hakimiru Posted November 28, 2012 Posted November 28, 2012 More stuff~ They're posting faster than I can translate and I need to go for a bit, but I'll try to catch up once I get back. 804 :名無しさん:2012/11/28(水) 09:46:12 ID:88gK7iw60 Air throw damage changed to 1400. 806 :名無しさん:2012/11/28(水) 09:51:06 ID:x7Ql44KI0 Λ mode Crescent is larger? Minimum range on it for Λ mode also seems to have been removed. 812 :名無しさん:2012/11/28(水) 10:00:48 ID:Ebu1.lG60 Air throw bounces, and goes into 6D. 813 :名無しさん:2012/11/28(水) 10:07:44 ID:iw5BMVJ.O During OD you can use Calamity in ν mode too. 818 :名無しさん:2012/11/28(水) 10:22:32 ID:88gK7iw60 >>813 During OD, you can use A Parser, Blade, Cavalier, and Calamity in Dia(ν) mode too. Spike and Sickle are still the mode-specific types. 825 :名無しさん:2012/11/28(水) 10:37:24 ID:dCu1R/b.0 3C>FL>6A>4B>2DD>Spike works if you do Spike as soon as possible. Although I have a feeling it doesn't work on Carl... 827 :名無しさん:2012/11/28(水) 10:37:59 ID:7Ltyv8ZQ0 ν and Λ Sickles don't have repeat proration. ν mode 2B>3C>Delay Sickle>22A>6A>6C>Sickle~ worked, and didn't trigger repeat proration. 829 :名無しさん:2012/11/28(水) 10:42:25 ID:dCu1R/b.0 Incidentally, ν Crescent can be followed up midscreen with rc5DD, but even a raw Crescent in the corner doesn't seem like it can be followed up easily without meter. I didn't get a chance to investigate Λ Crescent. 6C has repeat proration. 830 :名無しさん:2012/11/28(水) 10:44:40 ID:dCu1R/b.0 ν doesn't have much of a story. 7.8 are set battles with Ragna→μ 831 :名無しさん:2012/11/28(水) 10:45:18 ID:nmFIwMEE0 I tested her out a bit. I didn't investigate too deeply, so sorry if there are any mistakes. Air throw does 1400 and can be comboed after with 6D. This doesn't work with Nu Crescent, but Lambda Crescent can be followed up as usual in the corner with 2DD>6A. Corner Cavalier can be comboed after with 4B. In Lambda mode in corner, I was able to do up to ~>Cavalier>4B>2DD>Crescent>6A, but I'm not sure if anything works after. 833 :名無しさん:2012/11/28(水) 10:46:20 ID:1ZsLUUBo0 3C>CT connects in ν mode, but not in Λ mode. CT wall-bounces, so seems like it can lead into good stuff. 834 :名無しさん:2012/11/28(水) 10:47:45 ID:88gK7iw60 In Luna(Λ) mode OD, you can use Sickle and Spike with their C followups. 835 :名無しさん:2012/11/28(水) 10:50:43 ID:VIix.GWQO You can continue comboing from CT even from midscreen, so it feels like it'll be a useful combo part. 836 :名無しさん:2012/11/28(水) 10:51:23 ID:hXFdArBw0 5C has fc properties AH command changed(214214D) 4B is 1 hit, hits high. Blade>5DD>Cavalier works if they float from Blade. If they don't float, Blade>Cavalier works. Last battle in story mode is with μ. Final CG in story mode is super nice. Just my thoughts after 1 run through! Please don't take it as anything more than reference. 837 :名無しさん:2012/11/28(水) 10:51:37 ID:nmFIwMEE0 Calamity minimum damage seems unchanged. 4B is slower I think. 839 :名無しさん:2012/11/28(水) 10:53:46 ID:hXFdArBw0 Ah, sorry, you need an RC for the Blade followups. Also, it feels like you need to be pretty close for 3C>FL>6A to connect. I wonder if microdash 5A works? Sorry for the repeat posts. 844 :名無しさん:2012/11/28(水) 11:04:05 ID:WEUg1TCY0 5C still doesn't auto-correct. 845 :名無しさん:2012/11/28(水) 11:04:41 ID:4UsZOXZs0 Simple combo, but in Λ mode: Corner Cavalier>5C>6C>Spike>2DD>JC>J2C>JC>J2C>Calamity did around 5000. It feels like you could probably do Spike>2DD>OD for more. An OD Calamity ender improves damage by quite a bit. 846 :名無しさん:2012/11/28(水) 11:08:48 ID:yLFmMzpY0 >>825 It worked on Carl too. The trick is to delay 2D until they're at the top of their trajectory. Spike is as soon as possible. 848 :名無しさん:2012/11/28(水) 11:10:38 ID:9Riie2qU0 In the corner in ν mode, J2C air hit>jc>JC>J2C>Crescent>land>2B connected. Going into 2C made it techable, but ν Crescent's sliding down is pretty good. 850 :名無しさん:2012/11/28(水) 11:16:04 ID:29QeYa2E0 2B<3C<FL<6A<JC<J2C<2DD<Spike<2DD<4B<2DD<JDD<J2DD<Crescent works, does around 2700.
