Gravity.
GODLY backdash … seriously … it’s sooo ridiculous
Green Guard (never burst unless you are literally going to die … ) losing this will lose you the match more than that combo u are taking. Without it Rachel can BREAK your block in a single inescapable sctring if your in the corner. Just green guard intelligently so you don’t run out and look for a chance to jump or backdash. They have to be punished differently and if they EVER think jumping back at u to reapply pressure 2C into combo … seriously … 2C is an AMAZING anti-air. They can double jump to make u whiff but you can just dash out than.
Instant block if you’ve bursted or to escape certain block chains. U can actually instant block hakumen’s overhead you can do her 632146+D super guaranteed for a 5000 dmg combo. Lots of characters u can instantblock heavies and escape by jumping or backdashing.
632146+D can get between predictable block strings. 5C>6C Jin and such. Not highly reccomended but for those people that just don’t mixup enough.
After blocking their strings you they will pause to see what your doing to figure out how they should reapply pressure or to attempt to counter whatever you do. Jumping often will get you hit in this scenario and backdashing is fine unless your in the corner where this situation happens the most. U can try to get them to block a move than hyperdash the fuck out of their, but i typically try to super jump green guard, however, u got to mix that shit up.
Jin’s 6B, Taokaka’s 6B moves like this were designed for you to deal people 50% of their lives cuz they did them predictably.
I see Taokaka and litchi eventually probably having pretty even matchups with v13 as they can get in fairly easily. Taokaka’s drives often can just evade swords than cancel on hit into the phase shit to put her on advantage often in a crossup situation. Litchi just needs to land a single hit and next thing you know your in the corner with a shit fuck of stick shoved in your bum.
Like the game a lot, but blocking well is important for v13 like it is EVERY other character, just we have nothing to scare them when we are blocking except the thought of us getting farther away from them so they will often do risky stuff to stay on you, punish that stuff … v13 has no problems with rushdown other than Taokaka and Ragna … 4 cereal.
You not gonna be able to beat Hakumen’s J.C with 2C as an anti-air. Ever. If you let Hakumen get that close to you, You better block - or backdash.
Thats why I think the best Anti-Air against Hakumen, is a 6D or 2D on his jump. I have had zero success with 2C or 6A. Just block, and counter with the 4B jC 2C combo.
the best anti-air against Hakumen is not letting him drop that anti-air. Hakumen’s J.C is one the best priority moves in the game (if not the best). You simply won’t be able to anti-air a Hakumen J.C if the Hakumen player knows how to maximize the hitbox of the move. If a Hakumen player gets in on you and you try to anti-air his jump-in, You’re gonna lose half your life bar.
How are you all viewing the Nu v Nu match up?
Are you all playing it out Cold-War style, with neither player looking to make the first risky move? or are you taking a cue from the rest of the cast and rushing her down at the first opportunity?
I think I tend to be at least a little more aggressive than other Nu players I’ve seen, so I’ll look to close distance and create early opportunities. Putting them into block, or better getting them to dash back (allowing for simple D D start ups) is where I’m looking at this match from. Also, given the opportunity where the opponent hesitates, I’ll look for a chance to drop 214+C and then move in on them.
I suppose it all becomes a mind-game or such, but the mirror match really seems like something you have to actively try to win rather than forcing your opponent to lose.
Am I just really off here?
I played that matchup yesterday. A nu vs nu match can be really annoying. You have to bait out the swords and try to get inside if the other player is better than you at long range. When you get inside if you can catch them start off with 2a then try to mic them up by doing 4b or if they anticipate it and you think that they will block high follow up the 2a with a 3c ->214a->4c . both of these setups lead to the jc 2c combo then you have quite a few choices from there. It takes a lot of practice but youll get used to it
or if you wanna be fancy at the start of the match if you get the first D dash after it for the teleport dash and go for a grab and do the d combo. it really catches people off guard :3
Depends on distance if he’s less than half screen you’ll win if he’s farther away don’t do it …
than use 2D and rape face cuz it DOES beat it. But over half-screen hakumen isn’t very threatening …
vs rushdown - 2C is very good. will stop an IAD attack everytime. if your opponent is predicting this, with a 2nd jump before going in for example, just be careful then. whiff 2c sucks. can go for wakeup sword super if they are going to try and continue to rush you down…this can be predictable though.
having issue with this combo: ?C > jc > JC > J?C > jc > JC > J?C > J???D
for some reason, if i normal jump, im not jumping high enough, i land before i can even execute the second J?C, and if i super jump, my double jump jumps too high that my second JC wont connect, any advice?
You have to time this right to get all the hits, I suggest that you go in to Training mode, and set the training dummy to jump, and learn to time this. What I use is this exact key combo. 7C -> 2C (slight pause) -> 7C -> 2C (slight pause) -> 214D. (You can also slightly pause after the 7C to score more hits, if you are in the right place.)
If you don’t like the dummy jumping here, you can set it to stand, and start the same thing with a 4B then going into 7C.
4B (into this combo) is a great counter for Jin’s Ice Ride.
Actually, looking at this, the first 7C may be an 8C.
Here is a quick video I put together showing this:
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anybody on right now what want 2 help me train… im not bad, but im not good either. i basically need help with combo’s and other crap… i only know her BnB and thats’ basically how I win, but it would be nice to switch some stuff up every now and then
Funny story, I was a street fighter bar fight last night and played 2 matches with nu and spanked the kids because they kept air dashing into my 6D lololol so I picked tager and raped with him for the next two and they stopped qq’ing lol.
Hey. Would using her Gravity Well move when I airdash away REALLY help if my enemy tries to air dash in on me?
Anyone have a collection of counters they like to use as Nu?
The only one I know of that comes to mind is the 4B to Jin’s Ice Ride.
Anyone else have any other good ones?
I use 5 C against his ice ride… anti gravity to slow him down, then DD BnB combo.
4 ragna or anybody else that jumps in… i use 2 C to keep them from jumping in on me… then dash 2 the other side behind them… and either wait for them 2 roll so i can spam 5C again (if they roll to me), DD (if they roll away), or Grab (if im in the air and they jump) but wake up grabs dont work against Jin 4 some reason… or it might be my timing… I <3 NU SO MUCH… her and Bison has so much in common (No POWAH --> ANSWER MY QUESTION) --> HEAD STOMP (Nu’s air grab)–> Purple stuff that’s EVIL…
yea, i use 5C against ice car as well.
If Arakune is playing some kind of mix-up shenanigans with cross-ups or guessing games, I simply start to tap out on ‘C’ as a homing feature.
The reason it works seems to be two fold.
For one, it tracks. If he dash crosses you up or rolls pas you, it will track him and force him to take hit or block on reappearance.
For the second, and the technicality may be wrong, it seems her hit-box isn’t as tall when she’s doing standing ‘C’. I’ve had air-cross ups miss (on Arakune) and standing C track to the other side, hitting him mid-air.
The first instance is pretty solid, I don’t know if I’d rely on the second one. What I like though, is that it gives me time to slow Arakune down in either instance and decide where I want to go after the fact.
Really her combo’s are really simple. 5k RC combo’s are easy from any 2C just RC after the j214D and when u land immediately do a D and pick them up for another D chain into j214D : / works easy and adds 1500 dmg or so.
if you hit a DD just use super than if your mid screen dash into 6C 2D air chain 4.9kish
on her character specific relaunches after a low j214D no meter now
Anyone have a combo to get the nu achievement for 60+hits in 1 combo?
new matches from me:
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