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kriaser

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Everything posted by kriaser

  1. Yeah I didn't put my tag up for a while, morely just forgot about it. I've tried a 3C before against his 6C, I guess I just missed the timing and took a hit and never tried it again. I'll keep it in mind. The Tao I was refering to was hearld o headys (if I spelled it right). Thanks for the tip. I really wish there were more Tao and Litchi fights. Those are always my rusty ones.
  2. There's a Tao I've only been able to beat maybe twice out of the million matches we've had over XBL. He's completely random with her, so it's hard to time out a 6A or 2Cs. I tried the barrier > backdash to get out of pressure, but it doesn't seem to work with this guys loop. He does some A B B stuff or whatever, then he always uses 6C if he sees you barriering. I can predict he'll do this, but backdash doesn't recover fast enough. I eat a 6C and the following combo. If I don't get caught in this pressure string, I can bring him down to the wire, in which he usually gets the win. Any tips for this situation? I'm not sure his exact combo string he's doing, but he stops it once Barrier pushes him away and does a full (or so) charged 6C to hit my dash. I also cannot jump during this string without risking the hits either. edit: Just watched your replay vs XDest, Arcade Fire. I have a better idea of how to fight Tao from that. It's a lot of running around, which is what I'm screwing up on. It's either my arcade stick or I'm just out of practice from needing to excessively dash everywhere and all that fun stuff. I'll have to see about a new stick sometime, for testing purposes.
  3. I agree, my Nu is nothing like that. I'm just bored, reviewing matches inbetween this lecture. Saw this and I was like "wat?" Thus my curiousity sparked. Thanks for clearing this up though.
  4. Here's the link of the video http://www.youtube.com/watch?v=W32mw7emhbg But yeah, that's exactly what I thought was weird. Risking a 2A on that, but it worked twice early in the video. I assumed the Ragna was just of 'meh' quality, but I wasn't sure.
  5. I just watched a video of a Nu using 2A > sweep combo after a regluar blocked 236A from Ragna. Is this really safe? I have a tendency to use 2B right away, so maybe that's why I fail on this. I'm in a class right now, otherwise I'd of gone into training mode and posted results.
  6. Act Pulsar isnt exactly a teleport, just like how it wont go through Tager when he's doing sledge hammer. I'm sure a D sword would work just the same and hit someone out of Act Pulsar if you can time it properly. In the same sense, it may just be better to do a sweep or 2C > combo if they're using Act Pulsar at a range that wont reach your opposite side.
  7. When I play against ranged Nu's I like to ignore the use of 5D. You know the range of all your D spams, so use that to your advantage. I tend to get full screen, when I see them throw a 5D, I toss out 4D D > Act pulsar > throw or whatever combo suits your fancy. It'll catch them every so often. Even if they tech the throw, you're still too close for them to D spam. If you haven't played as any other character vs Nu, you have to learn safe jump ins against a spamming Nu. Any jump you perform, you have to block right away while you're in the air. After you block a 6D or 2D in air, you can still dash and get closer. I do this with Haku all the time on super jumps. In short, when I'm against another Nu, I play the waiting game.
  8. I was morely just trying to get used to using 6A more often. I've neglected its use for a long while. I also expected him to be spamming A attacks, which my 6A would let him wiff and mine hit. But yeah, from then on I only did 'safe' act pulsar, which would put me at least within D spam range if I went behind him.
  9. Not too long ago, I did bad Act Pulsar and got 360 thrown for the lose. I ended up behind the Tager, so I was completely confused how he even managed to 360 throw that when I was starting a 6A combo. Shed some light on this? I've only done safe Act pulsar since this incident, but is getting behind Tager on an Act Pulsar really a bad idea or did he just get lucky on spamming out a command throw?
  10. Be aware of Jin's who roll forward and use Blizzard/Gale on wake up. Same can be said about Litchi and Ragna though.
  11. If the Bang you're fighting has a tendency to use D attacks at the end of his combos, these are punishable but require good timing and knowing Bang combos. Firstly, you have to block the entire combo up until the Drive attack. You can 2A or 2B him just before the Drive attack comes out and finish with a 3C > 236D. (This isn't 100% confirmed, but I have done it myself quite a few times. You may need to IB the final hit before the Drive attack for it to work properly.) I certainly hope this made sense...
  12. His j5C has strong priority when it's in motion. The only time you can counter it with a 2C is when he wiffs or is in the starting frames. It's normally better to barrier block this if you are unsure a 6D or a 2D will connect. Haku has a pretty big hit box, so 6Ds will hit him in a lot of cases even when he's on the ground hopping at you. When I fight Haku's I find it the most important to make sure he can't get near me. So, I tend to bait him into air dashing by running away a lot, and when I get a jD D > 214D in, I'll put down a gravity field to prevent him from moving for the moment. As far as frames go, foward rolls are very unsafe unless you have a Dragon Punch (Ragna, Jin, Litchi, etc) If Haku rolls forward, if in range, you should be able to easily punish it with a 2B > 3C > gravity field etc combo, or a 236D > rapid > etc. Since this is actually hard to punish in many cases, I don't recommend doing it unless you are absolutely sure he will roll forward.
  13. I generally like to stay in the air a lot vs Arakune myself. Practice using j.D D 214D combos, since they stuff any move Arakune does if he comes at you. If clouds and spore-thingy are blocking your air space, work with 2D a lot. Also, a missed Dragon head attack from Ara means he's going to pop up near you or around you. Work with timing 2B > 3C > 236D. He'll get caught every time if you have proper timing. Arakune's teleports are pretty easy to react to as long as you aren't literally mashing D every second of the match. Work with aiming and poking with Ds. Don't follow up with a second D unless you are certain it'll hit/be blocked. Outside all of this, be aware of grabs and Arakune's dead angle bee DD. I'm not 100% sure, but there are times that Nu's giant sword DD can beat Ara's bee DD.
  14. Oh, god I can't stress this enough myself. It was utterly hilarious when he did his DD Counter from full screen and it did over half my health after I already bursted. It is avoidable since it's projectiles, but it's not easy still. To avoid his DD counter you need to super jump and double jump toward him when his DD activates. Otherwise, you get smited.
  15. A little late on this, but I hope it helps some. I sub Haku, so I know a few of his ins and outs. -If you have the 50 Heat, use the 632146D giant sword on a lot of his jump ins. Since his swing from a jC has a long start and end time, this will always catch him. -A lot of Hakus will mix in short dashes with IAD, make sure you keep distance, play footsie with Act Pulsar at every possible moment to prevent being in a corner. Play this fight at midscreen and keep it that way. Practice safe Act Pulsars and use a mix up of them, vary from back dashes and forward dashes. Don't be predictable, Haku can 2B or 2A your Act Pulsar if he predicts it, which can lead into a nasty 1/4 hp combo from around 4 hits. -Make use of your Barrier. Haku's range is about as good as Litchi, be cautious. -Never use 2C to counter his jump ins. You will lose. Every time. -Oddly enough, you can usually dash under him when he IADs if you want to avoid being in a corner. It's a risk, but he can't start his jC in the middle of his IAD. That's all I can recall off the top of my head.
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