HexaNoid Posted November 28, 2012 Author Posted November 28, 2012 Two things: First, since Nu has officially been released, I've unlocked the new video thread. Feel free to post up on video or stream archives you can find in there. Second, We are probably going to need to get a thread up soon to keep track of all of this stuff. I've gone ahead and made this thread which has all the information we've seen posted here so far. If you guys find more information or feel there's anything missing give Toan or myself a shout here so we can update it. And a 4B overhead that I no longer need to space? I hope they kept it just as fast. Looks like they slowed it down, unfortunately. And thanks as always, haki. I'll try and organise that information for the new thread in a little while.
AchedSphinx Posted November 28, 2012 Posted November 28, 2012 "5C has fc properties" I'm interested in seeing what this will bring to the table. Bah and 5C still doesn't auto correct. "An OD Calamity ender improves damage by quite a bit." That sounds really cool.
toanenadiz Posted November 28, 2012 Posted November 28, 2012 Air throw damage changed to 1400 NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
AchedSphinx Posted November 28, 2012 Posted November 28, 2012 NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO I feel your pain.
Chaoschao222 Posted November 28, 2012 Posted November 28, 2012 NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO It groundbounces now though, you can more than likely get more off it meterless than you could ever before.
toanenadiz Posted November 28, 2012 Posted November 28, 2012 But they can burst it now. I liked my air throw doing 2K of unburstable damage.
AchedSphinx Posted November 28, 2012 Posted November 28, 2012 But they can burst it now. I liked my air throw doing 2K of unburstable damage. Well, if it can be followed up with 6DD, they won't be able to burst it unless you're really close. Though they may be able to burst it the moment they touch the ground, I haven't seen it in action.
toanenadiz Posted November 28, 2012 Posted November 28, 2012 In the one stream I saw of the air throw, Nu ended up really close to the opponent and it looked like a burst would reach her. But she was really close to the corner so it could have just been a corner thing.
Chaoschao222 Posted November 28, 2012 Posted November 28, 2012 But they can burst it now. I liked my air throw doing 2K of unburstable damage. Well now they can either lose their burst/OD to an airthrow, you can get more damage, or you can OD afterwards and they lose their burst and you get more damage \o/
AchedSphinx Posted November 28, 2012 Posted November 28, 2012 True, you could OD after the air throw, didn't think about that. I wonder what sort of great combos can be made from that.
Legacy Edge Posted November 28, 2012 Posted November 28, 2012 (edited) So much being posted lately, thanks to everyone who contributes to these. Just some personal thoughts on the information: >no black/pink pallete SAD >ν doesn't have much of a story. EVEN MORE SAD >changes to 4B That might actually benefit me as a player, since i couldn't do proper spacing with 4B[2] and ended up hitting the first hit also about 50% of the times which gave the other guy time to see the overhead, but i kinda liked it that way, made it more difficult/interesting/rewarding, now its just ... more plain. >Air throw damage changed to 1400. Ok don't know how to feel about that since it seems that not it will have meterless followups, maybe i would prefer it to stay the way it was. >5D jump cancel on block Thanks Kaqn! >New palettes Ok, decent or even good colors, just not the pallete of my dreams like the black/pink eva one, or the black-orange hair of ragna in CS. >bigger calamity damage in OD Awesome. Love the amount of changes, feeling excited about learning Nu from 0 again! Although to be honest it seems confusing, X can be used in λ mode but not in ν, Υ looses z properties in λ mode, gets them back in λμν-SUPER OD UNLIMITED mode, forgot almost all of those stuff after 5 minutes. PS: Where to you people get these information from, Japanese players twitters/blogs? Edited November 28, 2012 by Legacy Edge
C0R Posted November 28, 2012 Posted November 28, 2012 Well, if it can be followed up with 6DD, they won't be able to burst it unless you're really close. Though they may be able to burst it the moment they touch the ground, I haven't seen it in action. Throw's can't be bursted, this includes the untechable time from a throw. Basically they have to burst the combo'ing hit after the throw.
