Jump to content
Dustloop Forums

Arcade Fire87

Members
  • Posts

    348
  • Joined

  • Last visited

Everything posted by Arcade Fire87

  1. It's ok, you just need practice. I was losing to a lot of Tagers and Hakumens when I first picked up Nu's when I was in the 40's
  2. Yeah, I'll get around to writing a Hakumen v. V13 guide. Just finished writing V13 v. Ragna guide, probably gonna do Nu v. Arakune next, whenever I get around to it 3 down, 9 to go. Probably least looking forward to writing Nu v. Bang (since it's personally my hardest matchup) and Nu v. Nu (since that ditto fight is plain stupid and boring). A little worried about writing a Carl strat, since there's so few Carl's online and even less competent one's. That'll probably have the least information
  3. God, that was a long ass post. Feel free to add in anything I wrote in the matchup or critique my options. I'm not the Nu's of all Nu's, but I've gotten enough experience to give some general advice for the matchup
  4. Guess I should start working on a Ragna guide now. The first tip any competent Nu will agree with, is to stay away from Ragna. Do not try to go toe to toe with Ragna, as he's possibly one of the hardest characters in the cast for Nu once he's up close and personal. Ragna's 5B has crazy range and priority, and leads to some nice damage for him. Along with Inferno Divida!!! Ragna has tons of defensive options up close to crush Nu. If the Ragna player is a skilled one, he can IB 2C and counter the 6C setup Nu has. The consesus is to zone Ragna as much as possible and bait whiffs. The start of a round isn't usually incredibly crucial, but it can set the pace. A lot of Ragna's online like to start off with Hell's Fang, you can counter by doing a 3C right from the start or delay slightly and 3C. Careful about predictably starting off with 3C, Ragna can counter with 5C and into a combo, which is a bad start for Nu. If you're not starting off with a 3C it's wise to just IAD back and keep spacing to your advantage. Since Nu is pretty much left to primarily zoning, it's important that you mixup your drives. Don't just sit across the screen and mash 5D over and over again until he's up in your face. Mixing up Nu's drive is probably the most effective on Ragna. Instead of just repeating the same blockstring of 5DD>4DD>Wheel, do a ton of 5DD>Wheel~C (the wheel that comes from the back of the screen). When Ragna's at mid distance that's when Nu needs to utilize some 5DD>4DD>TK cresent. Of course you still need to do your share of 5DD>4DD>wheel, otherwise your mixup grows stale---quick It's also wise to throw out some j.7DD>cresent combo. However, if Ragna is really rushing in at mid distance do not use Nu's j.DD attacks, it'll whiff and Ragna will hit with a combo and continue pressure You'll face two different kinds of Ragna's. The extremely patient or the rushdown Ragna. Both work in their favor well, depending on the player. A lot of Ragna's may say otherwise, but he has quite a few tools working for him against Nu. Ragna has to work to get in close, but if the Ragna is good you'll find him commonly bringing your health down rapidly. Usually this is the result of the Nu player screwing up. Sometimes I like to use some 4DD's when opponents are across the screen and blocking low, but I've found that this is probably the worst thing to do against Ragna. Most of the time this leads to Ragna dashing in and leaving you with half your health left by the time he's done with you. Avoid starting with 4DD's, it may work against Hakumen and Tager, but the risk is way higher than the reward. Once you hit Ragna in the corner with a drive combo, don't be afraid to get into mid distance and pressure him with mixups for more damage. However, don't try to get too fancy and fight up close just because he's in the corner or low on health, and especially don't get close to him if the fight is close and he's low on health, the Ragna could end up barrier bursting, effectively bouncing you off of him and easily rushing you for pressure. If you hit Ragna from a mid to close distance, be wary of any attempts he may make to roll towards you with an Inferno Divider. If you suspect the player will attempt this, 6C. If the 6C hits, it will wall bounce Ragna for a ton of damage. This will discourage Ragna players from trying to do this too much Of course, you can't be foolish and just rely on 5D. You absolutely need to keep the air covered as well so when you feel he'll IAD use 6D. A lot of smart Ragna's like testing the water and doing a regular jump in the air, and then double jump. They may also double jump and do a Gaunlet Hades. At mid distance, good Ragna's will try to jump low and IAD, which can make it difficult to 