someonewhodied Posted April 26, 2014 Posted April 26, 2014 They can just block after an air throw reject. I like ending fatal combos in purple air throw though, because off of a fatal, airthrow can't be teched until your opponent hits the ground, allowing for some very good oki options off of this tactic.
FallenWhite Posted April 26, 2014 Posted April 26, 2014 I figured as such; most people just don't. Thanks for the fatal counter tip though!
AchedSphinx Posted April 27, 2014 Posted April 27, 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. An alternative would be doing 5C > 2C > 623C and following that up with oki or something. Or you can just do the 236C ender for the corner carry and hope your neutral game is better than theirs. Actually, he's another alternative. X > 3C > 214C > dashing 6DD > 2DD > CT > 236D/2366D > 236C (or dashing 214D > 5C > 2C > 623C). I think this combo variant will push them closer to the corner. It'll also net more damage. I don't think doing X > 3C > 214B > dashing 6B > 2C > TK Saber > 6A > 6C > 623C is a great use of gravity since the damage isn't very high, but it does give hard knockdown so that's good. Also, it seems I'm misremember combos here. It's been awhile since I've played the game but I thought gravity combos did 6A > 6C > 236C. If so, I would go with 6A > 2C > 623C or 6A > 623C if you want a hard knockdown. 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: Well, it's always been a dream of mine to be able to combo into her AH. But it looks like her AH isn't unblockable anymore since the range seems to have doubled. I also like that she can do double OD Calamity now on the ground. That sounds pretty useful when you want to prevent them from bursting and near kill range. Plus its hard knockdown, so she can probably set the wheel afterwards against certain characters (or just escape) if they don't die from it.
Speakeasy Posted May 10, 2014 Posted May 10, 2014 What do I do after a max-range 5C counter hit? I feel like I'm wasting a fatal with a sad little 5C>6C and then a return to neutral with a Dia Parser/214D or Luna 236D/attempted meaty 5D. Sent from my XT1080 using Tapatalk
ElegantShadow Posted May 10, 2014 Posted May 10, 2014 What do I do after a max-range 5C counter hit? I feel like I'm wasting a fatal with a sad little 5C>6C and then a return to neutral with a Dia Parser/214D or Luna 236D/attempted meaty 5D. Sent from my XT1080 using Tapatalk Well, I actually haven't run into that situation as of yet, but I think one of your options would be Act Parser Zwei: Blade. Here's a simple combo you could try: (Luna) 5C>236B>22A>5DD>4DD>4B>2DD>22A>2DD>Supra Rage. Actually, since this would be a Fatal Counter, you could do a LOT of different things with this. Now, in Dia Forma, I'm really not sure of what you could do. A Rapid could potentially remedy this problem, but well, as far as Meterless options goes, I haven't a clue. I hope that helps.
someonewhodied Posted May 10, 2014 Posted May 10, 2014 Luna: [Luna]5CFC>236B>Delay3C(1)>236D~C~22A>5DD~22A>5DD>4DD>214D~22A>236D>236C Dia [Dia]5CFC(1)>3C(1)>236D~C~22A>2B>2C(1)>9j.C>j.2C>2DD>4B>2DD>214D>66A>623C>236D oki
Benchy-kun Posted May 12, 2014 Posted May 12, 2014 Hey all, new here and I just picked up Nu not too long ago. This may sound dumb, but what do I use her normals for in neutral? Right now I just find myself using nothing but D and C, with the occasional 4B and 2B. Is that how its supposed to be, or am I just missing out on potential options?
