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Everything posted by severin
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None of the wheels combo from anything as far as I know. (maybe a CH 5D?) As far as my impressions of the character (I'd take these all with a grain of salt, wednesday was my first time playing CS), well, all I can say, is that the subtle changes are going to take a lot of getting used to. In my case, it was a lot of the movement nerfs that got me. With her slower airdash, shorter backdash, and what seems to me like a slower forward dash acceleration, I'm going to more or less relearn my movement game with her, not to mention the lack of JC-able 5D. Also, raw 2C as a poke is gone. It still works as an anti-air of sorts, but 2C j.C j.2C etc now does around 1500 or so, and with a similar speed (perhaps slower) to 6a, I see no real reason to use it as an anti-air, though it can still probably catch jump-outs. Few quick notes on combos: 2DD > 6C > Dash > 2DD > j.C > j.2C > 2DD > j.DD > j.2DD > j.214D still works. Does around 2800 236C on counterhit combos into 2DD > 6C > dash etc. Didn't get damage figures for that though. Mike mentioned something about being able to combo into itself on CH, but didn't get a chance to test that. 5D pickup after a corner j.214D feels pretty spacing specific. I'm sure there'll be plenty of near corner fun discovered. The reversal field combos I've tried have all done around 1.7 - 1.8k. Mind you, I haven't seen much in the way of videos, so I was trying things like: 214A > 2DD > 2147D > Land > 5DD > 2DD > 6C > Dash > 2DD > j.DD > j.2DD > j.214D Throw > Dash > 6B > 5C(n) > 6C > 2DD > j.DD > j.2DD > j.214D does around 2400 if I recall correctly. I need to compare this to dash 6A > 6C I didn't manage to land the corner throw > (6a > 2147D)xN loop, but I see this as potentially pretty decent damage, as only two reps did 2400 or so. I'll probably play a bit more mid-week.
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GG's to all last night. This... is going to take some getting used to. Alo, methinks I left my black fuzzy sweatshirt thing.
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On crouch only.
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Fun fact: I'll probably have a combo list and partial guide for CS up later tonight.
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HINT: I AM A NU PLAYER. also caps
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It has blue swords, not white. This will not do.
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Hey. Hey. Guess what. There's a rule. It's called: Nu players aren't allowed to fucking complain about anything in CS. ... Yeah
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What is it with mediocre nu players taking 3rd at majors anyways. Oh right. It's nu.
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Yep, that's the GT I have access to (key word, have access) 214D is never a good idea up close (though I'm still kinda surprised at how many people don't punish me when I mess up 2147D~C and get a charged spike strip instead). At mid-max range, I often hit/trade with it. Its vertical range also helps with non air-dash approaches. Also mind the fact that if he's in range, hakumen can counter your 214D for super combo funtime. I just about facepalmed after dashing behind my 214D~C at pulsr, only to eat a 6D.
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I really don't see the point of them anyways. Yes it buys time, but at the same time, hakumen has time to sit there and built meter. Which he's going to be doing for most of the match anyways. The thing I must stress most of all though in this matchup. Just... be patient, and stop backdashing. Impatience will get you a counter to the face, or a 6a to the face, or a 6b to the face. You will cry. Also use more 214D at max range instead of 5D. If hakumen hits you with a j.C it'll trade with the 214D, usually in your favor.
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I think it's a change to teleport mechanics in general, similar to how act pulsar A doesn't go through opponents/projectiles. Also, I should probably start compiling combos.
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Fixd I probably shouldn't be the one answering this, but it's near UCLA.
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I'm not quite sure why any of this is an issue to begin with. With nu, it's possible to flowchart even the best tagers to death at fullscreen, and at melee range, you should be only really looking to get to a jump cancellable move as fast as possible and get out of there, without spark bolt, tager can't really do anything to punish an escape like that.
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Right, I wanted to test the previous point a bit. Training dummy set to dash 3C, then hold up. Tager instant-blocks 3C, nu jumps away from 360a Tager instant-blocks 3C, nu gets grabbed by 360b and 720c
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1: Top tier bitch with the swords 2: Mike Z 3: Other top tier bitch with the goth stuff
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Unlimited Nu, like unlimited Rachel, should just be her CT version.
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2DD > 6C > Dash > 2DD > j.C > j.2C > land 2DD > j.2C > j.DD > 214D Usual 2C RC combo is along the lines of 2C > 6C > 236D > RC > Short Dash 6C > Dash > 2DD > 6C > Dash > 2DD > j.2C > j.DD > j.214D for about 5400-5800
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Though having 4k-5k on a throw, 2.5-4.5k off of a far 5D,4.5-5k on a low that beats a lot, 5-6.5k off of sagat's crouching-fierce-that-is-also-an-anti-air, and 5k off of a 2D tends to help.
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kay!
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In terms of throw combos, you can't end with j.2C > j.C > j.2C > j.214D. Ending with a sword juggle or j.2C > j.DD > j.214D (meterless, on non rachel/tager/bang). In terms of a low 2DD, you should be doing either 2DD > 6C > neutral j.C > j.2C > land > 2DD > j.2C > j.DD > j.214D or 2DD > 6C > Dash > 2DD > 6C > 2DD > j.2C > j.DD > j.214D My usual spike chaser combo (like anyone gets hit with spike chaser) is: 214D > Dash > 2DD > 6C > neutral j.C > j.2C > land > 2DD > j.2C > j.DD > j.214D
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Carl and litchi both have moves that drop them vertically. In Carl's case, it's his j.2C, in Litchi's, it's her j.2D[m]. If you kara cancel them to an airthrow while air dashing, you retain your airdash momentum while rapidly falling to the ground. The trajectory is often perfect for dodging Nu's 6D and 2D, but is really vulnerable to 2C if baited.