Overheat Posted November 28, 2012 Posted November 28, 2012 (edited) PS: Where to you people get these information from, Japanese players twitters/blogs?hakimiru is translating posts from the JBBS. The rare times I post anything are from Twitter, or were linked to from Twitter. クレ、6C、スパイク、シックル、ブレイド、キャバリエには同技確認した I guess 6C, 236B, 236C, 236D, 214D, and j.214D all have SMP now. 236D is considered different in Dia and Luna, but I'm not sure if the other moves have SMP, either. Edited November 28, 2012 by Overheat
toanenadiz Posted November 28, 2012 Posted November 28, 2012 (edited) https://twitter.com/Sakinosakinoato/status/273690476253691905/photo/1 If you got a twitter you can see this. It's Nu after getting whacked by Amane Astral. She is so cute. Everything about Nu is great hakimiru is translating posts from the JBBS. The rare times I post anything are from Twitter, or were linked to from Twitter. I guess 6C, 236B, 236C, 236D, 214D, and j.214D all have SMP now. 236D is considered different in Dia and Luna, but I'm not sure about the other moves. I don't want to assume anything yet for the other moves. I'm not sure if other moves have SMP, either. 214D having SMP now kind of sucks. Wonder if they kept 4B having SMP or not. Edited November 28, 2012 by toanenadiz
hakimiru Posted November 28, 2012 Posted November 28, 2012 (edited) 854 :名無しさん:2012/11/28(水) 11:23:04 ID:ARb1ZZmQ0 ( ◇)Hou・・・ http://via.me/-7c43q98 (Better pic of Amane's astral) 856 :名無しさん:2012/11/28(水) 11:27:47 ID:4UsZOXZs0 >>847 I was able to add Sickle to the combo in >>845 after all. Near corner Cavalier>5C>6C>Sickle>FL>Spike>2DD>~ worked. Also, corner Cavalier>5C>6C>CT~ seems like it should work. 863 :名無しさん:2012/11/28(水) 11:38:30 ID:PPhytTOs0 ・In ν mode, 3C>CT>5DD Aerial works. Cavalier connects after the 5DD as well. Also, after a 3C>FL, 5B seems like an easier pickup than 6A. ・Cavalier wall-bounced on ch. On non-ch, it wall-sticks and can't be comboed after I think. ・For ν mode corner combos, I was able to do up to 3C>FL>5B>6A>low Crescent>6A>6C>Cavalier 866 :名無しさん:2012/11/28(水) 11:41:33 ID:IPR.RhI20 Spike has repeat proration 869 :名無しさん:2012/11/28(水) 11:48:13 ID:yLFmMzpY0 CT downs, but you get a fairly large window to pick them up with afterwards. 878 :名無しさん:2012/11/28(水) 12:13:20 ID:XMsPue1M0 Unfortunately, you can't do air Act Parsers in Dia mode after airdashing. 883 :名無しさん:2012/11/28(水) 12:39:09 ID:7Ltyv8ZQ0 Confirmed 2B>3C>22A>6A>JC>J2C>2DD>CT>Sickle, someone please extend it. 887 :名無しさん:2012/11/28(水) 12:54:51 ID:dCu1R/b.0 Here's a hastily constructed combo list, hope it's useful. Dia starters Midscreen 2B>3C>Sickle 2B>3C>FL>6A>4B>2DD>Spike>5DD>6DD>2DD>JDD>J2DD>Crescent 2B>3C>FL>6A>JC>J2C>2DD>Spike>2DD>4B>2DD>JDD>J2DD>Crescent Corner 3C>FL>5B>6A>Crescent>6A>6C>Cavalier~ 3C>dl Sickle>FL>6A>6C>Sickle~ CT Combos 3C>CT>Aerial swords 2B>3C>22A>6A>JC>J2C>2DD>CT>Sickle~ Throw Throw>microdash 2DD>4B>2DD>JDD>J2DD>Crescent Luna Starters Midscreen 2B>5B>5C>Blade>FL>5DD>4DD>Sickle or(4B>2DD>Spike>5DD>6DD>2DD>JDD>J2DD>Crescent:Distance specific) 5B>3C>Blade>rc>5DD>Cavalier or Aerial swords 2B>5B>5C>Blade>rc>Cavalier~ Corner Cavalier>5C>6C>Sickle>FL>Spike>2DD~ Throw Throw>microdash 2DD>Spike>5DD>6DD>2DD>JDD>J2DD>Crescent OD-specific 5DD>Cavalier(ground) 897 :名無しさん:2012/11/28(水) 13:28:36 ID:i9T57EtQ0 Dia corner 4B>low Crescent>3C>FL>6B>5C>6C>Sickle or Cavalier connects, but I'm having trouble getting good damage. 