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Author Topic: H-Nrvnqsr Mix-Up Options  (Read 2892 times)

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Offline louisng114

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H-Nrvnqsr Mix-Up Options
« on: October 06, 2009, 08:56:57 PM »
Instant Air Dash:

B: Nice move since it hits twice and has good range. Can be cancelled with A. Punishable by EX-shield and uppercut moves.
--> Double jump and B: The opponent may starts blocking low after blocking the j.B. A can also be used to cancel. Punishable by EX-shield and uppercut moves.
C: If you expect the opponent to jump, but not certain. Use only if the opponent is not close. Can be cancelled with A. Punishable by EX-shield and uppercut moves.
Throw: If you are quite certain that the opponent will jump.
Do nothing: Do this if you expect the opponent to shield.

Within Throw Range: (Ground)

2A, (2A), 2B: Can start a combo if this connects.
Jump or instant air dash: See "Instant Air Dash" for options.
Throw: obvious option if you expect the opponent to block.

2A2B Range: (Ground)(The range after the opponent blocked 2A2B)

4C: Can lead to air combo, but can be punished.
--> 4C: The opponent may approach for an attack thinking that the attacks are done.
236A/C: Attack opponent who tries to dash in for an attack.
214A: forces the opponent to go in the air or take a longer block string.
--> 5B: Not air-blockable. Good range but cannot combo from it.
--> Jump and instant air dash: See "Instant Air Dash" for options.
--> Dash: See "Dash" for options.
421A: Nice delayed and disjoint attack
Jump or instant air dash: See "Instant Air Dash" for options.
Dash: See "Dash" for options.

Dash: (Ends up at close range)

2A, (2A), 2B: Can start a combo if this connects.
5B: Not air-blockable. Must be cancelled for this to be safe and useful.
--> 2C: Can link into an air combo.
--> 4C: Same as above. Creates more distance if the opponent ground-blocks.
--> 236A: Cancelling 5B with the least worry of bunkers.
Throw: obvious option if you expect the opponent to block.

2A2B4C Range: (Ground)(The range after the opponent blocked 2A2B4C)

5B: Stops opponent from approaching with jump.
4C: Able to launch an opponent who decides to dash in.
236A/C: Same use as 4C but less area covered and safer.
214A: Same as 214A for using it at the 2A2B range.
Jump or instant air dash: see 'Instant Air Dash" for options.
Dash: See "Dash" for options. (Note that the opponent has more time to react since the dashing distant is longer)

Furthest Apart:

Foward (super) Jump: Can avoid projectiles.
Dash: Faster and more follow-up options than jump. This should put you somewhere close to the 2A2B4C range. Can follow with 236A/B.

Opponent Being Directly Above: (Low)

j.C or jump throw: Risky but viable.
Dash: Dashing away is easier than dashing behind.
Block: Just block it.

Opponent Being In the Air: (high)

4C: Punishes opponents who try to come down with a charge attack. Be careful about air dashing that may turn this into 5C.
214A: Very useful in this situation. A careless opponent can easily be hit by this move.
22A/B/C: Since the opponent cannot see which trap it is when they are too high, they may block thinking that it is the 214 trap and block. This locks the opponent in blockstun for a bit.

Downed Opponent: (Plenty of Time Before Waking)

214A: Limits the opponents options. You can jump to the other side to mess up the opponent's block.
421B: Decent pressuring move given enough time to use.
236B: Another pressuring move.
63214C: Yet another pressuring move.
22A/B/C: Can lock the opponent down a bit.
Jump or instant air dash: See "Instant Air Dash" for options.
« Last Edit: February 04, 2010, 07:45:12 AM by louisng114 »

Offline MRHAN

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Re: H-Nrvnqsr Mix-Up Options
« Reply #1 on: February 28, 2010, 09:53:21 PM »
wow this is very useful, ty :P
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