someonewhodied Posted June 24, 2014 Posted June 24, 2014 [Luna]5C(FC)>236B~22A>delay 5DD>66>5A>3C~22A>6A>4B>2DD>214D>665C>2C>623C
Dreize Posted June 27, 2014 Posted June 27, 2014 What exactly are these new post-patch combo routes that I keep hearing about? Are they practical?
someonewhodied Posted June 27, 2014 Posted June 27, 2014 Double Crescent, Double Spike chaser Nothing much. You get maybe 300 damage more than old combos.
toanenadiz Posted June 27, 2014 Posted June 27, 2014 What exactly are these new post-patch combo routes that I keep hearing about? Are they practical? It is double spike chaser. X > 214D > 22A > 214D > X. It does add some damage and isn't too tough but it does eat up a fair amount of time so you can't always use it depending on the length of the combo. I haven't found much use for the double crescent blade outside of impromptu TK crescent combos.
Daramue Posted June 27, 2014 Posted June 27, 2014 Towards the beginning of the year, I was playing around with what the best option to do out of a blocked Luna 5D. Obviously, much depends on who your opponent is and your situation (Low on health, etc.) but let's examine what your options are from blocked Luna 5D: 1) 236B - On reaction to noticing your 5DD being blocked, you cut it short with a 236B. Probably the safest of options considering that 236B is pretty safe on block even if they are quick enough to block low, and if it connects you can 22A and follow up. The disadvantage, if any, is being within striking range of your opponent. 2) 236A - Considerably more risky and doubly so if you've already done it once already for obvious reasons. It doesn't take much to get jabbed out of it. If you do take this route, do it sparingly. 3) 236C - Highly not recommended unless you want to do something extremely outlandish and you're near the corner. Carries all the risks of 236A and more considering that if it is blocked, you are wide open. I think I've used this only once ever and I personally wouldn't try it unless your opponent is respecting you way too much or doesn't know what the hell they're doing (new character, etc.) 4) 22A - Arguably as safe as 236B and gives you a plethora of more options considering it's like a mini-rapid cancel. I find myself either following up 22A with gravity or jump backdashing. The issue is reacting and inputting 22A fast enough so as to minimize cooldown from the Luna 5D. Unsure if 214D, 236D (Doubt this one would be even remotely useful), or gravity can be used out of blocked Luna 5D - never tried. Just sharing what I've learned - always felt it was a big hole in my Nu game. Maybe everyone already knows this and it's nothing new - apologies if that is the case. Perhaps it will be helpful to someone.
toanenadiz Posted June 27, 2014 Posted June 27, 2014 236B can be punished on IB. 214D can be stuff but if they don't react in time, it is safe. 236D would be great but they can jump out or stuff it pretty easily. Gravity is good as well, but it does empty out the guage more than Dia gravity does. You didn't mention doing nothing, which is a fine option. Most of the time you use Luna 5D, it will probably be only around -10/-11 on block, which is okay considering the opponent is pretty far away.
Errol Posted June 27, 2014 Posted June 27, 2014 i'm pretty sure you have to ib and do a frame perfect jump to punish 236D
Daramue Posted June 27, 2014 Posted June 27, 2014 Huh, no kidding. I was thinking in the time it takes for 236D to come out once input they'd have a ton of time to jump out and punish. I suppose I'll have to experiment with that option. Doing nothing is a good one I didn't mention, but unless you really wanted to stay in Luna for some reason, I'd still say 22A is a better option than doing nothing given the amount of options that open up to you from it.
toanenadiz Posted June 27, 2014 Posted June 27, 2014 5D has 16 frames of blockstun. 236D has effectively 35 frames of start-up. That's 19 frames to do something. I've been able to jump out of 236D without IB and punish with both j2DD and falling jB. I've also stuffed it with Nu's 5D at closer ranges. It didn't seem that tight to me but Nu does a good job at countering Nu.
someonewhodied Posted June 27, 2014 Posted June 27, 2014 In my defense it wasn't the earliest time of day when we had that conversation errol. I was looking at Dia sickle instead of luna sickle, and yes you need to IB>jump perfectly to punish that. 3C: 16F blockstun, 14 on IB. Sickle: 17F startup plus the time it takes for it to reach you. you have barely enough time to IB>superjump out. Off of blocked 5D I will usually mode change, throw out a luna sickle anyways, or act parser Cavalier. you can technically punish cavalier on IB, but it pushes you far enough that it isn't an issue.