ElegantShadow Posted May 13, 2014 Posted May 13, 2014 Hey all, new here and I just picked up Nu not too long ago. This may sound dumb, but what do I use her normals for in neutral? Right now I just find myself using nothing but D and C, with the occasional 4B and 2B. Is that how its supposed to be, or am I just missing out on potential options? Well, let's see... 2B: Good for approaching the opponent: Low hit box, so it can go under some of the opponent's attacks. 6B: A really good starter if it hits, especially in Luna Forma: It can potentially turn a 3300 Combo into a 4500 combo if done right, for example. 6A: Is our main Anti-Air, I'm not too sure if it's changed any in CP or in the new Patch, however: It's good for countering the obvious jump in, and air-dash. It's also a combo stable, allowing Nu to chain it into Crescent Saber without the combo turning wonky. 5C: Can some times be used for spacing, depending on what the opponent is doing It's other uses are: Fatal Counter, which can make some of Nu's better combo routs more forgiving, and of course, more damaging. It block-strings, it can sometimes be used to make a guessing game for the opponent, given what attacks it can chain into, 2C, 3C, and 6C, the latter of the two can be chained into a jump/Crescent Saber and Act Parser in Dia. 5C also links into most Specials, which can vary in usefulness, but nice nonetheless. 5A: I think it can still be used to anti-air certain moves, it's also one of our few ways out of pressure, if timed right. 2A: same as the above, but this is argubably better, due to the crutching hit box, and that it can link into throws. 4B: our only overhead, it can be used in block-strings to mix the opponent up: It's safe enough that if blocked, you aren't left in too bad of a position, but don't get predictable with it. It can also work as a Pseudo Anti-air, in some cases. J.5C: I personally throw this out at the beginning of a match when I feel the need to air-backdash, and want to trick the opponent into a combo by Counter Hitting them with it, and then using 6D>2D>Air Stuff. More conventional uses include: During combos, you can go the J.5C rout instead of the Air Swords, why? Because J.5C has the added benefit of linking into Grabs, which can tack on some extra damage, and just annoy the opponent. It can be used as a jump in, in some cases, but I'd recommend using J.2C rather than that, but it's still an option. Go with what you prefer. :3 J.2C: As stated above, it's good for Jumping in on the opponent. That's all the uses that I can think for it. :o I hope that this helps. I could also give my opinion on our Specials, but I'm not the most experienced when it comes to a lot to do with the details. So, be sure to take the advice of everyone else into consideration as well.
Weiss Posted May 20, 2014 Posted May 20, 2014 Hello, I'm new to the forum here but not really to Blazblue (just rusty as hell lol), and I'm a Lambda main from CSE trying to get used to Nu in this game now and... I'm actually having a really, really hard time adjusting ): Does anyone have any good vids for teaching/showing some basic (nothing too fancy yet x.X ) Nu combos I can take a look at? like I can still do her basic combos off of back/forward throws, if I catch someone while poking out with one of her D moves I can still convert to decent damage too, but... I'm at a loss for anything beyond things that lead into 6DD 2DD j.DD j.2DD jump cancel j.DD j.2DD j.214D (or if in luna, the distortion drive ender). For example, what do I do in luna after a 236B now? I don't really know how to capitalize off that properly anymore since they are sent into a different state than in CSE lol That's my main issue right now I guess, with more focus on Dia really (I'm actually pretty comfy in Luna, it just has really limited zoning options. Dia I'm completely lost in terms of combos and have no idea what to do with it ;-; ). Sorry if I'm a bit needy here it's just been a bit of a rough start for me as I just got CP a couple days ago and while I'm taking a look at the combo thread, I'm honestly more of a visual learner.
toanenadiz Posted May 20, 2014 Author Posted May 20, 2014 Hello, I'm new to the forum here but not really to Blazblue (just rusty as hell lol), and I'm a Lambda main from CSE trying to get used to Nu in this game now and... I'm actually having a really, really hard time adjusting ): Does anyone have any good vids for teaching/showing some basic (nothing too fancy yet x.X ) Nu combos I can take a look at? like I can still do her basic combos off of back/forward throws, if I catch someone while poking out with one of her D moves I can still convert to decent damage too, but... I'm at a loss for anything beyond things that lead into 6DD 2DD j.DD j.2DD jump cancel j.DD j.2DD j.214D (or if in luna, the distortion drive ender). For example, what do I do in luna after a 236B now? I don't really know how to capitalize off that properly anymore since they are sent into a different state than in CSE lol That's my main issue right now I guess, with more focus on Dia really (I'm actually pretty comfy in Luna, it just has really limited zoning options. Dia I'm completely lost in terms of combos and have no idea what to do with it ;-; ). Sorry if I'm a bit needy here it's just been a bit of a rough start for me as I just got CP a couple days ago and while I'm taking a look at the combo thread, I'm honestly more of a visual learner. http://www.youtube.com/watch?v=wfOcVL2yhhQ
BloodWolF Posted May 20, 2014 Posted May 20, 2014 I'd check the combo thread. That includes the the 1.0 combo thread since all of her combos from then still work. You'll probably find more starting information in there. There are a number of places to go from both grabs and 236B. For 236B specifically, you usually cancel it (22A) into either 5D or 3C depending on the characters. 5D will work on everyone, but the 3C routes vary on character. Some you can 3C > 236D~C > 3C ~ and others you can 3C > 236D~C > 2B ~ . There are so many different routes (which makes it so much fun), so take a look at those combo threads and pick out some basic ones to get you started. Starting out, just getting something you can confirm into while working on your neutral game and matchup experience is a great way to go imo. You can always change what you do on the confirms as you get more comfortable with the character/engine.
