HexaNoid Posted November 24, 2012 Posted November 24, 2012 Information: [v] = While in v-13 Mode [λ] = While in λ-11 Mode [table=width: 700, align: center] General Notations Used Guide Specific Notations Used [table=width: 350, class: grid, align: center] j Jump sj Super Jump ad Air Dash iad Instant Air Dash jc Jump Cancel sjc Super Jump Cancel TK Tiger Knee CH Counter Hit FC Fatal Counter RC Rapid Cancel [ ] Hold Input (N) Attack must deal N amount of hits. [???] xN Repeat ??? N amount of times. [/table] [table=width: 350, class: grid, align: center] DM Damage HG Heat Gain % Text Input Replaceable [/table] [/table]
Overheat Posted December 4, 2012 Posted December 4, 2012 (edited) (partial damage values and partial Heat Gain values) There are a lot of combo's listed, but it's mostly just so that you can see Nu's different combo routes. Collapsed: Notations: GC = Guard Crush CT = Crush Trigger. It can be used to Guard Crush an opponent that is blocking (but not Barrier blocking). It's also a useful combo tool for Nu and other characters. Requires 25 Heat. OD = Overdrive ODc = In the context of combo's, this means you're cancelling a move into OD. It's like an RC of sorts. If you cancel a move into OD, then the duration is shorter. *If the opponent is getting hit by 236D, for example, you have enough time to activate a raw OD without cancelling, thus prolonging the duration. I'm fairly certain that you can cancel a jump into OD as well. So instead of 2DD > ODc > air DD ender, it'd be 2DD > jump > cancel jump into OD > air DD ender (or 2DD > OD > air DD ender for short)* TK = a low Crescent Saber, usually done by inputting 2147D. It can also be done by inputting 2148D or 2149D, as well as 9214D, etc. air ender = X > j.DD > j.2DD > dj.DD > dj.2DD > dj.214D. air DD ender = X > j.DD > j.2DD > dj.DD > dj.2DD > dj.632146D Here, if something is in parentheses (), it'll usually indicate that something that is optional. (midscreen) (Dia) 5DD > 4DD > 236D(~C) - standard Dia BnB. Works on air and ground opponents. 5DD > 4DD > 22A > 6DD > 2DD > air ender - you can do something like this if you hit an air opponent with 5D. X > 3C > 236D (eg. Dashing 2B > 2C > 5C > 3C > 236D) X > 3C > 22A > 3C > 236D - this is if you want to set-up 236D oki. X > 3C > 22A > 5A > 6A > 5C > 6C - at this range, 5C > 4B probably won't connect. X > 3C > 6A/6B > j.C > j.2C > 2DD > 623C > 22A > 6DD > 2DD > 6C X > 3C > 22A > 6B > 5C > 6C > 236A > (214B/C) X > 3C > 22A > 6B > 9 > j.B > j.C > j.2C > 2DD > 214D > (22A > Dashing 6A > TK) - depends on initial distance. If it's a close 3C, it's probably better to just stick with 6A > 4B > 2DD > 214D instead. - arguably character-specific. As usual, characters like Ragna and Litchi are easier to do this on. AA 5A CH > 2C > j.DD > dj.2DD > dj.214D~C > falling dj.2C > 2DD > (4B attempted) j.B > Dashing 2A > 5B > 3C > 22A > 6A > 4B > Dashing 623C > Dashing 6DD > 2DD > TK/6C > 236A j.B CH > Dashing 5A > 3C > 22A > 6A > 4B > 2DD > 214D > 22A > Dashing 6A > TK > Dashing 3C > 22A > 3C > 623C Dashing 2B > 3C > 22A > 6A > 4B > Dashing 623C > Dashing 6DD > 2DD > 214D > 22A > 236D~C > 22A > 6A > j.DD > j.214D (~2700, ~19) Dashing 2B > 3C > 22A > 6A > 4B > Dashing 2DD > 623C > Dashing 6DD > 2DD > 6C > 236A > (236D?) (~2200, ~16) Dashing 2B > 2C > 3C > 22A > 6A > j.2DD > dj.C > dj.2C > 2DD > 214D > 2DD > 4B > 2DD > 623C (~2400, ~15) 5B > 6B > 3C > 22A > 3C > 214C > Dashing 6DD > 2DD > 214D > Dashing 5C > 2C > 623C AA j.2C CH > 2DD > 4B > 2DD > 22A > 6B > 214C > Dashing 6DD > 2DD > CT > Dashing 236D > Dashing 214D > Dashing 6A > 623C j.2C > Dashing 5B > 6B > 3C > 22A > 6A > 4B > 2DD > 214D > 22A > Dashing 6A > TK > Dashing 3C > 22A > 3C (this 3C bluebeated) > 623C 4B > 2DD > 7 > air dashing j.C > j.2C > j.214D > Dashing 3C > 22A > 3C > 623C 4B > 2DD > 22A > 3C > 214A > 6A > 623C > 6B > 5C > 2C > air ender? 4B > 2DD > 22A > 6A > j.C > j.2C > 623C > 22A > 6DD > 2DD > low air ender 4B > Dashing 2DD > 22A > 6B > 623C > 22A > 6DD > 9 > j.2C > 2DD > j.C > j.2C > 2DD > TK 4B > 2DD > CT > Dashing 3C > 22A > 6B > 214B > 5C > 6C > (236C attempted) 4B > 2DD > CT > Dashing 236D~C > 22A > 6B > 5C > 2C > air ender (~3500, ~16) Throw > 2DD > 7 > air dashing j.C > j.2C > j.214D > Dashing 3C > 22A > 3C > 236B > 22A Throw > 2DD > 236D~C > 22A > 6A > 4B > Dashing 2DD > 623C (~2900, ~21) Throw > 6DD > 22A > 2DD > 623C > 22A > 6DD > 2DD > TK (~2750, ~20) Throw > 6DD > 22A > 2DD > 214D > Dashing 5C > 2C > 623C Throw > 6DD > 22A > 2DD > 214D > 22A > 236D~C > 22A > 3C Throw > 6DD > 22A > 2DD > 214D > 22A > 236D~C > 22A > 6A > 4B Air Throw > Dashing 6DD > 22A > 2DD > 214D > (22A > 236D~C > 22A > 5B/6A/6B/3C...)(corner) (Dia) Dashing 2B > 6B > 3C > 22A > 6A > 6C > 236D > 22A > 214D > 22A > 236C > 5C > 2C > 623C 5B roll catch > 6B > j.C > j.2C > j.214D > 3C > 22A > 6A > 5C > 6C > 236D > 236C > 6A > 623C 4B > 2DD > 22A > 3C > 214C > 6DD > CT > 236C 4B > 2DD > 22A > 6A > 6C > 236D > 236C > 5C > 2C > 623C (~3400, ~24) 4B > 2DD > 236D > 22A > 6A > 5C > 6C > 236D > 236C > 5C > 2C > 623C TK > RC > 3C > 22A > 6A > 5C > 6C > 236D > 236C > 5C > 2C > 623C (~3400) Dashing 6B > 5C > 236D > 22A > 214A > Dashing 6A > TK > 6A > 5C > 2C > 623C > 2DD > 6C > 236D > OD > 214D > 22A > 236236D > 236C > 22A > 236C > 22A > 632146D (~7400) Throw > (Dashing) 236D > 22A > 6A > 6C > 236D > 236C > 5C > 2C > 623C (midscreen to corner) (Dia) 3C CH > 22A > 3C > 214B > Dashing 6B > 2C > TK > Dashing 6A > 6C > 236C > Dashing 5C > 2C > 623C Dashing 6B CH > 3C > 22A > 6B > 214C > Dashing 6DD > 2DD > CT > Dashing 236D > Dashing 6C > 236C > 5C > 2C > (623C attempted) (~4500 if 623C can connect, need ~8 before CT, gain ~7 after CT)(midscreen) (Luna) 5DD > 236B > 22A > 5DD > 4DD > 4B > 2DD > air ender - standard Luna BnB on a grounded opponent. 5DD > 236B > 22A > 3C > 236D~C > 6B/6A > j.C > j.2C > 2DD > 623C > 22A > 6DD > 2DD > TK 6DD > 2DD > j.C > j.2C > 2DD > 214D > Dashing 5C > 2C > 623C Dashing 6A > 2B > 3C > 214B > Dashing 6B > 2C > TK > Dashing 6A > 6C > 236C 4B > 2DD > 214D > 22A > Dashing 6A > TK > Dashing 3C > 22A > 3C > 623C 4B > 2DD > 214D > 22A > 236D~C > 22A > 6A > j.C > j.2C > 2DD > 623C > 22A > 6DD > 2DD > TK 4B > 2DD > 214A > 5DD > 2DD > 6C > (236C attempted) 4B > 2DD > CT > Dashing 236D > 214D > 6DD > 2DD > low air ender j.C > Dashing 5B > 6B > 5C > 3C > 214C > Dashing 6DD > 2DD > CT > Dashing 236D > Dashing 214D > Dashing 6A > 623C Throw > Dashing 2DD > 214D > 22A > 236D~C > 22A > 6A > 5C > 2C > 623C Air Throw > Dashing 2DD > 214D > Dashing 5C > 2C > 623C 632146D CH > (Dashing?) 