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Daramue

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Everything posted by Daramue

  1. How exactly do you guys handle your opponent blocking your drives when playing in Luna mode? The way I play Nu/lambda is that after using a drive move, if I notice the opponent is blocking, I change my focus to attempting to break their guard. I don't typically anticipate whether they will block before I use 5D (as in dia mode I can gatling it into 5DD and then into 4DD or skip the latter and use 236D, 214D, etc.). However, anticipating seems to be a necessity when playing Luna mode as you don't necessarily have enough time to react, given 5DD is not an option on block. In other words, if I am playing in Luna mode and my opponent blocks 5D, I have to anticipate they will block before even using my 5D and follow up with either a mode change or act parser A or B. Is this how I should be handling Luna's drives? I just wanted to know if there is a better way. Looking over the frame data (assuming luna and dia share the same properties aside from damage on their 5D), shouldn't 5D also be jump cancellable? I'm not sure why I've never tried that, I guess you could always jump-backdash out of it on block.
  2. Is it 3pm western time or eastern? Sorry if that's a dumb question, just not sure. Sent from my SM-N900V using Tapatalk
  3. Nu players typically have a penchant for projectiles and "control" issues over neutral, koko fits the bill. If we can't completely control neutral we aren't having fun. Lol.
  4. I can confirm that j.2C works wonders against Tao. I've had great success shutting down most rushdown/drive approaches with it (Obviously, don't get too predictable and use it every single time you jump in the air). The real battle begins once you are under pressure from Tao and trying to poke out. Yikes. That's been covered enough in this thread though.
  5. Zeal, I played in your room yesterday; your jin is mean. Despite having played at anime conventions freeplay, I've never played online before CP so I was nervous as hell. But damn did I have fun. It was a humbling but fun experience.
  6. Much appreciated. I took this advice along with my use of 5A to escape pressure (plus SEVERAL counter assaults in the corner) and I can say it went a lot better. Sickle storm was quite useful for at least making makoto think before blindly approaching me, if nothing else. My corner problems came with the end of her combos; she would shoot out that neutral lightning orb thing and as I was teching, I would block it and sometimes eat an overhead. As the matches wore on I got wise to these antics and as a result I'd say I feel much stronger against Makoto now.
  7. I don't think I utilized 214D enough during the matchup. So it's the same way you'd handle most rushdown characters. I appreciate the advice. Strangely, I've had an easier time keeping Terumi and Azrael out than Makoto..for some reason. I'm gonna give it another go tonight.
  8. Does anybody have any input on this match-up? Played against a Mokoto yesterday that wrecked me pretty bad. Getting out of the corner (as with most other pressure characters) seems impossible without counter assault/burst/5a spamming (and 236A if in Luna mode). Once Makoto got me in the corner it was bad. After she was finished with her combo dealing something like 3k, she would shoot out that electric orb that would require me to block as soon as I tech'd. From there on it was trying to block her mixup which I didn't really successfully do even once. Even at neutral I wasn't sure how to handle her as I've really never played one before; she was so quick that 5D or 6D seemed risky (and was the few times I tried it). Any advice on this one?
  9. Maybe I'm not the best person to answer this but I really feel like she hasn't changed all that much. It's likely your corner combos will be a little different in CP. Some other changes include that you can no long 63214C off of your overhead, you'd need to do Overhead -> 6C -> 63214C, which actually does more damage. Compared to some of my other characters, I feel she hasn't changed much at all. I don't really know how to utilize her new tools, however.
  10. As do I! I've never felt inhibited or held back by my pad at all. I'm never fighting it and movement comes very natural.
  11. I completely understand how many are frusterated at how much playing Nu (previously lambda) has changed in this game, but personally I am having a blast. While I do miss Lambda, I got to a point where I felt it was hard for me to mix things up; I felt I would always devolve into the same combo's and set-ups and for simply the sake of variety, I would try to spice it up once in a while. I always enjoyed playing lambda but I welcome this change even if it comes at the cost of a difficulty curve. Mode changing mid combo is insanely satisfying (albeit hard to time). Even something as simple as (Luna)5DD - 236B - 22A - 5DD - 4DD - 236D is insanely fun. I'm aware it's not recommended but I've had pretty decent success running Luna mode at neutral; anytime I have a combo that end in 236B like in Extend I can prolong by tacking on a phase shift, 5DD, 4DD, and 236D (And even more if they are in the corner). There's probably better ways to capitalize on this but I'm still learning. In Luna mode there's always the oki games with 236D as well which I enjoy (No cancelling 2147D in Luna anymore, though!). It's been a blast learning how to use all these tools and in the end, I feel like our play in general will improve once we master it. The entry curve has definitely gotten steeper. EDIT: I also wanted to add I've had no trouble with 22A on a pad (Using the commander 3 pro). I never feel inhibited in movement on it and throughout the years I've never been able to use a stick efficiently.
  12. Kokonoe is surprisingly fast; I would have expected her to be much slower. I haven't developed anything really that advanced. For a bnb I've just been doing 5b - 2b - 5C - 3C - 236A for about 2300 damage. I feel it's decent. I've yet to take full advantage of gravity or figure out how to use her black-hole super properly.
  13. Does either Dia or Luna forms retain j. 2C gatling into ground 2C / 5C as it does for lambda in all incarnations of CS? (Alternatively, gatling from 2C to 5C to 6C?) CT Nu did not have the former gatlings, although I am not sure about the latter.
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