6D or 2D. If you're good enough you can try 6A or 2C, which could lead to an air juggle and some heavy damage to Ragna. You could also just backdash and continue your drive mixups to keep Ragna at bay. If you're confident with your abilities, you can throw out 6A's or 2C's for anti air when Ragna jumps in close. These moves usually beat of Ragna's j.B/j.C and take a nice chunk of damage from him. It also means keeping control of the spacing because the anti air combo will knock him back at mid-distance Ragna may try to throw out some Hell Fangs, from here, it becomes a guessing game. Ragna could release the second part of Hell's Fang late and hit you, knocking you into a corner, leaving you in danger or being pressured and hit for massive damage. Ragna may do Hell's Fang, and then Inferno Divider any attempt Nu makes to attack (most likely your 2C or 6A,) and getting some damage in and leaving you to be pressured by more of Ragna's dangerous blockstrings Ragna may attempt to simply grab you, which is also dangerous if the grab is successful, since Ragna could do massive damage to Nu and knock her in the corner, leaving her pressured and helpless once again. However, this also goes for Ragna, you could possibly grab him and hit for over 3000 damage The last option after Hell's Fang, Ragna wil use the entire Hell Fang and then RC into a combo. Be cautious. If you tried to throw out a 2C or grab or backdash, Ragna could tag you with a hit and into a combo, which leaves Nu in a bad situation If Ragna has you cornered with endless blockstrings, do not be afraid to counter assault for breathing room, after all, Ragna's at his absolute best in the corner. Ragna hit confirming a simple 2B can lead to nearly 4000 damage to Nu, providing the Ragna knows at least some moderately above average combos. If Ragna lands a clean 6B overhead, he can knock off almost 5000 health, if he knows some advanced combos. If you decide not to counter assault while Ragna attempts to land a hit in the corner, you're options are to succesfully block, attempt a 2C and pulsar out of there, or try to IAD over Ragna and continue zoning, mix it up and watch out if Ragna tries to Inferno to keep you from doing this. Also, use the option of air grabbing Ragna if he jumps towards you. In fact, air grab on Ragna a lot. His j.5C and j.D are scary, if you make the grab first, you hit for 2000 damage, more if you decide to RC the air grab for over 4000 damage you also need to not roll towards Ragna in an attempt to get out of the corner all the time. Ragna can hit with a 5C and hit with another combo if you try. Ragna could also backdash and with a 5C>combo. Don't ever roll back in the corner either, it leaves no purpose against Ragna. Make sure to neutral tech at times so you don't become predictable in punishing trying to get out of the corner on wakeup As a Nu who personally loves Act Pulsar, I highly recommend to refrain from ever act pulsaring against Ragna if Nu lands at close range to him. The reason? Ragna's 5B beats EVERY option Nu has after recovering from Pulsar, and if 5B lands, Ragna now gets some tasty combo options and leaves you close up to him. However, if you're good, you can try act pulsaring just shy of Ragna's 5B. Some players may whiff the 5B and leave themselves open to a combo of your choosing. You also have to be cautious if Ragna simply jumps after act pulsar and lands a j.C>combo. It may be ok to pulsar close up to Ragna every once in a while, but do it rarely or you'll regret it. Badly. I don't really suggest any attempts at any meaty 6Cs, as the recovery leaves you helpless against Ragna's 5B>combo and pressure. However, if you see Ragna just dashing at you from afar, go ahead and stop his pressure with a 3C>combo. Either you trip Ragna or he blocks it and you leave him to stop for a moment to decide what to do next One again, I suggest to never attempt 4B against a good Ragna, as the blocked whiff will lead to a counter that could cost Nu over 4000 life and more up close pressure What makes Ragna particularly dangerous to Nu is Ragna's 5B, one of the best attacks in the game. period. Some Ragna's love their Inferno Dividers, don't be afraid to dash every once in while in their direction while they're recovering, it can lead to whiffed Inferno Dividers and free damage for you If Ragna has you in a blockstring and just happens to use 2D that you barrier blocked, you can usually hit them with a 5DD>combo Sometimes simply backdashing works during Ragna's string works too, it can lead to tons of 5DD combos on your end Ragna's may decide to use Hades Gaunlet in their mixups, don't be afraid to throw out 2C's. I usually block it and then throw out a 2C. Sometimes you have to be cautious