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Everything posted by AchedSphinx
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Yes, she can do 2147D (that's the actual notation btw, j.214D would be much too slow lol). It's mostly done in the corner while the opponent is stuck in the wheel. 2147D > RC > 5DD > 2DD > 6C > 236D > 236C > 5C > 2C > 623C > reset into oki. Does about 4k damage.
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1. Her zoning in Luna is slightly different than her zoning in Dia. The only thing missing is 214D~C to cover the ground more effectively. Even still, without 214D~C, zoning becomes a lot more difficult. If you're really into zoning as Luna in neutral, you will have to be confident in your neutral game since you can't keep them away as easily as Dia mode can. Also, gravity has a longer cooldown in Luna mode, and she can't do D follow ups on block. Stuff to be aware of. 2. She still has 3C > 214C > 236C, but the combo is somewhat different. 3C > 214C > dashing 6DD > 2DD > CT > 236C > dashing 5C > 2C > 623C. 3. 623C is meant to either provide oki from her various hit confirms, or extend certain combos. 90% of the time, it's used as an ender for Luna combos. There's a lot of untech time after it and it puts the opponent in a knockdown state. 4. There's no need to do RC after 214D. For instance, you can do 214D > 2DD > 4B > stuff, if you want to. Nu can't toss out RC all willy-nilly, she needs that meter for counter assaults because she's screwed in the defense department. When they were handing out DPs at the ASW headquarters, Nu got stuck in the metal detector, the only thing left were swords so she took all of them. Anyways, if you're curious, I have a list of combos that can be done from 214D that are viable, useful, and can help you control the match. 5. 2C isn't that good as it used to be. You'll be using 6A mostly. 6A is probably better in general because it can lead to bigger damage plus oki even if she's in Dia mode.
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The real thing I hope happens is you can play the unlimited characters in P4U2.
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[P4AU] Mitsuru Kirijo Gameplay Discussion
AchedSphinx replied to LegendaryRath's topic in Mitsuru Kirijo
[corner] Sweep > SB droit > 2B > bufula D > 4B > AoA~D > B droit did 4.2k DIE-chan did it in this vid http://www.nicovideo.jp/watch/sm22400125 @8:00 mark 2B > 2DD > 4B > 2B > bufula D > 5B > sweep > bufula C > sweep > droit B did 3.1k @9:00 mark Some random stuff, but it seems they buffed the damage of Mitsuru's 5B. Does about 100 more damage. And her bufula D is fast enough for DIE-chan to just use it in blockstrings to reset pressure. Oh, and I saw a Mitsuru do short hop during her autocombo. Like short hop > j.A. Could be useful. It's in the same vid I believe. -
GGs all. Sorry about the lagginess Surf.
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Ah yes, that sig is from a year ago, when I was super hyped for Izayoi. Never got around to changing it. Nu takes up too much of my time to focus on another character right now.
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Oh, I didn't know it was you I played. Small world! Anyways, I didn't know Izayoi so I was really confused. Not many people play her it seems.
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I played my first Izayoi today. Didn't know what I was doing. The Izayoi knew combos and stuff. Somehow I derped some wins Not sure, but uhh, is randomly jumping at neutral a good tactic vs Izayoi? Cuz I kinda did that and it kinda worked. ****noe.
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GGs Yatsuki and that Carl I played. I seem to be running into a lot of Tsubakis lately. The curse of errol follows me still.
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You could always do the thing people did in P4A vs Yosuke. If he gets caught with air throw, he's not very good. If he doesn't get caught with air throw, he's good and you're kinda screwed. Use mashing as your gauge to tell if the Valk is good or not. Moral of the story: if you play against a good Valk, you're screwed.
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He's talking about ground wolf 5C. There's a gap in that a lot of people can capitalize on if he goes from wolf 5C > wj.A if you instant block the w5C there's a 2 or 3F gap to mash something out. But, that really only works on Valks who don't brake and go all over the place expecting you to mash out a quick jab. I'm not convinced its an effective strategy to use against a good Valk, but it's there to be used and people do make mistakes sometimes.
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If you haven't already, check out some Nu videos. Seeing it in action will help much more than my words ever can. Here's a video with a bunch of Nu matches featuring Protos. It should give you some insight. http://www.youtube.com/watch?v=n3lbkX-LCaI
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GGs Shylink. I think you're the only person I've played today. Good jokes Eevee. Also, good response GreekAngel, quite manly of you to not leave Eevee in such a dire moment. Fun times indeed.
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[P4AU] Mitsuru Kirijo Gameplay Discussion
AchedSphinx replied to LegendaryRath's topic in Mitsuru Kirijo
Some of his tech was pretty stellar. I wonder some of the stuff he does is actually legit. Like normal into D bufula. Maybe that's something he uses specifically against Yukiko, because I didn't see him use it much afterwards. All those dash cancels though. So many. Mitsuru is looking really scary and probably has a stronger pressure game than she did in P4A. Though I guess he can't do some of that stuff, since Mitsuru's auto-combo is different than S.Mitsuru. I still enjoyed what I saw. S.Mitsuru rampage combo was quite fun to watch. But Chie's is just crazy. -
Well... I typically get that reversal when I want a burst, I get OD, and I'm like, "Why not?" I'm actually pretty curious if this is a valid netplay tactic but, have you ever considered dashing up on someone during their wake-up and doing OD > Astral? Or OD > one of those 9k challenge mode combos, I think swd's combo works well here. It's something I've thought about, but it just seems too silly and unnecessarily flashy.
