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Everything posted by Andy6000
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Hm, well, perhaps I'll just try practicing it some time, though I'll still probably just stick with the simpler stuff, since it sets you up for an RC land dash 6C, whereas extensive combos that end with j.DD j.214D don't. And that's the rapid I find myself most often wanting to use. There are advantages to each combo, really, meterless damage, positioning, etc etc. Also, could you try to get an exact damage count for the CH 2C > 6C > Dash > 2DD > Neutral j.C > j.2C > Land > Neutral j.2C (Climbing) > 7j.dd > j.214D combo? That's one that I've never really been able to land, and I'm not currently near a PS3 to attempt it a billion times until I can land it consistently :3 I know the 2C CH 6C 2DD act pulsar 2DD 6C j.2C dj.DD dj.214D can do just barely over 5000 damage, and I'm curious to know which one is better meterless damage :3 EDIT: http://www.youtube.com/watch?v=Gq-gWgoSBo8 - This is the version that I can do pretty consistently, which is 4822 damage perfectly, it's the same combo, but minus the j.C, which is five hits.
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Well, post away if you make it, I'm sure it's of some help to someone, just figured I'd explain why I feel the single videos were more helpful. And I do know that doing them is helpful to yourself, that's why I did them in the first place. Also, it may just be a quirk on my part... But I don't think the j.C j.2C land 2DD link is really easy enough to warrant replacing some of the stuff in the first posts. I have an easier time doing 2DD act pulsar 2DD 6C as an extender, myself, though in a real match I don't do either, since there's a decent chance of dropping the combo trying that sort of fancy thing.
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There's a reason I didn't do that, and it's that there are already combo videos out there with pretty much every combo listed already. I feel it's more beneficial to the learner to simply see each combo by itself, with specific notes stuck with it, rather than all of them in a line, where there wouldn't be enough room to put the notes and description each combo deserves to properly teach someone new. Also, Jem kind of convinced me to do this, but at some point I'm going to redo pretty much every video I put up to get the maximum hit count out of it, to more accurately portray their potential damage.
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Hey and there's always dash 3C 214B :3
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Well, I'd say you need to be a bit more... methodical with your combos. It looks like you dropped a couple because it didn't go the way you thought it would, or you shot the sword too early, etc etc. Still, you pulled off a very pretty CH 2C combo in the second round, with the falling j.2C relaunch :> Oh, and you seemed to almost always do a j.DD combo instead of a more damaging j.2C dj.C etc combo, as well as not really using your meter for anything but legacy edge. Still, you won, and it looked fun.
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No, I can do it (not 100% in a match, but I've been trying for it usually, and practice makes perfect), but what I mean is that no matter how lax the positioning is, it still does REQUIRE positioning, meaning that it's not a global 'no matter what this is 6.3k meterless'. If I was going on everything being positioning required... That 2DD 2147D~C 2DD 6C combo would still probably be more damaging, though I haven't tested this at all.
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That's the point, it's positioning specific, and speaking of positioning... I can't do this, but I'm relatively sure you can use 2DD act pulsar 2DD to move yourself from a corner into hitting them in the corner, making that a 6000+ combo as well. I haven't really experimented enough yet. If you're playing the usual Nu, you're playing defensive, and don't always have the positioning for that combo to work. Though that combo's good regardless, it's roughly 4500 (probably higher) and is a great setup to RC land 6C. And yeah, I don't generally do Tager/Rachel specific stuff (it makes me feel bad, and I feel I do enough damage without that), but there's all sorts of stuff they fall into that makes them very unlucky.
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Ah, I didn't realize you were crouching at the time of that Rachel's combo. Actually, with a tip from Soniti I put together something slightly more effective than the j.2C > land > 2DD thing for CH 2C. I find it easier, but that's kind of up for debate... http://www.youtube.com/watch?v=NptL0f-NzGY - this one, does about 5k if you do it perfectly. You can also replace the act pulsar with 2147D~C if you feel like TKing a Crescent Saber cancel is easier for you than timing the act pulsar (or you're towards a corner...) But yeah, to be honest, I like to keep it much simpler with 2C CHs, and set myself up for a rapid if need be. Stuff like 2C CH > 6C > dash > j.C > j.2C > dj.C > dj.2C > dj.214D lends itself better to RC > land > dash 6C after all, and the easiest one that works with that is just 2C CH > 6C > 2DD > j.2C > dj.C > dj.2C > dj.214D, which is around 4500 damage (only like 300 less than the much harder j.2C land 2DD)
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Maho, it's nice to see someone else is as in love with running at someone and then suddenly IADing back and j.2DD j.214Ding them as I am. Something I've been thinking about with that is if you're close you can just RC the j.214D from that little poke and turn it into 4k+ damage pretty easily. In any case, congratulations on winning (I think?) that tournament. Only mistakes I really saw were the ones you pointed out, as well as not dealing with Rachel's pressure too exquisitely. Jackal managed to land a lot of 3Cs against you, and hit you a lot when you thought you'd stick something in there. Oh right, and in the last round you burst when the Rachel had no wind. She was close to having a bar, but I don't think she could've continued that combo. In any case, what made you play Nu? EDIT: I forgot to mention, I make the same mistakes constantly, trying to stuff a throw in and getting Litchi's CH 5B in response is pretty ridiculously common for me. Or a 2C, or a lot of things when I should just block. EDIT AGAIN: you really were getting greedy with those combos against Litchi... j.2C > land > 2DD is not something I would ever really go for unless it's my only way of linking further. As you demonstrated it will cause you to miss a bit of damage while going for it :<
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It only works against Nu, Tager, Litchi, Taokaka, Ragna, and Bang. Also, HaruShinobi just got that video from Maho (a Tager player who was discussing Nu's overpowered damage with me in a thread in our own forum http://dustloop.com/forums/showpost.php?p=445325&postcount=58 - the quality of the video he linked is better too :>) Also if I remember correctly, you have to have forward momentum on the 6B, so you can't 5B - 6B - 3C or whatever you want for it. And I would remember those six, this property allows you to much more easily land gravity well combos against them, upping the damage you can do meterless off random hits by quite a bit.