of the second part of Gaunlet and counter with a 2C then. Instant blocking a TK gaunlet and countering with a 6A works well too. If Ragna decided to use Hades Gaunlet in a low high mixup and you expect it, backdash and 2C, it'll counter or juggle him for respectable damage It's important to note that when both players are low on health, do not try to get desparate and finish Ragna off up close while he has a barrier burst, he could use it in hopes of bouncing you off and rushing in. It's also important to note to never leave yourself in a corner, period. Don't ever, ever act pulsar into a corner, even if it means you get off a 5DD>4DD>wheel combo. If Ragna's low on health, it may be advisable to tag him with something and pulsar out of the combo so that if he bursts he doesn't pin you into the corner. Likewise, it's very important for Nu to use their burst wisely. Good Ragna's will bait a burst, and do an RC>block>combo to win the round. Since Ragna often has stored up heat, it's likely the good one's will do this. The best bet is to barrier burst the instant that that combo string lands before he catches on to the barrier burst. By barrier bursting early, I mean when you're down low in health and he's getting ready to finish you off An important note, it's absolutely important to keep an eye on Ragna's meter. If he has 50 heat or more, he can Carnage Scissors inbetween 5DD and 4DD, doing some nice damage and leaving you in the corner to be pressured. Do not grow complacent using 5DD>4DD>wheel. This is why it's so important to especially use 5DD>wheel on Ragna. If you keep the Ragna guessing, he may second guess himself to even try to Carnage Scissors inbetween your drive. If he does and you use wheel instead of 4DD, two things happen. Either wheel hits him and counters, leaving him open for a 6C wall-bounce combo, or the wheel hits and you can RC into a combo for decent damage Be careful, some Ragna's may try to Carnage Scissors and catch you in a backdash. Play it cool and feel him out
  5. Well, no, the thing is, you only want to throw out 5D on the Nu if they're pulsaring away from you. If you suspect it'll be close up, either block it, jump back, or 3C>combo. It can be risky punishing pulsar so do what makes you feel comfortable
  6. I wouldn't listen to Heroics advice, don't get fancy here, keep zoning and keep the close up fights to a minimum. And of course Act Pulsar isn't invicible, I've been smacked for doing it up too close. Sometimes I realize I hit 5DD too close and try to pulsar back, but sledge still hits. Most Tager's online are fairly helpless to pulsar, although again, I don't recommend spamming it up close too much. And why would a Nu want to catch Tager in the air with her close up DD? That's just plain stupid, you know what else works? 6D/2D>any other idea that isn't gates of Babylon combo. Again, don't try to get flashy And Heroic, even though the fight is very easy there's still strategy. Not trying to sound egotistical, but use the advice I wrote in that strat and Nu player's won't find themselves losing to too many Tager's online
  7. Yeah, Kokonoe is pretty correct about this. In truth, this mirror match is just plain stupid since both players can kill one another in two combos and can't zone well. The very first move between both players is pretty crucial, doing the wrong thing leads to losing a healthly 3000 health or more. Whoever said you should jump a lot is foolish, that'll lead to death. Right now, I'm only having trouble against one Nu online that beats in the mirror fight. The secret is to be aggressive as hell, there are so many CH 2C counters that it's not even funny. If you suspect the V13 will act pulsar throw out a 5D. I'll stop here, I've practically written a full out guide to fighting Tao and Tager, people don't need to hear me rant in this too
  8. I actually fight other V13s as aggressive as possible, if I can and keep zoning to a minimal
  9. I'm not entirely sure Tager has to. I've seen Astaroth do it tons of times, and I'm pressure sure they weren't instant blocked. I'm going to say no, but don't take my word completely My advice would be to set Nu as the training dummy and record 5DD>4DD>wheel and practice sledge hammers inbetween it. In fact, don't take Tager into online ranked until you can do this half the time
