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jin[kr] : Her fastest poke is of course 5a with 6 frames (only one faster is Ragna's with 5), but usually I just do 5b, as it's 7 frames, then you can go into 2C, 6C. If it hits, do 236D, Rapid Cancel it if you have meter, into combo (5DD, 6DD, 2DD, j.DD, dj.DD, j.214D, or if the C's are blocked, then you can Act Pulsar either back or through them. Of course in that air combo, you can sub the air combo of 2C, C, 2C, C in place of the j.DD's. Also, she's got 3 good AAs, 2DD : they have to be a little far away, but if they block, you're safe as you can just use your godly backdash. 2C during this move your hit box is fairly low to the ground, so it makes it a fairly good anti air, since it has a long active time. You just have to watch out that certain moves to beat it, and if the other person baits it, you're doomed. However, it does clash often, and every time I've ever clashed with it, I've lost and got combo'd for 1/2 my life. Arakune's j.B beats this clean because of that reason. 6A. This move has an 11 frame startup, but is Head invincible from 5-13 making it an excellent anti air against most moves that people use when they IAD at you (Jin's scarf, Ragna's j.C). But is the hardest to time, so practicing this move is vital. After all of them, you can go directly into your basic air combo of j.C,j.2C,j.C,j.2C,214D, after 6A, do 2C directly after you hit them with it. the 2DD takes some spacing, so you might have to eliminate the first j.C. Mamation: I guess you mean "Invincible moves"...most moves are visible =). But her only one is 632146D, and even then you're only invincible for the first 7 frames, There's a total 13 frames startup, so you can still get hit, but the super will come out regardless. After Jin's slashy thing (which shouldn't be used too often anyway), if you block it, I think you can do 5C for a few hits (if you do too many they get pushed too far back) into 6C then 236D, which again, you should rapid if you have meter into the air combo. I've only got an Xbox and I'm about to pick up my copy. After living and breathing BB for like 4 days straight I kinda wanted to take a break, but once I get mine, I'll be happy to help anybody with whatever they can do improve their Nu game. the 5DD -> 4DD timing can be a little tricky, mashing always works (but is not recommended), you just gotta learn when the timing is. Usually I try to hit confirm my 5DD, either into j.DD (if they just became airborne when I used 5DD) or into Act Pulsar if it hits them, and they're at the right distance to combo into 2C, 6C, 236D. Jugiatsu: The only thing I can thing of is that the Nu player Rapid Canceled the first 2 wheels, so that she could use another one directly after you blocked the first one. Kind of a waste of Meter, really.

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Posted

Bang's running super beats sword of destruction (632146D).

:(

Hahaha yeah, that happened to me too.

I can't wait to get the hang of this game. I get owned so hard to the point that people get really happy about it. If someone decides to roll forward after I do 236 D, what are some good options? I see people doing stuff like that, but can't punish them well or even at all. Maybe this is all due to lack of experience.

Posted

Hahaha yeah, that happened to me too.

I can't wait to get the hang of this game. I get owned so hard to the point that people get really happy about it. If someone decides to roll forward after I do 236 D, what are some good options? I see people doing stuff like that, but can't punish them well or even at all. Maybe this is all due to lack of experience.

Unless they're pretty far away I don't do 236 D. At least far enough so that I have enough time to recover and not get punished.

I guess you could back dash and start the D lock down or anticipate IADs and anti-air, but I'm not too experienced myself.

Posted

Is there a move that will beat Taeger's Auto Block bullshit after the block wears off but before the attack hits? I've done it randomly once or twice, but idk what I did to do it. Maybe Back B works? I think it did before.

Posted

Is there a move that will beat Taeger's Auto Block bullshit after the block wears off but before the attack hits? I've done it randomly once or twice, but idk what I did to do it. Maybe Back B works? I think it did before.

That attack has invincibility against projectiles on its startup frames. if you can see it coming then use 5d act pulsar forward then restart your zoning game. But if your close enough you can also throw him.

Also to note Bangs counters, Litchi stick wraping thing, and Carls Nirvanna (when active) can also parry every projectile. On another note Jins 623D, Rachels 3d, and Hakumens sword and counters can be used to parry all of v-13 projectiles but not all of 236236d since they would be out of their invincibility frames during the attack. Asides form Hakumens distortion drive counter since it has invincibility after the parried attack. And lastly Tao can crawl under all projectiles except 236d and 214d since they hit low.

