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Everything posted by AchedSphinx
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[P4AU] Mitsuru Kirijo Gameplay Discussion
AchedSphinx replied to LegendaryRath's topic in Mitsuru Kirijo
Can someone explain this. http://youtu.be/2jixCRBF4EQ?t=36s The combo is 2B > 2DD > 4B > sweep > droit B > 2A > 2B > bufula C > he probably could have tagged on more. Anyways, I thought Mitsuru couldn't do 2A after droit B. -
I don't really know how constructive criticism works for fighting games. Anyways I'll give it a try! Alright, right here http://youtu.be/9MmsXrQvi9Q?t=14s you're doing a sort of iffy version of a 4B Dia combo. I have that problem as well. Here's the optimal combo for that scenario: [Dia] 4B > 2DD > 22A > 6A > j.C > j.2C > 2DD > 214D > dashing 5C > 2C > 623C > 22A or 236D. The optimal version gives you the advantage. What you're doing is resetting the game back to neutral. You don't want that. Against Terumi you'll need to press your advantage for as long as you can. His health is bad just like Nu's. Okay here, http://youtu.be/9MmsXrQvi9Q?t=19s This combo is another example of you not going into oki but instead resetting to neutral. If you have a wheel starter and are unsure what to do, then just reset back into wheel so that you can keep the advantage. You'll have to extend the combo a bit since 236D has a 80f or so cooldown on it. Something like 2B > 2C > 5C > 3C > 236D should be enough. Alright, http://youtu.be/9MmsXrQvi9Q?t=47s contrary to how it may seem, you don't need to rush in on Terumi like that. He has a lot of things that can beat Nu just running in, like j.2D or something. Since you had him spaced away, you could have done 214B/C and did some drives and inched your way closer. If you elect to do 214D~C be mindful that he can IAD forward and land just above you. So you'll need to either do 6A or 2C to beat him out. http://youtu.be/9MmsXrQvi9Q?t=1m18s It's pretty tough to get out of Terumi's pressure. So what you're going to have to do, or at least familiarize yourself with, is expanding your options a bit. For instance, dashing barrier so that you switch sides if he tries j.2D. That gets you out of the corner, but it's takes practice to get right. You could also try IAD forward. IAD forward is one of Nu's most powerful skills because people are surprised whenever she does it. I would say try poking out with 5A, but I think Nu's 5A whiffs on Terumi. http://youtu.be/9MmsXrQvi9Q?t=1m27s One way to counter Messenga is to always account for it. Safe options would be doing j.2D, and spacing him out. You don't want to do anything really unsafe, like 5D, 4D, 214D, etc, if he has 50 meter. Though, I think you accidentally backdashed there. http://youtu.be/9MmsXrQvi9Q?t=1m41s I don't think it's ever a good idea to run in on Terumi with meter. Messenga is an example of what he can do. But at a distance, Nu can make it whiff more easy. Up close, she can block it, but the move is still -8 on block. Not something she can punish even on IB. Though I suppose if he ends up right in front of her she can do an A or B starter. http://youtu.be/9MmsXrQvi9Q?t=2m47s If you're curious, the optimal combo here would be [Dia] CH 6A > 3C > 22A > 3C > 214B > 66B > 2C > 2147D > 6A > 6C > 236C > 5C > 2C > 623C. An easier version would be [Dia] CH 6A > 66A > 5C > 4B > 2DD > 22A > 6A > j.C > j.2C > 2DD > 623C. http://youtu.be/9MmsXrQvi9Q?t=2m54s And if you're curious about what the optimal punish for this would be... [Dia] 6B > 5C > 3C > 22A > 3C > 214B > 66B > 2C > 2147D > 6A > 6C > 236C > 5C > 2C > 623C > oki Overall, I think you did rather well. If you want to get better, you'll just have to up your reaction speed on things like the optimal punish vs Terumi whiffing a super and for getting out of the corner. Of course, that isn't enough. If you're having trouble escaping Terumi's pressure, my best advice is to save your meter for counter assaults. It's the only defense Nu has basically. Most times, you'll be taking risks escaping any pressure. Even the best Nu players get steamrolled in the corner. Aside from reaction speed, your neutral game and pressure could use some work. You want to aim for getting the opponent in wheel or gravity. Keep the advantage as long as you can and whittle away once you gain a sizable life lead. Anyways, take my advice with a grain of salt. I could be wrong on most of these things, but I hope it helps some. I am by no means a pro Nu player. Best of luck!
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Ah, so I shouldn't get hit? Alright, I'll jot that down.
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GGs swd. You're too good for me. I need more experience versus all those characters you use. Also, I hate mirror match ups. Just throwing that out there.
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Ah, thanks for the write up Toan. I didn't know any of this! I was totally winging it you know. I mean, I spammed wheel oki every chance I got. But still, once mAc starts doing those OD combos, our days will be numbered. @toan, a reason you could be unable to punish his 3C is because you might barrier block it, which makes it -11, and pushes Nu back too far to punish it somehow. I didn't even know the start-up on i3Cwas 8f lol.
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Could be useful!
