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Posted

I got to screw around with her at MikeZ's place, I think we both agreed the most reliable damage you can get off a throw is throw dash forward 6p,6c, 2d,d,jump d,d,2d,d,214d it was like 3780, I think you can break 4k if you use a super jump and figure out what to do in the air though. from what I can tell it works on everyone, BUT Carl and Arakune

Posted

Her name is pronounced "Nu". Basically its not a Roman v, its a Greek ν. :)

http://en.wikipedia.org/wiki/Nu_(letter) for more info.

For those too lazy to follow the link, the summary is that "nu":

  • Is a letter in the Greek alphabet.
  • Corresponds to Latin "N" in terms of pronunciation.
  • Uppercase Nu (Ν) is just like Latin uppercase 'N'.
  • Lowercase nu (ν) looks a lot like Latin lowercase 'v', usually written with the right side more curvy than the left.
  • Is the thirteenth letter in the Greek alphabet. :rolleyes:
Posted

The combos on the Japanese wiki for Nyuu have been updated significantly. I'm translating them now, adding "land" where I think it should be. I'm also changing it to my notation cause that's what I'm more used to typing. If you see any errors, feel free to point them out.

Note: the japanese really need to edit their wiki... There are some repetitive and old things in here :v:

コンボ

combo

(ch)…カウンターヒット counter hit

(jc)…ジャンプキャンセル jump cancel

(hjc)…ハイジャンプキャンセル high jump (super jump) cancel

(rc)…ラピッドキャンセル rapid cancel

妥協コンボ

compromise combo

2A>適当>3C>236D

2a whatever 3c 236d

3C始動

starting with 3c

3C>214A>2C>JC>J2C>J214D>3C>236D

3c 214a 2c j.2c j.214d land 3c 236d

3C>214A>ダッシュ6A>低空J214D>ダッシュ3C>214A>6A>(後ろj)JDD>214D>3C>214A

3c 214a dash forward 6a tk.j214d dash forward 3c 214a 6a (backward jump)j.dd j.214d land 3c 214a

3C>214A>ダッシュ6A>低空J214D>ダッシュ3C>214A>2DD>>JDD>(jc)>J2DD>J214D

3c 214a dash forward 6a tk.j214d dash forward 3c 214a 2dd j.dd dj j.2dd j.214d

3C>214A>6DD>2DD>(後ろhj)>JDD>(jc)>JDD>J214D

3c 214a 6dd 2dd (backward sj) j.dd dj j.dd j.214d

カウンター始動

starting with a counterhit

214D(ch)>2C>JC>J2C>(jc)>JC>J2C>J214D

CH 214d 2c j.c j.2c dj j.c j.2c j.214d

J214D(ch)>ダッシュ6C>6DD>2DD>JDD>(jc)>JDD>J214D

CH j.214d dash forward 6c 6dd 2dd j.dd dj j.dd j.214d

投げコン

throw combos

投げ>DD>6DD>2DD>(後ろhj)>JDD>(jc)>JDD>J214D

throw 5dd 6dd 2dd (backward sj) j.dd dj j.dd j.214d

投げ>ダッシュ2C>6C>2DD>JDD>(jc)>J2DD>J214D

throw dash forward 2c 6c 2dd j.dd dj j.2dd j.214d

対空始動

starting with anti-air

2C>JC>J2C>(jc)>JC>J2C>J214D

2c j.2c dj j.c j.2c j.214d

2C>6C>6DD>2DD>剣エリアル

2c 6c 6dd 2dd aerial swords

6DD>2DD>JDD>(jc)>JDD>J214D

6dd 2dd j.dd dj j.dd j.214d

遠距離D始動

starting from far d

DD>4DD>J2DD>J214D

5dd 4dd j.2dd j.214d

しゃがみ限定

crouching only

2A>2B>4B>2C>6C>2DD>JDD>(jc)>JDD>J214D(未確認)

2a 2b 4b 2c 6c 2dd j.dd dj j.dd j.214d (unconfirmed)

