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Nakkiel

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Everything posted by Nakkiel

  1. CPEX: It's not relatively critical, however I want to note that you should not be using 3C as a combo confirm unless you are Seedless (you should always be confirming in to 214D~C otherwise). The P2 is worse compared to 2C and certain routes are pretty proration sensitive (most notable using j.6D~66~j.B/C routes) and you're losing up to 200-300 damage. It's also worse as a hitconfirm considering 3C is not jump cancelable like 2C is. For j.6D~66~j.B/C, the choice between j.B or j.C is also character-specific. Generally, skinny characters like Noel, Jin or Litchi will require j.B to keep the link stable.
  2. j.623C route off of 623C does end in them full screen though with a 236[D] ender. xx > j.623C > 214A > 2DD > 214D~C > 66A > 6C > 236[D]
  3. There are some videos from EVO 2015. Here is the 1st video of a 3-part casuals video. This includes my 3 matches I played as point for the AR qualifier.
  4. I could try it but I'm pretty sure they will be too high without enough hitstun to link 214A > 2D.
  5. They tech before parser > j.B can connect
  6. Hazama's mid-range is fantastic, no one wants to get CH by 3C :/
  7. 2B > 2C > 214D~C > 214A > CT > 66 6C > 236[D] > 66 j.6DD > 66 Parser > j.B > j.623C > 214A > 2DD > j.DD > j.2DD > j.DD > dj.2DD > dj.6DD/5DD > j.214D 4542 damage/+0 meter
  8. I usually just set gravity under them, reset neutral with 44 Parser/j.214D~C or 214D. I don't think it's worth spending meter if you can't confirm in to 236D~C if they aren't within kill range.
  9. What you listed still won't work, because you are not returning to a neutral state in your underlined portion. Same problem as before.
  10. I'm not sure where you learned that route from, lol. You can not gatling her Drive that many times. You have 4 gatlings, not counting followup drives. You need to return to neutral or RC to get restore gatling options, Gravity Well cancels do not reset them. So your combo is this: 236[D] > 2DD (1st set) > 5D (2nd) > 6D (3rd) > 2DD (empty) > 236D > 214A > 5D (does not work) Use this to practice corner 236D instead: xxx > 214D~C > 214A > 5C > 6C > 214D > 5DD > 2DD > 236D > 214A > 6DD > 2DD
  11. You can give up 2 points of damage and get the j.623C route if you optimize for it. Can't finish the combo quick enough to have j.214D knock down, they tech before ground, otherwise would be past 4900 (4852) 6B > 2C > 214D~C > 214A > 5C > 6C > 236[D] > 669 j.6DD > 66 j.C > j.623C > 214x > 2DD > j.DD > j.2DD > j.DD > dj.2DD > j.6DD > j.214D
  12. You mean 623C? v-13 does not have a 236[C] attack. If the character is dropping out of 66 j.C, you are either dashing too late or hitting j.C too late. You may also be attempting it when the combo is too prorated already. The benefit is higher damage than the 236D~C combo.
  13. No, air Calamity Sword does not retain the invuln and even if it did, using it in the method you described is pointless. There is jump startup in the game that you can be hit out of so it would no longer serve the purpose as a reversal. You're better off using the 50 meter to Counter Assault or since you have time to tiger knee something, simply jump out of the pressure instead. v-13 doesn't typically need to bother baiting and against smarter opponents, it's impossible. 236D~C > 214A is a free burst, as is bursting the startup of 214D. Her neutral is fearsome and a lot of routes are burst safe (full drive enders, namely)
  14. It's still 1-11, same as before. The startup is 10+1 so it can trade.
  15. It was changed to remove a reversal option at close range, If you want an invulnerable reversal, you now must use OD + Super to have it hit close enough. It is still invincible normally though, so at certain ranges/setups it still has a use.
  16. Once you understand the timing, it's a lot easier than it seems. You don't even need to launch with 3C to connect, 2C is fine. xx > 2C/3C > 214D~C > 214A > CT Basically what needs to happen is to have 214A come out near instantaneously when 214D~C connects. I mentioned earlier that there is a small period of time on 214D startup before you can input C to get short Spike. During this delay, you can start the 214 for Gravity Seed which will help you get it out fast enough. There is also a small delay after 214A before you are able to input CT.
  17. You can indeed do double Calamity Sword combos (poke's post has the correct 'route'), although overall the net gain is not too much higher than doing an optimized BnB with a super ender, generally an increase of 500 damage or so from double super. Squeezing out all the possible damage makes it hard to land double super and there are character specific delays to make sure they are at the correct height. I don't think it is too useful because of that.
  18. You will find yourself bursting way more often than you use OD as a reversal. OD > Super can be beaten by every character in the game, whereas there are spots in combos where bursting is guaranteed. As was mentioned already, it creates space for v-13. Most common spot to burst is a high damage combo or a combo that will carry you to the corner with knockdown.
  19. Most likely that is what it means, it could also refer to a loss of hitstun vs a grounded opponent. Which kind of sucks because you did indeed use it to hitconfirm things like 4D vs characters who had things like OD > super punishes. Oh well.
  20. Yoshiki also beats Yutta more often than he loses. Not sure what else to tell you, you just seem to want to complain about Ragna.
  21. Ragna matchup is not unfavorable and is slightly in Nu's favor. His neutral hitbox is large (he is easy to zone), his pressure has multiple answers that Nu has access to (OD super, pressure resets with jumps are easy to anti air with 6A, dashing out of the corner or 623C, usage of fuzzy jump, barrier and IB barrier) and he is nowhere near as mobile as Nu can be. His largest threat is footsie range of 5B/5C and you can definitely play around it, Nu has multiple options outside of Drive to contest characters within attack range. Carnage Scissors is also not some unstoppable force, stop using long startup/easy to react to specials and drives when he has 50 meter. Hakumen can do literally the same thing (and can ACTUALLY kill you in one combo) and that's still an awful matchup for him. And I hate to say it but the JP MU database is irrelevant, the only v-13s currently worth watching are Gentarou and Yoshiki. Here, watch him 5-3 a Ragna.
  22. It looked like Gravity Seed recharge may have been slightly nerfed, just from a visual observation.
  23. Hello, please stop cluttering threads with off-subject talk. Thanks.
  24. You can't use 214D~C until v-13's hand has touched the ground, or around there. If you input it before then it won't come out.
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