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Everything posted by minlexx
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http://www.twitch.tv/team_exe2/b/513216393 since 1 hour 40 minutes you can find there a bit new Nu-13 gameplay (1.10)
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One of the combos from jp IZ bbs: (probably, corner?) [GA] jC> 5C> 3C> β> Astrea> 2C> 5C> 2C1> 3C> α> 5C> jB> jC> jcJB> JC> Noir> Strike dmg 3977, 4637 with Justice added Looks strange, but if the damage numbers are correct, it seems to be nearly the same as before?
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Some additional info on Nu's 1.10 changes by Maman (ままん) (1st day impressions): AH vertical hitbox height is approximately the same as Cavalier (236C) AH horizontal range is like 6B (whiffs at 3C's range?) he wonders if AH can probably be comboed directly after 4B (lol) he says that Dia Crescent now reaches farther, and something is wrong with Luna crescent hitbox (?) but he is not sure and may be mistaken OD Calamity has recovery increased (?) but can be comboed twice(?) staying away from the opponent and hitting him with sword summoner probably does not cause negative penalty If you are better in Japanese than SoWL, try yourself: @mamamannnnnnnnn https://twitter.com/mamamannnnnnnnn/status/446272046805176320, https://twitter.com/mamamannnnnnnnn/status/446280470708248576, https://twitter.com/mamamannnnnnnnn/status/446284969912979456, https://twitter.com/mamamannnnnnnnn/status/446279406399401984, https://twitter.com/mamamannnnnnnnn/status/446278370943188992, https://twitter.com/mamamannnnnnnnn/status/446282752539635713 I wonder how soon this guy will create a new combo video :D P.S. Up, OD Calamity surely can be comboed twice: http://www.nicovideo.jp/watch/sm23132345 cannot clearly see the damage, seems nearly ~7300
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You just look at this - Nu-13 CMV ~Blade clause~ How to combo after 236b (haven't seen that before) http://www.nicovideo.jp/watch/sm22799143
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Lots of good Nu-13 content on Nico-Nico today: http://www.nicovideo.jp/watch/sm22556817 Yoshiki vs Yutta (Relius) 12:42 http://www.nicovideo.jp/watch/sm22556418 Yoshiki vs ??? various: Noel, Nu-13, Azrael, Jin, Hakumen, Nu-13 19:05 http://www.nicovideo.jp/watch/sm22557035 Yoshiki vs Yutta (Ragna) 16:50 http://www.nicovideo.jp/watch/sm22557942 Yoshiki vs Kaqn (Ragna) 16:59 http://www.nicovideo.jp/watch/sm22556600 Kaqn (Nu-13) (OMG!) vs Yutta (Relius) 21:13 http://www.nicovideo.jp/watch/sm22556753 Megakoiru (?) (Nu-13) vs Yutta (Relius) 11:46
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Very-very strong Nu-13 player here (named Zwei (ツヴァイ), or Black Furnace(?) in D-code) using Yoshiki color (dark, #6) http://www.nicovideo.jp/watch/sm22487292 from 18:06, vs Carl, vs Azrael, vs Hakumen ( lose here :D ) Long time I didn't see something so wonderful Saving for myself on YouTube - http://youtu.be/JkB48e-Wfjc There is only one combo he was dropping, dunno why: [Dia] 3C> FL> 3C> 236B> ~ 6B... where 6B whiffs, why did he do that :/
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2D? :D also useful stuff against Kagura's most popular move they use from fullscreen - https://www.youtube.com/watch?v=IOZraNRjJpU
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Need to improve my game against Terumi - http://www.youtube.com/watch?v=9MmsXrQvi9Q :D any thoughts will be useful (except obvious things like dropped combos) but thoughts about better combos will be very useful I really think his Messenga beats my everything, and he always has meter to do Messenga
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Mix Up Night#15 Grand Finals N男(Rachel) vs GO1(Kokonoe) http://www.nicovideo.jp/watch/sm22367160
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Small addition about Izayoi being in GA mode: her mobility in that mode is limited to hover dashes, or hover dash+air dash combined, or teleports. If she is in GA mode and standing on the ground at mid/far range, 6D beats all of her movement except teleports. Keep an eye at her charges, if she has at least 2 of them - she can teleport behind you. But then it will be her last teleport. If you jump a lot, her D-teleport will be useless. In general, she will want to make her D-teleport safe with sonic saber (projectile). So you can't mash normals to hit Izayoi after teleport (you'll get sonic hit). If you block sonic, then she can safely teleport behind and start mixup. So, if you see incoming sonic, you jump, and sonic whiffs, and teleport is useless. Also about her mixups in GA close range, it is usually 66C - land 2B - 66C - land 2B (overhead-low). OR, 66C - 66C (2 overheads). Also she can bait you jump out attempts in GA by doing hover 66 > air throw. Be aware of it
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Agree, I had a chance to fight good Terumi in EU (GE1?) lobby. He is fast, any whiffed drive and Terumi is near you. His 6C is scary. He can beat charged spike with before startup and probably some other things. 6C CH gives him free corner carry combo and probably 50% heat. Messenga (41236C?) for 50% heat beats everything from Nu at mid/far range. Nu: 214D/214D~C? Terumi: Messenga! Nu: 5D? Terumi: Messenga! If Terumi has 50% heat, this mathcup becomes a real pain. Probably the best stratey is to keep him away as far as possible with gravity (no surprise). I mean, even at mid range he is a threat. If possible, bait his 6C and Messenga (free punish). Looking for good advices about this mathcup, because I don't know how to win Terumi with Nu.
