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kriaser

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Everything posted by kriaser

  1. You have to admit though, that Hazama looked pretty anti-Lambda. Unless it's just one of those cases where you've never fought someone good with a character you thought was crappy.
  2. I don't think you're going by what we were saying. Sure, you could prolly 720 after a 5DD, and if we Act Parcer, we'd get caught. Maybe. Have to try it out in training. But what we were going by is that if Nu 2C Tager, we can cancel into a Act Parcer forward or backward, which would prevent getting hit by a 360 or a 720.
  3. My bad. I'm scared to give Tager any chances though. Ninja 720s can be a pain =(

  4. Looked like 236C > dash 6C > dash 2DD > 6C dash 2DD > 2147D Looks like it's a combo to push someone into the corner. I wonder if he could of continued it instead of ending at a 2147D. Anyone know if 2147D > RC > stuff still works?
  5. Are you trying to counter everything he does? If so, stop it. Learn Ragna's attack patterns and mix ups. If you know how to IB, use that to your advantage and counter then. Otherwise, work with barrier blocking and when to backdash. Ragna is one of the fights where you need to know how to bait and use other attacks that aren't C or D buttons. It's nearly impossible for me to describe how to fight Ragna with all the If/Then situations. If you think your defense is lacking, it is. Nu's range and ability to punish can make you feel too comfortable with her. Maybe spend time with another character for a while? Get comfortable with being up close and knowing how to block mix ups. One tip I will always stress, is that at any time you end a combo with a j214D/2147D, throw out a 236D. Ragna has a very loving DP that he would like to share with you if you're in tech roll foward range. The 236D will deny him that, and also prevent him from attempting to roll forward.
  6. Did you try recording 2C > 6C or 2C > 3C? All in all, I guess it's in our best interest to hit confirm the 2C before continuing the combo. If it's blocked, Act Parcer backward. Maybe I'm just bad with Tager, but I couldn't 360 anything if I had Nu do the 2C > 3C or even 2C > 6C if I canceled the 2C fast enough. Basically, if I only let the 2C do 2 to 4 hits and went into the other, Tager gets countered or drops his guard. EDIT: after testing more with easy specials on this time, Tager can do it no matter when Nu ends the 2C. It just depends how good the Tager is.
  7. The gravity well, if placed properly, can buy us time to position ourselves and get a moment to think. Tager and Haku are incredibly relentless with their damage, so sometimes we need a breather to think how to approach you next. You're good at blocking, so in your case, a gravity well followed by 5DD > 4DD is kind of like "Okay? I'll just get more stars from insta-blocks." I do fight you differently than I would in ranked though. No chance in hell would I go IAD > jB > jC > 2C > etc in a ranked or tourney match against a Haku who knows how to counter. I've been trying to perfect that since jC is a low guard breaker, kind of giving me my own Jin Copter.
  8. Most of which need a corner or a RC, but yeah. Those do help quite a bit once they're set up. 5k off a 2D is that 2DD > neutral j2C > land 2DD > etc? It's one I couldn't get the hang of very well. Thanks for reminding me about that though.
  9. In most of my gameplay I use the annoyance factor a lot. I make people come to me, so I use a lot of 6D and 2D combos. I also use 6A > 2C a lot when people are careless about their jump ins. When I'm on aggressive mode, I like to stick to mixing up BnB 5DD > 4DD > a number of things. You can Act Parcer > throw/4B/Sweep/2147D. These are all range specific, so be aware of that. 5DD > 4DD > 2147D to crush low guarding 5DD > 236D to hit low when they're expecting 4Ds Other that, my air game consists of adapting to how the opponent fights in the air. If they do a lot of empty jump ins, you can easily Air grab > RC > 6C > etc. In my opinion, Nu isn't so much about having high damaging BnB, but knowing how your opponent is going to react. Mentally damaging your opponent creates many more options for you to attack with. It can turn them reckless and make it only easier for you to counter them.
  10. I've used that combo before. It's really not any bit more damaging than doing 5DD > 6DD > 2DD. If anything, it's for annoyance to make your opponent hate you for using more swords. It's only useful when you Throw > 5DD > 2DD > *SLIGHT pause* 6C > 6DD (depending your opponent) > 2DD > jDD > jDD > 214D. This one I think it upwards to 4k damage, whereas the one you listed I think is a straight 3333.
  11. Hard to say. You may be able to 236D > RC still for a more damaging combo than using the Super. The damage scaling may have made the Super not as good as before, or maybe it's better. Lots of testing to be had. I'm sure we'll see things popping up sooner or later to tell us the damage.
