EpitaphUser Posted April 4, 2014 Posted April 4, 2014 gotta microdash. Cool thanks! It has been bothering me all night.
minlexx Posted April 4, 2014 Posted April 4, 2014 ... do i have to micro dash after the 214D to land 5C > 2C or does it all just work together? It is MUCH easier to do just 66A> 623C instead (also makes easier Supra input - you just press 66, hold 6, press A (stil hold 6), move dpad to 23 and press C). Also I've seen on Kyon's streams that he does 66A> 2C> 623C EVERY TIME in midscreen combos
toanenadiz Posted April 5, 2014 Author Posted April 5, 2014 Is 5C > 2C > 623C hard? I thought it was a pretty simple. It even gives you time a lot of time while they are getting hit by 2C if you have trouble doing precise 623 motions fast so you can take it slow.
minlexx Posted April 5, 2014 Posted April 5, 2014 Is 5C > 2C > 623C hard? I thought it was a pretty simple. It even gives you time a lot of time while they are getting hit by 2C if you have trouble doing precise 623 motions fast so you can take it slow. I meant that in midscreen combos where you have to dash, it is easier to do 66 6A> 623C (because you can hold 6) than 66 5C> 2C> 623C in corner 5C> 2C> 623C - no problems
Speakeasy Posted April 5, 2014 Posted April 5, 2014 Any tips on 22A combos? Those mode changes are crazy hard for me to time and keep the combo going. For example, in 2B>3C>22A>6A>4B>2DD>stuff, I have to resort to just mashing the hell out of A after I put in the 22 as early as possible during 3C's animation. Is there a more reliable/classy way to mode change during combos?
Mr.Sparkman Posted April 5, 2014 Posted April 5, 2014 I'm also having trouble with mode change combos, especially with [Dia] 4B - 2DD - 22A into either 6A or 3C. My only theory to get it to work is that 22A should be inputted subconsciously fast, like not visually confirmed, but I could be crazy. In general I find Nu's combos to be tough so any help would be appreciated.
toanenadiz Posted April 5, 2014 Author Posted April 5, 2014 I meant that in midscreen combos where you have to dash, it is easier to do 66 6A> 623C (because you can hold 6) than 66 5C> 2C> 623C in corner 5C> 2C> 623C - no problems I meant the midscreen ones. I guess I am just used to them since Lambda used them so much but I never found midscreen dash combos difficult. Any tips on 22A combos? Those mode changes are crazy hard for me to time and keep the combo going. For example, in 2B>3C>22A>6A>4B>2DD>stuff, I have to resort to just mashing the hell out of A after I put in the 22 as early as possible during 3C's animation. Is there a more reliable/classy way to mode change during combos? No. You got the general idea. Once you get used to the timing, you don't need to mash it but you are almost always going to have to input the 22A as fast as possible in Nu combos.
Speakeasy Posted April 5, 2014 Posted April 5, 2014 It's not only the 22A I have to mash, it's the move after. Do I just need to do 22A>move as quickly as humanly possible or something? Nu has some instances of weird timings in her combos so I'm always unsure of timing issues.
toanenadiz Posted April 5, 2014 Author Posted April 5, 2014 You can't cancel 22A into a move until frame 21 after you input. So there is a weird delay there. But doing the moves as fast as you can usually works in most situations.
Glass Sword Posted April 15, 2014 Posted April 15, 2014 Since I never really played Blazblue at any level of depth besides surface I am going to ask some really basic questions. Now Nu is the character I kinda always wanted to play and I am not shy to the execution or knowledge barrier so I'm going to start at step one. What is Nu's game plan? I know she has superior spacing with her drive, but what do you do with that ability? (I have of course watched videos before, but it would be nice to see it written in text.)