  10. One tip I'd give in general, but especially against Tager is to stay the hell out of the corner. Never, ever, ever act pulsar yourself into the corner unless you have ample space to dash or pulsar out. A lot of Tagers online are garbage, but for the one's that know what they're doing, you may actually be forced to burst the instant you're thrown, or countered or sledge hammer'd in a corner. Tager can reset combos in a corner with constant jabs followed by atomic collider should you choose to air tech. This leads to another painful 4000 damage at least. If you choose to wait to hit the ground, either by staying in the corner or rolling out then guess what? Your ass is about to get 360'd or get a 720. Getting pinned down or countered in a corner should be an automatic burst if the Tager doesn't suck (most Tagers online are terrible against even shitty Nu's, so you don't have to worry much). If Tager has managed to get you into a block string by the corner, counter assault immediately. Do not try to convince yourself to save the heat for a 3000-4000 damage combo, the risk is too great to wait it out. This leaves Tager off of you in time to pulsar, leaving the Tager frustrated again. Some of them will try to be cute and do a jump in followed by an Emeral Tager. Take this time to dash right the hell underneath them and get yourself out of the corner. If you're lucky, the player will elbow drop and leave him open to combo. If you don't counter assault, you can attempt to IAD right over him. Sometimes it works, sometimes it doesn't. You can also try to grab your way out, do 6A and pulsar your way out. If you're in a corner, and Tager is reasonably close you when you land a successful 5D string, pulsar out. It's not worth it to perform a 5DD combo and then have Tager burst, and pinning you down in the corner. If Tager is low in health and you hit him with a combo with you very close to the combo, do NOT finish the combo, pulsar to the otherside. If you suspect Tager will burst to keep you trapped pulsar to the other side before he even bursts I don't always take my advice, but don't act pulsar too much into Tager, you can eat a 360. I've been 360A from a few Tagers from pulsars, but I don't believe they're good enough to do it constantly that I rarely stop doing pulsars Most Tagers online don't seem to be aware of this, but they can sledge hammer inbetween Nu's 5DD and 4DD, you need to be very cautious against these competent Tagers. I love my mixups, but I find a Tager who can sledge inbetween drive too much of a risk to attempt mixups. Against the average Tager, feel free to use the combo 5DD>wheel or 5DD>4DD>TK cresent. However, do not, and I repeat, do not do this against the good Tagers or your ass will be get countered and be forced to burst. Don't sit there and mash drive if the Tager is at close range, ever. Only use drive at mid distance or further. Basically, avoid using drive at the closest range her drive can get an opponent. Just don't. He'll do sledge hammer, run straight through Nu's sword, and hit you with a counter, effecitively making you look stupid and like you're a scrub Another cool tactic which will anger Tagers. 5DD>back pulsar. or, 5DD>4DD>back pulsar. If you've made the mistake of using 5DD in sledge hammer range, immediately back pulsar and press 5DD. If the Tager predicted correctly and sledged inbetween your 5DD>4DD they're recovering and can be hit with a 5DD combo. If you really want to play with your food, you can 5DD>back pulsar, dash 5DD>back pulsar, rinse and repeat. This sends the message that sitting in a corner won't work and sledging won't work either. Don't do this too often though If the Tager is patient, try to start off with 4DD>wheel. This stops Tager's from blocking low across the screen and forces them to come to you A lot of Tagers will attempt to Jump in, don't be afraid to dash forward and then do a 2DD. If they keep jumping do 6DD/2DD>j.DD.j.2DD, it pushes them back far. I nearly guarantee you the average Tager will attempt another jump right after you pushed them back in the block string so repeat. Usually they get the message somewhere around the 2nd-4th time that you're not a moron. Well known tip, don't ever telegraph a full screen dash towards Tager, you don't want to lose half your life doing this. My advice? Dash at Tager quickly while he's getting up, that way he's not prepared and buffering a 360/720. Most Tager's seem to forget to block low against Nu, take this time to do 3C>Grav>j.C>j.2C>cresent>dash>3C>grav>2DD>j.DD>cresent>dash>3C>wheel (that's like 4500-5000 meterless damage! I'm a little new with this still so I can't do is consistently online yet). Errr, also, tip, don't really attempt 4B's on waking Tagers, I've seen a Nu lose half their life getting it blocked and then punished. Not worth it. However, a cool tip! If the Tager rolls forward or backwards from across the screen, you can use 5DD, 6DD>2DD>j.DD>j.DD>j.2DD>cresent. You have to throw out the 5DD as they're rolling, of course. Since Tager has a big hitbox this is free damage on a Tager that doesn't neutral tech Most Tagers, at some point, will roll