Dragoomba Posted August 1, 2014 Posted August 1, 2014 I only have two matchups I really hate; Merkava and Byakuya. The reason is they can reach extreme height that Nanase can hardly do anything about. When Merkava flies and Byakuya command air-dashes over Nanase's wind-ball, I don't know what to do. Usually I jump and intercept them air-to-air with j.A into 2C, but obviously that doesn't work with these two. Most of the time I can read when they're going to do their specific moves, but can't do anything about them. Any suggestions?
drugtown Posted August 1, 2014 Posted August 1, 2014 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  i just don't know how to get in on her! she doesn't care about j.236B and up close her normals beat mine and having to gamble with full screen 236B>CS is so stupid  argh i hate that matchup. this is why i should learn a secondary >_<
Dragoomba Posted August 1, 2014 Posted August 1, 2014 i just don't know how to get in on her! she doesn't care about j.236B and up close her normals beat mine and having to gamble with full screen 236B>CS is so stupid  argh i hate that matchup. this is why i should learn a secondary >_< This is surprising to me. Vatista seems to be one of my more easier matchups. Are you referring to her lasers? Those are forward charge motions, which means she has to be charging forward for them to come out. You can usually tell when she's charging/buffering them. Just wait for them when you notice her charging, and summon 236B afterwards. Remember she's a charge character, she can't reliably throw out her great projectiles all the time.
Setsuna Posted August 1, 2014 Posted August 1, 2014 Whats everyone doing for corner confirms and j.236B hit confirms(midscreen and corner) ?
Loli Bacon Posted August 1, 2014 Posted August 1, 2014 Whats everyone doing for corner confirms and j.236B hit confirms(midscreen and corner) ? Â For corner combos, depending on the starter, I just do basic 236B > 6C > j.[C] > j.BB > j.2C > 2C > 3C > j.C/2C > j.236B for meaty oki. I don't mind having lower damage, it's an easy confirm that leads into meaty oki which allows her to run her insane vortex. For j.236B hit confirms, both corner and midscreen I do 2C > 5C > j.BB > j.[C] > j.236A |> j.A > j.B > j.2C and either end in |> 2C > 214A~A or if I want oki, just end in fireball. If you can get them to block fireball, you can 66B, 66C, 66D, or 66A+D for mixups, and if they respect you enough you can go for j.B > B+C > j.BB, j.[C} > j.B > j.2C mixups.
Alioune Posted August 1, 2014 Posted August 1, 2014 I only have two matchups I really hate; Merkava and Byakuya. The reason is they can reach extreme height that Nanase can hardly do anything about. When Merkava flies and Byakuya command air-dashes over Nanase's wind-ball, I don't know what to do. Usually I jump and intercept them air-to-air with j.A into 2C, but obviously that doesn't work with these two. Most of the time I can read when they're going to do their specific moves, but can't do anything about them. Any suggestions? I personaly most play distances vs these 2. Wind ball is pretty useless against them in neutral. Just space yourself out on the ground and catch them when they land with hops or cr C max range confirms.
pulsr Posted August 1, 2014 Posted August 1, 2014 https://www.youtube.com/watch?v=EDYu75bvUh4&feature=youtu.be I enjoy this combo very much.  You can probably something more in there since I still haven't used the jump cancel in it.  As for Merkava matchups, I tend to get into max A windball range and just kinda match distance. If they jump  I throw it out and go in.
Setsuna Posted August 1, 2014 Posted August 1, 2014 also off max range 5C confirms what is everyone usually going into ? And punish combos ? and whats the most optimal route for j2C air enders into wind oki ? I was trying stuff that I saw in the thread but averaged around 2.1k I think ? Just wanted to make sure I was getting the most I could  And what does everyone do against Linne, Merkava (though pulsr just answered that), Gordeau and Yuzuriha ? With Linne its just how fast she is that bothers me and everyone else their range in moves (haven't played the entire cast yet but when I played them I sort of got rocked lol) Sorry for all the questions, haven't had time to practice or keep up so I'm trying to collect everything for when I start having time again this weekend lol
Loli Bacon Posted August 1, 2014 Posted August 1, 2014 also off max range 5C confirms what is everyone usually going into ? And punish combos ? and whats the most optimal route for j2C air enders into wind oki ? I was trying stuff that I saw in the thread but averaged around 2.1k I think ? Just wanted to make sure I was getting the most I could  And what does everyone do against Linne, Merkava (though pulsr just answered that), Gordeau and Yuzuriha ? With Linne its just how fast she is that bothers me and everyone else their range in moves (haven't played the entire cast yet but when I played them I sort of got rocked lol) Sorry for all the questions, haven't had time to practice or keep up so I'm trying to collect everything for when I start having time again this weekend lol  Off max range 5C I do 236B > 6C > j.[C] > j.BB > j.2C |> 2C > 3C > j.C > j.2C |> 2C > 214A~A for 2831 damage (3106 in vorpal). I'm sure you can get more damage, but I just go with this because it's consistent damage. Does 4.1k with IW and vorpal. It's also a really strong punish combo with IW.  Nanase's damage doesn't really spike much and it isn't super high unless you add in IW, but it's consistent and every single hit you land leads into the same bnb with the lowest damage I've netted being 2030 damage hitting with five A moves (2A x4 5A 5B 5C 236B 6C j.[C] j.BB j.2C land 2C 214A~A). She's all about dat knockdown and wind pressure. You have to hit them a bunch, but thankfully that's easy thanks to her range.
