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  • 2 weeks later...
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Posted

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.

  • 2 weeks later...
Posted

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.

  • 2 weeks later...
Posted

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

Posted

^^ 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 :psyduck:

Posted

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.

  • 3 weeks later...
Posted

If anyone has any recommendations for changes to the V-13- sections your welcome to PM a supermod. Digital Watches Spirit Juice Hellmonkey

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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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