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Posted
Not yet. I plan to get to work on one over the Christmas holiday though. Protos, Yoshiki and Tsukasa are all good choices. I've picked out a few of their matches from the OP, but there's a lot more in there if you're interested.
thank you for the suggestions. l suppose watching these players will give me the information l need. interested to see how they play some matchups.
Posted
I use pad. o 3o

As do I! I've never felt inhibited or held back by my pad at all. I'm never fighting it and movement comes very natural.

Posted

instead of gravity oki, after 236C i just do 22A>TK Feint>4B/3C/IAD j.B

Its working a lot better since it also adds the airdash option that beats those people that like to quick wakeup>grab to beat nu 4B

Posted
instead of gravity oki, after 236C i just do 22A>TK Feint>4B/3C/IAD j.B

Its working a lot better since it also adds the airdash option that beats those people that like to quick wakeup>grab to beat nu 4B

Are you referring to in the corner? Other options you can consider are 22A > 214D~C if they don't tech wheel oki or just stay in Luna and do 214D, it's pretty good as well. TK Feint is always good, but it's kind of risky against someone with a DP.

Posted
Are you referring to in the corner? Other options you can consider are 22A > 214D~C if they don't tech wheel oki or just stay in Luna and do 214D, it's pretty good as well. TK Feint is always good, but it's kind of risky against someone with a DP.

Same as CSE, its DP safe by just back airdashing, J.B is also a safe jump if well-timed.

Posted
Same as CSE, its DP safe by just back airdashing, J.B is also a safe jump if well-timed.

Ah, for some reason I forgot you could do that. Thanks for the tip!

Posted

So kinda slow, but i learned the beginner's combos suggested at the combo thread

http://www.dustloop.com/forums/showthread.php?15786-CP-v-13-Combo-Thread&p=1475910&viewfull=1#post1475910

And im missing 5 challenges i think. Got kinda used to the mode change in combos, and doing progress with the supra kick.

Sooooo, can someone point me to a direction, combowise so i can actually try playing a couple of games?

Not looking for optimals, just practical and easy.

Still messing with the modes thought, like trying to throw 236B in Dia etc.

So hard to erase muscle memory :S

Posted

Easy combos:

corner [Dia] throw > 5C > 236D > 22A > 6A > 6C > 236D > 5C > 2C > 623C

corner [Luna] throw > 5C > 6C > 236D > 236C > 5C > 2C > 623C

midscreen [Dia] 4B > 2DD > air ender

midscreen [Luna] 4B > 2DD > CT > 236D > 5DD > 6DD > 2DD > air ender

midscreen [Dia] 2B > 2C > 5C > 3C > 22A > 3C > 236D

midscreen [Luna] 2B > 2C > 5C > 3C > 236D

@Hexanoid, add this to your guide as well. What to do when they don't tech oki, i.e 236D. What to do when they don't tech at all. And maybe add a few methods to get the 623C combo extenders to work.

Posted

when someone doesn't tech I just purplethrow them. Gives me a nice combo ender and forces my opponent to be more wary and they start teching more too.

Posted
Easy combos:

corner [Dia] throw > 5C > 236D > 22A > 6A > 6C > 236D > 5C > 2C > 623C

corner [Luna] throw > 5C > 6C > 236D > 236C > 5C > 2C > 623C

midscreen [Dia] 4B > 2DD > air ender

midscreen [Luna] 4B > 2DD > CT > 236D > 5DD > 6DD > 2DD > air ender

midscreen [Dia] 2B > 2C > 5C > 3C > 22A > 3C > 236D

midscreen [Luna] 2B > 2C > 5C > 3C > 236D

@Hexanoid, add this to your guide as well. What to do when they don't tech oki, i.e 236D. What to do when they don't tech at all. And maybe add a few methods to get the 623C combo extenders to work.

Thanks, i was also looking at the following:

[dia]4B > 2DD > CT > Dashing 3C > 22A > 6B > 214B > 5C > 6C > (236C attempted)

[dia]4B > 2DD > CT > Dashing 236D~C > 22A > 6B > 5C > 2C > air ender

(~3500, ~16)

Are they practical in a match?

Basically i am looking for a Dia starter that can lead to respectful midscreen damage with gravity/meter.

  • 2 weeks later...
Posted
Thanks, i was also looking at the following:

[dia]4B > 2DD > CT > Dashing 3C > 22A > 6B > 214B > 5C > 6C > (236C attempted)

[dia]4B > 2DD > CT > Dashing 236D~C > 22A > 6B > 5C > 2C > air ender

(~3500, ~16)

Are they practical in a match?

Basically i am looking for a Dia starter that can lead to respectful midscreen damage with gravity/meter.

The practicality of the first combo is sort of iffy. You're using gravity and meter to get pretty average damage, plus the opponent will tech in neutral state after the 236C. Though if you're close to the corner, it's okay then.

A better version of that combo, since you want to use gravity, would be [Dia] 4B > 2DD > 22A > 3C > 214B > dashing 6B > 2C > 2147D > 6A > 6C > 236C > dashing 5C > 2C > 623C. This combo doesn't always work, midscreen to corner only. An alternate version to get oki would be [Dia] 4B > 2DD > 22A > 3C > 214B > dashing 6B > 2C > 2147D > 6A > 5C > 623C.

Your second combo is okay, just change the ender to 5C > 2C > 623C. 623C is an important ender for combos, so try to work it in whenever you can. Remember, ending combos with Luna j.214D doesn't put them in a knockdown state, so the opponent can easily tech and IAD to catch you doing something.

Posted

I have a small question. Does 3C still make the opponent unable to Emergency Tech long enough for Sickle Storm, Act Parser Zwei: Cavalier, or Spike Chaser to connect on Counter Hit? I know that Dia Forma's 3C causes the opponent to float, but what of Luna Forma's?

Posted

Interesting find, you can follow up 236B after a fatal without switching modes.

So something like [Luna][corner] FC 5C > 236B > dashing 3C > 214B > 6B > 2C > 2147D > 6A > 6C > 236D > 236C > 5C > 2C > 623C. Does about 5.5k damage.

Also for those trying to recreate the old Lambda 5DD > 236B > RC > 5DD combos, here's a better version of that. [Luna] 5DD > 236B > RC > dashing 3C > 214B > dashing 6B > 2C > 2147D > 6A > 6C > 236C > dashing 5C > 2C > 623C. Does about 4.5k damage and it has insane corner carry. Thanks to the spin state of 236B, Nu can dash up for a bit before doing 3C, giving her a lot more carry with this combo. In most instances, regardless of where Nu does it from they'll hit the corner. But if Nu has her back to the corner, the opponent will neutral tech at the opposite corner.

Also, something else of note. 236B > dashing 2A > 3C is possible, but you can't do much else after 3C aside from dropping the wheel. So I guess it's something to think about if you want to stay in Luna after doing 5DD > 236B and go straight into oki.

Posted

You are forgetting RC shenanigans.

If you are willing to spend meter, nothing like hitting your opponent with an immediate overhead/low mixup.

I've actually been looking into using Dia Crescent SMP to get an immediate grounded tech and RC into an immediate dash 4B/3C

Posted

Whenever it feels right. There is no hard answer and it depends on the match-up, your resources, your opponent's habits and your own skill level with the forms. Whatever you get to work for yourself.

For example, I spend most of my time in the Hakumen match-up in Luna mode now. I'm pretty sure almost every other Nu on here uses Dia mode. Despite it seeming like Dia would be the better mode, I can't get it to work properly against him like you all can so I just gave up trying to use it. Trial and error your way to victory.

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