drugtown 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. if you land 3C CH it forces them into untechable state until they hit the ground which makes for a really easy 5B follow-up so you don't always have to use B+C i need to do more testing but it feels like her 3C low-profiles a lot of stuff too, it beats Byakuya's Assault>j.C clean
drugtown Posted August 2, 2014 Posted August 2, 2014 i'm sure other people have done more exhausting testing than me but, man... 3C is a really good option for dealing with people who like to Assault in your face a lot or pick really deep jump angles it stuffs everything i've tried and can't be air shielded
Ciddypoo Posted August 2, 2014 Posted August 2, 2014 The hitbox seems to go pretty high, too. I'm trying to burn into muscle memory a good universal followup for a 3C hit, be it normal hit or CH. I've been trying: 3C > j8C > j[C] > jB > j2C > land > whatever You can neutral jump and do j8C, which prevents Nanase from crossing under and whiffing if you jump forward to try and hit people.
NecroTheReaper Posted August 2, 2014 Posted August 2, 2014 Honestly, the only thing that kills me with 3C is its input. 3C as an AA just feels really unnatural to me, with every character's 3C in BB being a sweep. Anyway, listening to how many things it beats, makes it sound like it has pretty early h-invul. Mabe this will force people to do more predictable grab mixups than high-low stuff since a 3C regular hit leads to really good damage and corner carry.
drugtown Posted August 2, 2014 Posted August 2, 2014 The hitbox seems to go pretty high, too. I'm trying to burn into muscle memory a good universal followup for a 3C hit, be it normal hit or CH. I've been trying: 3C > j8C > j[C] > jB > j2C > land > whatever You can neutral jump and do j8C, which prevents Nanase from crossing under and whiffing if you jump forward to try and hit people. i've been trying to figure out what i can do after hitting them with 5B > jump cancel > (stuff) on the way down but so far i'm not having a lot of luck. i might steal your j.8C route and whiff cancelling 3C with 5B/5A and trying for OTG 2C doesn't seem to work either; game keeps saying it's invalid
NecroTheReaper Posted August 2, 2014 Posted August 2, 2014 I could connect 3C>2A(w)>2C, but its too strict to be practical imo. Used Default (Linne) as dummy.
drugtown Posted August 2, 2014 Posted August 2, 2014 i tested 3C's h-invuln against all the characters that like to try and open you up with Assault normals (hyde, seth, eltnum, linne) and it seems to beat basically everything good button
NecroTheReaper Posted August 2, 2014 Posted August 2, 2014 What... about... nothing? Can it beat nothing? Like they cant land>backdash/dp or somethin can they?
drugtown Posted August 2, 2014 Posted August 2, 2014 What... about... nothing? Can it beat nothing? Like they cant land>backdash/dp or somethin can they? i tried it with Hyde dummy (empty 6D into backdash then 236A) and it is punishable if you whiff but i feel like you'd have to be really slow. 3C starts up so fast and covers so much vertical space AND is air unblockable so if someone 6Ds at you Just Do It something i could see being weird is Seth empty 6D>fastfall>crouch block
Loli Bacon Posted August 2, 2014 Posted August 2, 2014 Can't you do 3C > 2A(w) > 2B > 5C > j.BB > j.[C] > j.236A |> j.A > j.B > j.2C > 2C > 214A~A? And you guys can do the Assault/throw option select. Do 3 A+C+D. If they throw, you break. If they assault, you AA. If they just block, you get a 3C on block. It loses to mash, though.
drugtown Posted August 2, 2014 Posted August 2, 2014 Can't you do 3C > 2A(w) > 2B > 5C > j.BB > j.[C] > j.236A |> j.A > j.B > j.2C > 2C > 214A~A? And you guys can do the Assault/throw option select. Do 3 A+C+D. If they throw, you break. If they assault, you AA. If they just block, you get a 3C on block. It loses to mash, though. 3C > 2A(w) > 2B works but then the 5C goes under them. if i wait just a little bit longer after the 2A(w) i can get 2B > 5C but it's a blue beat
pulsr Posted August 2, 2014 Posted August 2, 2014 Just do 3c, j.8c,j.c,j.2c 236b,6c 669 bbj2c it does like 3100~ its 100% consistent since you can delay the first j8c depending on the height.
drugtown Posted August 2, 2014 Posted August 2, 2014 Just do 3c, j.8c,j.c,j.2c 236b,6c 669 bbj2c it does like 3100~ its 100% consistent since you can delay the first j8c depending on the height. sounds good to me. the easier the better
drugtown Posted August 2, 2014 Posted August 2, 2014 you can do 2c 5c after the j2c for more damage. after the first one? 3C > j.8C > j.C > j.2C > 2C > 5C?
pulsr Posted August 2, 2014 Posted August 2, 2014 yeah doing the extra 5c makes the combo a bit more difficult it might even be character specific.