forward on wakeup and attempt some form of 360 or 720. If Tager is close enough after you knocked him down, use 6C. If the Tager did roll fowards, chances are they were going for the buffer and nowo you just knocked them across the screen and can juggle them with 6DD>2DD>j.DD>j.DD>j.2DD>cresent after the 6C. Awesome, huh? Errr, also, pretend that Nu's 5C is broken in this matchup. Because Nu's 5C is considered a projectile, sledge hammer goes right through it. Getting countered because of 5C is not worth it. I sometimes use 5C out of habit, but honestly, do yourself a favor and only use 2C, 2B and 3C as your ground pressure on Tager. Tons of pulsar>2C leads to tons of counters for 3500 damage or more for you, if Tager whiffs the 360 or another attack it's big damage. Also, careful, Tager's jab will beat you out, space pulsar so 5A doesn't hit you Also, very incredibly imporant tip on any Tager, keep an eye on the the magnetic meter. It's not even funny how many Tager's use it the instant spark bolt is available. I've sat there and barrier blocked it for 5 seconds and half of them will burn it up. At this point you need to be careful about dashing back too much, or IAD back. Be too predictable and Tager may attempt to throw one out while you're dashing back. If they know you're not a fool they may just use it up so they can magnetize you. Getting pulled into a block string is dangerous now. Backdash doesn't always work so well against Tager's 2D I've found, it hits hard and Nu gets pulled in too much to run. You can do 3C but I've been punished for it. If the Tager is a scrub, he may attempt 2D>Emerald Tager. You can tech this, and have plenty of time. If you're hit by this combo then you deserve to lose the round Unless you have full health or close to it, barrier burst the instant Tager's spark bolt hits you (providing you didn't block it). Tager can destroy you with this successfully landing, it's not worth taking the risk to keep barrier just to have 25 percent of your health left. I found this out painfully last night by underestimating an opponent I've never lost to beforehand Really, just keep your distance. Don't get fancy and try doing tons of closeup pressure, you're only going to lose. Tager has so much trouble against Nu because of her zoning. This is one of the few fights Nu can truly spam D all day and not be punished for it as long as you're not in sledge hammer distance Sorry, I know I wrote too much, but it's worked for me on XBL, and I've only lost to a handful of Tager's because of this. I'm sure this ain't no strat to counter Mike Z, but you can stop a lot of damn good Tagers with all the strats I wrote down here, so use them well. This matchup is stupidly broken, there's no excuse, you should be beating the average Tager 7 out of 10 times. This match can get so boring I sometimes find myself fighting close range or mashing jabs or even throwing a round and a half.
  11. It's not too horrible to pulsar forward Tager once in a while, if you become predictably, be prepared to be in big trouble.
  12. Well, what exactly is your question? I can try and help you on the Nu mirror match if I can understand a little better
  13. Severin, you're DesuEX?! Dude! I was getting a little frustrated, because in practice mode I've been able to get off the 3C meterless combos fairly consistently, but I wasn't getting it done tonight on you. Maybe I haven't experienced and adjusted to doing it online yet? I kinda wish I had saved replays, I was really interested in your pressure game with spike chaser. I'm so use to keeping pressure in mirror fights, but I felt more on the defense. But yeah, gg, I'd definitely love advice from you to improve my Nu game

  14. I thought I did. Last night, I wasn't landing in time to get off a 2DD, I was juggling them to high to have time to land
  15. I went practicing on some combos, and there's one where I don't think it'd be hard but I'm a little stumped on the timing onwhat I may possibly be doing wrong. CH 2C>6C>dash>2DD>neutral j.C>j2C>Land>neutral J.2c (climbing)>7.JDD>cresent I'm a little stuck on the neutral jC>j2C>land>J.2C. I'm not landing low enough to attempt another j2C after landing. What's the specific timing on this, am I not doing the original J.C quick enough or something? If I could understand the neutral jump and rejuggle this combo would be easy
  16. Tao used to be my worst matchup, but the practice has helped. I still have to work hard and find myself taking damage from difficulty of zoning, but I don't lose to many Tao's on XBL anymore. Since I'm not running away in this fight I'm taking damage from fighting her up close. I don't suggest doing 6D on her 214214C, just wait for the whiff and counter with 2C CH.