900 :名無しさん:2012/11/28(水) 13:39:55 ID:nENlmbDI0 Crescent Sabre reach and hitbox (sword shape, curve) is different between Dia Forma (ν mode) and Luna Forma (λ mode). Dia Forma Crescent has a longer reach, but there's an air pocket of about one character width where it doesn't hit (same as before?) Luna Forma Crescent has shorter reach, but there's no such pocket, making tk Crescent connect as an overhead almost all the time. (However, do note that you can't do Crescent feints in Luna mode with C) 903 :名無しさん:2012/11/28(水) 13:48:43 ID:oCTBDKgk0 I can't seem to connect reliably with 6A after FL. From 3C, I just do everything as soon as possible, right? Or actually, I'm having trouble with FL not coming out a lot of the time. I'm bad with 22 commands. 904 :名無しさん:2012/11/28(水) 13:48:48 ID:zz1ZmPOo0 Am I the only one having trouble with the aerial? Or did something change with the D vectors? 905 :名無しさん:2012/11/28(水) 13:53:44 ID:yLFmMzpY0 >>903 It probably won't work if you land all hits of 3C. You have to sort of cancel the animation of FL into 6A. 906 :名無しさん:2012/11/28(水) 13:56:21 ID:2zWReGhM0 In the corner, Spike>Cavalier doesn't work, but Cavalier>Spike does. Crescent has repeat proration, so if you use it in the middle of your combo you can't end your aerial with it. Since we want to end with Crescent, I tried something like Corner Dia 2B>3C>FL>6A>5C>6C>Sickle>Cavalier>FL>4B>2DD>tk Crescent Damage was about 3000. 3C connects afterwards, but it floats so it's pretty iffy. 907 :名無しさん:2012/11/28(水) 13:58:07 ID:WEUg1TCY0 >>904 I think the followup D's got faster. If you do them with the old timing you'll probably miss. 912 :名無しさん:2012/11/28(水) 14:11:10 ID:dCu1R/b.0 >>905 The last hit of Dia 3C launches slightly higher, so I think you want to input 22A right when that hit connects (remember the timing) 915 :名無しさん:2012/11/28(水) 14:15:42 ID:Oc/VRvZE0 Single move damage in Luna Forma seems roughly 1.2 times that of Dia, and the attack levels seem higher too. 920 :名無しさん:2012/11/28(水) 14:20:09 ID:Y3PtABh20 (Removed link) (From the link, it seems like "Face Lift" is a term used to refer to exterior cosmetic modifications to a car? In Japanese at least.) 924 :名無しさん:2012/11/28(水) 14:31:56 ID:s5NdVtAUO I was able to do corner Luna 2B>3C>Supra>dash 5A>6A>Crescent>5A. Is this useless? 928 :名無しさん:2012/11/28(水) 14:41:04 ID:Oc/VRvZE0 2DD>Luna A Gravity>6A>6C>Cavalier connected. 932 :名無しさん:2012/11/28(水) 15:33:44 ID:7CgOJp.60 Some compiled information for Nu: (removed link) (Most of it's repeat information, here's the new-ish/important stuff only) - Luna 5D: has no followup if blocked (single D only) - 2D: angle changed, even steeper now. - 6C: has repeat proration, knocks away from midscreen as always (I assume this is on air hit only) - 4B: has repeat proration, 1st hit removed, slower, doesn't knockback much. Untechable on ch until they almost reach the ground. - Supra Rage: anti-air, has fc properties. Untechable on ch until they hit the ground. - Act Parser (44/66 version): Dia only, can be canceled into from 5D, 5DD, 4D, 4DD, JD, J2D, and 6C. Air version does a shorter dash, and uses 1 air action. - Blade: Luna only, has repeat proration, causes spinning down on ground hit, wall-stick on air hit. Can go into cancel FL>5DD. - Cavalier: Luna only, has repeat proration, wall-stick on normal hit, wall-bouce on ch. Becomes techable fairly fast from midscreen. - Spike: has repeat proration, C followup only available in Dia. Luna version range is only 2 spikes, launches into a spin on hit, and is untechable until they hit the ground. Not sure about mode, but seems to have repeat proration, so be wary of that for Spike starters. - Sickle: has repeat proration, Luna and Dia versions are treated as separate moves. Dia version hits low with good carry, and has a ~C version which floats and pulls them over on ch. Luna version is a 5 hit Lambda Sickle, with shorter hit intervals. You can't do the old setups on block, but it still gives you a frame advantage. - Gravity: fc