4B>2C>6C>2DD>JDD>(jc)>J2DD>J214D

4b 2c 6c 2dd j.dd dj j.2dd j.214d

投げ始動

starting from throw

* 投げ>ダッシュ2C全段>6C全段>2DD>JDD>JDD>214D

throw> dash forward 2c(hits fully)>6c(hits fully)>2dd>j.dd>j.dd>j.214d

キャラ限定で3982まで確認。安定しないキャラが多い

Does up to 3982 but only works on some characters

2Cをすぐキャンセルすれば楽だけどダメージが3600くらいまで落ちる

Cancel the 2c early to make it easier but damage drops to around 3600

* 投げ>ダッシュ2C全段>JC2C>後ろJ2DD>214D

throw dash forward 2c (hits fully) jc j.2c backward dj j.2dd j.214d

3600くらい。JCとJ2Cは全段当てる感じで。 上より簡単。

Does around 3600, let the j.c and j.2c hit fully

* 投げ>DD>6DD>2DD>JDD>J2DD>214D

throw 5dd 6dd 2dd j.dd (from my experience, dj here) j.2dd j.214d

ダッシュ2C当てるのが出来ない人向け。ダメージ3300ほど。

For people who can't do that dash 2c. Does 3300 damage

エリアルパーツ

air parts

* JC2C>JC2C>214D

j.c j.2d (from my exp, dj here) j.c j.2c j.214d

コンボ数少ないとき

when not many hits

* JC2C>後ろJ2DD>214D

j.c j.2c backward dj j.2dd j.214d

コンボ数多いとき

when lots of hits

地上コンボ

ground combos

* 2A>B>6B>C連打>3C>重力とか214DCとか出しとく。

2a b 6b c barrage 3c gravity well/214dc

2000いかないくらいで安い。一応3Cから236Dが繋がるキャラも多い。

Around 2000, low damage. Tentatively, from 3c use 236d for most characters.

2A始動しゃがみ限定

starting with 2a, limited to crouching

* 2A>(B)>4B>エリアル(垂直JC2C>JC2C>214D)

2a (b) 4b aerial combo (vertical j.cj.2c dj j.cj.2c>j.214d)

4Bがしゃがみに繋がるってことで。

You can connect other things into 4b against crouching

* 3C>214A>2C>JC2C>J2DD>214D 

3c 214a 2c j.c j.2c (from my exp, dj here) j.2dd j.214d

ダメージ3300くらい

damage is around 3300

Regarding the 214d loop, I don't think that in a good situation it does meaningful damage

214D>3C締めからキャンセル214DCや重力場はいいかも。

214d>from 3c (?), cancel to 214dc etc. (gravity well good)

D始動

starting with d

* DD>4DD>低空J2DD>214D 

5dd 4dd low j2dd j.214d

相手がこちらに近めのとき。ダメージ2300くらい

When opponent is at a short/medium distance (otherwise the j.214d misses). Around 2300 damage.

* DD>4DD>236DC

dd 4dd 236dc

相手が遠いとき。

When opponent is at a distance

* DD>6DD,6DD>2DD

5dd 6dd, 6dd 2dd

空中から攻めてくる相手を落とした場合。

Opponent in the air, at a distance

* DD>236236D>

5dd 236236d ...

ディストーションドライブに繋げる。レガシーエッジ中にνは動けるので追撃可。

Distortion Drive connects. During Legacy Edge, Nu can chase after her opponent (and continue the combo after she reaches them)

ディストーションドライブ始動

starting from distortion drive

632146D>6C>(6DD)>2DD>JDD>J2DD>214D

632146d 6c (6dd) 2dd j.dd (from my exp, dj here) j.2dd j.214d

近距離切り替えしからのコンボ。

Short distance switch to combo

6Cを低い位置で拾えば、6DDを入れられる。5000ダメージ超える。

6c is at a lower level. You can start with 6dd. Over 5000 damage.

カウンター系の浮きは全部(2C)>6Cで拾うとよいかも

Counterhit 2c hitting fully floats>picking up with 6c is good?

Posted

In one of the recently posted videos, I saw a V-13 player do the following: j.2DD > 214D~C > 2DD > 214D~C > 2DD... Not as a combo, but just to keep pressure up full screen. Sheer. Freakin'. Genius.

Posted

Are you sure there wasn't a rejump in there somewhere? iirc she can only perform 214D(C version) once per jump, afterwards the regular 214D will come out.

Posted

Sorry, tired... pulsr came up with throw, dash 6A->6C, wallbounce, 6DD->2DD to D aircombo, does around 3400 and is hella easier than letting other ones hit fully.

Posted

Are you sure there wasn't a rejump in there somewhere? iirc she can only perform 214D(C version) once per jump, afterwards the regular 214D will come out.

Yep, that's true...but you can still do some really silly pressure strings with this.

5DD > j.2DD > 214D~C > j.2DD > 5DD > j.2DD > 214D~C > J.2DD > 5DD...

Mixing in 6DD and j.5DD as appropriate.

Posted

Ok, does v-13 have ANYTHING on Ragna? Match vid after match vid I constantly see v13 get perfected, ran over, and steamrolled, and it seems disgustingly in Ragna's favor :psyduck:

Posted

2 things. It seems that it if you wake up into the 236236D super you can't block it. Anyone else notice this? Also is the other super (the drop sword) an overhead?

Posted

Thanks for finding and posting all the info guys, for someone without access to the game, it's really appreciated :). Also in the latest couple v13 vids she finally seems to be holding her own somewhat.

