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SyncNatsyu

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Everything posted by SyncNatsyu

  1. Might be that I'm used to fighting him in cp but I've treated fighting az like he's a mobile tager with threatening pressure(by that I mean while nu tries to avoid getting caught in the first place, az is one of the ones you really dont want to be on you compared to some other MUs). IAD back at round start then the worse i think they can do is gustaf or dash in which means they do get pressure(though iirc gustaf doesn't catch your IAD back but he'll be really close to you) other than the usual risks of 5/6d round start I like trying to catch certain moves with 3c then making space when they trip. Though Az has several moves that cause 3c to whiff either because he's in the air during a move or he steps back. Dash up 2b works if you know they are gonna watch what you do first. Getting him off you once he's in is a different thing altogether, better off respecting what they go for till you see an opening to backdash(or with amazing reads, call out an empty dash crossup with a forward dash of your own) or poke out a slow move with 5a. parser is nice to create space or escape once you manage a gatling into it. only half a penny, im sure someone else can give better details
  2. Its been awhile since I've seen our frame data charts but does j.calamity have the same invul? Due to the spacing ground calamity has I tend to TK it(usually tked it before in previous versions too cause j.calamity had more dmg but now they are the same). The dead spot ground calamity has though is fun to use to punish certain attacks. while i'm asking things do you guys/gals burst bait or let them burst and reset to neutral since we have the advantage at that range anyway? I typically don't bait them unless im going to be bursted into the corner.
  3. Regardless Im still worried that nu seems to be getting hit in everything she can do(playing nu no matter what though). Umm when it says no pierceing dmg, is that no more chip dmg? loss of D hit confirm staggers(though i think staggering D's for pressure works only cant hit confirm, anyone know this?)
  4. 5dd>4dd>5dd>4dd? I heard it can't at least according to the translated notes in the news forum. not sure if its only on hit or they reduced our reps back to 3. so 5dd>4dd>5dd works additional links apparently doesnt
  5. I agree, Izayoi with charges is difficult from having to call out teleports or anti airing. Bang has so many options against our zoning I feel like i'm unsafe even when comboing him. Other than them I think tao and Valk still have an advantage vs nu though that might only be me. (I fear not having chaser vs them...) Edit: oh wasnt there a time when our CA hit crouching opponents(cse, cp?)? Could of sworn we could hit tao crouching in one of the patches.
  6. Yup its frame data, negative being the blocker is capable of moving before the attacker recovers. I've always found the 2A in 2C>2]B[>2A to be easy to connect except from an A starter(in which case 2C is difficult without delay j.B). I've finally started ending my combos midway and going for oki when I know 2c or 2a won't continue the combo. I need to learn more 'bout our blockstrings, like what happened above. Is that the "piano" thing? , [C] > 2]B[ > > 5A > 2]C[ > [C] > 5A > 2]B[ > etc.? EDIT: Also I have trouble getting the timing down for 5]x[
  7. So I've seen how to deal with hilda once we get in on her but how 'bout advancing closer when we get caught in her blockstrings? Down spike is negative I get that but what options do we have to advance towards her 'safely' afterwards? either I think I'm not as safe as I am after a down spike or I'm advancing wrong. 66C>CS/CMico gives us nice movement but I can't help but feel unsafe when trying it... I have yet to try this(or see it, I can't find many Vati vs Hill vids)but is our air mobility options viable as a way to get in?
  8. Ahh I see thankies. I play nu/lambchops in bb so whenever I play a new zoning char(or failing that, someone with enough projectiles) I default to my mind set on "don't let them ever touch me." while I learn more 'bout how the char plays. I have to disagree too that Vatista can only be played on stick. I use pad(by which I mean I don't ever touch the actual D-pad outside 22 inputs) with my buttons on A=x, B=[], C=r1
  9. I see thanks a bunch for the help. I can do delay j.B>ADive now but I don't have much use for it yet till I learn her other routes. Currently I'm working on advancing my mix-up and blockstring stuff.(reverse beating 5/2A sometimes fails for me, might need a new controller been using this one for years ><)I also need to use crystals more.... Out of curiosity, I've searched through the Vatista MU thread abit, but whats the take on which MUs are better for our zoning vs keeping close range pressure? I keep second guessing myself every now and again thinking: "maybe I should go in.....nvm"
  10. Hiya, I have a few questions on some of her combos/moves. I've been practicing this combo: stuff>2c>5c>J>JC>ADive>2[C]>]B[>stuff; and I can do most of it, however I'm having trouble making the 2C in ADive>2C connect consistently. Any tips or queues I can use to help with the timing? Second, is the 5C>delayJ>delay ADive routes. I get that most of the [7,8,or 9] charge comes from holding up during the 5C startup but is the delay J timing strict in that its literally a few frames before they can tech? or am I waiting too long? Same goes for following up with the ADive(might help if I knew the exact frame charge count). I have other questions but I'll try to solve those over time. Granted its only been a few days since the NA release but still...
  11. Any thoughts on a super jump/double jump happy adachi who stops way above you using j.c(i think its j.c, the m.izanagi claw swipe) and j.d? My reaction is too simply dash through away, but I feel like punishing it. j.c has a big vertical hitbox. Edit: oh this is assuming they got there one way or another, our 5b usually stops it 'less they get high enough or react too late.
  12. What exactly do we have to get Sho off us? As soon as i'm touched by his j.b i'm locked down(either that or im not getting marie's neutral game). Oddly enough, I can handle Minazuki easier.
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