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Posted

Since the combo is in veil off, it is possible to use the IW at the end, good idea. Instead of using 236A > 6A, we do 236A > IW, or just 2C > IW. I haven't found a way to use the IW after a super, all the supers send them flying so high.

 

Ok, here's a full-resource usage combo based on the one posted by Ragnarok F4. Requires 200 meter, Vorpal, Veil Off, and works midscreen but is easier to perform in the corner.

 

214C > 236B 6C > j.[C] j.B j.B j.2C |> 2C > 236A 6A > 236C > CS > ABCD [5789 damage]

 

5789 damage, works midscreen. 236A 6A 236C is WAY easier to perform in the corner since it's harder to cross yourself up with the wallbounce on the 6A. If you omit the 6A you do [5618 damage] instead.

 

Something I learned while poking at this combo: [236C CS] always leaves you right underneath the opponent. Since CS pauses the Veil Off drain for a moment you can *always* IW EXS at this point. The same holds true for [Veil Off 214C CS] - the wind blades keep attacking the opponent while you land underneath them, with time to connect the IW EXS.

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Posted

^Also guys, sometimes when yo do 214C, if the opponent is airborne, the two hurtboxes will collide and when the opponent fall you will be next to him, that makes harder to land 236B since he/she is next to you. But you can react to that and do this if that happens:

 

214C > 5B > j5B > j5B > j2C > 236B > 6C > j[5C] > j5B > j5B > j2C > 236A > 236C > CS > ABCD (or the variation logichole wrote before) this deals similar damage

Posted

For what it's worth it seems like it's pretty easy to connect a [41236D IW] after [214C] in Veil Off.
 
Also simple to combo into a Veil Off burst after a [214C] or a [236C CS]. I can't seem to connect anything after the burst though - the opponent seems invincible until they ground tech.

 

Which is why SKD's combo here is so clever.

 

https://www.youtube.com/watch?v=tcfdlvA1Pw4

Posted

Ive played about 40 matches with nanase and noticed that in the corner people normally respect Nanase's oki. Sometimes you can jump out of it, but people do not take that chance (could be lack of character knowledge). Based on this, I believe Nanase has a "corner vortex".

 

After j.2C~j.236B I normally mixup between two options:

66B

66C

 

If they don't get hit by the fireball they eat a mixup into combo.

If they do get hit by the fireball my mixup option connects (most of the time) for a combo.

 

This has given me a few awesome comebacks, and makes pressuring my opponent to the corner more rewarding. I don't recommend doing this midscreen because the opponent can rollback and your left in recovery.

Posted

After the fireball hits, I can land the 66C easily, and combo it, but the 66B didn't connect for me, chaos (my training dummy that time) recovered in the air so the 66B didn't connect. Maybe if it was in counter hit you can connect both, gonna try that.

Posted

i do this one quite a bit, but be aware that they can late tech and make you whiff wind/66c depending on how close/high you are when you j.236b, then wakeup and hit you.

Posted
things and stuff

hi! this is not a vortex. it's actually nothing. you beat 66B/C by simply down>uping, they're over 10 frames apart. i mean though, if it's netplay then go nuts yolo 420 on them with this but I wouldn't recommend becoming reliant on it as part of your oki.

Posted

Yeah this is the kind of thing that will work for now because everyone's new and few people are used to Nanase's 66B/C, but eventually it'll stop working. Use sparingly.

Posted

I tend to only use the dash normals when I see a pattern of shielding on wakeup, I don't think it's particularly strong if the player can react to an overhead (some players can't so you can just sorta go nuts with it in those cases)

Posted

For what it's worth it seems like it's pretty easy to connect a [41236D IW] after [214C] in Veil Off.

 

Also simple to combo into a Veil Off burst after a [214C] or a [236C CS]. I can't seem to connect anything after the burst though - the opponent seems invincible until they ground tech.

 

Which is why SKD's combo here is so clever.

 

https://www.youtube.com/watch?v=tcfdlvA1Pw4

 

I'm not at my console to test, but does anyone want to try SKD's combo but with exploiting the projectile unscale glitch? If a projectile hits an opponent at key points during the startup of an IW, it unscales (or something similar) and does much more damage. I'm curious if the damage is comparable, or if it's even doable in the first place. Since Nanase's IW pulls the opponent out of the corner during the animation, it might not work/require specific spacing...

 

Akatsuki can do it (documented here: http://www.dustloop.com/forums/index.php?/topic/8887-uniel-akatsuki/page-5#entry829502), and Chaos apparently can with 6C > IW (documented here: http://www.dustloop.com/forums/index.php?/topic/8884-uniel-chaos/page-3#entry829631)

Posted

Other than 66 shenanigans.

I was trying something different in the lab:

 

Midscreen, I was thinking of ending combos with 236B~6A because it pushes the opponent towards the corner and gives enough time to dash in and pressure. Gives good GRID advantage and you can even pressure with J.236A.

 

I haven't tested this in battle, but its probably not applicable in every matchup because sometimes creating a distance is not advantageous. At some distances, also based on length of the combo, the opponent will recover before hitting the wall, but you are still in good position to play footsies.

