|| V-13 || Sword Summoning Homicidal Robot

thx for the quick reply

To be honest I was more concerned with the speed your swords will come out to truly react. The mirror match is an odd one, it’s like pistol duel outside a saloon. He who draws first lives longest, and for some reason your draw would beat mine even at the start. We both start with 5DD, for some reason yours would come out quicker despite my mashing.

So basically I’m left with the unfortunate situation that I have to guess at the beginning what you’re going to do. You’re already very skilled with instant air dashes, which for the life of me I have trouble doing toward the right for some reason or the other. Your accuracy with the swords is deadly, and I hadn’t faced enough Nu players to know that 4DD is an overhead(not a crossup) and that her 236D hits low.

That combo is interesting because it reminds me of the “rekkas” that grapplers can do in some games, like Abel. Which usually involve you blocking in a certain order or take a knockdown.

Using her swords best I think will be critical. I’d like to be able to expose the opponents greater defense, and against most characters I have discovered that as long as I am unpredictable, it’s only a matter of time before that opening is exposed.

The problem with this mirror match, is that both of us are vying for that same opening. It doesn’t take much for someone like Nu to get hit. Everytime she uses the swords or does anything, it comes out slow and leaves her exposed. With another Nu player, it becomes a situation of guessing correctly or incorrectly, and capitalizing on your good guesses with 100% effective combos. Which I couldn’t do.

I did learn how to do that RC combo of yours. It’s actually fairly simple and I’m glad I got to see it in action. You expanded my repertoire with just a few games. Looking forward to seeing what a few more can do.

Well, I only started a couple of rounds with 5DD. When I did, we either traded counterhits or something along those lines. I tried numerous different things at the beginning of rounds to get you to be reluctant about doing 5DD at the start of a round. When that happened, I did 5DD.

Keep practicing those combos. I’m still trying to get my Rachel up to par.

Not enough v-13 dittos in CTF (I haven’t been there in a while lol), but I can imagine it being stupid as hell.

She has so much good tools to force opponents to do shit, it’s not even funny. Throw in a few 5D/6D and when the other guy is at the corner wondering how to get in, you can get out a spike chaser->force them to jump/block->continue pressure until they screw up something. Spike chaser counter-hits/trades work massively in your favor.

If you make them jump, you can immediately shoot them down, or even if they iad perfectly, you can 6A/2C most of the time. Her backstep is beast too.

Yeah and against Tager+Rachel, you can do the jdjd->crescent->5D relaunch combo that does like 40-50% tensionless from like one good AA/3C sweep.

If you don’t mind, I’ll use your description on the front page. I have the frame data, but wondering if I should rewrite it here for the specials (easy task), or all of the moves (which would be a harder task).

Thanks.

Ok, in close Anti-Air. I need help stat!

:r::snka: Anti Air Combo
?A > BB > C(8) > ?C > ???D
?A > ?C > jc > JC > J?C > jc > JC > J?C > J???D
?A > ?C > jc > JC > J?C > J???D > land > DD > ?DD > ?DD > JDD > jc > J?DD
^ Vs Rachel, 4800 damage

This can’t be the only one. Don’t get me wrong, good damage and setup. But that 6A attack is kind of iffy. The range is horrible, and landing it is insane. I know that 6D is what you want when someone takes to the air, but sometimes they get that dash in and there is no hope to catch them with your swords. Players like Ragna, Taokaka and Noel get in my face and I’m having a hell of a time getting them out without bursting.

Is this all she has to counter an inclose jumpin?


Corner Mixups,

How do I escape from these? Surely the best known way to escape corner shenanigens is to never get caught in the corner. But for bullshits sake, let’s pretend Nu and her enemy are caught in a small shipping crate and forced to pugil mano a mano, how the hell does she survive? Not her forte, but there has to be something I can do. I’m doing my best not to get into these situations and trying not to burst early in the match. But it seems once Noel has me pushed to the corner, it’s all I can do just to block. I need to be able to counter.

Use 2c as an anti-air. It’s not instant like a dp, but it gets the job done especially since it leads into combos and can be canceled into anything.

To get out of the corner, you just have to wait for an opening. Then stick out one of her pokes that can be canceled by act pulsar or jump-canceled into an airdash. Instant blocking helps a lot since it reduces block stun and barrier guarding pushes the opponent back further. Alternatively, use an alpha counter if you have meter.

I’m not gonna lie, Nu is a really really hard character to fight. Other than getting in close to her, how do you recommend smashing her face in?

Alright, any advice on how to deal with rushdown as Nu?

If you’re good, you really shouldn’t be letting people dash in. ground swords to j2D->cancel crescents and reapply pressure via more sword pokes or lay a spike chaser.

Even the characters that can manage to get in somewhat easier (like Tao) usually needs to get in via air, which all you really need to do is use 6A/2C well. If they try to bait your anti-air, all you really need to do is backstep->6D/2D depending on distance and force them to land via blockstun.

Force field loops are kinda match-up dependent now, not too useful as before, though still good.

My problem really is with some characters which could close the gap fast with high priority moves. (ragna, jin, noel kinda, and tao)

Well you learn that as you go along, based on your opponent’s character and your opponent themselves.

6A stops alot of jump in attempts, and 2C will be your general anti air when 2D’s angle isn’t working for you.

Use 632146+C in anticipation of people mindlessly rushing in on the ground, but remember that’s in anticipation. It takes a tiny bit to come out, and the recovery is there so if you become predictable with it you’ll pay dearly.

Also if you get the chance to use 5C as a part of a block string, go into 6C and then dash cancel back / forward to set up more distance between you two.

Nu’s offense is her defense and vice versa, so your primary goal is to get into their head and just annoy the fuck out of them, making it easier for you to win.

:3

It’s going to take practice. I find myself falling for Jin’s bullshit Ice Spear ride way too much for my own good. I can stop it to some degree with 5C, Spike Chasers, etc. But it can be spammed way too readily and easily. It’s the scrub move of choice in this game and I don’t like it.

Best thing to do is to just block it sometimes. Jumping over it is pointless because the recovery is not that bad. 5C will stop it if it’s on the ground, but I can’t follow it with anything. 6C is better, because it bounces him off the wall but the timing on that needs to be perfect. If he jumps and does it at head height, you have to catch him with 6DD FAST or not there is no way to stop it.

There is nothing I can do to meet it in midair, and I can’t get over him. Sure I can jump and 214D, but once again, the timing required is ridiculous. There has to be a way to stop his bullshit.

I’ll see what I can do.

I think that I’m doing it the annoying part right though. 236 D when they’re knocked down on wakeup all day and some of them never thought of blocking low. :razzy:

I’m gonna be putting in some practice at training mode tomorrow. Jumping online immediately doesn’t seem to be that good of an idea now.

This is the first move you should learn to IB. Successful IB = free combo.

I am having the same problem. Jin gets in for free with ice board.

Other than drive swords, what can I do to stop the ice board?

Also, after I block ice board, can he be punished?

IB? What is this exactly?

I think I’ve gotten good damage on Jin doing the ice ride just by doing pokes that keep my hitbox decently high in the air and come down on him, If he’s at max height you’ll have room get under him.

I think if your using Jin too you have enough time to start up your own at better elevation if he’s not at max height .

Instant block I’m guessing.

Instant block. Think of it like a red parry in 3s except you’ll still manage to block if you mess up. It shortens block stun, enabling you to punish Jin’s ice ride easily.