  17. I've done a lot of practice with Xdest from Dustloop, I don't lose to too many Tao's online after him, but in general they still tend to make me work hard due to how hard it is to zone against her. Against players online, here's an incredibly powerful tip that will help you, whenever you or the opponent bursts, stay crouched. You'd be shocked how many players online will go for Tao's unblockable DD when this occurs. Immediately do Nu's 2C CH for big damage. If you're really quick (which I'm usually not) you can pulsar back and punish as they barrier burst or rapid cancel block. Even Xdest does it/did it lot, but stopped when he knew it wouldn't work anymore. The start off the match is rarely game breaking in this matchup, unless you're straight out hit by a dash 6C. Possibilities to starting off the round, 2DD/6DD. A lot of Tao's like to jump at the opener, use it. Either they're hit or you lower their meter-guard a little. There's also TK cresent wheel, which could either hit them if they jump and drive towards you or just jump in general without blocking. Since Tao's online like to jump a lot at the start, don't hesitate to air grab once in a while. There's also a 3C you should use once in a while so they don't start the round with a dash 6C. And my favorite option, IAD back. If they run towards you, hit j.7DD Also, once you see Tao has 50 meter, try to stay low when she's far away, it warns the player you're ready for avoiding her DD and punishing it if they try. You could also try to be an ass and bait her other DD on wakeup by dashing a little and then halting to a stop to block and punish. Don't be afraid to throw out tons of 2Cs for CH. That's big damage on Tao. 2C can juggle Tao in the air for a combo if she's hit in the air while doing her drive. If you see Tao crawl across the screen, don't be afraid to quickly dash and 3C for a combo of your choosing Since Tao will spent a majority either crawling or in the air, mix in some low j.2DD>cresent combos. It hits low and is only blockable standing up Tao's can crawl underneath the 4DD after blocking 5DD. you can throw out some 5DD>wheels to hit them A good Tao can use her distortion drive on you if she blocks your 5DD and you continue for the 4DD I still can't get out of the habit since i'm not used to it, but tao can beat your pulsar cross up by mashing 2AAAA, however, I have seen 3C beat it out instead of doing the usual 2C after pulsar My advice? Don't rely so heavily on zoning against Tao. I don't do too many 5Ds on her. You'll find 6D/2D way more helpful against Tao, use that much more, but don't get so careless that you avoid 5D and she runs straight up and does a 6C combo on you. Tao can airdash twice, if you suspect she'll air dash a second time high up, throw out a 2DD. If she double dashes low, don't be afraid to throw out 6DD for a nice combo Also, 5C is a good tool to outpoke Tao, use it moderately though. Sometimes I make this mistake, but never, ever, stay on top of Tao and use 5C to keep her pressured while she's getting up, this leaves you open for her distortion drive, which hurts. A lot. Also, don't make a habit of using 5C on Tao while he's flying in the air, this can lead to being hit for a combo, or lead to being countered with does over 4000 damage to Nu Try to learn the Tao's particular block strings, you'd be surprised how well backdash, 2C works. Sometimes it leads to game changing damage on Tao. Remember, Tao's will do a few lows, an overhead, find a time to backdash. Sometimes she'll drive and cross you up or keep attacking, find the pattern. Sometimes it's better to block instead of backdash in hopes of blocking her attempted cross up drive. Also, on meterless Tao, don't be afraid of keeping pressure, dash in with 2B when she's waking to start up your pressure game. From 2Bs, there's 2C>6C>pulsar, etc. or, 2B>3C>wheel, or 2B>2C>TK cresent>RC>6C>combo (I need to do this one more myself) Once you've conditioned the Tao to block a lot of your 2B and 3C attempts as they wake-up, throw a 4B once in a while. This leaves them flying in the air and gives Nu the chance to juggle in the air for big damage, especially if you do an RC combo If Tao crawls often, you can condition them to block 3C a lot. Once they're used to 3C's as they're crawling, throw out a 4B here and there, leaving them to be juggled for awesome damage 6A can be a little risky, since timing is strict, but it's caused me more damage than good If you backdash out of tao's 3C (I think?) it has a lot recovery, go ahead and 5DD combo her for nice damage Your best friend in this fight are 2Cs and 3Cs, spam it a lot, because zoning is hard on Tao Hope this helps, I wish I had known to do all this when I first played Nu! The secret to this fight is to not mash drive!