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Normal mode Izayoi At start of the round Nu's backdash beats most of her options (5b>beta(236c), beta(236c), alpha(623b), gamma(236b)) - all except sonic sabre (which will hit Nu in backdash recovery and give Izayoi 2 charges). Jump back attempts are unsafe without air barrier (you can get hit by 623b). Safest way probably is jump back barrier, in worst case you give her only 1 charge. At long range 214d~c id not safe, sonic sabre may be faster than it. Simpe 214d is fine, though, 2 projectiles elminate each other. Not sure if you can just 5D her sonics... 236d goes under them and may hit (like against Jin's ice arrows) except that sonic's recovery is much faster! Need to test that. If you block sonic, you give her 1 charge. Once she gets 4-6 of them, she may go into GA and that may be the end of the round for you. Probably neutral jump to avoid sonic is better than air dash forward j2DD (you may land on her alpha (623b)). Her forward teleport in normal mode is scary too. She can get very close, but even then in normal mode she's not very scary (no overheads). Just break throws and don't silly jump back (you can get hit by alpha, she can bait your jump out attempts, especially in corner). Also she has many frame gaps that catch jump out attempts in strings like 5b>6c>sonic, 5b>beta, 5b>gamma, so don't just hold 7 in block. Backdash may work better there... As I think, it's hard for Izayoi to get charges for GA mode in this matchup, but we can not completely prevent her from it. She most probably *will* get her charges and go ito GA every round. so... About GA mode... 5c can (fatally) hit her silly hover dash~jC towards you from far distance, that's what I've noticed. But in general, once she's in GA (with many charges) - we suck. It's very hard to bait her D-teleports, even if you know the setups for them (example, ground/air sonic > Dteleport). It's hard to hit her by drives and by wheel. You cannot do 214d, especially 214d~c, because she'll teleport behind you. Her mobility in GA (except teleports) is limited to hover dash/air dashes, this may be the key to zone her (again, except teleports!) maybe we should use 6D/2D more? You may not be afraid of getting hit by random sonic any more, since it doesn't give ger more charges in GA That's what I think personally, I still don't know effective strategy to fight against Izayoi so any advices (especially about GA mode) will be helpful!
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Also it's has fatal, as I see Can we get at least some little combo from it? Seems like it send opponent too far away...
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1) what does it mean "high profiles 2A" ..? sorry, I didn't understand also "staggered 2A's" 2) does 6B have some invul/armor to bait 2A mashers or it just has a lot actives/very good hitbox?
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What damage on this?
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6b is a strange move. Where is it useful?
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What about (Dia) 3C> Legacy> Raw Overdrive route? because it's not OD cancel you get long OD duration here...
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totally not easy char, maybe not for beginners ether not sure, I've seen in some videos jp's use "astraea's car" beta~astraea, maybe even early cancel (before actives) as way to approach. instead of hover dash P.S. update, i see Shimotsuki uses high jump / airdash a lot (sometimes with barrier block on landing), also D-Mira. sometimes, 44-66 (hover backdash - air dash) when close to
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Frame data lies somewhere about it. I've seen it, too One thought, maybe frame data for A-teleport as followup is different, ant it's not ~40F, maybe ~25-30F ?? Trickto do 236B > 214A > 2B is to input 2B immediately after teleport as fast as possible. input everything as fast a possible, but you cannot masg 2B it's a link
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throw > astral back throw > astral air throw > astral ... anything ... > 5C > astral very easy
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5B > 2C > 236B > 214A > 2B > 5C > hjc j.B > j.A > j.B > jc j.B > j.C [~3K damage, ?? heat, 2 stars] ^^fixed:) most optimal, in normal mode, probably 5B > 2C > 236B ~ 214A > 2B > 5C > 623B > 214B > 623B (gives 6 stars but 2 DP-inputs hard for me)
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j.DD > j.2DD somtimes whiffs, wtf cannot do aerial, everything has changed so much </butthurt>
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that's true... all I've found out is that you should buffer 22A as soon as possible and don't mash! like (Dia)236D~immediate 22A while wheel is still rolling and didn't hit opp same about (corner)214D-22A. feels like you can buffer 22A earlier than move hits Gets a lot of time to get used to Nu is so hard now
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Any luck with 30th challenge? deal over9000 dmg?
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http://www.nicovideo.jp/watch/sm22093944 ???? vs Kara D (Hakumen)