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Posted

Doesn't even matter that they're above your level: Fighting better players helps you improve quicker than fighting simlarly - skilled ones, believe me. I visited London in August for almost a week and throughout the bodyings received there I can confidently say that I improved as a player. If you have a resource like that on a regular basis, I'd insist you take it.

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Posted

I still have yet to buy her..and I haven't completed Story mode to unlock Kagura. I wish I had the money so I could test some stuff against her.

Posted
Why does every nu have a pocket koko? is it pretty much a requirement for us?

Nu players typically have a penchant for projectiles and "control" issues over neutral, koko fits the bill. If we can't completely control neutral we aren't having fun. Lol.

Posted
Im only having troubles 2DD>22A>6A, im ok with the rest

I've been doing 2DD>22A>214D--or rather, I've been TRYING to do that. It's a tight window that works well in training mode but not so well in the thick of things. Either I screw up the timing or it looks like my 2DD has carried them too close so the spikes miss. Of course 6A must be faster and with better spacing. Duh. I'll give it a try later today.

And I also found out that the stick I was using doesn't register down right consistently, so half of my attempts at 3C were just coming out as 2C (Let's this be a lesson: always turn on inputs in training mode and check your stick, I guess.). Embarrassing to mode shift when you haven't done anything to warrant it. Makes me feel like a masher and a crummy player. Not being able to 3C had me so frustrated that I picked up Terumi, but now that I've got my own stick back, it's back to Nu. :toot:

Posted

Remember that when you open up a player match room today, you have to name it "Happy Nu Year!". I don't know if that XBL player who always did it got a PS3 so we must keep his tradition alive.

Posted

after seeing yoshiki using new oki, i reworked a 4b starter in the corner to use it.

[Luna]4B>2DD>CT>236C>6A>6B>623C>5DD>2DD>6C>236D>214D~22A>214D~C(Oki)

If thet don't tech, the spike gives you a new combo

if they roll tech, you get a new combo

If they stand still, you have enough blockstun to safely 4B, 3C, 236D, or even run up and crush trigger.

Posted

So, have any of you guys found any interesting OD combos/shenanigans as of yet? I've honestly not seen a single thing mentioned about her OD in quite a while, is it really THAT situational/useless?

Oh, also, I noticed that the Nu Wiki has been updated, which is awesome! I actually want to help a bit with it by giving slightly more detailed analysis of her attacks depending on the Forma she's in. My question before doing so is, should I just make a list of the changes that occur throughout her moveset on the part regarding Phase Rift, or should I only list the changes on the moves affected by the different Formas? For example, "5D in Dia Forma has a follow up regardless of whether it hits the opponent on Block; the second hit stuns the opponent in place, and has a projectile level of 2. It can also link into 4D or Act Parser. In Luna Forma the follow up will only occur on hit, does not link into 4D, and has a projectile level of 2."

Posted (edited)
So, have any of you guys found any interesting OD combos/shenanigans as of yet? I've honestly not seen a single thing mentioned about her OD in quite a while, is it really THAT situational/useless?

I only ever use it for the improved Calamity Sword at the end of combos. Nine times out of ten I'd rather just use it as a burst though.

For example, "5D in Dia Forma has a follow up regardless of whether it hits the opponent on Block; the second hit stuns the opponent in place, and has a projectile level of 2. It can also link into 4D or Act Parser. In Luna Forma the follow up will only occur on hit, does not link into 4D, and has a projectile level of 2."

I'd have it like this preferably. Makes it easier for people to find changes on specific moves instead of going through a semi-well of text.

Edited by HexaNoid
redundancy
Posted (edited)

Well, I made the changes I mentioned. If I got any information wrong or missed anything, PLEASE correct it.

Edit: Added a few more things.

Edited by ElegantShadow
Posted

Looks good to me. I'll give the info a more thorough look in a second and change things if necessary, but it seems fine as it is. Good job.

Posted

50/50 instant overhead/low oki anyone?

[Dia]3C>22A>6A>4B>2DD>214D>6623C>66A>5C>6C>236D>Instant214D~22A~|4B/3C oki|

[Dia]4B>2147D>3C>236D~22A~5DD>2DD>214D>665C>6C>236D>Instant214D~22A~|4B/3C oki|

smp makes them tech immediately, and the last sickle hit forces them on the ground too. And both combos give the same situation and start off of the two moves in the oki options.

Posted

If you can, could you make a video demonstrating those combos? I'd love to see them in action and a visual aid is always nice.

  • 2 weeks later...
Posted (edited)

This is probably not that constructive or useful overall, but I stumbled into a little something in training mode today. After Luna 3C knockdown, it is possible to have both swords of spike chaser hit the opponent. Combo was: Dia 2A - 2B - 2C - 5C - 3C - 236D-C - 22A - 3C - delayed 214D. When timed correctly, I'd get a 2 hit combo with SAC on screen. Sadly, it doesn't seem to have any (positive) effect on the amount of blockstun the opponent will have after wake up :(

Edited by Nedel_3773
Posted

Yeah its because they have seperate hitboxes and the opponent hasn't been hit by the first yet before the second is out. I can consistently space and get [Luna]2DD>214D(2) but its really not helpful unless you are going for a swaggy kill combo.

Posted

After a Dia air hit 5/6DD - 2DD combo, what do you guys do? I try to 22A - anything but the spacing seems weird most of the time for either 6DD or 2DD. Also, Dia swords being short starters, you can't really combo that much afterwards, so I'm curently uncertain if you can 214D after? Especially if you have to 6DD.

Posted

What I meant was full screen air hit on 5D or 6D. I normally go for 5DD - 6DD - 2DD - 4DD - 22A - X depending on the spacing. I was mostly wondering if anyone else found a more reliable way to get wheel oki from such distance.

Posted (edited)

That's going to be the only option from that far away. However, what you can do is train your consistency for the combo.

Spacing on 4DD is very particular: if the opponent is too close or too high, 4DD will whiff. You can make it extremely consistent by delaying until the opponent is falling before hitting with 6D (or 2D if you start your confirm off of 6D).

Edited by kenja0
Posted (edited)

How exactly do you guys handle your opponent blocking your drives when playing in Luna mode? The way I play Nu/lambda is that after using a drive move, if I notice the opponent is blocking, I change my focus to attempting to break their guard. I don't typically anticipate whether they will block before I use 5D (as in dia mode I can gatling it into 5DD and then into 4DD or skip the latter and use 236D, 214D, etc.). However, anticipating seems to be a necessity when playing Luna mode as you don't necessarily have enough time to react, given 5DD is not an option on block. In other words, if I am playing in Luna mode and my opponent blocks 5D, I have to anticipate they will block before even using my 5D and follow up with either a mode change or act parser A or B.

Is this how I should be handling Luna's drives? I just wanted to know if there is a better way. Looking over the frame data (assuming luna and dia share the same properties aside from damage on their 5D), shouldn't 5D also be jump cancellable? I'm not sure why I've never tried that, I guess you could always jump-backdash out of it on block.

Edited by Daramue
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