KSRezscind Posted May 27, 2014 Posted May 27, 2014 I tried finding an answer to this, but only something close to it in a CSE thread: How do you guys time things like the throw combo? (Throw > 6DD > 2DD > jDD > j2DD > djDD > dj2DD > dj214D) Are you not supposed to start doing your D's at the fastest possible time after the throw, or is there a specific wait to connect things? I either have difficulty connecting 2DD, or j.DD. Sry, I'm a bit new. Glad an explanation on normals was already given above...that'll save me the trouble of asking myself.
BloodWolF Posted May 27, 2014 Posted May 27, 2014 It depends on the follow-up usually. For the one you listed, I usually wait until they're around 30-45 degrees above the horizontal before pressing D. If you're following up with a 236D~C, then it's around 45. Usually just feel is the best way to do it though. Spamming D like a madman will usually end in dropped stuff in this version..not to mention get you in bad habits.
Daramue Posted May 28, 2014 Posted May 28, 2014 Yes - you do not want to input 6D as soon as possible after throwing like in extend/CSII/CS. Wait roughly a quarter of a second after you're able to move before 6D-ing or as BloodWolf indicates, between 30 - 45 degrees. Mine typically ends up being about 40 if I had to estimate.
Speakeasy Posted May 31, 2014 Posted May 31, 2014 I'm learning myself some new bread-and-butters from the video posted earlier, and I was wondering - how reliable are things like 2DD>22A>2DD>stuff and j.2DD>j.214D~C>j.DD>j.2DD? They seem like free damage if you can get them down, but the combo might go on too long or something. Does anybody else use them? Sent from my XT1080 using Tapatalk
BloodWolF Posted June 2, 2014 Posted June 2, 2014 I use the j.2DD > j.214D~C > j.DD~ stuff when I catch any 6Ds or 2Ds on their approach. I haven't had time to test mid combo proration and such yet though.
someonewhodied Posted June 2, 2014 Posted June 2, 2014 I personally don't bother with it. If I catch someone with a 6DD i'll go for 6DD>iadj.2C>2DD>4B>stuff
ZoneroftheEnd Posted June 6, 2014 Posted June 6, 2014 Did they nerf the damage on charged Luna Spike Chaser during OD?
KSRezscind Posted June 21, 2014 Posted June 21, 2014 Recently I've been able to finally win a few matches here and there, and I'm not as completely lost as before while fighting some friends. But I'm curious about something. I know I'm only winning off of fundamentals basically. I've watched videos of good players, and a few tournies when Nu is actually played. It's hard for me to look at the level I'm at and say "I want to get to that level." I'm the guy who still struggles with that throw bnb 80% of the time, and can't do a single combo in the combo thread past those easy bnbs still. So I'm wondering on what I should even aim for right now. I'd like to figure out how to get to at least a moderate level instead of beginner/easy level. -How am I supposed to be getting most of my damage? Instead of doing big combo damage, am I wrong for getting most damage off of keep away, blocking, and mixing some overheads into my block strings? -Are there any videos of players you guys would recommend me watching that are pretty good, but not the best in the world? -Are there any specific combos I should be trying to practice in order to work my way up? (I watched that basic combo video a few posts above and it's hasn't worked out for me yet). ___ I've hesitated on posting because I don't like to sound like a whiner. But I'm used to putting a lot of effort into the characters I choose for fighting games, so I'm just hoping to get headed in the right direction.
