|| V-13 || Sword Summoning Homicidal Robot

some things i noticed, IAD’ing for pressure with v-13 rarely is good as her of them air to grounds are kinda meh your gonna get hit 95% of the time u air dash forward with her unless jump cancelling out of swords which happened

Don’t get close XD no reason to, when u expect icecar just use 6D or block punish. Annoys me that you can’t get BIG punish without meter but you can do something like 2C>632146D>6DD>2DD>j. DD>dj. 2DD>dj.214D. Good for like 4.5k i think.

Consider the combo DD>236236D>6C>2D>j. DD>dj.2DD>j214d does more dmg than DD>4DD>236D>RC>DD>6DD>2DD>j. DD>j. 2DD>j.214d for the same meter (like 1000dmg more) but than again that followup is burst safe, hell though if someone bursts me at full life they have almost no chance of winning.

Work on combo’s WAY to many dropped. If your going to pressure with her do it using her arc pulser dash as it puts her at advantage or using jump cancels from swords. Her other pressure is just so meh that putting yourself in such situations is unnecesssarily risky.

I need to work on spacing though to make sure i never whiff any damn swords, to many times random double jumping and shit messes me up need to make sure that doesn’t happen as if you whiff … oh god the punishment.

I’m having trouble with Noel now. Any advice on stopping her rush? It’s like she can triple jump or something, can’t line up my swords with her, and she closes distance really fast. When she gets in close her ability to switch from overheads to lows is killing me. Single corner combos take like 60% of my health.

Personally when I play against Noel/ Ragna/ Litchi/ Haku-men. I try to make sure im NEVER in the corner… after DD… I either teleport back way… or teleport to them or behind them… b/c most of the time… they either jump in the air and dash towards me. so about time they land i can do a 4D or 6D depending on which side of the stage they are on… then make sure I set up a gravity field so they cant dash towards me and make sure i keep a safe distance and keep my gravity fields set…

Use the anti air (i think it’s 2 C) i need 2 play it again (but this slashes @ a diagonal) to keep them from dashing into you.

The only person i need help fighting against is that stupid Iron Tager… man he gets on my NERVEs… and Litchi

these matches show how i deal with tager, he is a pain.
[media=youtube]OgPFex5OvJc[/media]
[media=youtube]1bjw-Skbo0A[/media]

that’s what’s up man… thanx A LOT

I may have to try that… I tend to try to stay max distance at all times, which means sticking my back to the corner as much as possible. I also don’t use gravity fields. The execution on them is so slow, I feel vulnerable.

Gravity fields rule against tagar, after a knock down on him throw one out so you can continue to zone without worrying about his dashing through them and into your face.

I’m at work right now so I can’t test anything for myself but is there a way to combo into her astral finish? I haven’t seen it happen in any videos I’ve watched and I want to be able to embarrass people in the final round.

yeah, i played a Tager last night… and that gravity field helped me A LOT… it’s just so stupid how strong that guy is… and his moves back break through the majority of Nu’s moves…

alucardr-> i used 2 stay max distance - mid distance, but now i find that sometimes you have to come in close and play aggressive… b/c most people aren’t used 2 v-13 fighting up close unless it’s n the air or something like that… but I ABUSE her AIR GRAB now… that is so freaking strong… like in the air you can do 2 C --> whatever else you want to --> then grab

I’ll occasionally use the air throw since it does hit hard, but it’s a double purple !!, easy to break out of for the more skilled opponents. If you do it a lot it’ll become predictable.

i know man… i was playing last night with this guy… from japan… he played with rachel if i remember correctly and he kept jumping in the air… so everytime he would jump in the air i would either use my 6C (from 1p side) 2C or Just jump and grab him for the DOWN SMASH lol… that thing is SEXY MAN… then i taunt (ANSWER MY QUESTION) right in their face, wait for them 2 roll @ me and just spam 5C or if they roll away DD or 6D (still from 1p side)

but I HATE having NU ditto’s… right now, my lvl is 26 so this lvl 34 Nu played me in ranked match today… he had some nice combo’s, but i just stuck with nu’s bread n butter and just raped him… then he send me a message like “YOUR THE WORST PIECE OF SH!T Nu i’ve ever played, not once did you do any air/ground combo’s, all u did was grab and run”

I laughed… then i got another message saying 2 play him again in player match… i accept he picks Haku-men, sets the stock to 5 stock… and he got RAPED… 5-1 then send’s me a message GG We should train together… im like OMGWTF

you are a brave brave soul trying to fight tager up close lol. I just stand back and laugh at their futile attempts to reach me.

yea, i use gravity field once in a while against tager, it stops him in his tracks.

yea, i like to get up in peoples face, sometimes i get bored with the mythodical space and zone, and just say fuck it and rush in, lol.:rofl:

Rush-down Nu is a beast, yo. :tup:

6A vs 2C…

Where and why? I’m not sure where I’ve seen a discernible difference between the two moves as anti-air…

2C slower startup no invulnerability but MUCH better anti-air hit box that will beat ANYTHING that enters it’s hitbox. You don’t need invulnerability unless they are in your face from you recovering from another move.

6P very small hit box, but has has a small amount of invulnerability. Really only good for instant air dashes that 2C is to slow to punish as the hitbox of this move is VERY small.

2C also prorates less so more dmg in your combo.


i’m getting annoyed by taokaka i find it impossible to zone her … on reaction with super she can full screen punish a st. D on reaction with the pounce one which is plain retarded. So except the occassional anit-air sword if tech-roll punishing D i’ve given them up. What strategies do you all use against the cat? I’ve gotten to the point i just try to out rush her and everytime i get a knockdown put a gravity zone out and than pick her apart if she doesn’t have super meter. Luckily my local toakaka sucks at defending but only reason i’m winning is he’s being too predictable. Her drives are advantageous on block or hit if she cancels with B into insane crossup shenanigans. I don’t see how this matchup is even or in my favor as my D button is literally shut down when she gets 50% meter and sticks to the ground. Hell i can’t even throw a D when she doesn’t have meter as she can crawl than D B cancel and i’m in for a shitstorm … urgh … so aggravating. oh also counterhit D drive B cancel st. B combo’s with taokaka into 70% on Nu … wtf …

RE: Taokaka

In the limited experience I’ve had dealing with her (but against a decent opponent), I will toss out a few standing ‘C’ because they do shut her ground dashing down entirely and give you time to consider your next move.

Also, I tend to get more aggressive against her, working in overhead and throw mix-ups because I feel like long-term efforts to keep her out are futile, so I might as well work to keep her down in the mean time.

(Sorry, if anyone with more experience can tell me I’m wrong or a better way to address it, please do. A lot of this is still trial and error for me.)

Tao is a real pain, I often find myself rushing in as well, because i actually feel at a disadvantage trying to zone her, one thing ive found out for those Tao that like to do random super, you can do 2D and beat it out, saved my but a couple of times.

So I’m not the only one who things Tao is a tough match for Nu. Little cat can’t sit still lol. But I have a quick question.

[media=youtube]zfGdRh9cQ6w[/media]
^ at about 24 seconds in there is a quick cancel out of :qcb: :snkd:
Is there any method of doing this?

What do you mean? You are talking about her :qcb: :snkd:~:snkc:, right? The backwards one?

It simply recovers eventually…