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It doesn't work like that. Randomly going into Luna during a match usually ends up badly if you're not confident in your zoning. If you want big combos, you will need to work on mode change combos, so that you can end them in Luna 623C and then place down oki. From there you can do big damage. Most of Nu's hit-confirms can lead into mode change for Luna 623C ender. Here are some random combos from hit's you probably aren't confirming into Luna 623C [Dia] 214D~C > 6DD > delay 2DD > 4DD > 22A > 2DD > 4B > dashing 2DD > 623C [Dia] 6DD > delay 2DD > 4DD > 22A > 2DD > 623C [Dia] air hit 5DD > 4DD > 22A > 2DD > 4B > dashing 2DD > 623C These combos aren't that easy to pull off, you will need to be able to account for positioning, and sometimes you may need to use 6D instead of 2D to make the combo work. Also, these combos aren't exactly necessary to be good with Nu. They're just added ammo for the repertoire. You can still mode change with her easier stuff, like 2B or 4B or ground throw. Long story short, it's usually not a good idea to be in Luna at neutral unless you're confident in your zoning. If you're not confident, stick to Dia. There are no rules on how to play Nu. I've seen Protos (the current best Nu right now) stick to Dia for entire matches. Don't let it get to you. Being in Dia mode for an entire match is not bad. Nu's gameplan is typically defensive. She whittles her opponents down and force them to make mistakes. It's how you capitalize on those mistakes that matters.
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I guess I'll get on. I haven't played this game in weeks.
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Ah, you're right. I must be misremembering things. For what it's worth, his 6C would have to be within 2-3 character spaces (a little further out from round start positions) otherwise the first hit will whiff. Though I don't know the active frames between his first and second hit.
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It would have to be near point blank. His 6C has 13 frames start up and Nu's Dia 236D is negative 18 on block. Though Nu can avoid getting punished if she cancels into 22A. Dia 236D > 22A is negative 5 on block, negative 10 if she decides to block. So he can't punish her if he does 6C after she does Dia 236D. If he instant blocks Dia 236D, she can still block it I believe.
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Kokonoe unescapable corner unblockable for a part of the cast
AchedSphinx replied to (SWE)KGB's topic in BlazBlue Gameplay
Makoto's Space Counter/parry doesn't catch unblockable attacks. -
Kokonoe unescapable corner unblockable for a part of the cast
AchedSphinx replied to (SWE)KGB's topic in BlazBlue Gameplay
It would be possible if Nu's Act Parser had invul start-up, she would be able to pass right on through. But yeah, we're eating unblockables for days. -
Interesting find, you can follow up 236B after a fatal without switching modes. So something like [Luna][corner] FC 5C > 236B > dashing 3C > 214B > 6B > 2C > 2147D > 6A > 6C > 236D > 236C > 5C > 2C > 623C. Does about 5.5k damage. Also for those trying to recreate the old Lambda 5DD > 236B > RC > 5DD combos, here's a better version of that. [Luna] 5DD > 236B > RC > dashing 3C > 214B > dashing 6B > 2C > 2147D > 6A > 6C > 236C > dashing 5C > 2C > 623C. Does about 4.5k damage and it has insane corner carry. Thanks to the spin state of 236B, Nu can dash up for a bit before doing 3C, giving her a lot more carry with this combo. In most instances, regardless of where Nu does it from they'll hit the corner. But if Nu has her back to the corner, the opponent will neutral tech at the opposite corner. Also, something else of note. 236B > dashing 2A > 3C is possible, but you can't do much else after 3C aside from dropping the wheel. So I guess it's something to think about if you want to stay in Luna after doing 5DD > 236B and go straight into oki.
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[P4AU] Mitsuru Kirijo Gameplay Discussion
AchedSphinx replied to LegendaryRath's topic in Mitsuru Kirijo
I don't mind more options honestly. Mitsuru is still plenty dangerous. I will be looking forward to the coming weeks to see how much she evolves. I'm keeping tabs on DIE-Chan, his Mitsuru is looking good. -
The practicality of the first combo is sort of iffy. You're using gravity and meter to get pretty average damage, plus the opponent will tech in neutral state after the 236C. Though if you're close to the corner, it's okay then. A better version of that combo, since you want to use gravity, would be [Dia] 4B > 2DD > 22A > 3C > 214B > dashing 6B > 2C > 2147D > 6A > 6C > 236C > dashing 5C > 2C > 623C. This combo doesn't always work, midscreen to corner only. An alternate version to get oki would be [Dia] 4B > 2DD > 22A > 3C > 214B > dashing 6B > 2C > 2147D > 6A > 5C > 623C. Your second combo is okay, just change the ender to 5C > 2C > 623C. 623C is an important ender for combos, so try to work it in whenever you can. Remember, ending combos with Luna j.214D doesn't put them in a knockdown state, so the opponent can easily tech and IAD to catch you doing something.
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I should try that out then since I have trouble with her when she gets a fireball out.