Jump to content
Dustloop Forums

kriaser

Members
  • Posts

    215
  • Joined

  • Last visited

Everything posted by kriaser

  1. I saw no videos of it either, but I would guess it's at least normal jumping height on the limitation. Anything to prevent a crouching opponent from getting hit by it.
  2. Can't say I've heard of kara fastfall, unless it's the same as kara throwing.
  3. Litchi isn't really a hard fight for me once I figure how that person likes to set up their corner trap. Most Litchi have only practiced one manner of pushing someone into a corner. Once you know that, avoid it and do everything unthinkable that Nu can do. Like melee. It's hilarious to bait her DP and punish it. When I do a throw combo or a 236D > rapid > air swords, I only do one set of air swords then 214D her. It saves me on fall time so I can run up to her and cross her up on wake up with a IAD jC > sweep. Normally they'll always DP, but it doesn't matter since you're jumping behind her already. Sometimes the DP can clip you though as you're jumping over, but she doesn't have her stick set up by you, so her combo is normally pretty pathetic. It's hard to explain how I fight Litchi without showing it, but I like to go air games with her rather often. If you get good at air throws, Litchi will think twice about going into the air to try to set up her stick. Be very aware of her air attacks. Some Litchi love to always have an attack going in the air. Pick up on this pattern ASAP. Another note. Learn her mix ups. They all have very elaborate animations, so it's pretty easy to block them on reaction. The only reason they work in the corner is because she has one of her DDs going on at the same time to cover her actions.
  4. Well, just like Ice cars, you shouldn't do them randomly. I think B was suppose to be a low hit, C is suppose to be like a fast hit/pressure tool, and A is just a teleport with a long recovery. I may have those mixed up. There was a video of the C version hitting Bang out of the air. Since it was a loctest video, I don't know if that's going to stay or if it's just some kind of weird fluke that occured. With the loss of 2147D for an overhead, I wonder what Lambda's ground game is going to become like.
  5. It's suppose to have a long recovery, basically similar to Akuma's teleport I would guess. Very punishable if predicted.
  6. Well, she still has her original Act Parcer, it just doesn't go through people now. So it's only viable to use while the opponent is jumping. Like Bang for example, he's doing his shenanigans and coming in for the cross up kick. Naw, I'll just Act Parcer A and teleport away from him. I'm sure Act Parcer A is going to prove very useful against Bang, Tao, and Jumper Tagers. Then again, we'll never know until we get our hands on it.
  7. Yeah, I'll toss you a friend invite next time I'm on XBL. I need to learn the Haku match up better than I know it now

  8. Hopefully this isn't double posting... Macs at school are lame. But yeah, it's not a big deal with him avoiding, just kind of a =/ situation since I never get to fight good Haku very oftePr

  9. It's not really a bad thing. I can't blame him if he wants to avoid Nu fights if they're in mass abundance. I just never get really good Hakus very often so when I see a high level Haku I'm all =D then they avoid me and I become D%3Pr

  10. Do you know Slayer Alcurd? or however he's spelled. He's apparently a Haku player on his D-card but he always avoids me. Maybe cause I'm v-13.

