guess you're going to 6D already. Do we rush in? Throw nails? Back up wait for there move still?

Posted

Hah, I just realized a HUGE gap in my game. Because I've been struggling with my air guard due to the air dashes, I got in the habbit of air barrier guarding, most likely pushing me further way. But none of her air swords are air unblockables are they?

Just her reversal super.

Posted

Oh, Skane, I just meant if you know the Nu is really spamming the j2D mix. If you 5D the first hit and B teleport, unless she cancels the special and backdashes you're going to either hit her or put her in block. There's literally no other thing she can do; unfortunately they like to do that a lot. :I If you're playing a Nu that j2D to overhead cancel to backdashes a lot, just go psychic C tele on that 5D and you should be golden. But I'm not saying you should rely on 5D, it's a one time gimmick to shake their gameplan. If you have an answer that seems really solid, they might stop using j2D altogether, which is wonderful. EDIT: Also, 6D is a free counterhit for the arcing overhead. 6D Doesn't block overheads, which is pretty sad days. If she overheads your 6D, you're eating 4.5k. Lol. Needless to say, if you're playing a good nu, you shouldn't use 6D on anything but reaction, or on a close wakeup with throw already buffered, if the Nu likes using her B moves.

Posted

Oh, Skane, I just meant if you know the Nu is really spamming the j2D mix. If you 5D the first hit and B teleport, unless she cancels the special and backdashes you're going to either hit her or put her in block. There's literally no other thing she can do; unfortunately they like to do that a lot. :I

If you're playing a Nu that j2D to overhead cancel to backdashes a lot, just go psychic C tele on that 5D and you should be golden.

But I'm not saying you should rely on 5D, it's a one time gimmick to shake their gameplan. If you have an answer that seems really solid, they might stop using j2D altogether, which is wonderful.

EDIT: Also, 6D is a free counterhit for the arcing overhead. 6D Doesn't block overheads, which is pretty sad days. If she overheads your 6D, you're eating 4.5k. Lol. Needless to say, if you're playing a good nu, you shouldn't use 6D on anything but reaction, or on a close wakeup with throw already buffered, if the Nu likes using her B moves.

Ahh but this is stuff i know xD...

I'm asking what if the NU does nothing, as if waiting for you to do the move when you wake up. Do you think thats the chance to move in, or there's enough time for Nu to send an unpredicted sword at you once you get moving. Unable to react :X

better yet.

What would you do, if you were waking up and Nu is on the other side, and you know he/she is not going to throw a sword or a over head sword of any kind.

Posted

Oh. If Nu does nothing at all, this is certainly a strange Nu. Lol. For Nu to do nothing, this Nu is watching for your wakeup, meaning this Nu player is afraid of Bang's wakeups.. which doesn't really make sense. The only wakeup Bang has which works at all against true Nu pressure is 6D or a bizarre Daifunka. 6D: If Nu does -anything- and forward teleports, she's safe and can usually punish Daifunka: You have to psychic her moves, meaning she has to use 5DD or intentionally whiff C's, virtually nothing else will give it to you. So for a Nu to want to do nothing, she has to not understand her character, IMHO.

Posted

Oh.

If Nu does nothing at all, this is certainly a strange Nu. Lol. For Nu to do nothing, this Nu is watching for your wakeup, meaning this Nu player is afraid of Bang's wakeups.. which doesn't really make sense. The only wakeup Bang has which works at all against true Nu pressure is 6D or a bizarre Daifunka.

6D: If Nu does -anything- and forward teleports, she's safe and can usually punish

Daifunka: You have to psychic her moves, meaning she has to use 5DD or intentionally whiff C's, virtually nothing else will give it to you.

So for a Nu to want to do nothing, she has to not understand her character, IMHO.

Well, again if she does nothing. I guess run in? xD I hate to be psychic about her moves, not sure if it'll work sometimes but I do it anyways.

But ya seriously though if she does nothing. What would you do? Resume regular bang things?

