worldjem7 Posted August 20, 2009 Posted August 20, 2009 I don't know what you're trying to say. I already admitted I was wrong. Pulsar is the correct translation.
Blade Posted September 3, 2009 Posted September 3, 2009 Is there such a thing as a combo that is "too long" for Nu...i.e. makes it easier to tech out?
Andy6000 Posted September 3, 2009 Posted September 3, 2009 Is there such a thing as a combo that is "too long" for Nu...i.e. makes it easier to tech out? Well uh... yeah. Her normal j.C > j.2C stuff doesn't work later into a combo, you can just tech out between the j.2C > dj.C, or between the dj.2C > dj.214D, or even at the j.C. It's why near the end of combos you see j.DD rather than j.C, even though j.C > j.2C > dj.C > dj.2C hits quite a bit harder than j.DD > dj.DD.
zaeris Posted September 16, 2009 Posted September 16, 2009 I'm sure people already know this but I will just highlight it. When doing Air throw with Nu you generally switch side. In most Air throw RC combo you will land on the same side when you perform air throw. e.g. 1p side air throw rc will always be 1p side. Exception to this are Bang and arakune which for odd reason will make you change sides to 2p side when you RC. Just to let people know which side to 6c so you don't screw up with a 5c instead. If you Rc your air throw there is enough time for a dash 6c pick. This will make dash 2dd pick as low to ground as possible for extention to 6c or jc j2c 2dd land combo.
germanturkey Posted September 28, 2009 Posted September 28, 2009 so here's a stupid question, in the console version, you can do a "backwards" sickle storm by pressing C? i'm assuming that's what the op meant by "different variation." cause i played the game for two days this weekend before going back to school, and i couldn't figure out for the life of me how to make it come towards Nu rather than away from her.. haha
SandyBelle Posted September 28, 2009 Posted September 28, 2009 It's a normal sickle command, but press C right after you press the D (slide your thumb from the D onto the C).
germanturkey Posted September 28, 2009 Posted September 28, 2009 ^^ ah, thanks a lot. and it seems you can delay spike chaser and make it have a longer range right? i'm assuming its holding down D a bit longer before releasing it. sorry for asking noob questions
Neuro Chaos Posted September 28, 2009 Posted September 28, 2009 ^You don't even have to hold it. Also you can feint her air move by pressing C right after D. -V
kabookie Posted September 28, 2009 Posted September 28, 2009 im having massive trouble against rachel, its the j.3dc/j.2dc or just j.2c in general i cant seem to anti air it with 6a or 2c, 90% of the time i get smashed for trying to anti air it instead of just blocking. its the only character thats frustrating me to vs. Is it just that im super shit with the timing or am i missing better options to stop the rachel onslaught.
Kyle Posted October 15, 2009 Posted October 15, 2009 If anyone has any recommendations for changes to the V-13- sections your welcome to PM a supermod. Digital Watches Spirit Juice Hellmonkey
Soniti Posted October 15, 2009 Posted October 15, 2009 im having massive trouble against rachel, its the j.3dc/j.2dc or just j.2c in general i cant seem to anti air it with 6a or 2c, 90% of the time i get smashed for trying to anti air it instead of just blocking. its the only character thats frustrating me to vs. Is it just that im super shit with the timing or am i missing better options to stop the rachel onslaught. You don't anti-air it when she does it from a jump-canceled 5b, simple as that. Do it when she is already airborne or when she does it from something with less blockstun like 5a.
severin Posted October 15, 2009 Posted October 15, 2009 However, in some situations, you can backdash it, and punish the whiff. Just don't go for it always. Just block for the most part.
so moe kona Posted October 19, 2009 Posted October 19, 2009 what does j214d~c do? is it a feint? Yes. It's a feint Crescent Saber.
germanturkey Posted October 19, 2009 Posted October 19, 2009 ah, thanks. does it have a purpose? like if you miss it, there's no penalty or something? sorry, i've been separated from the game for weeks now after marathoning it for a weekend while i was home.
so moe kona Posted October 19, 2009 Posted October 19, 2009 ah, thanks. does it have a purpose? like if you miss it, there's no penalty or something? sorry, i've been separated from the game for weeks now after marathoning it for a weekend while i was home. It has a few purposes: 1)To fake somebody out which can lead to reset combos. 2) To recover quickly if you realize you're going to miss the the full Crescent Saber. 3) To follow up with a real Crescent Saber. It is a useful tool.
Effenhoog Posted October 20, 2009 Posted October 20, 2009 Also the infamous j.2DD j.214DC j.2DD blockstring to keep pressure on and land safely.
germanturkey Posted October 22, 2009 Posted October 22, 2009 holy crap, did you guys see the new vids of WcW? Goryus vs Mike_z is worth the price of admission.
EiseneFaust Posted October 22, 2009 Posted October 22, 2009 Link please. And double post it to the video discussion thread.
so moe kona Posted October 22, 2009 Posted October 22, 2009 This is the closest I can find to what he was talking about. It's shitty Ustream quality but it's the only one I can find. http://www.youtube.com/watch?v=Hf8C52-m6FA
germanturkey Posted October 22, 2009 Posted October 22, 2009 ^^ yeah, i just posted that in the video thread. i was bored this morning at 3am, and i was like, why not..
severin Posted October 27, 2009 Posted October 27, 2009 So, topic of discussion for today is 6a. What situations do you find yourself countering things in? I mostly only use it against Tao drives and arakune dives for the possibility of a 4.2k combo off of it, but I'm sure I'm missing a bunch.
so moe kona Posted October 28, 2009 Posted October 28, 2009 I hardly ever use 6A. Though I did see one of my friends use 6A on a Bang who was giving him too much pressure. It definitely got him off.
Arcade Fire87 Posted October 29, 2009 Posted October 29, 2009 I'm deadly afraid to use 6A, although it stuffs nearly every air move in this game I can use 6A on Lichi's air kick, have it clash and then immediately anti air counter with 2C 6A works on Bang's air kick, since 2C usually loses to it 6A on Jins who rapid cancel their icecar into overhead 6A on Tao's drive? That's one predictable Tao, do that against a good one and get countered 6A on diving arakune sounds tempting though, but aren't you afraid of being countered by dive, which leads to like 4000-6000 damage and have you cursed? Doesn't seem worth it
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