properties, Dia version has no hitbox, consumes 30% gauge on whiff. Luna version consumes the same 70% on whiff and bounces on air hit, has higher single move damage. - Calamity: Luna only, downs on hit, up to 4 swords in OD. - Legacy: Dia only, does around 1100, more swords and greater frame advantage in OD. - Ground throw: 1400, no particular changes to trajectory, wall-bounce still present. (Sorry for the large amount of repeat, it felt like a lot of new minor details here and there, and I didn't want to leave out anything >_<) 933 :名無しさん:2012/11/28(水) 15:36:17 ID:eft3oz5AO Midscreen Dia 5D starter 5DD>C Sickle>rc>dash 3C>FL>6A>4B>2DD>Spike works. I tried to do the aerial afterwards, but it was heavily prorated and became techable midway. Just wanted to report a confirmed FL from a non-2B starter. 934 :名無しさん:2012/11/28(水) 15:42:57 ID:Oc/VRvZE0 Supra Rage damage: Dia 686, Luna 819. For Dia FC it's untechable until you hit the ground? so you can combo with 5DD. The timing on 6A for 3C>FL>6A is about when she's finished opening her arms. We can compromise a bit and do FL>5A>6A>D aerial instead. 5A>2A> damage is 300, x1.2 in Luna 5A*2 461 5A*3 584 In this iteration mids have a P1 of 100, so we can calculate the character combo rate to be 70. 5A P2 seems to be 77. I could be wrong, so please take this with a grain of salt. 935 :名無しさん:2012/11/28(水) 15:45:07 ID:WQx6l9/k0 Here's what I was able to find out on about 10 credits: ・Dia 5D hitstun is a lot shorter 5D>delay D followup doesn't combo, so if you're going for returns it seems like you have no choice but to buffer the input. ・Not even 5A combos after 5DD>forward Act Parser It seems like only forward Act Parser from 5DD can't be canceled, so we can't do things like CT ν. ・4B startup feels about the same as Ragna 6B, unfortunately (Although I didn't investigate too thoroughly, so this isn't a definite) Doesn't seem like a guaranteed punish on block. ・If Dia 3C hits at a distance FL>6A doesn't reach, so it seems better to do FL>3C>Sickle and go for oki in that case. ・For combos, ~2DD>ct>Luna Sickle works even from midscreen and does decent damage. After the Sickle, dash Spike seems to be air untechable, so you can go for a down, etc with 3C. ・I don't know what to use Supra for No idea・・・ Those are the main points. I didn't try anything with Gravity, so I look forward to seeing what people come up with. 937 :名無しさん:2012/11/28(水) 15:53:39 ID:f9lBK9w20 I was easily thrown out of Supra. The ν version launches high on FC, allowing you to follow up with 6D. 945 :名無しさん:2012/11/28(水) 17:17:09 ID:yWjNoEawO This might be already posted, but you can Crescent cancel in Λ mode during OD (range is the same as Λ mode). Whew, I finally caught up! That Amane astral pic is too cute >w< Edited November 28, 2012 by hakimiru
HexaNoid Posted November 28, 2012 Author Posted November 28, 2012 If anyone is around, Nu is on stream right now: http://www.ustream.tv/channel/game-carnival
Chaoschao222 Posted November 28, 2012 Posted November 28, 2012 If anyone is around, Nu is on stream right now: http://www.ustream.tv/channel/game-carnival Nu bites you with her CT~
Vulcan422 Posted November 28, 2012 Posted November 28, 2012 Calamity Sword is apparently the Unlimited version (4 swords appear from the sky).
Afro-Demon Posted November 28, 2012 Posted November 28, 2012 just though of the most annoying shit ever. Dia: 5DD>4DD>236D (combo end) >22D>236DC (insta lockdown) Also, c version of sickle still exists in luna, as well as we get crescent feints, though I don't know if it's mode specific.
Tokkan Posted November 28, 2012 Posted November 28, 2012 Calamity Sword is apparently the Unlimited version (4 swords appear from the sky). Only in OD.