Posted

Okay Im starting to wonder what the hell I am doing wrong. I am in training mode as V-13 practicing against Haku-men and I am trying the standard throw combo Throw-->5DD-->6DD-->2DD-->j.5DD-->dj.2DD-->214D There are 2 things Ive noticed while trying to do this combo. 1) Why is it that sometimes the enemy hits the ground too quickly before the first 5DD after the throw, therefore making the opponent able to tech out of it and proceed to rape me? Sometimes it will hit before they touch the ground and sometimes it wont, and no matter how much I button mash, or calmy wait to time it, it just seems to be random. 2) After the first j.5DD, when do you put the timing in for the double jump, because my V-13 never seems to jump after the first one. Thanks for the help.

Posted

practice more? The timeing after a midscreen throw is a lilttle hard but after a while you'll get it. As for the jump, i dont know what to say, you jump cancel it like any move. If you are haveing trouble hitting them try jumping backwards or strait up.

Posted

1) Why is it that sometimes the enemy hits the ground too quickly before the first 5DD after the throw, therefore making the opponent able to tech out of it and proceed to rape me? Sometimes it will hit before they touch the ground and sometimes it wont, and no matter how much I button mash, or calmy wait to time it, it just seems to be random.

2) After the first j.5DD, when do you put the timing in for the double jump, because my V-13 never seems to jump after the first one.

I'm not sure what to tell you about your first question. I've had this happen to me, but after a while you'll get the timing down. As for your second question, I had the same problem when first training with Nu until I figured out what to look for. If you're having the same trouble I was, you're just inputting the jump cancel too soon. When you do the first j.5DD wait until you see the second sword connect and jump cancel right then. Hopefully this helps and I'm not just spouting off useless info.

Posted

For the throw combo, I find that if you mash the 5D, it will always seem to come out a bit late, and thus not hit. Timing it is really the only way to do it consistently. Honestly though, I'd just learn the dash 2c throw combo. As for the double jump, you do it pretty late. It doesn't really feel like the standard jump cancel timing.

Posted

Unless they're pretty far away I don't do 236 D. At least far enough so that I have enough time to recover and not get punished.

I guess you could back dash and start the D lock down or anticipate IADs and anti-air, but I'm not too experienced myself.

This is pretty much what you have to do when an opponent does an anticipatory roll forwards or backwards.

In fact, I pretty much always backdash after every combo unless the opponent is showing obvious hesitation... in which case I will usually 2C -> Throw -> whatever in air combo I canget going. Nu doesn't have alot of rushdown ability, but she has TONS of wallbounce, which I recommend using to the fullest against an opponent that is trying to be dodgy. It also helps to utilize 2D, 5D, and 6D.

Hope that helps.

Posted

Can some one please explain the 'fields' she throws out? I know they slow people down, Does it also slow the speed of which some one falls as well?

Posted

I know they slow people down, Does it also slow the speed of which some one falls as well?

yes ... thats why you can combo into sick stuff which wouldnt be possible without the slow field

Posted

yes ... thats why you can combo into sick stuff which wouldnt be possible without the slow field

Gotcha, Sorry I am rather new at this game and picked up v-13 as she feels kinda like a Dizzy to me.

Posted

what does everyone place V13's Learning Curve at?

Depends on the player of course. I learned her basics in like 3-4 hours but of course none of that is any good until you practice against live players. Game has only been out a few days as well so we still dont know everything there is to know.

However, in terms of long term playability, Nu players will need to know all her extensive drive combos and when to use each one, as well as Rapid Cancelling her drive combos into her 6D, 2B, 2C, and 3C starters. You will also need to know proper timing for throw cancels, 5DD combo after throwing, as well as proper jump cancel timing for her anti-air combos.

However this can almost be said of any character for any player. Time will tell.

Posted

I have sort of a scrubby question, but, how does Nu's 236 D come out from behind? I've tried it multiple times in training but it only came out once and I don't even really know what I did. Do I need to fulfill a requirement (meter?) or somehow TK it or is it random?

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