pulsr Posted August 1, 2014 Posted August 1, 2014 every combo that i posted in my video goes into the most meaty oki setup possibl (that i know of)
OutlawVinegar Posted August 1, 2014 Posted August 1, 2014 any good match footage available yet? Â There's a trickle of decent-to-okay Nanases out, but it feels like it'll be a good while before any 'God' player appears using this character. As of right now almost all the YT footage is of Abelcru and a little of Ciddypoo. Â There's a decent Nanase in this Linne video (they're solid, which is better than most right now), so I'm taking notes from these matches. http://www.nicovideo.jp/watch/sm24135134
NecroTheReaper Posted August 1, 2014 Posted August 1, 2014 This is surprising to me. Vatista seems to be one of my more easier matchups. Are you referring to her lasers? Those are forward charge motions, which means she has to be charging forward for them to come out. You can usually tell when she's charging/buffering them. Just wait for them when you notice her charging, and summon 236B afterwards. Remember she's a charge character, she can't reliably throw out her great projectiles all the time. Thing is she can charge the lasers during her back charge orbs, and can set up her bombs while putting them out. She never has a reason to charge them raw at neutral. Her orbs easily cancel out our fireballs and all of her projectiles can be used in the air. I didn't think people could be good with her, but I was proven wrong.
Grendy Posted August 1, 2014 Posted August 1, 2014 This is going to be given from strictly netplaynet play perspective since thats all i have to go off of so feel free to take it with a grain of salt or completely ddisregard. I played somewhere between 15 - 30 matches against vatista yesterday and these are just my thoughts on the matchup. The match is played very slowly, with out access to a gaurd break in this game moving forward and quickly stop to block seems a lot more difficult. I found using shield while blocking projectiles to be very advantageous for building GRD expecially against her EX Laser. J236B goes under her standing orb, the one that comes out lower to the ground will still cancel it out, while its not the most ggame breaking thing it can make her block which gives you a small window to close the gap. One thing to keep in mind with j236b is that it pushes you backwards after release, this can cause you to fall back onto an orb and then cancel out the fireball all together. If you get a good read and jump over her laser b+c float can help close some distance and is also easy to cancel into guard if she starts another projectile guarding does usually make you float back a lil bit but you should have made up a lil extra distance using it. As always trying to completely close the distance from the air is dangerous because of her DP Keeping her back to a corner is super important, this makes confirming random hits into 236x 6c somewhat dangerous. Switching sides and letting her out of or further away from the corner will make you resume the chase. This next bit is probably just a personal preference but j236x oki seems absolutely neccesary no matter where you are on the screen. The only time i went for a damage ender was when it would kill. At midscreen tkj236a oki is good for when bacckdash while tkj236b is for neutral tech. Once you are in you run the normal nanase gameplan while taking into account your opponents use of their DP, any version can be punished but the EX version will switch sides for her so you need to adjust and keep her as close to the corner as you can. I apologize for the wall of text and any errors that may be in it. Im posting this from my phone and its giving me a lot of trouble. When I can get to a computer I'll try and come back and fix it up a bit so its not so painful to read.
NecroTheReaper Posted August 1, 2014 Posted August 1, 2014 Do you know what range would be the best for landing after floating over lasers? As compared to our moveset I mean. Would floating into 2B or 5C range be safer?
Grendy Posted August 1, 2014 Posted August 1, 2014 If you are simply trying to be safe as you can I would say 5c range is your best bet. From this range you can do 5c 2c 2a and attempt to work you way in from there. If you can get into 2b range safely you can go for 2b 214a~a CS and have your self right up close. I only mention this because with e amount of projectiles you will be blocking in this match and the fact that you can use shield quite a bit safely I found myself in vorpal a lot more often than not. Of course outside of vorpal you could always go for the 2b 5c 2c 2a route but I feel landing at the range would leave you in a prime spot for a quick DP. It's definitely something that would need more testing and looking into.
drugtown Posted August 1, 2014 Posted August 1, 2014 what kind of stuff are people hitting off 236A(w)~6A? the one that staggers  i've been doing > 2C > 5C > j.BB > j.[C] > j.236A > land > j.A > j.B > j.2C > 2C > 214A~A for 3142 but i wonder if there's something better
NecroTheReaper Posted August 1, 2014 Posted August 1, 2014 If you wanna blow a GRD block, you could do the 3C>BC path for 3.3k (or more with vorpal/veil) Edit: Nanase easy mode trophy combo for over 5k. Veil off+vorpal 236A(w)>6A>3C>BC>j.236A>j.BB>j.2C>2C>5C>j.[C]>j.BB>j.2C>2C>41236D for about 5.4k
Ciddypoo Posted August 1, 2014 Posted August 1, 2014 Anyone have any updates on the Linne matchup? Â Seems like throwing winds out anywhere closer than fullscreen is really risky. Most of her normals seem to have the same range as Nanase, only faster? I'm really scared to push buttons in this MU. Â Jumpin air kuuga gives me a lot of problems. I've tried air-to-airing with j.B or j.A but I think it's always gotten stuffed. 3C is out of the picture cause you'll get CH by Kuuga. Same with wakeup DP stuff. If you see it, you can run under, but my success w/ that has been limited. I'm slow to react though, so maybe someone else has had success with it?