AchedSphinx Posted November 28, 2012 Posted November 28, 2012 (edited) If anyone is around, Nu is on stream right now: http://www.ustream.tv/channel/game-carnival I tried to record it but the quality of the stream was fairly low so it came out much worse. I'll just wait for Nu PvP on a higher quality stream. On that note, it looks like Nu's combos will be a bit trickier to figure out with the number of abilities that have repeat proration. I guess the typical air ender is probably out depending on the starter used. So 6C, 4B, 214D, 236D, 236B, 236C, j.214D all have repeat proration and Dia's drive prorates a bit worse than Luna. Edited November 28, 2012 by AchedSphinx
farranpoison Posted November 28, 2012 Posted November 28, 2012 (edited) The game's still new so there'll probably be an answer to this later, but I honestly can't see a use for the form changes outside of combos, and even then they're not that used. I saw a Nu player at the arcade beat some people just by staying in Dia mode. He knew the form change combos, but when a real match came he just stuck to Dia form. Also 3C > FL > 6A link is goddamn difficult. You have to do the FL in the middle of the 3C. Too early or too late and you'll FL but the 6A won't hit them. Is 623C supposed to be an AA? I didn't even think it had any head invul, and it most definitely not a DP to my unending sorrow. I tried using it as combo fodder in the corner but you can't do 623C > 2DD except on CH. Perhaps time will tell what its use is. Edit: Seriously, I am digging Nu though. Dia mode is basically CT Nu with lower damage and lacking some of the bullshit properties, but man I love the old 236D. Interestingly enough the Dia mode 236DC appears from about three quarters of a full screen away, not from the other end of the screen like in CT. Perhaps that could be used as combo fodder for times when the opponent is too far away for a regular 236D to hit? Double edit: 5C does the full sword hits, no matter how long you press it. Is this new for CP or was this in CSEX? Edited November 28, 2012 by farranpoison
hakimiru Posted November 28, 2012 Posted November 28, 2012 just though of the most annoying shit ever. Dia: 5DD>4DD>236D (combo end) >22D>236DC (insta lockdown) Also, c version of sickle still exists in luna, as well as we get crescent feints, though I don't know if it's mode specific. According to the data we have, all C versions of moves should only work in Dia, unless they're in OD. Some more posts~ 950 :名無しさん:2012/11/28(水) 17:58:12 ID:XKTJm9m20 Sorry if it's already been mentioned, but in Λ mode, 3C>C Gravity>5DD>Cavalier connects. Although it seems to miss sometimes. 960 :名無しさん:2012/11/28(水) 18:32:37 ID:29QeYa2E0 I was able to get a little more damage from midscreen (slightly towards the wall) 2B>3C>FL>6A>5C>6C>Cavalier>4B>2DD>Supra>6DD>JDD>Crescent I think the damage was over 3000, but I didn't get a good look so I can't say for sure. I can vouch for 6D connecting after Supra though. 961 :名無しさん:2012/11/28(水) 18:41:29 ID:WQx6l9/k0 I forgot to mention earlier, but from midscreen Dia mode, ~3C>Delay Sickle>FL>5DD~ worked a few times. I think it mostly worked when you just barely scraped them with the top of Sickle. It's very strict and might be character specific, so please just take this as a reference. 967 :名無しさん:2012/11/28(水) 18:58:57 ID:7Ltyv8ZQ0 It's a little hazy, but in Dia mode in the corner, 2B>3C>FL>6A>6C>Sickle>Backdash Spike>FL>5DD>Sickle worked. How is Dia Sickle as an ender though? I'd like to hear what everyone thinks. 973 :名無しさん:2012/11/28(水) 19:34:13 ID:Q1BEuFEc0 OD raw Calamity does 3300. 976 :名無しさん:2012/11/28(水) 19:38:12 ID:ttwjQbJgO I thought we wouldn't be able to get any damage, but it seems like that's just from Dia starters. From a Luna 5B starter and using A Gravity and CT, I was able to get around 4.5k. Currently seeing if we can get more from Luna 4B.
Afro-Demon Posted November 28, 2012 Posted November 28, 2012 I'm just going by what I saw haki. Unless lambda sickle now auto chooses a direction for you, then that's the only explanation for seeing a lambda sickle rotating in her direction. Honestly though, I think a lot of Nu is going to be finding combo routes that get you to luna early on and Dia near the end, to optimize damage and set yourself up for your next zoning attempts.
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