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Posted

corner 66C > 5C > 3C > B+C > j.C8CBB2C >2C > 2B > 214A~A = 2227
corner 66C > 5C > 3C > B+C > j.C8CB2C > 3C > j.BB2C j.236B = 2007

corner 236B~6B > CS > 5C > 3C > B+C > j.C8CBB2C > (2C > 2B > 214A~A) or (3C > j.BB2C j.236B) = 2302 / 2115

Posted

Don't forget Veil Off, 22 frames startup can still catch people being too aggressive. The potential damage and almost guaranteed Vorpal makes it quite nice.

 

Air fireball super is kind of nice. With 100 meter you can j.236B>j.236C to lock the opponent down for a sec (or even punish them sometimes) while your B fireball slowly travels towards them. Problem with the super is that it isn't full screen, if the opponent is full screen away they completely dodge the super.

 

Edit:

 

Also after any fireball hit the combo I use is 

 

fireball hit (A or B) > 5B/5C (whatever you feel comfortable, I use 5B for sweet tornado) > j.BB > j.[C] > j.236A > rejump > j.A > j.B > j.2C > 3C > B+C > j.2C > j.236B oki

Not sure what the damage is, don't have console to test.

 

If they're too high for 5B/5C you can skip that normal and go directly to > j.BB > ect. part of the combo.

 

If the fireball is a counter hit you have all the time in the world since they don't recover until they hit the ground.

You can also flip the first ground normal and the fireball hit around. So you can do 2B/2C > fireball hit > ect. iirc.

 

Either way every fireball hit can be converted to a combo easy as long as you are in range for the 5B/5C hit.

 

Now that I'm done this post I think you can do a bit more in the end of that fireball combo, I just always cut it short to keep things consistent.

 

Edit: Edit:

Ultradavid says plinking works in this game? Is that true and does it help Nanase at all?

Posted

Hello everyone, 

 

Been lurking here a while getting all the tech that you guys have put up, and I feel like it's time to share my own findings (although I anticipate that most of you have seen this before).

 

After messing around in training/playing casuals with a friend, I've found that I mostly lean toward a few bnbs:

 

1: Close range 2A starter/Assault starter: 2A 2B 2C 5C jB jC j2C 3C B+C jBB j2C j236B (for oki)

2. Far range any starter: *Starter* 2B 2C 236A-6C j[C] jBB j.2C (2C 214A) (or j.236B oki) *sometimes 3C B+C etc. but i'm pretty inconsistent with it.

3. 2B starter: 2B 2C 5C jBB j[C] j236A jA jB j2C 3C B+C jBB j2C (2C 214A) (or 236B oki)

 

I've found that combo 1. works for any jump-in hit if you omit the 3C B+C relaunch but combo 2 doesn't. Combo 2 can be done from mashing 2AAA (or any other mashed normal I believe) but combo 1 doesn't. I've used these flags to determine which route I should go into when I confirm.

 

Sometimes I omit the 3C B+C relaunch depending on the situation (3C is too far to hit, poration is being odd, etc), and I was just wondering if the relaunch was worth trying in all situations. On the upside you get another chance to 2C j236B, but on the downside if something goes weird and the opponent techs you've lost both damage and oki. Meh, I guess it's just a matter knowing all possible starters. 

 

I've also found that if you CS 214A (after doing a blockstring) while nanase is airborne, you can jB and jA right after for a sneaky double overhead. It's hard to be consistent with it, and I'm not sure how practical it is, but from playing against Day X folks it seems to work. Anybody else use this?

Posted

I was honestly just talking about 214A>CS not that long ago. Seems great since it leads into multiple mixups, cuz double overhead, land low, land throw, land 66B, land 66C. The latter two I realize are leaving the safety of the setup, but when you get unsafe people get unsuspecting. You could actually go for multiple overheads with j.B>j.A>BC>j.B>j.2C I think, if not you might have to cut the j.A, either way, lots of overheads.

Posted

I was honestly just talking about 214A>CS not that long ago. Seems great since it leads into multiple mixups, cuz double overhead, land low, land throw, land 66B, land 66C. The latter two I realize are leaving the safety of the setup, but when you get unsafe people get unsuspecting. You could actually go for multiple overheads with j.B>j.A>BC>j.B>j.2C I think, if not you might have to cut the j.A, either way, lots of overheads.

 

If it has been mentioned already, I apologize. I must have not been reading too carefully. jB jA BC jB etc sounds dangerous, I'll have to try that out. 

 

If anything, 214A CS seems to be better than 236A CS or just doing it off of a normal, from what I've seen.

 

Anyway, thanks for the insight!

Posted

Also, depending on your timing, it could cross them up or not. Does the crossup protection make it to where it wont force you to switch blocking till you hit the ground or just for a certain amount of frames? Also, apparently air BC has a minimum height requirement, so too low to the ground and BC won't happen.

My personal opinion on if there's a gap, a lot of mixups have gaps, otherwise itd be broken as hell. This isn't including wakeup options though, so meaty high/low attacks I don't think they count.