Speakeasy Posted June 22, 2014 Posted June 22, 2014 I'm nowhere near good enough to consider myself knowledgeable, but the combos in that video would be a good place to start. I've taken some of them and replaced my own terribad home-grown bread-and-butters with combos from the video. For the most part, they're pretty simple, and as you work your way through them, you'll get a better handle on stance cancels and other things Nu's best combos need to work well. Some simple ones from the video are those starting from 2B and 4B, which are normals that Nu (or at least my Nu) will be getting a good number of her hits from. A pretty good combo to start with imo is [Luna]2B>6B>5C>236B~22A>5DD>4DD>4B>2DD>jc>j.DD>j.2DD>djc>dj.DD>dj.2DD>dj.214D. Apologies for the poor notation. Sent from my SM-T520 using Tapatalk
Ryuujinx Posted June 22, 2014 Posted June 22, 2014 -How am I supposed to be getting most of my damage? Instead of doing big combo damage, am I wrong for getting most damage off of keep away, blocking, and mixing some overheads into my block strings? Try to convert every hit into something more. If you hit a random j.B, jump cancel it into a j.C>j.2C>j.214D. If you hit a random 5DD, then try to get the followup 4DD>236D. There are probably a lot of situations where you are getting random hits but not getting much else off it. If you convert every hit into a little more, then you have to hit them less times to win. Most of your game should probably be zoning, using j.2DD, 5D, 214D(~C) to keep them away. Once you're comfortable with this you can look into being more aggressive, using crescent cancels for mixup or parsers for resets and playing more aggressively. -Are there any specific combos I should be trying to practice in order to work my way up? (I watched that basic combo video a few posts above and it's hasn't worked out for me yet). Midscreen: [Dia]5DD > 4DD > 236D [Luna]5DD > 236B > 22A > 5DD > 4DD > 236D These two should be drilled into your hands so if you ever hit a random 5D you can convert it into extra damage. [Dia/Luna] 3C > 22A > 3C > 214B > Dash > 6B > 2C > j.214D > 6A > 6C > 236C If you're in Luna already, omit the 3C>22A and start with the second 3C. If the 236C wallbounds them you can run up and 5C>2C>623C>3C and end in some kind of oki like pizza wheel. This combo will generally corner carry or at the least reset you back into midscreen to give you more room to work with. The damage is also pretty respectable. [Dia]4B > 2DD > Air D combo [Luna]4B > 2DD > 214D > 5DD > 6DD > Air D Combo Note that in Dia form if you're super close on the 4B, you may need to do 2DD>Air C combo instead. These aren't optimal by any stretch of the word, but they're easy to execute and give you some solid damage so they have to respect your mixup. For corner combos. I would recommend just finding combos you can do off of each mixup you'll get a hit from and grind them until you can do them reliably, here's the ones that I use as my gotos: 2B/5B: [Dia] 5B > 6B > 3C > 22A > 6A > 6C > 236D > 236C > 5C > 2C > 623C [Luna] 5B > 6B > 5C > 236B > 22A > 5C > 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 5C > 623C The Luna combo is a bit rough, but it's not too bad once you practice it some. 4B: [Luna] 4B > 2DD > CT > 236C > 6A > 2147D > 6A > 6C > 236D > 5C > 2C > 623C > 3C (4752, 23/-25) [Luna] 4B > 2DD > j214D > 6DD > 2DD > 6C > 236D > 236C > 5C > 2C > 623C (3624, 25) Eventually you just learn what goes into what and can kinda make shit up on the fly if you don't get a starter you've practiced. Keep at it!
KSRezscind Posted June 23, 2014 Posted June 23, 2014 Thanks for the posts. >[Luna]2B>6B>5C>236B~22A>5DD>4DD>4B>2DD>jc>j.DD>j.2DD>djc>dj.DD>dj.2DD>dj.214D I never seem to hit this combo because my 4B isn't in range. >Most of your game should probably be zoning, using j.2DD In the videos I watch, I've seen a lot of people do this and I've tried to emulate it. But I don't see the point of this one. Is it just a poke, or does it go into something? I find myself doing it at the wrong time a lot, and getting caught in an air combo. I have those midscreen combos down, and that's all that I've been able to fall back on so far. >[Dia/Luna] 3C > 22A > 3C > 214B > Dash > 6B > 2C > j.214D > 6A > 6C > 236C This combo is always fine up until j.214D. It seems to go right over the character's head. The Dia wall combo there has been pretty good practice. Took me a while to get it down, but now I'm hardly missing it, and that's surprising to me.
Ryuujinx Posted June 23, 2014 Posted June 23, 2014 > This combo is always fine up until j.214D. It seems to go right over the character's head. You're probably doing it too high. Make sure you TK the motion, you can do 2147D and it will come out as j.214D as long as you hit the D right as you leave the ground. Then you land, dash forward and catch them. This technique is also useful for mixup - in Dia form you can do 2147D~C to start a saber and then cancel it, which you can then go into a low - or do another overhead. It lets you add another layer of depth to your mixup game.
Speakeasy Posted June 23, 2014 Posted June 23, 2014 If you're having trouble with the 4B in the 2B>6B>stuff combo, you can omit the 6B and 4B should connect every time. There will be situations where it won't, but with enough practice you should be able to see beforehand when it won't connect and end with 236D instead. You will lose some damage from leaving 6B out, but I'd rather leave out damage than drop the combo. Sent from my XT1080 using Tapatalk
Monarch Posted June 24, 2014 Posted June 24, 2014 So, I'm starting to learn Nu. I'd like to know if there's a resource I could refer to for combos, or anything that could help me?
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