5DD > 2DD > 214D > 5DD > 6DD > 2DD > air ender (~4000, ~9)(corner) (Luna) 5DD > 236B > 22A > 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 5C > 2C > 623C 5DD > 236B > 22A > 236D > 22A > 5DD > CT > 236C > 214A > 6A > 6C > 236D > 22A > 214D > 22A > 623C (4800) j.2DD > j.214D > RC > Dashing 6B > 5C > 6C > 236D 3C > 236B > 22A > 6A > 5C > 236D > 22A > 6A > 5C > 6C > 236D > 236C > 5C > 2C > 623C > (3C) > 632146D (~4200 or ~4800 with DD) 2C > 5C > 3C > 236B > 22A > 6A > 5C > 6C > 214D > 22A > 236C 4B > 2DD > TK > 6DD > 2DD > 6C > 236D > 236C > 6A > 623C (~3500) 4B > TK > 6A > 5C > 6C > 236D > 236C > 22A > 5C > 236D > 22A > 5C > 2C > 623C > 3C (~4500) 4B > 2DD > CT > 236C > 214A > 6A > TK > 6A > 6C > 236D > 214D > 5C > 623C (~5000) 236D roll catch > 6C > 236C > 22A > 5C > 236D > 22A > 6A > 2C > 623C (236D oki) > Dashing 2B > (236D[1]) > 4B > 2DD > CT 5C[1] FC > CT > 236C > 214A > 22A > 236D > 22A > 6A > 5C > 2C > 623C > 2DD > 6C > 236D > OD > 214D > 22A > 236236D > 236C > 22A > 236C > 22A > 632146D (~8500) Throw > 5C > 6C > 236D > 236C > 5C > 2C > 623C (Nu in corner) Air Throw > 5C > 6C > (236D attempted)(midscreen to corner) (Luna) 5DD > 236B > 22A > 5DD > 236236D > Dashing 236D > 22A > 6A > 6C > 236D > 236C > 6A > 623C 2B > 2C > 5C > 236B > RC > Dashing 3C > 214B > Dashing 6B > 2C > TK > Dashing 6A > 6C > 236C > 5C > 2C > 623C (~3900) random 214D hit > Dashing 2DD > 4B > 2DD > CT > Dashing 236D > Dashing 6C > 236C 4B > 2DD > CT > Dashing 236D > Dashing 6C > 236C > 5C > 2C > 623CMiscellaneous4B > 2DD > 22A > 6A > j.C > j.2C > 623C > 22A > 6DD > 2DD > low air ender (~3000, ~22) - I think this is possible in both modes... (Dia) Dashing 2B > 2C > 3C > 22A > 2B > 2C > air DD ender (Dia) X > 6DD > 22A > 2DD > air DD ender X > 6DD > 2DD > OD > 2DD > air DD ender X > (d)j.DD > ODc > (d)j.2DD > (d)j.632146D X > (d)j.DD > (d)j.2DD > ODc > (d)j.632146D 5DD > 4DD > 236236D 5DD > 236B > 22A > 5DD > 236236D X > 3C > 236236D CT > 236C connects on a standing/crouching opponent. The opponent doesn't block the CT (and therefore isn't GC'ed), but the CT has enough hitstun to allow you to combo into 236C. Collapsed: Combo Enders: This mostly applies to corner combo's, but the same idea works with midscreen combo's too. The standard combo ender could be said to be X > 5C > 2C > 623C. However, if the combo is too long or the starter was weak, you can do 5C > 623C or 6A > 623C. After you end a midscreen combo with a Luna 623C, you can usually do a Dashing 236D to force the opponent to neutral tech and block. You could also do X > 623C > 22A > 214A/B. If it's a corner combo and you end in a Luna 623C, you can do things like: X > 623C > 3C > (22A) X > 623C > 3C > 236D X > 623C > (3C) > 22A > 214A X > 623C > 3C > 236A crossthrough Or if the opponent has low health, you could do: X > 623C > 3C > 632146D X > 623C > 632146D 2D is one of Nu's most important and versatile combo tools. Here are a few examples: 2DD > 22A > 6A 2DD > 22A > 3C 2DD > 22A > 6B 2DD > 6C 2DD > 4B 2DD > 214D (Luna) 2DD > TK 2DD > 623C Ways to connect into CT: 2DD > CT 6DD > CT 5DD > CT (Dia) 3C > CT (I haven't seen this work yet) Notes: 6B > 623C can connect (air opponent and ground) 5B > 623C can connect 2B > 623C can connect 5C > 4B connects on crouchers. Doesn't seem to connect on standing opponents. Basic Combo's Proration Edited February 1, 2013 by Overheat
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