i found this match of a v-13 shutting down a Tao, but the tao looked scared to move.
[media=youtube]TJJ0T7dqjpg[/media]
i found this match of a v-13 shutting down a Tao, but the tao looked scared to move.
[media=youtube]TJJ0T7dqjpg[/media]
can someone explain how to do the instant air dash in
the input is something like 96 to instant air dash, the forward from the 9 counts as a forward for the dash
I meant her air :qcb: :snkd:
it seems like it was canceled in the air
From the 1st page:
Crescent Saber: midair only :qcb:+:snkd: Can cancel with C button until 12F
Crescent Saber 2nd version: midair only :qcb:+:snkd:~:snkc:
I’m new to this game. It is also a lot more complicated than SFIV… My head hurts…
Hang in there catchafire, it does seem much more frenetic than street fighter but after a while you’ll start seeing the rhythm and be able to manipulate the flow of combat much easier.
The combos also come with time and are much easier to execute than SF combos IMHO
Good to have you onboard though ^^
Thanks. The combos def do feel more fluid and easier to input, i’ll give you that. It’s just the shear volume of data that I have to remember…
I’ve found that after learning some of her easier combos I’ve found the progression and transition to more difficult combos much more smooth than attempting to straight up memorise the harder ones
I do thank you guys for contributing to the thread, I will try to contribute as well if I have the knowledge to do so. But much kudo’s to you guys
I decided to make some graphics in regard to Nu’s combo videos.
Here is just some test footage with some test graphics on it – I’m open to feedback.
[media=youtube]su55uFw3qdU[/media]
Any suggestions?
Your moves are representing right to left, universally fighting games should always show notation as if you were left to right.
Although this yet another reason why numerical notation is indeed the better way. I’ve been proven wrong over time.
You’re basically basing your movements because Nu is on the right at the time. Always do the notation as seen in the command list, and allow us to reverse it for right to left notation.
Fireball will always be
:qcf:
or
236
QCF
Always dictate it as such so that way we can know to reverse it from right to left.
Thanks for the tips. I’ll be doing all the videos from the left side, so all the motions will match that exactly.
This was just a test, but I most likely wouldn’t have ever done it the wrong way, but now knowing this – I’ll be sure to avoid it.
You should see some videos up next week after my new HDMI cables come in.
So no ones mentioned this and I didnt know if it was common knowledge but I found out a short cut with rapid canceling.
Say you want to rapid cancel and you do:
(whatever) xx 214D xx RC xx 5DD
Well apparently if you Press ABCD to RC she will do the rapid cancel and immediately do her 5D. Its helped me out a ton.
That is a great tip. But, I would be careful with that as you have the potential to possibly Barrier Burst with this key combo.
Same way you may potentially Rapid Cancel when you don’t want to with the ‘Perfect Defense’ aka 4ABC (Barrier + Throw Counter)
Yeah as long as you dont do it before the wheel hits, you wont Barrier Burst ever.
And you don’t ever have lag to contend with.
That shouldn’t matter at all since once you start the combo, you pretty much just dial the rest in off of hit.
But…this is kind of rad. I need to mess around with it and see how much leeway you have to avoid bursting.
so does the 9 cancel the 4dd? I can’t get it to.
does 96 to air dash work without canceling a move?
Yes.
Inputting 9, or 7, then following it up quickly with a 6 or 4 (respectively) will net you an instant air dash. But, be mindful that the following 6 or 4 must be input very quickly after the initial 9 or 7. If you’re not quick enough, you won’t get the dash, because the game won’t read two inputs forward or backward directional inputs fast enough to consider it a dash.