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If he's far enough away that I won't get caught rolling by a hell's fang, I'd roll back. That way I can roll, maybe bait the HF, which I could probably IB and punish. That or he just stands there or starts running forward and you've got a little breathing room. If he IS close enough to catch you with the HF... I suppose just neutral recover, block if he tries to come in, get out when you can, etc etc. And always remember that if he likes his 5B 5C 5D(or 214D) pressure, you can just backdash out between the 5C and 5D, and then 5DD act pulsar whatever him (though if he knows you're going to try, he can just HF you and catch you, or just rush you again).
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Huh, I don't know why I didn't think of this earlier, but the CH 2C > 6C > dash j.C link is a bit easier if you're not absolutely pointblank with the 2C. They bounce off the wall faster the farther they are from you, making the dash j.C easier to connect with. Also, delaying the 6C after your 2C helps keep them low so you don't just go under them with your j.C > j.2C. That or just limiting the number of hits in your 2C. I hope to see some people actually using that combo, it makes me happy since it uses zero swords.
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Well uh... yeah. Her normal j.C > j.2C stuff doesn't work later into a combo, you can just tech out between the j.2C > dj.C, or between the dj.2C > dj.214D, or even at the j.C. It's why near the end of combos you see j.DD rather than j.C, even though j.C > j.2C > dj.C > dj.2C hits quite a bit harder than j.DD > dj.DD.
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You keep editing it ;-; Ah well, thanks for transcribing all of those, it's a scary video, though most of them are situational position wise and almost always Tager/Rachel/Bang only. Even going for a 4B is kind of a bad idea in my mind, it's very easy to punish, excepting the 5B > 5C[1] > 4B thing, which as you said, is just NOT going to happen in a real match. Though I suppose all the Tager/Rachel/Bang stuff really does push into your head that it's extremely effective to abuse that on them. combos #7 and #8 are my favorites for this one, I've always wanted an effective AA 2C, I always just fell into the AA 2C > j.C > etc combo.
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Correct me if I'm wrong, since I couldn't quite get this one (failed hard on the j.C > j.2C > 2DD link) in the 15 minutes I've tried, but couldn't you do this off a 2147D CH? I got it as far as I could get the 6C CH combo to go, and I can land a CH 2147D a lot more often than a CH 6C.
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Generic response that probably won't help much: don't be afraid to use counter assault to get him off of you in a block string. Against a good Bang you're probably not going to have a lot of chances to get out, and blowing an attempt can hurt, so if your keepaway game is solid, it won't be all that bad to blow 50% heat on getting him off of you. And... Keep out of corners. Even more generic than the last, but if by chance he manages to get a bumper and you towards the corner, you are in for a world of pressure/hurt.
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Stop spamming. Wait for the sledge hammer, or use j.DD 214D~C instead of 5DD 4DD 236D. j.DD 214D~C will leave you a lot less open, but even then, don't use it unprovoked unless you're far away and not magnetized. Basically if the Tager thinks that he can sledge his way through your attacks, bait it. Spam for a bit, then just wait. Once he does sledge, he has a recovery time, which you can use to stab him with all the swords you want, including 236236D.
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For your question... http://img354.imageshack.us/img354/2948/1240400298435.jpg - the image I ended up using to make an account there. As for playing Nu... Yes, there is a ton of complaining. I think I'm just extremely unlucky, but I generally get avoided in ranked matches at least 6 times before getting to play a laggy flowchart Jin. I haven't played a ranked match against a character other than Jin/Noel/Haku-men in over a week. Still, if you get good, and meet some good players that can get around Nu's easy mode spam playstyle that seems so popular at low levels, you'll have a great time. She's very enjoyable (at least for me) to play.
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Sure sure, though it will sadden me to not be able to beat on generiblackred Jin for all of them. It's helpful to practice all these anyways, the 2147D [RC] specifically was one I had absolutely no experience with and demanded practice. EDIT: actually now that I think about it, I might do some videos for Haku-men too, the combos he has seem like they'd pretty greatly benefit from some specifics on where to jump and when to swing/etc (my brother mains Haku-men and the combos are giving him no end of trouble).
