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Posted

If the first hit whiffed in CS1/2/E, 4B[#2 only]'s start-up was 17 frames. It looks like it's ~22 frames minimum now, IMO. But yes, it is still pretty good and relatively quick.

Posted (edited)

It's quick and still pushes Nu back far enough that she's considered safe. She can still RC 4B and go for 2B for more shenanigans if she wants. Though I guess the old version was a bit trickier.

I think most people are getting hit by 4B because of the 2B > 4B being much easier to do. It was easy to mess that up in EX. Also something like TK feint > 4B doesn't require spacing either. Even 5C > 4B is scarier thanks to the speed increase of 5C. Though removing the first hit of 4B seems like a nerf, it's actually really good. I don't know if they added any new gatlings into 4B though.

Edited by AchedSphinx
Posted

Agreed. Although I don't think anyone thought the first hit being removed was a nerf. 4B being slower is a nerf, and 4B not requiring spacing due to it no longer having its first hit is a buff (one that I personally disagree with).

It's just that, situationally, 4B[#2 only] was stronger in CS2/E, when combined with the proper spacing that actually took some effort. It's the effort vs reward that I don't like about the new 4B.

Posted
She can still RC 4B and go for 2B for more shenanigans if she wants. Though I guess the old version was a bit trickier.

It loses its effect.

The whole point of 4B(1) > RC > low is to have the opponent prepare to block the high only to get hit by the low which you can only guess on. Does the first hit have enough blockstun to prevent the enemy from using a reversal before the second hit connect? If it does, then that would make the 4B RC mix-up a true 50-50.

If I were to play Lamb, I'd agree with Overheat. A well-spaced, incredibly fast overhead beats an "anytime" overhead that you can actually react to.

Posted
No, 4B can be escaped by reversals if the first hit is IB'ed.

Yeah that's happened to me more than once. I personally like the anytime overhead myself when the reward is the same. The faster one wins out, but some situations I think the anytime overhead will win over it. I'll miss the crouching confirms though. I don't think there's a way to make 4B hit a grounded person mid-combo. Though the new 22A combos probably make up for that.

Posted

X > 4DD > 4B

5C (FC?) > 4B

And maybe some other more detailed examples. Depending on what mode she's in and her screen positioning, it's sometimes better not to use 4B due to its proration and follow-up potential.

Posted
X > 4DD > 4B

5C (FC?) > 4B

And maybe some other more detailed examples. Depending on what mode she's in and her screen positioning, it's sometimes better not to use 4B due to its proration and follow-up potential.

5C > 4B works? Has to be fatal because I don't think I've seen a Nu do it. Do you have a video or anything with X > 4DD > 4B? I haven't seen a Nu do it yet.

Posted

If 5C FC > 236C works, then 4B definitely works in that same situation. A Fatal starter might not even be required. What if they were crouching? 4B might connect in that case. We have to take into account things like that.

As for the X > 4DD > 4B, a simple example would be something like (midscreen) (Luna) 5DD > 236B > 22A > 5DD > 4DD > 4B. I'm sure you've probably seen it before.

Posted (edited)

So...just what does Supra Rage do, exactly? From the initial trailer it looked like a DP or at least an anti-air with some head invincibility (countering Blood Scythe), but in pretty much every video I've seen of Nu since, its role has been delegated to merely a corner combo ender. Which is disappointing because I'm really liking pretty much everything else that they changed about Nu in this version.

Edited by Gespenst Ritter
Posted

Even if it does have head invincibility, it'd be a pretty poor anti-air choice IMO, considering her other options. Supra is more of a combo tool more than anything right now. It can also be used in midscreen combo's as well, incidentally.

Posted

Last I heard it doesn't seem to have any invincibility at all :<

Mainly just used in combos for it's long untechable time.

Posted

Why 623c is a good combo ender? I mean, is it better than standard aerial ender? Does it have some minimum damage? :) Or god oki after it?.. :kitty:

Posted (edited)
Why 623c is a good combo ender? I mean, is it better than standard aerial ender? Does it have some minimum damage? :) Or god oki after it?.. :kitty:
It's relatively fast, has lots of untech time, and is easy to combo into.

There are two possibilities: it's not possible to do the air ender after a lot of time has passed (given the new combo system), or it's the new way of doing a corner combo into X > 236C > Dashing 5C > 6C > 236C > set-up.

It's probably a bit of both. We can use it midscreen as well, with things like (Luna) X > 623C > Dashing 236D, (Dia) X > 623C > (22A if in Luna) > 214B, etc. If you choose to do the air ender instead in combo's, you'd get slightly more damage with no hard knockdown and practically the same amount of Heat.

Oh wow! I'm realreal excited to play around with that mode switch mid combo. It's almost like a free rapid.

That's a cool way to think of it ^.^

Edited by Overheat
Posted (edited)
There are two possibilities: it's not possible to do the air ender after a lot of time has passed (given the new combo system)

Oh, about that, I've also seen seevral times that in Luna mode they (JPs) don't do full aerial ender (2 parts of jDD-j2DD), but only one part, is it because of blue beat possible?

Edited by minlexx
watashi no eigo wa hidoi desu
Posted
Oh, about that, I've also seen seevral times that in Luna mode they (JPs) don't do full aerial ender (2 parts of jDD-j2DD), but only one part, is it because of blue beat possible?
Possibly. But even if it isn't, I think it's more that ending an air combo lower to the ground gives you less recovery, and thus more of an advantage.

Your English is perfectly fine lol

Posted

I was hoping that CV would show the strength of potential of 6B or 5C fatals. That 4B combo near the end did 5k, I remember reading somewhere that 6k was possible with 25 meter. I'm fairly certain that 236C can follow up after CT midscreen, however they need to be closer to the corner since you can't do anything after otherwise (not sure which would be more optimal, going to assume 236C since it has higher damage and p2). Unless 236D's start-up got faster, 236C should land (though it does seem to have faster starter up). Some of those combos were cool though, mostly the midscreen versions. Oh yeah, I'm wondering, is Nu considered airborne when she does supra edge? If so, then calamity should be possible for when they're near dead. If you really want to kill them, I'm assuming OD after supra and calamity works :)

Is it possible to follow up crescent midscreen after something like 4B > crescent > dashing 6DD?

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