Posted

Can someone confirm if the 214X follow up is the same no matter what button? I'm sorta tired and don't feel like using my other ps3 to check the debug reading, but they all the same and are getting me the same damage.

Thanks to everyone who fixed up the Nanase move descriptions, I'm going to add the other move descriptions that I missed soon.

Can someone pastebin a list of combos missing from the wiki (or add them to the wiki if you have an account), I'm playing catchup on both tech as well as just playing the game, so I would like to learn more than one combo lol.

Posted

They change the direction very very slightly from the looks of the official tutorial video. 214B~C went a tiny bit farther than 214B~A. It looked like half a character width.

Posted

I'm new here but do guys happen to know a good BnB?

https://www.youtube.com/watch?v=yFoGio4ojLc

 

2C, 5C, j.B, B, hold C, 236 A, j. B, B, C, Land, 236 A - A, 236 A -A, 623 C.

 

I came up with that but I'm wondering if there is a better go to combo.

Cause the first j. B, B drops depending on range and/or character.

Posted

2B/5B 5C 236A-6C j.[C] j.BB j.2C 2C 214A-A

2B/5B 5C 236A-6C j.[C] j.BB j.2C 3C j.C j.2C j.236b for oki route

 

There's slight variations of the combo depending on starter or position, but that's the general route. Almost anything Nanase does leads into this.

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.

 

This Auto correct stuff can also happen at midscreen, dunno how to trigger, but it does look really stupid, and Nanase might get free opening from this

Posted

Well, I mean, against Akatsuki, you can pretty much always get away with 236B~6C. Maybe he can punish with his tatsu, but I doubt it. None of his normals reach that far, either.

Posted

What does Nanase do about opponents back-teching midscreen. Every setup I've seen for her midscreen can be escaped easily with back-tech. As far as I can tell, the only way to get pressure if they back-tech is to hard read it and dash assault but, your opponent can just wait to see what you do and late tech if I'm not mistaken. Maybe meaty 2B punishes late techs?

 

Also, if you do some chain into B+C>6D> your options seem to be not very great because if your opponent shields the initial jump-in you can't cancel to anything else, and you have too much landing lag to safely continue pressure, if you read the shield and go for a low they can just throw you out of 2B when they see that you're not going for an air normal. IDK I feel like this character does neat stuff but none of it is actually very strong.

Posted

FF 6D rejump is not a very strong option. Instead, cancel whatever you're doing to 2a and go from there. If you do use FF6D and they shield, 2B is not the answer, throw is.

 

As for midscreen, I usually end combos with j.236b, so if they backtech, they lose some GRD, and although they gained a bit of distance, there's now a bullet in between them and me, and I can just wait to see how they react to it and chase after. Alternatively, end your combo with 236A-6A and go for corner carry instead. I haven't used this one a lot, but I think I'll give it a shot tonight, see if it helps. Nanase's corner pressure is immensely stronger than midscreen, so I'm fine with dropping some damage to get them there sooner.

Posted

Hi guys, I've been playing the game since launch and have primarily been playing vatista but nanase was my side character that I've now decided I wanted to play more of, can someone give me a good summary of midscreen combos and corner combos?

Also maybe some help with her neutral game?

Posted

Hi guys, I've been playing the game since launch and have primarily been playing vatista but nanase was my side character that I've now decided I wanted to play more of, can someone give me a good summary of midscreen combos and corner combos?

Also maybe some help with her neutral game?

 

 

2B/5B 5C 236A-6C j.[C] j.BB j.2C 2C 214A-A

2B/5B 5C 236A-6C j.[C] j.BB j.2C 3C j.C j.2C j.236b for oki route

 

There's slight variations of the combo depending on starter or position, but that's the general route. Almost anything Nanase does leads into this.

 

Variations are like, on a high counter you can add j.8C on oki route, you can use 236A-6A instead of 214A-A for distance, etc. If you use a 2a starter, the j.[C] timing becomes really tight, so it might be better to go 2A 2B 2C 5C j.[C] j.BB j.2C 2C 214A-A.

 

As for neutral, it really depends who you're fighting. Usually involves a lot of j.236 bullets if you can even use them, and then either closing the cap with your fast dash, catching them in the air, or if you want to be clever, concentrate, wait for them to inevitably try to do the same and YOLO236B (no don't do that. Too much. C: )

The safest followup to 236 is 6C, should it get blocked. Don't rely on specials for overheads, ever. Actually, just don't use specials at all to break someone's guard. Every special or followup is either mid or high, and is very unsafe on block, so against anyone with a clue, they will block high and punish hard. Only exception is 214A if you have CS.

You can cancel your C moves to 2A to reduce recovery, and then try whatever. FF + 6D works on block, but is kinda bad, use sparingly. 

 

Nanase's float and jump cancel FF are tempting to use a lot, but vorpal is too good for her to throw away GRD like that, so if you are going to use them, make it count.

Posted

Dunno if someone already found this out, really good corner carry off 236x>6A>delay 214C. You can pick up the combo with almost any j.C move and get immediate corner oki up to 3k damage.

Posted

I would not use up CS on a combo for like 200 extra damage. I'd rather use it on a hit you normally don't get a combo off of, or a hard to confirm hit, or as an option for pressure. If you've already landed the 2B 2C, you can just do a regular bnb for 3k.

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