Edit: thought it was interesting that this worked unless someone already posted. Almost Full screen j.236B>236B combos. What I mean is if you do a tk B fireball, if you 236B and it lands from full screen, you can pick up for 3k damage

Posted

so how exactly are you guys playing her? i try to space, but i just eventually get opened up cause her normals aren't too great. I don't have too many, combos, but i think someone said you should always try to do combos that involve J.236a?

 

I'm still on my second day, and i've been playing with my 2 friends a lot ever since, and akatsuki and hilda seem to really blow her up. 

 

I think you can punish hilda's 236a fireball on reaction with 236C(100 meter) but i think that depends on distance of you and the hilda player.

 

Akatsuki can just shut you down. His Tatsu and double jumps and his ground game seem to be really solid in getting you to not press buttons, since his moves seem to either come out faster or just outright some of your options(my 2b can beat by akatsuki's 2a and 2b quite a lot. dang hurtbox on sword =()

Posted

You don't need to B+C from 236X~C j.[C] combos 'cause you didn't use your jump cancel yet. Just jump cancel the 3C.

Posted

Also the fact you lose GRD for doing the B+C jump makes me avoid combo routes that include it

 

http://www.nicovideo.jp/watch/sm24088978

 

has some decent routes though some of the starters (Notably the last one which is a raw 236A 6A counter hit) seem less like to be something you'd connect.

 

Also I always save 100 meter for Gord's in case they try to Grim Repah from a safe distance since 236C will punish it and get you on them even if blocked at max range.

Posted

Well, I got a sparkly new Mizuumi Wiki account now so I'm going to start adding stuff from this thread to Nanase's wiki tonight. I've made a list of  some combos posted in this thread that I plan to toss on the wiki for now. Once we get some agreed upon BnBs, we can add and remove stuff or even just color code BnBs. Anyway, let me know if you want anything added or removed from this list!

 

Midscreen

A Starters
-------------

5A > 5B > 2C > 5C > j.[C] j.BB j.2C > 2C > 214A~A [2481 DMG]
2A 5B 2B 5C 236B~C j.[C] j.BB j.2C land 2C 214A~A 2848 damage

(Air to Air) j.A j.B j.2C > 2C > 5C > j.[C] j.BB j.2C > 2C > 214A~A [2485 DMG]

B Starters
------------

5B > 2B > 5C > 236A~A > CS > dash 3C > Rising j.8C j.2C > 2B > 214A~A [3036 DMG]

2B > 2C > 236B~C > j[C] > jB > j2C > 3C > jC > j2C > 5B > 5C > 214A~C [2770 DMG]
2B > 2C > 236B~C > j[C] > jB > j2C > 3C > jC > j2C > 5B > 5C > 214EX [3103 DMG]

236B>6B>5A>5C>j.[C]>j.B>j.A>j.2C for 2.2k

 

(Air to Air) j.B j.2C 2C 5C j.BB j.[C] j.236A <land> j.A j.B j.2C 3C B+C j.2C j.236B [2576 DMG + setup]
(Air to Air) j.B j.2C 2C 5C j.BB j.[C] j.236A <land> j.A j.B j.2C 2C 214A~A [2758 DMG]

 

(Air to air) J.BB j.2C > dash 3C > B+C > j.[C] j.8C j.BB j.2C > 2C > 214A~A [2659 DMG]

C Starters
-----------

Corner Punish Combo
5C > 3C > B+C~j.236A > Rising j.8C j.2C > 2C > 236A~6C > microdash j.BB j.2C > 2C > 214A~A [3220 DMG] 3.6k with 236C ender, 4.2k with IW

 

 

 

Corner

A Starters
--------------

5A > 5B > 5C > 236A~A > 5A > 3C > Rising j.8C j.2C > 2B > 214A~A [2641 DMG]
5A > 5B > 5C > 236A~A > 5A > 3C > Rising j.8C j.2C > j.236B oki [2149 DMG]

B Starters
--------------

5B > 2B > 5C > 236A~A > 5A > 3C > delay j.C j.8C jB j.2C (delay j.236B oki) > 2C > 214A~A [2575/3023 DMG]

d.B > 236A~delayA > 2A > 3C > delay j.C j.8C j.B delay j.2C > 2C > 214A~A [2985 DMG]

j.236B hit > 2B > 5C > j.B j.C j.2C > 236A~B > j.8C j.2C > j.236B oki [2770 DMG]
j.236B~d.C hit > 2C > 236A~C > j.[C] j.BB j.2C > j.236B oki [2773 DMG]

C Starters
--------------

2C > 5C > j.[C] j.BB j.2C > 236A~C > j.8C j.2C > j.236B oki [2658 DMG]

 

d.C > 2C > 236A~C > Rising j.8C j.C j.2C > 2C > 214A~A [2106 DMG]

Assault j.2C > 5B > 5C > 236A~A > 5A > 3C > Rising j.8C > j.2C > 2B > 214A~A [2561 DMG]

Posted
 

214A goes from punishable to potentially plus if spaced properly, looks like it's different for every character though.

