Windstar
[12] Conqueror
I've hit over 10,000 points with Nyotengu. As far as I can tell through mirror matches and otherwise on ranked, I have the highest CP by 4,000 to 5,000 points.
Anyway, I'm back up to B+ and still doing fairly well. I chalk it up to unfamiliarity with Nyotengu, but also I think it may due to the fact that Nyotengu is the strongest character I've really played so far with the most modest learning curve. The fact that she can essentially threaten players at nearly any distance (with at least some risk) with 4P+K seems to help me a great deal.
I'm definitely getting some hate mail from players who are angry about me using 4P+K with ridiculous abandon and I can definitely see it from some players (a Hayate player spamming 3H+KKP comes to mind) getting angry when I do it. I've been punishing whiffed low holds with launchers and using 2T as a punish against lows with great success, so I'm probably getting better at punishing dumb stuff.
One thing I'm definitely having trouble with, though, is her fly stance, Hiten No Mai. The basic combo from flight is usually PK to T, or for higher launchers, PP, PK, T. I'm having trouble with both as many cases when I input the commands, only one of them comes out or certain commands simply don't register. Example; I input H+KP+K PK T, only H+KP+KP registers. Some times only K registers. In the case of the longer combo, PP registers, but then only K registers on the last inputs. Even when I succeed in getting all the hits, there are many cases where T simply doesn't catch.
Interestingly, I didn't have too many troubles earlier when I started playing Nyotengu and using the above combos (the success rate was certainly higher), but nowadays the success rate of me performing the combo properly has come down drastically. I've tried interchanging the launcher with 214P (another great launcher that offers the same combo rewards and damage as H+K) to practice variety and guesswork, but I'm not seeing much success on anything post-launch.
I did find that you can use 9P to fly over downed opponents who aren't teching. If they wake up using one of the rising kicks, they'll be back-turned and open to some pretty nasty combos. I haven't experimented with the shenanigan too much, though. All in all, things are looking pretty good with her despite some execution troubles (I'm having trouble getting 41236T off and instead just getting the regular 5T throw). She's really unsafe on block, but so few people punish her, its pretty easy to get away with some stuff. Luckily, I'm trying not to get away much crazy and focusing on what really works.
Anyway, I'm back up to B+ and still doing fairly well. I chalk it up to unfamiliarity with Nyotengu, but also I think it may due to the fact that Nyotengu is the strongest character I've really played so far with the most modest learning curve. The fact that she can essentially threaten players at nearly any distance (with at least some risk) with 4P+K seems to help me a great deal.
I'm definitely getting some hate mail from players who are angry about me using 4P+K with ridiculous abandon and I can definitely see it from some players (a Hayate player spamming 3H+KKP comes to mind) getting angry when I do it. I've been punishing whiffed low holds with launchers and using 2T as a punish against lows with great success, so I'm probably getting better at punishing dumb stuff.
One thing I'm definitely having trouble with, though, is her fly stance, Hiten No Mai. The basic combo from flight is usually PK to T, or for higher launchers, PP, PK, T. I'm having trouble with both as many cases when I input the commands, only one of them comes out or certain commands simply don't register. Example; I input H+KP+K PK T, only H+KP+KP registers. Some times only K registers. In the case of the longer combo, PP registers, but then only K registers on the last inputs. Even when I succeed in getting all the hits, there are many cases where T simply doesn't catch.
Interestingly, I didn't have too many troubles earlier when I started playing Nyotengu and using the above combos (the success rate was certainly higher), but nowadays the success rate of me performing the combo properly has come down drastically. I've tried interchanging the launcher with 214P (another great launcher that offers the same combo rewards and damage as H+K) to practice variety and guesswork, but I'm not seeing much success on anything post-launch.
I did find that you can use 9P to fly over downed opponents who aren't teching. If they wake up using one of the rising kicks, they'll be back-turned and open to some pretty nasty combos. I haven't experimented with the shenanigan too much, though. All in all, things are looking pretty good with her despite some execution troubles (I'm having trouble getting 41236T off and instead just getting the regular 5T throw). She's really unsafe on block, but so few people punish her, its pretty easy to get away with some stuff. Luckily, I'm trying not to get away much crazy and focusing on what really works.