  11. So, this is a first for me... Jin just rapid while on his ice car still, and the car continued on and did a low breaker on me, thus making me lose a match. I have no idea what just happened.
  12. Yeah, I should work on that throw > dash combo more, but I've dubbed it useless for online play. Hell, I even miss normal Throw > 5DD etc sometimes due to small spikes of lag. I need to stay offline for a while and just work on refining my combos. Tourney this weekend, I need to break away from online habits.
  13. http://www.youtube.com/watch?v=71fg0wckFno#t=1m3s Is this combo viable to use instead of just Throw > 5DD > 6DD > 2DD > etc? I've practiced it a couple times and used it in fights, but I can't really determine if it's any bit more useful or not. I guess it just comes down to showing off?
  14. I stopped reading about Lambda a long time ago =/ So, there's where I'm behind.
  15. http://www.youtube.com/watch?v=MF8kx1j5tZI Forgive me for being stupid, but this means we don't have to use any form of linking into the new Act Pulsars? We can just do them like an ice car?
  16. I've never really had trouble with Jin unless he somehow got a weird D off on me. Let me explain. He'll do his little attack string, and end with a 5D that doesn't link at all. It's just there to catch you incase you do something. I've been caught by this numerous times even while I'm still blocking. I have gone into training mode to recreate this scenario, but my only guess is I'm somehow pressing 7 or 9 to jump while I'm guarding. So, he's catching me in the start up frames of a jump. Has anyone else had this problem before? I know I'm not letting go of block.
  17. Well he's doing his 6C in a string, so even if I spam out 3C I get hit by his 5B CH > 6C > combo. Even when I did 3C on reaction, I couldn't get it out fast enough. Maybe it's my connection against him or I'm just not reaction fast enough. Bleh, online play. Wish the people in the midwest weren't so scrubby or actualy played something other than Halo. I was using 2D and 6D a lot, more than usual, but he was always just out of angle for it. He does the wall grab very often, which you'd think would land me a easy target, but for whatever reason my 2D and 6Ds wiff. I just need to work on angles I guess. Kind of a pain when you can't see yourself. Also, I meant using 5A and 2A against the 6C. Even at point blank after his little blockstring, I couldn't get those out. But yeah. He's kind of off and on. Some rounds I can get a near perfect, others it's down to the wire, others he just wrecks me.
  18. I just fought him again and he did the loop, although more cautiously. Sweep still gets stuffed. Somehow even 2A and 5A spams get stuffed too, so I guess I just need to block and find an escape route. Unless you know some other tips =/ Barrier the 6C > backdash seems to get me away if I'm not in a corner, but if I am, I'm pretty much screwed for most of the fight. It's seems like there's so many things he's doing unintentionally and it works.
  19. You have to be a certain height in the air to use it. Bacially, it's preventing us from using 2147D as a valid mix up option vs ducking opponents. It'll only be used in air juggles or hitting someone out of the air. EDIT: Also, air Act Pulsar would be neat. Since Act Pulsar is now more of an offensive move, it would be neat to see some new air combos we can use from it.
  20. In the same sense, when you get pulled in from his atomic collider, you can use jC or j2C in some cases for this same effect, except the jC lasts longer than a j2D. Both require timing and knowledge of where you're at. It's still in your favor to avoid high jumps when magnetized. j2D and jC won't clip Tager if you're too high up. Still a good tip to know if you ever end up in an "oh shi~" situation.
  21. I always hated their commentary on that video. Nu bashing at a tourney? Tsk tsk.
  22. Again, look at this in the sense of risk/reward. The risk? You screw up and die. Why die? Cause Tager will end you if you're put into a corner from a CH combo from him. The reward? You maybe got a 6k additional combo on Tager. Nice. For timing to be a factor here, it's not worth the risk. It's reliant on Tager doing a Sledge hammer at a 214D. Most Tager's don't sledge hammer on wake ups. It's pretty stupid and heavily punishable. The only time I use 214D up close is after a 3C > 236D, when I don't have meter to RC. If this is what you're talking about, I'm sorry about the confusion. I still will NEVER do a 214D~C at that close of a range. If he does tech roll foward, you risk a lot.
  23. So, in other words, it's roughly a 50/50 chance for Nu to tack on an extra 3k or so damage vs Tager. That chance is a huge chance to take. If there was a way to perfect this, I could see it working, but it's simply canceled out by Tager doing a normal tech and a normal/barrier block. I get what you're saying though. 214D causes a barrier for the Sledge to break through, whereas you then punish the Sledger with a 2C, 3C or whatever. In my personal opinion, I would still favor a knockdown > gravity well > retreat tactic. Being close to Tager for a 'maybe it'll work' chance is really not something you want to try when you're a glass cannon like Nu. I will look into this though to see if it can be made more practical. I know I've used a full charge 214D at full range, ran along side it and either did a 2147D or a grab, or a sweep, whatever. EDIT: I looked up dotSafety for some youtube videos, found one of you guys fighting. If you have a link to a specific case in which this strat was used, I'd like to see it
  24. Never. Ever. Ever. Do a full charge 214D vs a Tager unless 1) you're full range. 2) He has no spark bolt to use. Sledge hammer beats this, and it's not like it can't be blocked upon normal teching. No Tager does a natural wake up.
  25. I mentioned before in one of my posts about Tager getting a 360B off of me when I act pulsar behind him. This once again happened today while I was messing around with a Tager online. Basically, it only happens if they know you'll Act Pulsar or rush in. Once I changed my game plan to ranged and gravity wells, he'd do command throws when I Act Pulsar backwards, which lead me to free damage. Also, never use D once they tech from a knockdown. Unless you RC from a 214D combo, don't ever D on a Tager knock down unless you're max range and can be ready for an Act Pulsar if he sledge hammers toward you.
×
×
  • Create New...