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kriaser

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Everything posted by kriaser

  1. Zwei C is the air attack one, which is relatively safe in most situations, but I have seen her poked out of it, most likely due to luck. Zwei C does not combo from 5DD from what I've seen (I would willingly be wrong on this). Only Zwei B does. Also, in regards to Zwei C, it goes a set distance. You can high jump over it, but if you do a normal IAD, I'm pretty sure Zwei C hits them. All in the timing, of course. The push back from Zwei C as usually been seen from barriers and normal blocks. I've yet to see what result of an IB'd Zwei C, which could have devastating results for Lambda.
  2. http://www.youtube.com/watch?v=CsvJns9yU7c&feature=sub#t=2m16s Here ya go, this'll be our official intro :HA: I am mAc Awesome! Prepare to die! :NU: Oh shi-
  3. The 6A > 2147D corner loop seemed kind of pointless to me, but you saying it did 2400 damage after only 2 reps makes me curious. I also haven't seen any videos of this corner loop going past 2 reps. Are the old corner combos gone? I can only assume so since j214D is nerfed on its knock down.
  4. I think 236D places a saw blade roughly 2-3 character lengths out, whereas 236D~C places one at nearly 3/4 screen length. It's like a stationary saw blade that hits for 5 times I think. As for comboing, I'm not sure how it works. I've yet to see any Lambda use saw blade after anything other than a blocked 5DD.
  5. If you're able to notice the break and react accordingly, wouldn't 236C be the best of choices? It is a high launcher and it leads to some pretty dangerous combos.
  6. To add to this, remember block strings. Most Tao's like to start with a low hit, like a 2A. There's usually a 6B mixed in there, but you should be able to react to those kind of hits, and don't try to counter unless you IB'd. Hell, it's usually best to backdash after an IB against Tao, depending what string she's using. Also, this is probably the best fight to get used to using Counter Assaults. Forget using your meter on Distortions, save it and make sure Tao stays off you. Reminder: Stop jumping once Tao has 50 meter.
  7. To change subjects, let's talk about usefulness of 236D and 236D~C since it's now changed. Currently, I often use a 236D after I do an air juggle and end with a j214D. This prevents them from rolling forward and using a DP or something. Would the new 236D still be useful in this sense? Any other tips or advantages to using the new 236D?
  8. Toss your pride aside and win with whatever means possible. It's a tournament. You're playing to win. Sit on a life lead if you have to. Also, why are you even considering that anyone should rush in against Nu/Lambda and risk getting wrecked by swords repeatedly? If anything, I win a large majority of my matches due to opponent stupidity. My Haku is subpar compared to mAc Chaos, but I can still destroy most Nu I encounter online. Why? Because they rush things and expect me to screw up, when instead they screw up and eat a 5k Haku combo.
  9. It's playing smart against Lambda. Since barrier breaking isnt an issue if you can jump over saw blades and 214D swords, you can kill as much time as you want by simply blocking and waiting for a chance to clip damage on Lambda. If you can't break primers with that, and 236C is the only choice, if that's IB'd, they're automatically right by you. Not every match needs to end with one person dead. It's honestly really, really hard to beat a Haku or Tager who knows how to block and sit on a life lead.
  10. who's severin? he must be new here or something
  11. Was there a color sheet of all her new colors? I must find this...
  12. I think all Astrals stayed the same, except for Bang getting naked in his. 5DD > 236A > Astral is probably do-able, just like it is now. Reliable? Probably not. If your 5DD actually landed, I'm not sure if you'd get Purple !! or not still. I know Lambda's 5DD doesn't do a crumble state anymore, so I'm not entirely sure how that's going to work. If Lambda has kept the same Astral properties, then 236A > Astral may be reliable, but at the same time, you'd waste 100 meter and a burst if you whiff or something. There's no Act Parcer in the air. It was a rumor, but 236C is an AA and a rather far push back on block, so it's a pretty safe tool for pressure I assume.
  13. Hm. I just air grabbed Arakune during one of his Dragon dives. I'm going into training to see if I can repeat this. I saved the replay, but I have no way of uploading it *edit*I can't recreate the scenario, but it was a j2B from a pretty high distance and I was just to the side of him. Maybe he wiffed and I caught him on the way down. Shrug. If anyone else wants to attempt to try this, go for it.
  14. I assumed that was a typo and just thought 236 A/B
  15. First comment on Nu's 2C vs Bang's air kicks. It's really a weird set up, and I hope they do have this entirely fixed in CS, but Nu's 2C can hit behind her, but at the same time, it gets stuffed by Bang's air kicks since Bang's hit box on those air attacks are HUGE. See, if you jC straight into Nu's front side, you're likely to get hit by 6A (I think they clash actually...) or 2C. However, if you get the cross up of Bang's jC, Nu is rendered helpless and combo'd. So, it's both an understanding of your positioning (both Nu and Bang) on how to react to Bang's jC. Back to the 5D~C Bang teleport hit, don't make this a habit on your wake ups Tsuuna. I just read that you cannot do it anymore against Lambda in CS. If the person does 5DD, it will stuff your teleport. It's something to do with a change to teleport mechanics, or so severin says. It's a valid move in CT, but since I learned it myself now, I'll probably only 5D > act parcer from now on against wake up Bang.
  16. Are you sure about this? It works just the opposite in CT. I wonder what made them change that.
  17. I fought Tsuuna for the tourney, I thought he did rather well in the match up. The way he describes Nu makes me think I shouldn't of used any melee and just used Drives and run away, if that's what you have so much trouble against =p To comment on the Bang 5D~C teleport, If the Nu player is spamming Ds, you're getting a free hit in. I took this into training after our casual matches, and I couldn't avoid the 5D~C unless I only used 1 5D sword and Act Parcer foward right away. Otherwise I'd always get hit and Bang would be set up at close range. I screwed this up in our tourney matches, which I think led to my loss. All in all, the hate on Nu for being a run away is kind of redundant and misguided. That's how she's designed. It's like us Nu players saying Bang and Tao should only use their projectiles instead of their melee. (This last section wasn't aimed at anyone. Just generally speaking on the design and play style of Nu/Lambda)
  18. I donno. It's always hard to gauge how good a Nu player is. I only consider myself mediocre. I do hate how people's D-cards show like Tager, Jin, or whatever and they try to play Nu against me. The only reason they get any hits on me is simply because I'm against Nu lol. I look forward to using her in CS when I'm going to have to be a lot more mindful of what I'm doing. Back to the uppercut though! Yes, I do see her DP being incredibly useful since it has (what seems) full invincibility like Ragna's uppercut. The recharge on it seemed very slow, unless she can stack 2 charges.

