Chaos Breaker/Nsidor: Difference between revisions

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==Move Analysis==
==Move Analysis==
=== Normals and Command Normals ===
=== Normals and Command Normals ===
====Standing====
'''5A'''
*Lance poke that hits at a downward angle and comes out fairly fast. Good close-ranged poke that links into itself and 236236X on counter-hit.
'''5B'''
*Wide lance swing with a reverse hitbox that can be used to throw off cross-up attempts.
'''5C'''
*A very hard, downward swing that plummets opponents on air hit but has fairly limited horizontal range. While it can be used as an anti-air, the start-up and overall hitbox makes it far from ideal.
'''5D'''
*Overhead horse jump that connects when the hooves make contact. Can be linked into 5A or 236236X.
====Crouching====
'''2A'''
*A lance poke aimed at the opponent's feet that hits mid but will stop dash-clashes.
'''2B'''
*One of Nsidor's best pokes in terms of range and useability. Actually scoring a hit with this move will start the ball rolling for Nsidor, allowing him to perform some decent combos.
'''2C'''
*The anti-air launcher that is rarely used as an actual anti-air but more typically as way to perpetuate a juggle. It has a surprising amount of range and works well for punishing jumpers.
'''2D'''
*Horse hoof sweep that comes out a lot faster than one might expect. It's also a little difficult to actually see what's going on as the animation itself isn't very big and can easily be hidden behind objects in the foreground. Pushes Nsidor forward a little bit.
====Command====
'''6A'''
*Nsidor rides forward a few paces and pokes forward with his lance. Incredibly annoying, difficult to punish, and very good at applying pressure. This move is Nsidor's other poke of choice that is used when you want to force your opponent into doing something stupid.
'''6B'''
*Nsidor rides forward a few paces and swings his lance in an upward motion, which works as fairly effective anti-air.
'''6C'''
*Another move that involves gentle trotting along, except this time Nsidor performs a fairly wide swing that easily has the most range out of all of his normals. Not surprisingly, this move is not cancellable.
'''6D'''
*A short gallop forward that despite the animation, connects when the hooves touch the opponent, and not when the horse's head does. This move replaces 5D during Army Dash.
====Jumping====
'''j.A'''
*A quick poke that looks pretty much the same as 5A, only it's considered an aerial state.
'''j.B'''
*Forward lance stab that works best in "air-to-air" situations or places where you want to move backwards but still be able to poke at your opponent.
'''j.C'''
*Down smash that looks almost like a cross between 5C and 6C.
'''j.D'''
*As a move performed during Nsidor's basic "jump", this move is incredibly underwhelming, but performing instead as 7D turns into a very fast and very reliable instant overhead. 7D basically becomes a replacement for what would have been Nsidor's 6D blowback attack.


=== Normal Throws ===
=== Normal Throws ===

Revision as of 15:59, 9 February 2012

Introduction

Nsidor is both the most difficult character to play as and most broken character in the game. Using the right attacks at the right time, he can start juggling his opponents mercilessly from anywhere on the screen and the only way out is for him to drop the infinite. He has poor magic defense and his falling hitbox allows him to be hit by things that wouldn't work on most other characters, but his height can also save him from certain combos or supers. Nsidor has a very nasty and effective oki game and a single mistake can spell the end for his opponent. Tough to master, but highly rewarding to play as.

The Basics

Combos

Mid-screen

2B > 236X (>236236X)

  • Basic 2-in-1 that can be changed to include the designated Mana Burst. Loses one hit off of the super as a result, but is still highly damaging.

2B > 236D > D > 63214X

  • Basic Army Dash combo that sends the opponent flying in the other direction.

2B > 236D > D > 421B > 7D (wall bounce)

  • Staple Army Dash combo that can be altered to confuse your opponent by crossing them up instead. This combo ends in a blowback attack which can lead to further damage. A somewhat tricky combo to do.

5D xx 623A > 2A

  • Overhead to Intercept to follow-up. Only works on characters tall enough to be hit by 623A while they are standing.

5D xx 236236A

  • Overhead to super. Works on everyone.

2C > 421C, 236B > 236236X

  • Silly juggle combo that involves bouncing the opponent off a fireball, then cancelling into a super.

Corner

2C > 421B xx 2C > 421A...

  • One of Nsidor's many infinites and probably the easiest. Make sure the first fireball lands UNDER your opponent and doesn't hit them while they're in the air. All you have to do in order to keep up the juggle is link 2C after your opponent bounces off the fireball both times.

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Standing

5A

  • Lance poke that hits at a downward angle and comes out fairly fast. Good close-ranged poke that links into itself and 236236X on counter-hit.

5B

  • Wide lance swing with a reverse hitbox that can be used to throw off cross-up attempts.

5C

  • A very hard, downward swing that plummets opponents on air hit but has fairly limited horizontal range. While it can be used as an anti-air, the start-up and overall hitbox makes it far from ideal.

5D

  • Overhead horse jump that connects when the hooves make contact. Can be linked into 5A or 236236X.

Crouching

2A

  • A lance poke aimed at the opponent's feet that hits mid but will stop dash-clashes.

2B

  • One of Nsidor's best pokes in terms of range and useability. Actually scoring a hit with this move will start the ball rolling for Nsidor, allowing him to perform some decent combos.

2C

  • The anti-air launcher that is rarely used as an actual anti-air but more typically as way to perpetuate a juggle. It has a surprising amount of range and works well for punishing jumpers.

2D

  • Horse hoof sweep that comes out a lot faster than one might expect. It's also a little difficult to actually see what's going on as the animation itself isn't very big and can easily be hidden behind objects in the foreground. Pushes Nsidor forward a little bit.

Command

6A

  • Nsidor rides forward a few paces and pokes forward with his lance. Incredibly annoying, difficult to punish, and very good at applying pressure. This move is Nsidor's other poke of choice that is used when you want to force your opponent into doing something stupid.

6B

  • Nsidor rides forward a few paces and swings his lance in an upward motion, which works as fairly effective anti-air.

6C

  • Another move that involves gentle trotting along, except this time Nsidor performs a fairly wide swing that easily has the most range out of all of his normals. Not surprisingly, this move is not cancellable.

6D

  • A short gallop forward that despite the animation, connects when the hooves touch the opponent, and not when the horse's head does. This move replaces 5D during Army Dash.

Jumping

j.A

  • A quick poke that looks pretty much the same as 5A, only it's considered an aerial state.

j.B

  • Forward lance stab that works best in "air-to-air" situations or places where you want to move backwards but still be able to poke at your opponent.

j.C

  • Down smash that looks almost like a cross between 5C and 6C.

j.D

  • As a move performed during Nsidor's basic "jump", this move is incredibly underwhelming, but performing instead as 7D turns into a very fast and very reliable instant overhead. 7D basically becomes a replacement for what would have been Nsidor's 6D blowback attack.

Normal Throws

Mana-Counter

Specials

Lance Charge: 236A/B/C

Intercept: 623A/B/C

Fireball: 421A/B/C

Army Dash: 236D

  • (During Army Dash) Turn Around: 214D
  • (During Army Dash) Jump: 8/9
  • (During Army Dash) Back Attack: 4A/B/C

Lance Cyclone: 63214A/B/C

Horse Kick: 623D

Mana Bursts

Fatal Lance: 236236A/B/C

Undead Fire: 214214A/B/C

Cavalry Attack: 214214D

Frame Data