drugtown Posted August 2, 2014 Posted August 2, 2014 If you wanna blow a GRD block, you could do the 3C>BC path for 3.3k (or more with vorpal/veil) Edit: Nanase easy mode trophy combo for over 5k. Veil off+vorpal 236A(w)>6A>3C>BC>j.236A>j.BB>j.2C>2C>5C>j.[C]>j.BB>j.2C>2C>41236D for about 5.4k  you can break 6k with this combo by doing 236C>CS>IWEXS after the last 2C. it's awesome
Ragnarok_F4 Posted August 2, 2014 Posted August 2, 2014 Been doing good with Nanase (around 2.4k-2.8k meterless and 3k-3.6k with 100% midscreen) her oki is quite good with the j236B projectile. I'm still on day 3 so I have a problem, the anti-air. What are you using for that (not the DP, the super is good but not enough punish for the adversary)? 3C? Â Also, her 236B (and 214C) can punish some things almost fullscreen (specially yuzuriha's stuff) and the 6C follow-up is kind of safe (?) and leads to good damage, however on the corner the 236B follow-ups are super unsafe, so to make some pressure on the corner what do you do? I've been doing something like some hits on the ground with the A,B,C normals then try to jump > overhead hits, float, or then the j236B, then grab or something, but dunno about, that's like asking for a DP or anti-air. I feel that in the corner she can be kind of scary, but that's because of the j236B projectile (if they let you that is).
Setsuna Posted August 2, 2014 Posted August 2, 2014 If you wanna blow a GRD block, you could do the 3C>BC path for 3.3k (or more with vorpal/veil) Edit: Nanase easy mode trophy combo for over 5k. Veil off+vorpal 236A(w)>6A>3C>BC>j.236A>j.BB>j.2C>2C>5C>j.[C]>j.BB>j.2C>2C>41236D for about 5.4k  easier trophy mode combo: Set options to infinite meter, no tech options for your dummy on. Veil Off and Vorpal for more damage and just 214C your way to 5k lol
Ciddypoo Posted August 2, 2014 Posted August 2, 2014 Been doing good with Nanase (around 2.4k-2.8k meterless and 3k-3.6k with 100% midscreen) her oki is quite good with the j236B projectile. I'm still on day 3 so I have a problem, the anti-air. What are you using for that (not the DP, the super is good but not enough punish for the adversary)? 3C? Â Also, her 236B (and 214C) can punish some things almost fullscreen (specially yuzuriha's stuff) and the 6C follow-up is kind of safe (?) and leads to good damage, however on the corner the 236B follow-ups are super unsafe, so to make some pressure on the corner what do you do? I've been doing something like some hits on the ground with the A,B,C normals then try to jump > overhead hits, float, or then the j236B, then grab or something, but dunno about, that's like asking for a DP or anti-air. I feel that in the corner she can be kind of scary, but that's because of the j236B projectile (if they let you that is). 3C is pretty solid. I've been starting to use it lately. Just have to recognize that some stuff you can't really AA like jumpins with really big horizontal reach. It's great for assaults, though, or really close/deep jumps. I posted earlier but I typically have trouble with the confirm afterwards, though. Â As for 236A/B~C, I still do the 6C followup sometimes cause autopilot but you'll get hit by a lot of characters CH if you try it, like Elt or Yuzu. Lots of others definitely. Better to just cancel stuff to 2a/5a (leaves you - afaik) or B+C out of blockstrings (safer, but uses GRD).
drugtown Posted August 2, 2014 Posted August 2, 2014 3C is pretty solid. I've been starting to use it lately. Just have to recognize that some stuff you can't really AA like jumpins with really big horizontal reach. It's great for assaults, though, or really close/deep jumps. I posted earlier but I typically have trouble with the confirm afterwards, though.  As for 236A/B~C, I still do the 6C followup sometimes cause autopilot but you'll get hit by a lot of characters CH if you try it, like Elt or Yuzu. Lots of others definitely. Better to just cancel stuff to 2a/5a (leaves you - afaik) or B+C out of blockstrings (safer, but uses GRD).  3C is a good call-out for people who like to point blank Assault right in your face but it's kinda shit for everything else imo  anti-airs are something nanase isn't particularly good at
Ragnarok_F4 Posted August 2, 2014 Posted August 2, 2014 Yeah, that's because it is normal to jump when you see Nanase's projectile coming, sometimes i was using j236A or jB to punish their jump (maybe 214C), but that's not enough. I'll test 3C a bit later. However, 3C sends them flying a lot, so for consistency I'll use B+C after that for now. Of course, there are people who don't care at all your j236, yuzu laughs in your face, probably merkava too, and maybe wald also.
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