Jump to content
Dustloop Forums

kriaser

Members
  • Posts

    215
  • Joined

  • Last visited

Everything posted by kriaser

  1. Yeah, at any time when I can air tech, it's best to not approach me without a very solid air move, which Haku lacks for the most part. Maybe a jA would work, but it's hard to say. Countering only has like 3 active frames right? It's not easy to be used to it. See if you can do some normal punishes like a 2A or 2B after blocking something.

  2. You're asking the wrong thread to be looking for a Noel...
  3. I signed up for that tourney you posted on the XBL thread. Guess I better get back into practice!

  4. If I could "not mess up" on any of my fights, I would be the god of all fighting games. That's the purpose of mix ups though, to make the other person screw up. Any single mess up = massive damage in BB, if your opponent knows how to capitalize on their hit. As I do agree with Arcade, this is also one of my most aggressive fights. Just because I make distance doesn't mean I'm letting up on my attacks. I like to save my melee tricks against Noel, so they're in a way conditioned to expect me to only be using ranged and AA.
  5. There are some characters you just don't want to get close to on a frequent basic. Noel is one of them. Upon a knockdown, you want to create distance, not stay in it. It's much easier to counter her as she's trying to get in on you than it is to play wake up games with her. If you really want to get in on Noel on a frequent basis, you need to know your mix up game very very well. Not only that but you have to know her mix up game just as well. Some of Noel's drives have invincibility, which can make a wake up game a pain in the ass. You can take 3 combos from a good Noel and she's a character that can set up a 3.5k combo from borderline nothing. Also, since Noel is a small hit box, several mix up options don't even work on her. In a lot of cases 4B can be pushed too far away and whiff completely or the 2nd hit will whiff. If she's too close from a 2C > 3C > saw blade, the saw blade will whiff. One thing of advice would be to use TK sabers a lot in this fight. If you can time it properly on one of her approaches, you can get a good CH combo in.
  6. 2C only beats out Bang's jC if the jC is heavily predicted and in poor timing. Otherwise 2C loses to jC. Nu's 2C has no invicibility and has a long start up. In a fast paced game with a good (hint hint: "good") Bang, Nu will not be able to properly AA a jC that was done at the right height and proper approach. The best defense is either block and backdash or try to work with 2D or 6A. This discussion has been done about a million times. I'm not sure why I'm even posting about it again when we went over this a month ago. And even beyond that.
  7. 6D? 2D? But since you don't want to use swords, you only have 6A and 2C. Then again, I'm not sure what you're looking for. Those 4 moves are Nu's only AA attacks. 6A has upper body invincibility, learn the timing to use it properly.
  8. I always thought that grabbing on wake ups was not in your favor since the person who isn't knockdown has frame advantage. Like, if I did a 3C or 2C, and you woke up and grabbed, you'd get CH. But instead you actually grabbed me half the time which rarely has ever happened. Weird stuff. I'll just have to watch out for it on my wake ups.

  9. When you got 1 counter from a 4DD I said "Yep, that's enough of that". I kept trying to do act parcers because I'm trying to work on my melee more often than ranged. I hate being a turtle with the best zoner in the game, so I decided I'd start picking up a melee heavy style that would turtle after I had a strong life lead.

  10. You played more "stay on the ground and wait for him to come to me" which I had to adapt to. Normally you rush at me in a lot of situations but I didn't give you the 4D to counter, which may of been why. To be honest though, I got tired of getting countered a lot, so I just went grab happy mode. I wasn't too fond of Haku being able to grab me your own wake ups though. I would start up a 2C and Id get grabbed. Im not entirely sure on the mechanics of that but it certainly made me facepalm. Same with the Tager fights. I've never seen 360B reach that far and I guess I was mistiming my 2Cs on Axis, because you can clip him with 2C if he backdash. Its just a slight delay. I thought I was doing horrible for a while there. For my normal routine being an aggressive Nu, I couldn't get in and do melee for crap against you in a lot of cases until you started to hesitate on counters. You finally got the timing down for beating out my jB with a counter though. I used to always get you with that

  11. My mic port is jacked up on my arc stick, so I just said screw it and played some Massive Attack and muted my xbox. I'll be talking back once I get my TE stick for christmas. Until then, no mic =p I tried to use counters, but I failed. Axis is hard to predict with his attacks. My Haku is still terrible with pressure. Something to work on.