 

https://www.youtube.com/watch?v=ocKpUxQvoDc

 

This is interesting, I knew that 214A had some pretty odd tech, but I guess if the spacing is right this wouldn't be a bad option to end a blockstring with.

 

 

 

Akatsuki can just shut you down. His Tatsu and double jumps and his ground game seem to be really solid in getting you to not press buttons, since his moves seem to either come out faster or just outright some of your options(my 2b can beat by akatsuki's 2a and 2b quite a lot. dang hurtbox on sword =()

 

I've personally found the Akatsuki matchup to be decent for nanase. Most of your normals out-prioritize/out-range his by quite a bit (does your 2b really get beaten by his 2a? I've never had that problem personally), and all you need to really look out for is his fireball/dp game. Good Akatsukis will use the double jump/tatsu effectively so that is another thing to look out for. Whenever I play this matchup I just focus on dancing out of his range/not getting caught in a position where he can apply his pressure. 

 

 

Speaking of matchups, does anyone have any advice against Merkava? I've found that j.236B is pretty useless against him, because most of his full-screen normals (and full screen command grab) go right through. Also, he can fly over it and I'm still not quite sure how to tag him in the air (he's always above me). Lastly, I may just be bad but trying to 3C his divekick is not working out so well (and leads to pain..), not sure if DP works but at this point I've just tried to shield it and punish on block. Any suggestions?

Posted

Merkava is probably my biggest problem too, but I've fought mostly him and Linne. The only thing that's a plus his his hitbox is huge. Seems like getting in on him is rediculous, and if you do finally get close, he just flies away (though I feel you could AA him with j.8C). I think trying to dash in is honestly your best bet, even if its bad. He's got waaaay too many options to kill you in the air, with massive air normals and a lot of full screen air unblockables.

Posted

Also remember that TKed A projectile is like +15 on block or 18 I think it was? I've been messing in the corner with j.236B Oki + TKed 236A as a frame trap and also because why not.

Posted

Merkava is probably my biggest problem too, but I've fought mostly him and Linne. The only thing that's a plus his his hitbox is huge. Seems like getting in on him is rediculous, and if you do finally get close, he just flies away (though I feel you could AA him with j.8C). I think trying to dash in is honestly your best bet, even if its bad. He's got waaaay too many options to kill you in the air, with massive air normals and a lot of full screen air unblockables.

 

I agree that Merkava's hitbox is probably what saves this matchup from being too painful, it makes poking/confirming easier (and god knows I need the damage). 

 

I fought against a Merkava earlier that did nothing but fly around and throw fireballs, and I couldn't do anything but wait for him to come down. If i tried to air-to-air him with a J.8C, he would divekick me and beat it clean. It's really frustrating and I'm not quite sure what to do when he plays it like this.

 

I feel that the way to play against Merkava is as you said, dashing in from the ground. A good Merkava will try to keep you locked down with 5c and full screen command grab, but if you pick the right gaps it's possible to get in and finally start pressuring.

Posted

anyone find nanase's 236 a and c followups to be a little weird on block? like how sometimes when i do 236a 6a she goes through opponents and other times she doesn't or when i do 236 a into 6c in the corner sometimes i dont get hit and other times i do get hit

Posted

Seems like its all based on timing. I spent a bit last night tryin to see how to get 236x>6A to cross through (its safer this way) and you have to delay it by quite a bit, almost feels too late. I feel like 236x>6C could be used as a decent approach/escape option on wiff or block, but its still able to be called out from what I've heard.

Posted

Seems like its all based on timing. I spent a bit last night tryin to see how to get 236x>6A to cross through (its safer this way) and you have to delay it by quite a bit, almost feels too late. I feel like 236x>6C could be used as a decent approach/escape option on wiff or block, but its still able to be called out from what I've heard.

 

If the 236A doesn't hit and you end up point blank to the opponent as you do 6A then Nanase will pass through the opponent with the stab.

 

Also, 236A(Whiff) >6A is an amazing starter. Easy big damage starter that is unfortunately decently punishable. Therefore make sure to try using it as a punish or with Chain Shift available. Alternatively can block cancel to 214C and be pretty safe if you can confirm that. There's probably a combo off of 236A> 6A 214C that is possible as well.

Posted

Has anyone else been playing around with the 2C > 5C > 214A > ... chain? I was just messing around with it for a bit and managed 2409 damage doing 5A > 2B > 2C > 5C > 214A > 5A > j.A > j.B > j.2C > 623B. I didn't spend too much time with it, but I think you might be able to pull off a bit more damage with a 5A starter. With other starters you are able to follow up the 214A with better normals (or at least just 5B). Anyway, just throwing it out there.

Posted

So has anyone figured out the best air to air to use for her, if any? j.B is terrible and everything else just seems to get outranged.

 

I like the character design but her neutral seems really shaky.

Posted

So has anyone figured out the best air to air to use for her, if any? j.B is terrible and everything else just seems to get outranged.

 

I like the character design but her neutral seems really shaky.

 

j.236A and j.A. The in between range is where her air to air sucks the most, and unfortunately there's no way around it. Best bet at that range is j.B.

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