01-08-2013 08:17 AM - edited 01-08-2013 09:07 AM
I was excited when I found out that this was possible....only to be let down and discover that it's not a real combo. Unless your opponent is unresponsive or doesn't react quick enough after you pull them with Down Triangle, they can escape the follow up of circle every single time. Now I don't think Nariko needs a major buff or anything, but I do believe she should be able to do this combo for without it, the pull is practically useless to her in a real fight. All it does is put her in a position to be easily punished by a skilled player. it doesn't have to be easy to do, I just want it to be possible without my opponent's late reaction time or failure to react all together. Any other Nariko users feel the same as I do?
Oh and on a side note, I'm curious as to why SB even bothered to give her Square attacks combos that you can't combo (with the exception of Down Square twice)?
EDIT: Ok so I found out that it can be comboed, it's just the timing is stupid rediculously strict. Man why did SB have to make it so dang hard to combo?
01-08-2013 08:22 AM
01-08-2013 08:25 AM - edited 01-08-2013 08:26 AM
It's comboable...but there's like 1 frame of possibility. More than likely...the player isn't blocking when you pull them in. I've found that using a triple square after pulling them in, then going to the circle when her key pose hits, works much better because it catches players off guard, as they are expecting you to go straight to circle after her down triangle.
Another option you can try, is after pulling them in, try a triple square, key pose, then do a quick jump/up square to spin. It'll pop them into the air and you can follow up with another jump and start a combo.
01-08-2013 08:30 AM
I have the timing down and can pull it of quite often, but every time I tested it on my bro to see if it actually connected he escaped every single time.
I just gave what you said a go, and the AI's auto block is extremely delayed. It didn't even block when I missed the timing on the combo....For better testing I also put the AI on jump and even put it's CPU on yellow and red, and the combo never connected.
As for the square combos, I wish they at least made it so that after the yellow light (cancel) comes up mid combo, it stored where you last left off and you can continue with the rest of the supposed combo when you see fit or of course reset it with a different square direction.
01-08-2013 08:40 AM
Yeah I know that in practice mode the attack display will say it's comboable, I do it plenty of times, but when you actually put it to practice a player who tries to dodge, block, etc. will be able to do so regardless if your timing is perfect. And circle after the 3 Squares can easily be avoided as well (though you're right in that it' can possibly catch a player off guard). Also thanks for the other tips but I already know about the jump up square start up ![]()
01-08-2013 09:01 AM
Ok nevermind, I was wrong. I kept testing it with the AI on jump and I actually pulled it off twice. It seems that the timing is extremely tight like you guys said. The funny thing about this though is that it seems the timing is different from when the player is standing still to when the player is about to move. So now that I know that it is possible I'll just keep practicing with this until I get it down.
01-08-2013 09:06 AM
01-08-2013 09:13 AM
Hmm well considering her LV 1 is so situational (just like the kill confirm for it), and her LV2 is ok at best, I wonder why they thought making the timing so strict would balance her out. Heihachi has quite a few 180+ AP combos and his LV1 is ok (that has a decent kill confirm or 2), and his LV2 is strong. It really makes me wonder what they were thinking when they "balanced" each character out. Like it's ok for Raiden to have 4+ kill confirms, but it's not ok for Nariko to be able to combo Down Triangle and Circle a bit easier? Craziness if you ask me lol.
01-08-2013 09:43 AM - edited 01-08-2013 09:52 AM
O-EXTRA wrote:Hmm well considering her LV 1 is so situational (just like the kill confirm for it), and her LV2 is ok at best, I wonder why they thought making the timing so strict would balance her out. Heihachi has quite a few 180+ AP combos and his LV1 is ok (that has a decent kill confirm or 2), and his LV2 is strong. It really makes me wonder what they were thinking when they "balanced" each character out. Like it's ok for Raiden to have 4+ kill confirms, but it's not ok for Nariko to be able to combo Down Triangle and Circle a bit easier? Craziness if you ask me lol.
Heh. I hear ya. Maybe cause they figured her level 3 was a beast, or that her gameplay mechanics are more based around her keypose attacks? Not sure. It honestly hasn't hindered me much, as I'm trying to not go into circle from down triangle for fear of getting a whoopin'.
I find myself using her level 2 super the most and it's not all that hard to get to. Here's a couple of matches I had, recently. They were all level 2 supers except for 1, which was a level 1.
01-08-2013 09:54 AM