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Speakeasy

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Everything posted by Speakeasy

  1. GGs to BadAtMeltan and xtanukix. We had some great matches last night. Sent from my XT1080 using Tapatalk
  2. When I play with someone that skips the intros and think "I should message him asking him not to skip the intros for connection's sake." And then I lose and can't do it because it'll just make me look salty. Sent from my XT1080 using Tapatalk
  3. I watched the trailer and I still don't know how Rise's going to play. :s Sent from my XT1080 using Tapatalk
  4. Those are way, way better than my current "end everything with sickle oki" strategy. Why does Kokonoe have her own combo? Is her hitbox that different? Sent from my XT1080 using Tapatalk
  5. I think we only have 6A and yolo 4B for anti-air now. :c Speaking of 4B, is it good or bad that it's only one hit now? I liked two-hit 4B but I like the new one as well. Sent from my XT1080 using Tapatalk
  6. I'm curious to see how she's going to play. Sent from my XT1080 using Tapatalk
  7. I love playing a patient game where I can use long range to stuff out the opponent's approach and control the pace of the match while I get up to hijinks and go to town on turtlers, so Nu is perfect for me. Sent from my XT1080 using Tapatalk
  8. Do you mean Nu-13 or Mu-12? :s I hate it when there's a random lag spike that eats my ender. Sent from my XT1080 using Tapatalk
  9. I haven't really ever been hit out of Parser 4B because so many people respect/whiff grabs, but I'll have to look out for it. Is it worth it to TK214D instead of 4B for another overhead if you're too far away or find someone that tries to poke out? Sent from my XT1080 using Tapatalk
  10. Parsers are crazy unsafe, but that's why you have to master spacing. Sent from my XT1080 using Tapatalk
  11. I find that properly-spaced Dia Parser 4B works more often than not, as long as it's part of a varied mixup, because people tend to try to grab when they see a 66 Parser. If they block low or try to grab, they lose and you can get some good damage in. On the subject of throws, though, I would try to use them sparingly. If you aren't doing obvious throw setups (236236D and purple grab, for example), you'll have better luck. If somebody respects you a lot within dashing distance, you could try running right up and grabbing them to catch them off guard. I don't use TK214D because I have trouble spacing it, but it used to be pretty popular in Extend. I haven't seen enough Nu matches to know if Saber feints are still a big part of Nu's game, but I certainly wouldn't discount it. Mess around with it yourself to see if it works for you. Sent from my XT1080 using Tapatalk
  12. That suffering makes me hurt inside. If her counter was her taunt, it'd at least be funny. Sent from my XT1080 using Tapatalk
  13. I'm going to post my personal gameplan for Nu. It'll be in really broad terms, and I have trouble wording things like this properly (see my posts in the matchup threads for proof of that), but I'd appreciate feedback on it too. I have no idea what to mention, so I'll just try to mention everything. Here goes! What I do depends quite a bit on the matchup, but stuffing out the enemy's approaches and employing Nu's great tools for mixup/mindgames to get in while playing patiently get me far. For example, with Terumi, I like to use Dia gravity and charged Sickle Chasers because what's he going to do about it other than block and wait? Against someone like Rachel, I have to be extremely careful and make sure I don't give her any space for her setups and shenanigans. Nu's the kind of character that, once you start respecting her stuff, she goes to town on you, so getting momentum early on will seriously help you put the enemy in the ground. On the flipside, she has almost no defensive options, so you can't be reckless and you have to polish up your blocking/punishing skills to have a chance of getting out. If the enemy is trying to stay away from me, I generally try to outzone them if they're someone that doesn't have great setups to force an opening. Mostly with drive attacks, but something really slow and punishable can be hit with a Luna 236C for Crazy Damage. If you get a D attack blocked in Dia, you can 66 Parser in for mixup/pressure/crossup, but you have to know your spacing perfectly and be very careful to not get grabbed/counterhit the moment you teleport. If the enemy is rushing me down, I try to stuff out their approach with drives or anti-airs. If those aren't an option, I see no shame in backdashing or IADing away as long as I'm mindful of where I am and what that particular character's options against me are. However, there are times when you can't afford to give up ground or you'd be better off meeting the enemy instead of trying to space yourself out. You'll find those situations in time. Some good moves to use in 66 Parser mixup are 2B(low), 4B(overhead), 2C(air-unblockable), grab(...grab), and 445D(catches grab attempts). All of those minus 445D are pretty good moves you'll find yourself using pretty often outside of mixup as well. 6A is a good anti-air move and 2C isn't bad, but it's not the godsend it used to be. Your drive moves are obviously great for zoning and stuffing approaches. 4D is an overhead, but it's extremely slow and hits from behind, so the enemy can just run forward and avoid it to punish you for free. Dia 214D is good for oki, and it has its uses in neutral, but as with many other things I've mentioned, you have to be mindful with it. Luna 214D has much shorter range, so I almost never use it on its own in neutral, but it's great for damage in combos. Luna 236D is a great way to force block after a knockdown and leads to some of the strongest pressure you'll be able to pull out, since you have all the time in the world to safely do a low, overhead, crush trigger, or even tick throw if you've got the guts. Dia 236D is a low hit, so it's good for long-ranged mixup, but it's only one hit so you won't really be able to get up to any wackadoo hijinks with it. This makes me dislike it. That's a short outline of the things I think are important to Nu. It's by no means a complete overview and probably not even a passable one, but I hope it helps.