Speakeasy Posted April 15, 2014 Posted April 15, 2014 I'm going to post my personal gameplan for Nu. It'll be in really broad terms, and I have trouble wording things like this properly (see my posts in the matchup threads for proof of that), but I'd appreciate feedback on it too. I have no idea what to mention, so I'll just try to mention everything. Here goes! What I do depends quite a bit on the matchup, but stuffing out the enemy's approaches and employing Nu's great tools for mixup/mindgames to get in while playing patiently get me far. For example, with Terumi, I like to use Dia gravity and charged Sickle Chasers because what's he going to do about it other than block and wait? Against someone like Rachel, I have to be extremely careful and make sure I don't give her any space for her setups and shenanigans. Nu's the kind of character that, once you start respecting her stuff, she goes to town on you, so getting momentum early on will seriously help you put the enemy in the ground. On the flipside, she has almost no defensive options, so you can't be reckless and you have to polish up your blocking/punishing skills to have a chance of getting out. If the enemy is trying to stay away from me, I generally try to outzone them if they're someone that doesn't have great setups to force an opening. Mostly with drive attacks, but something really slow and punishable can be hit with a Luna 236C for Crazy Damage. If you get a D attack blocked in Dia, you can 66 Parser in for mixup/pressure/crossup, but you have to know your spacing perfectly and be very careful to not get grabbed/counterhit the moment you teleport. If the enemy is rushing me down, I try to stuff out their approach with drives or anti-airs. If those aren't an option, I see no shame in backdashing or IADing away as long as I'm mindful of where I am and what that particular character's options against me are. However, there are times when you can't afford to give up ground or you'd be better off meeting the enemy instead of trying to space yourself out. You'll find those situations in time. Some good moves to use in 66 Parser mixup are 2B(low), 4B(overhead), 2C(air-unblockable), grab(...grab), and 445D(catches grab attempts). All of those minus 445D are pretty good moves you'll find yourself using pretty often outside of mixup as well. 6A is a good anti-air move and 2C isn't bad, but it's not the godsend it used to be. Your drive moves are obviously great for zoning and stuffing approaches. 4D is an overhead, but it's extremely slow and hits from behind, so the enemy can just run forward and avoid it to punish you for free. Dia 214D is good for oki, and it has its uses in neutral, but as with many other things I've mentioned, you have to be mindful with it. Luna 214D has much shorter range, so I almost never use it on its own in neutral, but it's great for damage in combos. Luna 236D is a great way to force block after a knockdown and leads to some of the strongest pressure you'll be able to pull out, since you have all the time in the world to safely do a low, overhead, crush trigger, or even tick throw if you've got the guts. Dia 236D is a low hit, so it's good for long-ranged mixup, but it's only one hit so you won't really be able to get up to any wackadoo hijinks with it. This makes me dislike it. That's a short outline of the things I think are important to Nu. It's by no means a complete overview and probably not even a passable one, but I hope it helps.
Yohosie Posted April 16, 2014 Posted April 16, 2014 You can't cancel 22A into a move until frame 21 after you input. So there is a weird delay there. But doing the moves as fast as you can usually works in most situations. This is old, but I have trouble with 2DD 22A specifically. What helps me is to do 2D 5 2D 5 2A. Basically return to neutral after each 2 press. The rhythm helps me a lot and makes the combo much more consistent, and not needing to double tap down just makes it easier in general.
Glass Sword Posted April 16, 2014 Posted April 16, 2014 Thanks Speakeasy! That did help. OK next question. While I can stone wall certain characters for the win sometimes I am going to have to open them up. The way I see it 4B is a overhead that will only work after a great deal of conditioning and may never work against some people. So, focusing on ground game to keep it simple what should be my primary way of getting around low blocking. Is throwing a strong option? If so how should I go about forcing my opponent to eat the throw? Also what about instant air crescent saber? Is that useful mixup?
Speakeasy Posted April 16, 2014 Posted April 16, 2014 I find that properly-spaced Dia Parser 4B works more often than not, as long as it's part of a varied mixup, because people tend to try to grab when they see a 66 Parser. If they block low or try to grab, they lose and you can get some good damage in. On the subject of throws, though, I would try to use them sparingly. If you aren't doing obvious throw setups (236236D and purple grab, for example), you'll have better luck. If somebody respects you a lot within dashing distance, you could try running right up and grabbing them to catch them off guard. I don't use TK214D because I have trouble spacing it, but it used to be pretty popular in Extend. I haven't seen enough Nu matches to know if Saber feints are still a big part of Nu's game, but I certainly wouldn't discount it. Mess around with it yourself to see if it works for you. Sent from my XT1080 using Tapatalk
someonewhodied Posted April 16, 2014 Posted April 16, 2014 Against other nu's i just 2B them out of act parser 66. Its extremely unsafe.