Posted

Is anyone else as annoyed as I am with her win pose and the noise she makes....:psyduck: nevermind i got used to it after i used her for the whole day at CTF today.. also what are her good air to ground options...

Posted

Could be worse, could be Taokaka >_<. I think her voice is pretty sweet actually, the robotic accents make it cool. Also, quick question for those who are able to playtest her or whatnot. In some of the revent vids it seems her B&B into 236+d(not sure, fireball that moves along the ground from behind them) into the 214+c(Long startup hsien-ko spike move) is a really strong oki option for her. Question is can they tech and get to v13 before she can release the spike move and hit her out or is this always a good guaranteed option after knockdown?

Posted

As I suspected, you can combo out of her air grab with a rapid cancel 2(a or b I'm not sure which one it is) 2c jump air combo.

Posted

You can combo off her air-throw normally with 2b, yoiu just have to be low to the ground when you grab them.

In other news, V-13 does absolutely silly amounts of damage. Here are some combos, not terribly inventive but horrifically scary:

5800 damage

214D > dash 2C > j.C > 2C > dj. C > 2C > j.632146D

5100 damage

214D > dash 2C > j.C > 2C > dj. C > 2C > j.214D

4500 damage

2C > j.C > 2C > dj. C > 2C > j.632146D

4100 damage

2C (counterhit) > 6C > 2DD > j.2C > j.C > j.2C > j.214D

3500 damage

2C anti air > j.C > 2C > dj. C > 2C > j.214D

3500 damage

2DD anti air > j.2C > j.C > j.2C > j.214D

Combos off of 214D do terrifiying amounts of damage, meterlessly. That second combo breaks 5K for no meter! Also, she can't combo into super if you start the combo with a throw, or if you use 6C for a wall bounce at any point.

Furthermore, 3C is just as awesome as 2C:

- After ending a combo with j.214D, if you are in the corner, you can OTG with 3C for a legitimate combo. Cancelling into 214D forces them to wake up into meaty swords.

- 3C is safe on block (as long as you don't cancel it), has stupidly long range, and beats almost every poke in the game. (Including both Ragna's stand B and C)

- 3C (hitconfirm) > 214D is an effective way keep them from rolling towards you after a knockdown.

--- If they neutral tech, they wake up meaty into the swords and have to block.

--- If they tech forward, they get hit by swords.

--- If they tech backwards, they're exactly where you want them to be, and have to try and run the gauntlet to get close to you again.

--- If they don't tech immediately they will get hit, and you can pick up into relaunch combo with 5DD > 2DD > j.2C for massive damage.

--- if they neutral tech and don't block, you can pick up into air combo with 6DD > 2DD > j.2C.

--- If they neutral tech and block, you can link 5DD after the meaty 214D, and go for mixup (high / low / throw / crossup).

Speaking of mixups: once they're afraid to tech forward because of the above, you can mix in 3C (delayed) > 236236D. This forces them to wake up into super. The trick is to delay the cancel slightly so they get a chance to enter their tech choice before the screen freezes. You do this because they can technically get away from the super by teching forward, but the fear of massive combo off of meaty swords prevents them from doing that. Once you get them to block the super, you can either do:

Whatever > 3C (hits) > 236236D (blocked) > ...

High (3500 damage)

... 4D > Dash > 2C > j.C > 2C > dj.C > 2C > 214D

Low (3500 damage)

... 236DC > 5DD > 6DD > j.5DD > dj.2DD

If they block right, you still come out with free sword pressue and potential crossups in both cases.

Let's see...what else...

- 4B is completely lower body invincible from frame 1, and can be used as a reversal. It beats tons of crouching moves, and both hits will combo vs. crouching opponents. This makes it a very effective counter to crouching pokes. It also leads into air combo on hit.

- 214D is upper body invincible for quite a while, for no reason that I can discern.

- On counterhit, 2147D leads into 214D for massive damage.

- 236D is not at all safe on block.

- On Arakune, you can do the drive throw combo if you start with 2DD instead of 5DD.

- If they've previously burst and make the mistake of air blocking your super, you can score free damage with dash in 2C > air combo.

In conclusion, I am concluding that V-13 is very, very good.

Posted

Thanks a bunch for all of the useful info, Goryus. Only one thing to note -- they can still instant block that super in the air even if they can't faultless.

Posted

The problem isn't blocking the super, it's the 2C that can't be air blocked. The swords from the super just keep them up in the air (even if they IB). They can try to instant block your dash up 2C, but because you can change up the timing of when you start it, it's pretty much a doomed endeavor.

Posted

If they're mashing IB against the super (as they should be, free meter!) they will get it fairly often, no? Also yeah, she's very very good.

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