  14. I just thought of a question. Izayoi is the prototype for the Murakumo Units, right? It's capable of killing an Observer, so it makes its wielder a very legitimate threat to the likes of Rachel. The only reason that Jin survives its finishing blow is because he has the Power of Order. So do the Murakumo units have this ability too? It's never really mentioned. I want to assume they do, because Nu plays such a big role and Kokonoe brought back Lambda to fight Terumi in CS, but it could just be that the Murakumo units are mad OP. After all, I don't think we see Ragna actually beat Nu until the very end of CP's story. I posted this here instead of the speculation/theories thread because I've only played Extend and Chronophantasma, so for all I know this was brought up and answered in Calamity Trigger or Continuum Shift at some point. Doesn't really seem speculation-y to me.
  15. Do the DLC characters' challenges count toward the 500 challenges trophy?
  16. I.... may have forgotten about that. Oops!
  17. You're better off just respecting the frog in most cases. If you try to jump out, Rachel can wind over and tag you with an air-unblockable for a free combo. If you don't block immediately after jumping or you IAD, you can get tagged with a lightning rod. If you have balls of steel, you can maybe try 5D>66 Parser to get away from the frog, but you'll probably get caught more than you get away. Don't try to use Dia 236D to break the frog, because it can be punished. I've had some luck catching Rachel when she summons the frog with 5DD, but it requires either a perfect prediction or Rachel to have no setups at all out for it to even pretend to be safe. In corner pressure, don't try to grab out in the gaps. Rachel's almost always spaced just far enough for it to whiff and you to eat a combo. You have to just have excellent blocking skills and beat her out somewhere, I guess. Anybody have tips for getting out of the corner? Sent from my XT1080 using Tapatalk
  18. Why are double downs so damn rare? I've seen two players with no health left trade hits on two distortions and one person traded hits faster than the other or something and took the round. What? Sent from my XT1080 using Tapatalk
  19. I think I have a simple, situational Overdrive combo. Would someone mind running it and seeing if it can be made more optimal? Sorry if there are any formatting mistakes and for the incomplete info on heat gain. You do this in midscreen, closer to the enemy's corner. If you space yourself perfectly with the dash, it won't bluebeat, but there's a chance it will otherwise. 50% health OD, [Dia]: 236C CH>66>5C>6C>5DD>6DD>2DD>jc>jDD>j2DD>djc>jDD>j2DD>j631246D (6190, ??/50) 236C is a painfully poor thing to get a counter hit with, but if you do....
  20. I've heard that the patch is hitting in May, around the release of Vita CP. However, I don't think I heard it from ArcSys themselves, so take it with a grain of salt. Sent from my XT1080 using Tapatalk
  21. It's not only the 22A I have to mash, it's the move after. Do I just need to do 22A>move as quickly as humanly possible or something? Nu has some instances of weird timings in her combos so I'm always unsure of timing issues.
  22. Any tips on 22A combos? Those mode changes are crazy hard for me to time and keep the combo going. For example, in 2B>3C>22A>6A>4B>2DD>stuff, I have to resort to just mashing the hell out of A after I put in the 22 as early as possible during 3C's animation. Is there a more reliable/classy way to mode change during combos?
  23. I play in English. I don't get what people have against the dub, except for a few characters, such as Sena. Luna's worse than in Extend but she's still pretty good. Sena, though... My itemless neutral has always revolved around getting a knockdown - any knockdown - and getting an item in the free time. I'd rather get pitiful damage on a lucky shot than have to make do without an item.
  24. So there's some way to force Luna's voice every time, right? I dislike Sena's voice enough that I don't want to play her if I'm gonna keep getting Sena. Also I love mami wallstick. Sent from my XT1080 using Tapatalk
  25. So Kokonoe plays like Rachel? I'm not sure I understand what her game plan is. For example, at the start of a round, would it be smart to super jump away and deploy a graviton/fireball or try to score a knockdown and get some oki started? As a general guideline, how should I be playing (aggressively, patiently, etc)? Sent from my XT1080 using Tapatalk
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