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Alright, I didn't do the advanced throw you added in since it's right at the beginning of the video you linked in good quality, but I revised a few and did the relaunches (they're all just tacked onto beginner anti-air combos relatively near the corner rather than fancy 'how/why did you do that' type combos). Nu Intermediate Antiair 01 - did this one the actual way listed, got like 4700 damage. Nu Intermediate Highlow 03 - did a mildly improved version that did 3746 damage and better illustrates how far out you can do it from the corner (still assuming I'm not missing something obvious and it can somehow be done away from the corner). Nu Advanced Ground 02 - 4691 damage, pretty good, though you obviously have to tailor it a bit per character, such as 3C allowing only like 4 hits on Arakune before 214A stops working (I think that's how it was?) Nu Advanced Relaunch 01 Nu Advanced Relaunch 02 Nu Advanced Relaunch 03 - I probably didn't need to do the jump backwards j.DD jump forward dj.DD, but I tend to do that a lot randomly.
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That works for me, I'll also capture that 3C > 214A combo you put in there, since that's the one I generally use anyways. Though I've got to ask, can you get that to work on the whole cast? I tried a while ago, and could only get that one specifically to work on Bang, Jin, Ragna, Noel, and Tager. Course, I believe the issue was them being too far away for 6A to hit, so it could've just been a problem with me dashing too little when I could've stuffed in more.
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I posted a link to it last page, I'm not so mysterious ;-; Also, I'll probably record anything else added and some of the combos from the later posts since I enjoy playing around with the tuner I got quite a bit. ... Though next time I might take the music off, I'm sure hearing White Requiem endlessly might get a little annoying.
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http://www.youtube.com/view_play_list?p=CA3DFCF4159559C8 - so, not all the combos in the first couple posts had videos, and the ones that did generally had just huge matches with no indication as to where the videos are. So I recorded all of them to the best of my abilities, and put them in separate videos in this playlist. I also put notes on some. The most obvious of which is intermediate throw. I could not get the 6DD in there at all, I don't think it's possible (or maybe just not against Jin). Also I accidentally added a dj.C dj.2C to one of the anti-air combos which added 500 damage... Oh right, I didn't do the relaunches, as I wasn't particularly sure as to how exactly I'd capture in video which ones worked when.
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Hah, I hadn't thought of that for some reason, and here I was thinking Rachel was oddly immune to the angrier mid stage gravity well combos, I guess that just leaves Litchi. Also, I like how Tager is big enough to stuff j.DD j.2DD into the same jump, I feel bad for the guy.
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Ugh, I just wrote this whole damn post and then the forum decides to error it up for a bit and lose it. Anyways, I found a combo off 3C that only works on 5 characters, but does between 4100 and 4500 for no meter. 3C > 214A > [2C > j.C > j.2C]* > j.214D > land > dash > 3C > 214A > 6A > j.DD > j.214D *Keep this short, they need to be stuck in the gravity well so you can dash forward and hit the 3C with them, it's your call on how much time to use here. From the bit of time I've spent on this, it seems to only work on Bang, Jin, Ragna, Noel, and Tager. It seems like it's easiest on Jin and Noel, and hardest on Tager, where my success rate is low enough I don't bother in actual matches. Feel free to correct me on if this works on other characters though, it'd be nice to know. Replacing the 6A with 2DD seemed to be something that worked on Tao, but doesn't work on Jin, so I'm assuming between those two combos you've probably got most the cast covered for huge meterless damage off a sweep. EDIT: whoops, my bad, didn't test this very hard: it works on Nu as well. And I looked around, the two combos do roughly the same damage, though ending in 2DD > j.DD > j.214D is definitely easier (at least against Tager). The only characters neither of them work on is Rachel/Litchi, unless I screwed up pretty royally, so those two get relegated down into ending in 3C > 236D ------------- This part is not tested much. If you land a counter hit or an low anti-air hit with 6C, it wall bounces the enemy, I've been following this up with 6DD or 2DD usually depending on their height, but if they're low enough, you can dash/act pulsar forward and connect a 2C and go into an anti-air combo from this situation. If the 6C connects at a large distance, you can act pulsar as fast as possible to pop up behind them after they've bounced off the wall and 2C them. If they're closer than about one backdash distance, you can seemingly manage to dash forward and time the 2C from the front to catch them. This combo links pretty easily into stuff like j.C j.2C > dj.C dj.2C dj.214D > rapid for pretty decent damage. Only problem I've really run into with it is judging the height of the person you've 2C'd, the higher up they were when the 6C connected, the higher they are for the 2C to connect, which means less hits and a higher opponent, necessitating a super jump to catch up and continue the combo. Note that I've only really tested this much against Jin, I tried it against Carl once or twice, and I can say it works just fine at max range 6C and point blank 6C, but I'm not really sure about in between, and again, it's hard to hit him with the air combo because he's small. That was a long post.