Daramue Posted June 27, 2014 Posted June 27, 2014 Ok, I thought that 236D suggestion was a bit suspect but admittedly I had never used 236D off a blocked 5D so I thought "maybe 5D has more blockstun and/or 236D has less startup than I thought? Maybe it was a typo? Is he thinking of Dia 236D?" Thanks for the suggestions all. I'm feeling a bit more on target.
zaeris Posted July 1, 2014 Posted July 1, 2014 guess i will just ask but is spending meter a good way to approach playing nu or should i conserve more, i find myself using gravity or ct. often because it so easy to use them but sometimes i think my mix up might be weaken because i lose rc option, and when my opponent can react to 4b in string i see myself with less option to open them up.
Speakeasy Posted July 1, 2014 Posted July 1, 2014 I bleed meter like nobody's business whenever I have it (I love CT/236236D), so I may not have room to talk, but I'd sy to try to be more conservative with your meter. Sent from my XT1080 using Tapatalk
someonewhodied Posted July 1, 2014 Posted July 1, 2014 I always go for the unblockable which costs 25 meter to set up and OD or another 50 meter to combo so I use meter really fast. But that's just me.
someonewhodied Posted July 1, 2014 Posted July 1, 2014 Tager Specific combo I'm working on optimizing. (midscreen) [Dia]662B>3C>236D~22A>6DD>2DD>4DD>214D>66DD>2147D>66DD>2DD>623C>2366D
Ryuujinx Posted July 2, 2014 Posted July 2, 2014 I pretty much exclusively save my meter for RCs or the odd CT off of a 4B. I just love RC mixups.
zaeris Posted July 2, 2014 Posted July 2, 2014 I'm trying to lessen my meter usage more. But that 2dd ct is always tempting me lol. I feel like when I start off big my opponent is going to burst anyway which is why I think I should save meter until they burst the. Use everything to deal an overall larger damage.
Ryuujinx Posted July 5, 2014 Posted July 5, 2014 Went to the arcade last night for a small tournament, got bodied by the same terumi twice and the other people I was supposed to play in losers all ragequit or something. Was kind of upsetting. That said, what do against Terumi. If I have <50 meter it feels like I just have no options against his pressure. Where can I poke out if he gets in?
Fame96 Posted July 6, 2014 Posted July 6, 2014 Hello. I'm a terumi/hazama main looking to pick up nu. However i'm having a fairly hard time learning her. Combos haven't been too much of an issue as of late but the neutral game leaves me clueless? Any tips would be appreciated.
Ryuujinx Posted July 7, 2014 Posted July 7, 2014 It depends on the matchup. Against someone like Makoto you're just going to want to camp in Dia form and spam spike chasers, j.2D(D) 5D, catch them in their jumps with 6D, use parsers to get out of pressure and just overall be lame. Against someone like Mu you're going to want to play more close~mid range, using your D swords as an approach to get in and try to mixup with 2B, 4B TK j.214D to try and get them in a corner to abuse pizza wheel oki.
someonewhodied Posted July 14, 2014 Posted July 14, 2014 Exchanged some info and setup stuff with yoshiki at evo (through watching each other play (mostly me watching him) and shoddy translation, i mean god knows i can't speak fluent japanese) After i sift through info i'll post it all. And i have an unblockable setup that actually does frame perfect unblock now. (if no block, sickle hits but opponent doesn't float)
Daramue Posted July 14, 2014 Posted July 14, 2014 That sounds interesting. Yoshiki played solidly - although I missed the exact moment he lost to Dora. SWD, I didn't know you were at Evo - were you playing in the pools? Yoshiki got me thinking about how Nu seems to be an extremely uncommon character choice but significantly more common in Japan. Does any ranked/professional/whatever-you-call-this American player use Nu-13? I couldn't name one.
BloodWolF Posted July 14, 2014 Posted July 14, 2014 I don't think she's significantly more common over there, I'd have to pull up a character poll to confirm though. I think you most likely know the names of certain ones due to watching a lot of matches. We don't upload as many matches as they(Jourdal) do and aren't as active tournament-wse. We have decent players, but they're spread out. You won't see them popping up on all of the tournament streams because of the distance factor. Their population density makes it a bit easier for the good players to be recognized. That's my thought anyway.
someonewhodied Posted July 14, 2014 Posted July 14, 2014 So I will be making a combo video before making the switch to stick. This will be the last week that I am a "good" player. I will be a scrub again for approximately 2 months while i make the full switch to stick. My biggest sadness about making the switch is that i can no longer play properly in bed on stick. Pad too good.
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