Speakeasy Posted April 16, 2014 Posted April 16, 2014 Parsers are crazy unsafe, but that's why you have to master spacing. Sent from my XT1080 using Tapatalk
someonewhodied Posted April 16, 2014 Posted April 16, 2014 If you are close enough to 4B, your opponent is close enough to poke you out of it. Meh, if it works for you keep doing it i guess.
Speakeasy Posted April 16, 2014 Posted April 16, 2014 I haven't really ever been hit out of Parser 4B because so many people respect/whiff grabs, but I'll have to look out for it. Is it worth it to TK214D instead of 4B for another overhead if you're too far away or find someone that tries to poke out? Sent from my XT1080 using Tapatalk
Butterduck11 Posted April 21, 2014 Posted April 21, 2014 Any news on how our new Astral works? I hope it gets a significant hitbox increase. Also why do we still only have two distortions? I keep seeing new ones for other characters yet we are still stuck with the same two we had in CT.
hakimiru Posted April 21, 2014 Posted April 21, 2014 Any news on how our new Astral works? I hope it gets a significant hitbox increase. Also why do we still only have two distortions? I keep seeing new ones for other characters yet we are still stuck with the same two we had in CT. It's pretty huge, I believe. Last I heard, it hits about as high as 236C.
Butterduck11 Posted April 21, 2014 Posted April 21, 2014 It's pretty huge, I believe. Last I heard, it hits about as high as 236C. So does that mean the animation is different? Cause the current one is really small.
hakimiru Posted April 22, 2014 Posted April 22, 2014 So does that mean the animation is different? Cause the current one is really small. The animation is the same, but the hitbox is different (since it's not a grab anymore). Here's a youtube mirror for the video that was posted in the Gameplay Discussion thread a while back: http://youtu.be/Ze7YxeP_5l8?t=1m19s And here's some more info on the matter: Some additional info on Nu's 1.10 changes by Maman (ままん) (1st day impressions): AH vertical hitbox height is approximately the same as Cavalier (236C) AH horizontal range is like 6B (whiffs at 3C's range?) he wonders if AH can probably be comboed directly after 4B (lol) he says that Dia Crescent now reaches farther, and something is wrong with Luna crescent hitbox (?) but he is not sure and may be mistaken OD Calamity has recovery increased (?) but can be comboed twice(?) staying away from the opponent and hitting him with sword summoner probably does not cause negative penalty If you are better in Japanese than SoWL, try yourself: @mamamannnnnnnnnhttps://twitter.com/mamamannnnnnnnn/status/446272046805176320, https://twitter.com/mamamannnnnnnnn/status/446280470708248576, https://twitter.com/mamamannnnnnnnn/status/446284969912979456, https://twitter.com/mamamannnnnnnnn/status/446279406399401984, https://twitter.com/mamamannnnnnnnn/status/446278370943188992, https://twitter.com/mamamannnnnnnnn/status/446282752539635713 I wonder how soon this guy will create a new combo video :D P.S. Up, OD Calamity surely can be comboed twice: http://www.nicovideo.jp/watch/sm23132345 cannot clearly see the damage, seems nearly ~7300
Butterduck11 Posted April 22, 2014 Posted April 22, 2014 The animation is the same, but the hitbox is different (since it's not a grab anymore). Here's a youtube mirror for the video that was posted in the Gameplay Discussion thread a while back: http://youtu.be/Ze7YxeP_5l8?t=1m19s And here's some more info on the matter: 4B into Astral? That's awesome!
NecroTheReaper Posted April 23, 2014 Posted April 23, 2014 So goin through the roster tryin to find myself at least one dedicated sub, I picked up Nu in training mode to see how I liked her combos and such, and I was wondering what should your combos end with if a gravity well combo doesn't put them in the corner? I see 5C>6C>236C on almost all of the combos in the OP and noticed it wiffs if you're not close enough to the corner.
FallenWhite Posted April 26, 2014 Posted April 26, 2014 Is there a way to get from j.2D to air throw? 'm thinking as air throw break puts you in the prime positioning to land j.2D, and air throw sets you up for the Sword Summoner loop, could result in some pretty evil setups.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now