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Posted

Can someone answer some questions for me?

 

1.) What are Nanase's main poking tools?

 

2.) What's Nanase's game plan in neutral?

 

3.) Has anyone found out how to properly utilize her command jump during pressure and mix ups?

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Posted

Where'd you hear this from/How'd you find this out? Not doubting you or anything, it's just that the frame data from Maven's twitter on the first page has these listed as - so I'm wondering if there have been new discoveries on these since then.

 

There's a video floating around somewhere that shows a properly spaced 214A is plus on block. 

Posted

1.) What are Nanase's main poking tools?

 

2.) What's Nanase's game plan in neutral?

 

3.) Has anyone found out how to properly utilize her command jump during pressure and mix ups?

 

1. 2A, 5B, 2B, 5C, 2C, 236A/B, j.236A

2. Get them to block 2C/5C, j.236A or j.236B then run your shit.

3. 2C/5C > FF > j.236A, 2C/5C > FF > j.6D > stuff, jump-in j.B/C > FF > j.B/C(gimmicky). There's also some stuff posted above using FF to adjust your hitbox for a crossup.

 

Posted

i'm willing to come to terms with the fact that i'm just bad at the game, but: i don't really think i like the use of her FF as a 2nd jump cancel for the purposes of combo extension

 

she already feels so GRD-hungry in the first place

Posted

i'm willing to come to terms with the fact that i'm just bad at the game, but: i don't really think i like the use of her FF as a 2nd jump cancel for the purposes of combo extension

 

she already feels so GRD-hungry in the first place

 

I've also come to omit 3C B+C stuff as well, if only to save GRD for use during corner pressure. It doesn't really add much in terms of damage anyway, and if you're doing a 236A/B>6C combo you should still have a jump cancel for oki.

Posted

Major problem with the 236A/B>6C stuff is how often you end up pushing people out of the corner. I keep doing that and it's so dumb. Her corner pressure is pretty good at least no worse than most of the casts with the fireballs.

Posted

That's strange. The 236A/B~6C  corner combo pulsr does in his guide seems to keep them in the corner. Haven't really had time to test it out myself though. Maybe there's a special trick or some characters might have issues. 

Posted

That's true. I guess it's possible Miracleknight is talking about a scenario where his opponent is just about to be in the corner. 

 

This actually reminds me that while I was practicing the combo last night, I realized it was possible to side swap back to the other side depending on your timing in the j[C] follow up route, at least for small characters like Linne that I was practicing on. Was too busy trying to learn the combo properly to try and find out if it worked on anyone else. Maybe I'll look into it more later. 

Posted

What've you guys been doing when fishing for 3C anti air counterhits?

 

If it hits non-CH, I think you can only follow up with a jumpcancel. If I get a counterhit pretty high up, it's hard to followup (I usually need to j.8C, which I find kinda awkward sometimes).

 

For the CH followup, I've been trying to just whiff cancel 3C > 5B or 5A, and then just do a combo as they're landing, since I think the CH anti air forces knockdown?

 

But if there's anything easier or more universal that you guys have, I'm all ears.

Posted

I feel like I remember someone saying 3C>214A allowed for an extended on some characters, but I don't quite know how cosistent it is. Supposedly does good damage though if you land it

Posted

214a will miss if you hit them really high with 3C.

 

Though I guess the universal answer would be to simply delay jump cancel, jC > j8C > jB > j2C > stuff. Gives a little time to confirm but I'm slow so I'll probably just end up missing the jumpcancel window most of the time :X

 

At least this works on regular and CH, from any height. I think.

Posted

Hey guys, so this happened earlier today while playing online.

I meant to do a TK 236B, but messed up the input and got a bad 236B-6C which should have been punished. However, Akatsuki's 2C auto-corrected the wrong way, and in turn I got to punish him. I've actually never seen this happen before, usually when I do this in the corner, I get punished. Could it have been the specific spacing, how it was close to the corner but not actually in the corner? If it is space dependent and we can force our opponents to auto-correct the wrong way, that would be amazing.

iNRK8pEUQU2je.gif

Looking at the gif, it looks like I push him in the corner at the last second, which is probably why I didn't end up on the other side, yet he auto-corrected. I at first thought it was something weird with Akatsuki, but it seems like it can be universal. I'll have to test later.

