Arcade Fire87 Posted October 27, 2009 Posted October 27, 2009 Yeah, I'll get around to writing a Hakumen v. V13 guide. Just finished writing V13 v. Ragna guide, probably gonna do Nu v. Arakune next, whenever I get around to it 3 down, 9 to go. Probably least looking forward to writing Nu v. Bang (since it's personally my hardest matchup) and Nu v. Nu (since that ditto fight is plain stupid and boring). A little worried about writing a Carl strat, since there's so few Carl's online and even less competent one's. That'll probably have the least information
severin Posted October 27, 2009 Posted October 27, 2009 Because I got bored, here's a fun, helpful, totally easy to read chart detailing why you should jump + barrier at the start of the round. Just do it. Really guys. Blue arrows represent what that option beats, red represents what trades. Everything else is a more or less neutral situation. This chart is incomplete, and inaccurate, but I don' give a fuck. That's just how I roll.
ryu-bi Posted October 27, 2009 Posted October 27, 2009 Can you explain how does a backdash beat Dash 2C? Also why none of the ground specials in the chart?
severin Posted October 27, 2009 Posted October 27, 2009 2C Whiffs, other nu can punish. Also, none of the ground specials were listed because they all suck as opening moves.
Arcade Fire87 Posted October 27, 2009 Posted October 27, 2009 Oh, Severin, it's so cute how we keep flip floppin on wins To be honest, I think you're just better at the matchup, you make me too scared to keep pressure going once you dash away
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