Ciddypoo Posted August 2, 2014 Posted August 2, 2014 Reason I like the 3C > j8C > j[C] route is that you dont have to delay the j8C; the j[C] gives enough of a delay for them to fall right onto it, and moves Nanase forward in case your neutral j8C somehow hits from pretty far (though it moves her forward as well). Also, for the 3C > 5a(w) stuff, do the followups work after non CH? I could swear I tried this before and I couldn't get anything to combo unless I jumped. If it's 3C CH, do 3C(CH) > 5a/5b(w) > 5b (hits) > j.BB > j[C] . It's much, much easier due to 5b's hitbox.
pulsr Posted August 2, 2014 Posted August 2, 2014 I'll let you guys know, but having a charged jump c doesn't necessarily net you more damage. It has heavier hit stun scaling so you are basically limiting your options for later. Like if you watch my video you'll see I rarely ever use it.
pulsr Posted August 2, 2014 Posted August 2, 2014 Throw fireballs till something hits. Unless you actually mean breaking their guard. If i want to break their guard I usually go for some ghetto high low mix up using her fly.
Ragnarok_F4 Posted August 2, 2014 Posted August 2, 2014 I'm still to green but B fireball is good, if it hits, combos from there deals high damage, but I only use it if they can't punish me from afar and just to cut some distance, or as an oki ender. When I am close I use normal mixup with the oki (grab, jump B, empty jumps, etc) with a bit of float now and there, is not that good, but people still fall for it sometimes, I haven't practiced the float cross-up you guys were talking a pages back though, also doing float in a jump baits AAs, that's sometimes useful. Sometimes I use 66B and 66C when running and cancel to 236B > 6C to try to make it safe if blocked, and if it hits then you can combo into easily (on whiff.....prepare your butt).
Vvvv Posted August 2, 2014 Posted August 2, 2014 How do you guys open people up with Nanase ? Netplay? overheadsoverheadsoverheadsoverheadsoverheadsoverheads Otherwise it's more the grab/assault game. blockstring into FF j.6D leads to sorta a guessing game between overhead, charged j.C whiff low, charged j.C whiff throw etc. etc.
Ciddypoo Posted August 2, 2014 Posted August 2, 2014 How do you guys open people up with Nanase ? A lot of it seems like approaching with winds and going between assault / dash C overhead / throw. You also have the option of running up with the wind just to build GRD, or try and get cute with 236A~6C crossup while the wind is heading towards your opponent. It feels like you really have to go for throws a lot to train people to whiffing a tech, then start an overhead game. If they start jumping you can cover space with j.236a and approach as well. EDIT: Forgot to mention, but I'm a fan of Nanase's dash moves, since they both have her hop off the ground. One hits overhead, the other hits low. The overhead is easily confirmable to microdash 3C > combo. The low, you can't link anything off of, but you cancel late into an EX move / super for some damage. In both cases, you have the option of cancelling to 236a/b, which will combo if it hits, into whatever 236a/b~6c followup you have. If either is blocked, you can still B+C cancel fairly safe, or go into another 236a/b 'mixup' (not really, since all options can be blocked low). If you have a wind trailing you, you should be able to followup with 236a/b~6c into combo, if both the dash attack and wind attack hit.
NecroTheReaper Posted August 2, 2014 Posted August 2, 2014 If you're at slightly less than full screen (in other words, max range 236B) and you through j.236B out, 236B is essentially a free, safe gap closer provided they respect wind enough to stay still. If you catch them doing something with 236B, the wind will combo and you can pick up with 2C. If not, I think you're still plus enough that they have to respect. I tested this a bit today, but the guy I was playin against just got the game so maybe hejust ddidn't know everything about the MU.
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