  18. One more I thought might be decent too? http://www.youtube.com/watch?v=owL_ejFO4lY I kinda like the build up. It's good, but too dramatic or too distracting, and it's simple.

  19. Yeah, Tuka, I gotta get to practicing using the 6C>RC>dash 6C. Too many people online fall for just the simple 5DD>wheel, so using that method would really step my game up. My dashing and timing with it is a little screwed up right now. The across screen 5DD>backwards wheel>RC>dash 6C feels intimidating to me right now, but I'm sure it's because I haven't practiced enough that I'm just not dashing 6Cing quick enough yet.
  20. Ah, thanks for the help. I'm interested in doing some practice with the CH 2C though, since I rely on it quite a bit if I'm not backdashing. Also need to practice more and get into the habit of doing 2C>6C>RC>dash>6C, etc...Right now with that combo I tend to accidentally do a backwards wheel in rush to RC and 6C. Oh, one more question (sorry, I sound really needy here). From Nu's throw, what's the timing on the dash for 2C? Throw>dash>2C>6C>etc. This has been one of the few things from Nu I've found inconsistent to do. I'm not sure when the animation alerts me to dash for the 2C, but I know if you mash out dash it won't work. The sad thing is, I've only seen Atomicoffspring on XBL do these combos and it's a shame, because with practice, they aren't that hard. Thanks for the help though, Tuka, I'm gonna start intergrating the CH and 2C>6C RC combo in my game
  21. Actually, it's been an incredibly long time since I lost at this thread in detail, Tuka. Since you sound like a really good Nu could you suggest possibly the better, less known combos that you're refering to? I practiced all day on meterless 2C combo that does like 4500 damage but so far out of like 5 games I only really managed to find the oppurtunity to squeeze in one.
  22. Oh, no, I very much agree, Nu is not at all a hard character to play.
  23. Which ones, hm? Like, instead of doing the simple one like... TK cresent>6C>standard drive combo You could do the harder (not that hard) alt like... TK cresent>6C>dash>2DD>6C>dash>2DD>jc>j2c>DD>cresent Stuff like that, mainly. Looks flashy as hell, but it's not that much better of damage considering how much harder it is from doing the simple one. Then there's the meterless 4500 combo you can do just from a 5DD>pulsar with the right spacing>2C>gravity combo, etc, but you'd have to be physhic to land it
  24. Ah, thanks for the help guys! I'll get to practicing it, I'm trying to work on my mixups and such and think that'd be nice to slip in there I've been practicing some of Nu's more complex combos and I'm in doubt of whether a lot of them are really practical at all. Like, I can do some of them offline but they feel more like flash than substance. The slight extra damage didn't seem very worth it to me. And some of the other big damaging meterless combos are really spacing specific and seem hard to even pull of in an actual fight with the circumstances
  25. Andy's right. Been working tons of meterless combos for like 4500, but some of them are so situational and needed with right spacing and so hard to pull off in an actual fight that it's not like you can revolve your entire game play around it. You'd be really surprised how far Nu's basic combos get you online. If you're like the average runaway Nu you aren't going to set up these huge combos alot. Although, it's really good to know them just in case
×
×
  • Create New...