JuiceboxAbel

basic Nelson tutorial - KOFXIV

Mar 17th, 2017
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  1. how to play as nelson
  2. ------------------------------------------------
  3. Main combos
  4.  
  5. 1) close HP > f+LP > b+LK > f+HK > b+LK > f+HK > f+HP
  6. - combo off of a clean hit. You can put close HK at the front to do more damage, but you must be point blank for the rest of the combo to work properly.
  7.  
  8. 2) f+LK > b+LK > f+HK > b+LK > f+HK > f+HP
  9. - combo off of an overhead. Nelson can use f+LK in strings to force standing blocks and he can make them safe, so be sure to use the overhead option from time to time.
  10.  
  11. 3) crLK > crLP > b+LP > f+HK > b+LK > f+HK > f+HP
  12. - combo off of a low. Less likely than the other combos to occur but important when using fundamental mixups.
  13.  
  14. - instead of the f+HP at the end, you can do either punch super for extra damage and a hard knockdown.
  15.  
  16. - All 3 of these combos end with f+HP which grants you a semi-safejump. Be sure to abuse this. After f+HP ender, input an immediate hcf+HK, then an immediate neutral hop HP. You will land in time to block -almost- all invincible reversals in the game.
  17.  
  18. - against most characters you can also do a forward hop HP, but against some small characters you will hop over them by accident. Be sure to test/practice!
  19. ----------------------------------------------------------------------------
  20. How do I land the combos? Step 1: GET IN
  21.  
  22. - hop LK / hop HP / hop CD
  23. - remember to use fulljumps from time to time, make your jumps unpredictable
  24. - cmd dash
  25. - run forward
  26.  
  27. - your main goal is to get a close HP or crLP blocked
  28.  
  29. - on block, you have a mixup chance!
  30. - close HP OR crLP > f+LK > b+LK
  31. - did the overhead and b+LK hit? confirm into f+HK and finish the BnB with b+LK > f+HK > f+HP
  32.  
  33. - close HP OR crLP > f+LP > d+LK > b+LK OR f+LP > u+LK > b+LK
  34. - did the overhead/low after f+LP hit? same as before, confirm into f+HK and finish the BnB. In this case you've already used two of the Group B command normals so after the f+HK you must end immediately with f+HP.
  35.  
  36. - in both cases, if blocked, use b+HK to go to safety or take the risk on a HP option or a f+HK pass-through. All HP options are unsafe on block (except b+HP) and the f+HK pass-through can easily be mashed out of.
  37.  
  38. - dont forget fundamentals!
  39. - rehops
  40. - running throw
  41. - running cmd grab + safejump! (immediate hcf+LK, immediate hop C)
  42. - running low (combo 3!)
  43. ---------------------------------------------------------------------
  44. ALTERNATE COMBO ENDER + MIXUP:
  45. - In any combo where you use the b+LK > f+HK sequence, you can opt for an air reset into a difficult-to-see left/right mixup that you can control.
  46. - after the f+HK crossunder, input close HP xx hcf+LK.
  47. - you want the close HP to hit as high as possible. if it hits too low, it doesn't let you cross under them
  48. - against MOST characters, this will leave you on the other side of them after they flip. You can go for a close normal here into a pressure string as usual.
  49. - against these characters, simply tap back once to end up on the OTHER side for an easy left/right mixup.
  50. - Test this against many characters. Muimui is one example where the behavior is a little different and you'll want to adjust the mixup.
  51. ------------------------------------------------------------------------
  52. MAX MODE
  53. - EX cmd dash
  54. - fully invincible! punishable at the end
  55. - enables some wallsplat combos
  56.  
  57. - EX cmd grab
  58. - no invincibility, same speed as regular version
  59. - does more damage and recovers faster
  60. - enables an air reset in the corner (use crLP or close HP)
  61.  
  62. Thoughts:
  63. - with nelson, comboing into max mode then doing a lv2 super or his climax doesn't increase his damage output much. My recommendation is using raw max mode in neutral if you use him in 2nd/3rd slot, or going for max mode cancels on blocked strings to increase his string variation.
  64. ------------------------------------------------------------------------
  65. Alternate plan: defensive neutral
  66. - neutral hop HP / neutral hop CD
  67. - stHP / crHP / stLP
  68. - AA super
  69. - whiff cmd grabs (meter)
  70. - bluff strings
  71.  
  72. wakeup:
  73. - lv1 punch super (abuse this!)
  74. - safe on block!
  75. - opp can roll, but then cant punish
  76. - lv2 also works, but dont waste meter
  77. ----------------------------------------------------------------------
  78. Appendix: All string possibilities
  79.  
  80. Group A
  81. - f+LP
  82. - b+LP
  83. - f+LK
  84.  
  85. Group B
  86. - f+LK
  87. - b+LK
  88. - u+LK
  89. - d+LK
  90.  
  91. Group C
  92. - f+HP
  93. - b+HP
  94. - u+HP
  95. - d+HP
  96.  
  97. Group D
  98. - f+HK
  99. - b+HK
  100.  
  101. A>B
  102. A>B>C
  103. A>B>D
  104.  
  105. A>B>B
  106. A>B>B>C
  107. A>B>B>D
  108. A>B>B>D>C
  109.  
  110. A>B>D>B
  111. A>B>D>B>C
  112. A>B>D>B>D
  113. A>B>D>B>D>C *BnB combo
  114. A>B>D>C
  115. -------------------------------
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