Posted

I'd say pretty much regardless 95% of the time I get up blocking. I don't like 6D or Daifunka as a staple of any game plan against a character that can do so much damage. Really, she should put you in pressure no matter what, but if you're playing someone who is truly insistent on not doing that, you can do one of a number of things. Short: Wakeup, check for attacks, if none, 5A to pressure. Nu is now in a horrible spot, lol. Run trains on her with Bang's legendary pressure. Mid: Check for swords or poking C's, if none, you can try to poke with 5B or 2B, dependant on range, or you can Tiger Knee Dnails. TK Dnails at mid is nearly a sure fire pressure string, so if you really need the hit it's a good call. Long: Patience. I'd say probably back jump forward jump forward dash, block. If she hits you, you're going to end up mid rangish or long rangish, but you'll only end up long again if she backs up to the corner, meaning you've made progress. As soon as I touch the ground I'd probably dash forward and reaction anything she throws with more blocks, then predict her trying to get past me. Really though, long sucks. Just try to wait for a mistake, and get in on it. Barrier if you won't lose ground, so you can conserve your shield; your burst is next to worthless in this matchup anyway. Oh, and I can't stress this enough, if she's ever close to you and you're driving, tech a grab. For those that don't know, even through a throw counter you can tech a grab if you auto-tech it previous to it hitting. This is only true in CT, so make use of it while you can.. it helps Bang more than anyone.

Posted

The only time I would ever get the jump on a Nu-13 was when I would daifukan during wakeup. It somehow worked on goryus 3 times in a row....I guess Nu-'s all have the same "trip then attack during wake-up" state of mind.

Posted

I'd say pretty much regardless 95% of the time I get up blocking. I don't like 6D or Daifunka as a staple of any game plan against a character that can do so much damage.

Really, she should put you in pressure no matter what, but if you're playing someone who is truly insistent on not doing that, you can do one of a number of things.

Short: Wakeup, check for attacks, if none, 5A to pressure. Nu is now in a horrible spot, lol. Run trains on her with Bang's legendary pressure.

Mid: Check for swords or poking C's, if none, you can try to poke with 5B or 2B, dependant on range, or you can Tiger Knee Dnails. TK Dnails at mid is nearly a sure fire pressure string, so if you really need the hit it's a good call.

Long: Patience. I'd say probably back jump forward jump forward dash, block. If she hits you, you're going to end up mid rangish or long rangish, but you'll only end up long again if she backs up to the corner, meaning you've made progress. As soon as I touch the ground I'd probably dash forward and reaction anything she throws with more blocks, then predict her trying to get past me. Really though, long sucks. Just try to wait for a mistake, and get in on it. Barrier if you won't lose ground, so you can conserve your shield; your burst is next to worthless in this matchup anyway.

Oh, and I can't stress this enough, if she's ever close to you and you're driving, tech a grab. For those that don't know, even through a throw counter you can tech a grab if you auto-tech it previous to it hitting. This is only true in CT, so make use of it while you can.. it helps Bang more than anyone.

Hmmm, more a long the lines of everything I was thinking :X thanks man lol.

And really? In CS bang will no longer have uhhh Drives that can buffer to break grabs?

Posted

Yeah, they removed the glitch. Every character can do it in CT, it just helps Bang infinitely more than almost anyone else, since he has 4 guardpoint attacks. It's a big hit to Hakumen as well, buffering throw tech through counter was nice for him.

Posted

Buffer a throw break? You can actually pull that off? So if I go in and she blocks my last attack and goes for a throw counter, if I've buffered for the possibility it will break? What if she doesn't go for the throw and instead decides to hit me, can I block, or will I attempt to grab?

  • 4 weeks later...
Posted

Uh, dunno how useful you guys find this but I just discovered 3C = anti-backdashing nu. If you are in one of those situations where you know they are going to backdash when you are running up to 5A and you will miss 3C will follow the backdash while its invincible and hit once it ends. Very nice.

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