  12. Get to work on that! It's only going to become 90% easier for you when CS comes =p

  13. It's tight on timing. Make sure you know how to do quick spacer dashes, which is essentially just pressing 66 without holding it down at all. Also, I believe it's a 2DD CH combo, not a normal combo. Most people jumping at you will be using a jC or jB of sorts, which is why it would normally CH.
  14. Pulsar is easy to beat. Press A a few times and you have a c-c-c-combo breaker!!!!111
  15. Oh, yeah, I wasn't meaning us in general, just overall a statement that it's hard to gauge another Nu player when we play Nu ourselves against them. ie: Mirror match. I normally try my Haku out against online Nu players. It's amazing how simple it is to get in on them and do massive damage. Although, amazingly people still get 2C against my jC somehow. I need to learn that spacing better. I'm still having trouble with 6A in a lot of situations. Against Tao, it's no problem now, but Jin or Ragna? Terrible for me. I may as well backdash or block. I do agree that Lambda seems more pressure oriented now, which is why I'm glad I made the switch to aggressive Nu also. Although, I do love using melee against Tager just because it irritates them so much.
  16. It's hard to say that in our stand point really. Nu mirror matches show no real skill of the Nu players. It's mostly just a guess and shoot a sword fight. If you have two aggressive Nu's who use melee more than D swords, it's actually a really fun fight that involves a lot of quick thinking. But that's a rare occurrence in the online world. After turning into aggressive mode as Nu, it's hard to go back to pure zoning. Her rush down game is fast and very solid.
  17. No that's what I mean. You don't want to be forced into a pattern of attacks. They expect you to 2DD, so they will block. When they land, they will be near you. In your dead zone. Where you want them to not be. But granted, yes, if they do somehow jump over a 214D, your best option is a 2DD > 6DD > Parcer A or B and apply a mix up option. Or 2DD > Parcer C since they'll still be in the air. This pattern gets incredibly predictable, which is why I stress to not get into this situation. It's not a very safe situation, mostly depending how they jumped. If they used their IAD to get over the spikes, you're perfectly fine, apply pressure since they won't be able to get in fully. If they just high jumped and you started throw swords out, they still have an IAD waiting for you to throw out swords and then they'll dash in, possibly before you can recover safely to attempt a 6A. I'm just going by what my current style is and what I've seen a lot of Lambda's put themselves into.
  18. Using 214D is really kind of a bad idea in this sense. They will jump over it and they will gain ground against you. You should only use 214D as a pressure tool, such as when you have them pinned by saw blades or they got knocked down. Anything that would prevent them from being able to jump over 214D is when you should use it. Unless it's Tager at full screen, don't use 214D thinking it's a pressure tool. You're losing ground and zoning by doing that.
  19. The new one I believe is full body since it acts just like a DP. It's still punishable on block, like any DP, that's why it's only used against slow attacks, like Bang's 5C or Nu's 6C, a Tager Sledge mayhaps.
  20. I've been picking up a lot of 2B > 6B > 5C > 4B types of tricks when they block. I tend to only do this when I have 50 meter so I can rapid the 4B if shit hits the fan, but it's been working as a decent pressure string, also making people go "wtf" when I counter them on their wake ups. It still baffles me why people try to counter on their wakeups when they don't have a DP. And even then, it baffles me how easy it is to bait DPs. I don't think the jump cancel part is going to effect our game as much as we're thinking it will. Not being able to jump off a 4D holds little merit to my style. You can still jump off a 2DD, so it's not like we really lost anything of huge value, just a 5DD > 4DD > j2DD > 2147D, and that IAD jB combo off a 5DD. Both of those weren't really used that frequently anyway. EDIT: reminds me, Arc, since you like TK sabers a lot, one video showed Lambda doing a 236D saw blade, TK saber overhead > 5DD > 6DD > 2DD > etc. So, instead of burning 50 meter to continue that TK, you can just do it automatically now. Spacing may be weird or something, but you can do it.
  21. It wasn't a very good loop. After the 6C wall bounce, they teched and the swords wiffed. Maybe it's a tighter timing, but it seems like a waste of meter.
  22. Well, that's certainly weird. Either way, it didn't seem like you could capitalize damage like you could with 6B > 5C > 6C.
  23. From my judgement, a lot of people are going to fall for Act Parcer C. I don't see many players online doing barrier blocking in the air. I haven't seen many people do it at the tournaments I've been too either. But they'll have to adapt to survive at all. That last video of kaqn was neat. He's been applying all the new tricks and doing ones of his own. After a Parcer B hit, he'd use saw blades to keep them pinned. Which reminds me, we have more options for mix up while they are pinned by the saw blade. 4D swords if they continue to block low, same with TK saber, and if they block high, Parcer B again for the same set up. Of course, it's a guessing game.
  24. It's counter mechanics mixed with crumble stuns. It occurs frequently against Jins, in my experience and I absolutely hate it. Even though we trade hits, Jin is still able to recover and continue a CH combo. I've had the same thing happen from Rachel though, which is even more annoying because she leads to a 5k combo. But yeah, it's not a glitch. Don't try to recreate it, because you're trying to match up active frames on an impossible level. It just happens.
  25. Too much Tager talk in my Lambda forum. I said it myself, theorycrafting can only go so far until we get our hands on the game and can actually test all these specifics. Tager had the short end of the stick for the longest time and people have held out this well with him. Now it's our turn as Nu players, to be ready for our "nerf" and to face it head strong and still pull out on top. To change subjects though, I see a lot of 5DD > 6DD > 2DD > TK 2147D > 5DD etc, and the combo doesn't turn blue but other times they can tech out of it. I never noticed a rapid on this, so can anyone confirm on this combo if it's just specific spacing or really a RC?
×
×
  • Create New...