Posted

Looks like because you pushed him into the corner comoletely, the game read you as crossing up for those frames and autocorrected. Honestly doesn't seem very practical, since you'd need them to be ever so slightly outside of the corner. Maybe there's an oki path that can place them here, but then they just have to mash a quicker, safer move or dp.

Since we discovered that 214A can be + if spaced properly, how plus would it be if only the final hit of it hit meaty? Because it can be CS'd for mixup, seems worth mentioning.

Posted

So there's an Aktsuki in my scene and I thought I'd share the stupidness of that match-up. Keep in mind we're both pretty new to the game but with that said; all I had to do was fill the screen with fireballs and he could do literally nothing. It was approaching Morrigan levels of fireball stupid, he had no way of getting close. I assume all y'all knew that already but I thought I'd share how fun and dumb the match-up can be

Posted

I've also come to omit 3C B+C stuff as well, if only to save GRD for use during corner pressure. It doesn't really add much in terms of damage anyway, and if you're doing a 236A/B>6C combo you should still have a jump cancel for oki.

 

Been doing this since day 1, because GRD is really important. The only real reason to go for B+C in combos are to make sure to get your Oki if you somehow did a combo with jump cancel before. 

 

I'd rather use those GRDs in neutral like blockstrings or moving around to make stuff whiff.

Posted

I was playing pretty yolo, using 236B from full screen to get in (it actually worked lol), but I'd like to ask how the Vatista MU should be played. Round start seems to kill you regardless of which option you use, cuz lol reactionary charge DP or laser. And if you do nothing, you have to go through a more damaging but slower version of Mu's laser fortress. Seems very heavily reliant on a RPS opener and your ability to bait a charge dp... so I can't help but feel I'm missing something in neutral here.

Posted

So there's an Aktsuki in my scene and I thought I'd share the stupidness of that match-up. Keep in mind we're both pretty new to the game but with that said; all I had to do was fill the screen with fireballs and he could do literally nothing. It was approaching Morrigan levels of fireball stupid, he had no way of getting close. I assume all y'all knew that already but I thought I'd share how fun and dumb the match-up can be

Akatsuki can reflector your projectiles, and in the air, he maintains momentum, so it doesnt stop his movement. Nanase's projectiles are slow enough to be reactable to, I find.

Posted

Yeah I think he just didn't know the match-up, so when he saw two fireballs on screen he'd panic and do something stupid. I just thought it was super funny filing the entire screen with windlets.

Posted

So there's an Aktsuki in my scene and I thought I'd share the stupidness of that match-up. Keep in mind we're both pretty new to the game but with that said; all I had to do was fill the screen with fireballs and he could do literally nothing. It was approaching Morrigan levels of fireball stupid, he had no way of getting close. I assume all y'all knew that already but I thought I'd share how fun and dumb the match-up can be

 

Akatsuki has some options, as mentioned before, but Nanase's B fireball is still an awesome tool against him if you're smart about it. You can react to his jumps/reflectors on approach if you're careful.

 

Speaking of Matchups, B fireball is also really good against Orie, as it keeps in check her "Divine Thrust" game (don't know if that's really the name of the move). I went several hours with one a few nights ago, and although he was more solid in neutral/fundamentals, the fireball really limited her options.

 

Also, @Dragoomba, thanks for showing me how a real Nanase is played! I learned a lot from our mirrors and your advice, and hope I can use it to grow further as a player!

Posted

trying to consistently memorize 2B > 2C > 236B~6C > j[C] > jB > j2C > 3C > jC > j2C > 5B > 5C > 214A~C for when i get a meaty 2B off j.236B oki and i'm having trouble

 

the 214A keeps whiffing for some reason? like i'm cancelling 5C as soon as the game will let me but half the characters i try it on are well out of its range by the time it starts up

Posted

someone please explain to me how nanase plays in the vatista matchup because i just played 20 games against vatista and now i want to pull my hair out

Posted

That's how I felt, though my matches were more limited than 20 lol. Only good thing I can say is her zoning is easy to shield on reaction, which pretry much ensures you have CS most of the time. I really think its gonna utilize making her use a blocked laser and try to full screen punish with 236B>CS. Still ways for her to hit you, and she can always be charginf that DP. Dp is so stupid, but luckily you can CS 236B before you get close enough for it to hit. Still seems largely a guessing game in her favor

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