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Oh, I didn't know you were going for an astral. Though, since I succeeded in doing it, I was certain you'd get the itching for revenge. Also thanks for exposing the Hakumen secrets. Now to put them into practice
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That sucks mAc. There were three pink in that room and I was yellow. Dat intimidation factor.
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I used to play him a lot in CS2. I quit early in Extend for Persona. GGs mAc. I've always wanted to astral you. I also need to work on them dashes, kept messing them up. Also netplay bursts ftw. And, I didn't know that Hakumen's 3C was 8F start-up, guess it was stupid of me to try and catch his landing recovery with 2B. I'm not sure how good the wheel is versus Hakumen, but I used it anyway cuz I like doing it. Oh, and I can't reply to messages up here and play. I turn off my router for better connections.
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Okay, I'll join.
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I haven't played a Hakumen since Day 1. I should search from some Hakumens. I wonder if I can find any.
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My personal favorite is Shadow Teddie. I don't think anyone can top that.
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The max meterless damage you might be able to get with this combo is j.2C > 66B > 236D > 22A > 3C > 214B > 6B > 2C > 2147D > 6A > 6C > 236D > 236C > 5C > 2C > 623C > 22A It does about 4.3k. But you have to use gravity, so it's a good option I would say. @Nedel, you might be ending your hits too early. Max damage I got was 3.6k. Oh yeah, I forgot to mention I tagged 3C at the end. After the 623C. Okay I screwed up that combo a bit. It was supposed to be j.2C > 6B > 5C > 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 623C > 3C > 22A Also, it seems if you don't hit the 236C on the right hit during the wheel, you'll lose a few hundred damage. Okay, I think I discovered the most optimal meterless, gravity-less version. j.2C > 66B > 236D > 22A > 6A > 2C > 2147D > 6A > 6C > 236D > 236C > 5C > 2C > 623C > 3C > 22A It does 4k. This combo isn't that hard to do either. Pretty neat find. Here's another version that got me 3.8k. j.2C > 66B > 5C > 236D > 6A > 6C > 236D > 236C > 5C > 2C > 623C > 3C > 22A Of course tagging on 3C at the end is optional. And here's a pretty good Luna version. [Luna] j.2C > 66B > 5C > 3C > 214B > 6B > 2C > 2147D > 6A > 6C > 236D > 236C > 5C > 2C > 623C > 3C It does about 4.6k
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Yeah, I got a bunch of wins earlier from a few yellows. I'm close!
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GGs to everyone I played. I was so close to orange. Someday it shall be mine!
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Try this. j.2C > 6B > 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 5C > 2C > 623C > 22A. Does 3.6K. You can tweak yours a bit if you're doing the 623C extender. 6B just has a lot more P2 than 3C.
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[P4AU] Mitsuru Kirijo Gameplay Discussion
AchedSphinx replied to LegendaryRath's topic in Mitsuru Kirijo
Oh, haha. I can't believe I missed that. I need to check that thread more. Good looking out Rath. -
I'm a bit iffy on using Dia 3C if we're going for damage. The difference in damage is probably minor though.
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I just assumed X meant 2B to catch them rolling out. My bad.
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The only problem I see is ending with 236C. You'll be pretty close to the opponent when they tech, so they can DP you or something. Though I suppose you could end with 22A > 214A and IAD back, that's a good option. You can probably optimize the combo by adding TK crescent to it. It can be optimized further with gravity. I'm thinking Dia 2B > 6B > 5C > 236D > 6A > 6B > 623C > 2DD > 2147D > 6A > 6C > 236D > 236C could work. I can test it out later if you want.
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[CP] Kokonoe's Makoto-Killing Golden Tager -Glitch
AchedSphinx replied to Verimeloni's topic in BlazBlue Gameplay
That was pretty funny. Good stuff! -
[P4AU] Mitsuru Kirijo Gameplay Discussion
AchedSphinx replied to LegendaryRath's topic in Mitsuru Kirijo
Yeah, I understand what you mean about the short hops. I was checking out the wiki and it said short hop cancels into air normals aren't considered overheads. So maybe that Mitsuru was just testing it out. But, it could be useful if like, she's playing against a Kanji that likes to command throw between gaps in her blockstring. But even that is kinda gimmicky, considering how many dash/backdash cancels she has now. http://youtu.be/_C6-PcnON3M?t=14m44s So, I thought they removed Mitsuru's air unblockable bufudyne. -
You save overdrive for ODc > 632146D Your use of RC could use some work. If you use 632146D as a reversal, you don't need to RC unless they block it. If you're looking for some good use for 236A, try doing 3C > 236A > dashing 4B. You'll cross through and get a cross up overhead. Pretty nifty. Also useful for positioning the opponent in the corner. 5D > 236A > throw also still has its uses. For 236B, try doing 236B > RC > dashing 3C leads to some insane damage and corner carry. Her drive teleports have their uses. A lot of Nu players use them for some shenanigans with 2B or cross up 2B. Pretty useful. Nu's Fatal isn't her punish. 6B is her punish. 5C comes out too slow and leads to the same amount of damage. And yes that safety jump has its uses. Though I tend to just do wheel oki and if they DP they just get hit by that or 6B. No one ever wants to get hit by Nu's 6B while in the corner.
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GGs all. Let's play again soon.
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Her gameplan never changes. Her combos are just different.