  12. Yeah, I don't know how easy or hard it is to IB zwei attacks though. It's obviously harder than IBing ice cars. But zwei C still has it's push back. I still think it's safe enough to prevent a command throw.
  13. This sounds pretty safe really, since zwei C will push you out of range of a command throw, I believe. Just be ready to block a sledge perhaps.
  14. If Haku DD counters from any projectile, you're not stuck. You can high jump out of it. Just time it properly.
  15. She's.... beautiful
  16. I thought her 2D was still jump cancelable, so you could still do the whole 5DD > 6DD > 2DD > etc air juggle. If not, oh well. We're gaining a neat AA ice car. Wonder how easy it'll be to IB though?
  17. New discovery! Tager can 360A if your 2C is blocked and you go for a 6C. Not Sure why I thought doing a 6C was a good idea, but I did it and took the damage.
  18. We don't (shooting myself in the foot while saying this...) But we're also losing a bit of mobility in CS, but we're gaining it back in offense.
  19. After a throw, you can work on 5DD > 2DD > 6C > 2DD > neutral j2C > j214D. Or if you spaced it properly, you can continue from the neutral j2C > jC > j2C > 214D or j2C > 7 jump > j2DD > J214D. I think that combo is around 3.8 to 4k, depending how many of your jC swords clip the opponent. It's better than 3.3k for sure. If you hit them from a full screen 214D~C spike chaser, I'm curious on what they're doing... But in the case that you did hit them and you're too far to do a full combo, at least attempt to hit them with 6DD > 2DD, just don't jump in and risk being too close for comfort (depending the opponent). Just about any time you hit someone with a 2DD at a low height, you can do the previously said throw combo. It may need slight alterations, but it should work. I may need editing from one of the better Nu players here, I'm typing this in a hurry so I won't be late for work
  20. Yeah, mAc Chaos plays turtlage against Nu. It's a solid play style for Haku against Nu, since it dulls your awareness of how fast he really is. As for tips, just plow into him with swords and gravity wells. You'll either force him to attack due to the libra near breaking, or he'll come at you on his own accord, in which you should be watching for. If he's the standing turtle, be careful about his DD Counter. If he's a jumping turtle, I practiced timing 4DD > Act Parcer > 2C > jC > etc. Don't use this until you're used to pegging jumping opponents with 4D. I use this against a lot of Noels too. Keep in mind your recovery time from a wiffed 4D. NEVER do this twice in a row. Another tip is to use 5DD > 236D. It kind of screws with their mind on your mix up game since you didn't throw out 4Ds. As always, don't be predictable. Use 214D~C if he's at full range, run along side the horizontal swords and use a 2147D if he low guards or a sweep if he's high guarding. Don't try to 2C his IAD jC. Backdash when you see it, and react accordingly. Haku's jC is powerful and beats out Nu's 2C AND it clashes with 6A, which only puts Haku at an advantage since he's next to you and recovering faster than you. I guess that's good enough for now..?
  21. Yeah, I had to go because I had work to get to. I was online to help a friend try to learn Haku better. He used to play Jin and is now trying Haku out. Go ahead and stomp on Nu's dead body, Lambda is where it's at now. You kind of deserve it when you can make a huge comeback on your last slither of health.

  22. 4B > RC > do whatever, is always an option. It's been risky to 4B people to begin with, may as well adapt to new things. Nu has always been pretty reliant on punishes and CH, it's not always in your best interest to be aggressive and trying to mix up the opponent at every given chance. Another option is 2147D~C > grab/sweep, if you do it close up.
  23. http://www.youtube.com/watch?v=Fwp5ZlUo7-s#t=3m5s I found where the height restriction is on the 2147D. I'm assuming this is when it was applied, since it looks like Nu had to jump higher to be able to use it. It still doesn't look like it'll hit a crouching opponent who isn't as large as Tager.
  24. Haha, no problem. I have a general idea on where I was screwing up most of the time. I picked up my Haku sub on a more serious note now, so I'm getting a better feel for how the Haku match goes. In the same manner on how I approach Tager, I just have to use my IAD jB > jC > land 2C > act parcer backward/forward. Normally, you can't Counter the 2C, and the timing for the IAD jB is almost impossible to counter since it's as fast as a Chuck Norris roundhouse, so the follow up 6C or 3C is where the counter will be at, which can be baited and thrown or punished by Act Parcer > sword combos. However, this is removed in BB2, so I kind of want to work on new approaches just to have more tools in my belt. Like Batman.

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