  19. I could see you doing that. I'm sure that's the first thing you're going to be practicing when CS is out. You're just going to fill the screen with black holes.

  20. Sadly, I use this to my advantage frequently in online matches. It really is input lag that gets most people with cross up Act Parcers. Normally, you can poke Nu out of her Act Parcer, but remember she has upper body invincibility during Act Parcer. You have to use a low attack. I'm pretty sure it was upper body... Correct me if I'm wrong. But anyway, the best thing to do against a Act Parcer happy Nu is either to high jump or learn the timing of a poke. If neither of those suit your fancy, you may just want to continue low guarding, since 4B is the only low breaker Nu has at melee range. You should be able to react to the 2nd hit of 4B, so low guarding is generally the safest bet against Act Parcer if you feel unsafe about jumps. Be careful about barrier blocking when you see Act Parcer. You're giving yourself up for a free grab combo. That's my two cents... If anything seems wrong, correct me or debate me. I'll take it into training and try it again.
  21. The Lambda vs Ragna in the first video is pretty horrible. Unless Lambda no longer has the corner combo, she could of won that match incredibly easily. I know you have to be more cautious about using D swords now, but at the same time, they look like they don't even know what they're doing.
  22. So, 214D breaks a point(214D~C was 2?), 236D seems to break a point, and j214D breaks one? That's basically all her specials other than Act Parcers.
  23. Just browsed the 360 gamertag thread, saw you're in STL too. Did you play at any of the Aerial Rave tourneys?

  24. We could never really test to see if you could Act Parcer through projectiles in CT. Since The new Act Parcer is on command, like Ice cars, I wouldn't doubt they work the same as ice cars, in which they could be hit out of them. At the same time, Act Parcer looks faster than Jin's D ice car. I'm not sure if you can react fast enough against that unless you got lucky with it to begin with.
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