Rhapsody Posted August 22, 2014 Posted August 22, 2014 Got wrecked on stream at TRB but got fifth. I really don't like fighting Wald and even Seth lol Still wish I could've showed some better play on stream but oh well.
RurouniLoneWolf Posted August 22, 2014 Posted August 22, 2014 Oh,didn't realize UNIEL is on the runback. I'll have to check out the archives later. 5th place is pretty good. Congrats!
Vvvv Posted August 23, 2014 Posted August 23, 2014 so this is kinda worthless but hey maybe someone will surprise me. 623A/B/C retain the vaccuum effect point blank->about a character's width away if your opponent is in hit/blockstun even on whiff. this is with anything, you could j.236B > 623A to get the vaccuum effect. but like i said it's kinda not even a thing since DP momentum only sends you upwards which means no real pulling you out of the corner > FF left/right/high/low like with 214A in the corner. midscreen you're like, right outside of falling j.2C range. i did manage to do stuff > 623A whiff > CS > j.B with the vaccuum but not really finding anything worth mentioning damage wise especially for a CS combo.
Ragnarok_F4 Posted August 25, 2014 Posted August 25, 2014 You can combo from 623A into something but you need 100% bar and CS. I'm doing 623A > j236C > CS > Assault > j2C > 236B > 6C > j[C] > j5BB > j2C > j236B. That deals around 2.9k-3k, and ends with the fireball. The thing is, you need to do the CS as fast as you can, that way the final hit of the j236C is canceled and won't send them to the ground, instead they will float and you can continue it with an assault in the air then j2C, etc.
Icekin Posted August 26, 2014 Posted August 26, 2014 You can keep your meter and just do 623A CS j.2C 2C 236A-6C j.[C] j.BB j.2C 2C 214AA for 3069 dmg. replace 2C 214AA for 3C j.2C j.236B for oki, does 2933 instead.
pulsr Posted August 27, 2014 Posted August 27, 2014 3c j.2c 236b doesn't really give you oki unless you are in the corner. They can always up back from that situation no matter what you do.
Icekin Posted August 28, 2014 Posted August 28, 2014 There's matchups and situations where that's not a bad thing at all.
pulsr Posted August 28, 2014 Posted August 28, 2014 Or they can just assault forward since that setup will actually puts you in the negative.
Icekin Posted August 29, 2014 Posted August 29, 2014 5B will stuff any assault on that setup, but that gets killed by DPs. And if you're gonna run the risk of getting DP'd, that defeats the purpose of putting down a tornado rather than doing 214A-A. So you're right, oki route only applies in the corner in the end. Go for damage elsewhere. :U
Icekin Posted September 3, 2014 Posted September 3, 2014 Opinions incoming: 236X-6B is not as bad as I previously believed. Still terrible if the 236 is blocked, but turns out you can cancel it into 6B a lot faster than I thought, and just 5a 5b 2b is enough pushback to use 236 where it'll whiff. I don't know the frame data on 236X-6B canceled asap, but it's reasonably quick. Also jumps over a few things. Now if only I could get the follow up every time. :C I knew projectiles were good starters, but didn't know they were as good as they are. I landed a j.236b into j.236a -> j.A j.B j.2C 236A-6C j.[C] etc, for like 3K. I never thought the 236-6C would link into j.[C] after that many hits including j.a, but it works. Is Nanase's 236X(whiff)-6A her best starter? I'm trying to find the most damaging punish for DPs and stuff. I can get 3227 off that. 2900 off 236B. Is there better? I might be able to get higher with float, but I never use her FF in combos. I find the GRD cost is just not worth it ever.
NecroTheReaper Posted September 3, 2014 Posted September 3, 2014 The only better starters I can think might do more damage than 236x(w)>6A is of you have vorpal to CS 214/623x. Both lead into full combos and get an instant 1.4k damage. Sadly, you could've probably gotten more damage from the wiff 6A if you were able to get it out. With Vorpal that shits stupid.
Ragnarok_F4 Posted September 4, 2014 Posted September 4, 2014 I saw this at SRK the other day, there's some nice stuff: https://www.youtube.com/watch?v=ivaIN6S_oW0 https://www.youtube.com/watch?v=hPXDXQw6zzU
Rhapsody Posted September 5, 2014 Posted September 5, 2014 Opinions incoming: 236X-6B is not as bad as I previously believed. Still terrible if the 236 is blocked, but turns out you can cancel it into 6B a lot faster than I thought, and just 5a 5b 2b is enough pushback to use 236 where it'll whiff. I don't know the frame data on 236X-6B canceled asap, but it's reasonably quick. Also jumps over a few things. Now if only I could get the follow up every time. :C I knew projectiles were good starters, but didn't know they were as good as they are. I landed a j.236b into j.236a -> j.A j.B j.2C 236A-6C j.[C] etc, for like 3K. I never thought the 236-6C would link into j.[C] after that many hits including j.a, but it works. Is Nanase's 236X(whiff)-6A her best starter? I'm trying to find the most damaging punish for DPs and stuff. I can get 3227 off that. 2900 off 236B. Is there better? I might be able to get higher with float, but I never use her FF in combos. I find the GRD cost is just not worth it ever. Yeah, I've been getting a lot out of projectile starters. Against people that like to back tech against j.236B oki, I'll just j.236A after and some people get hit by it when they get impatient and try to jump over the first projectile. Leads to a lot of damage if they fall for it.
Icekin Posted September 11, 2014 Posted September 11, 2014 I know I mentioned it just above, but I find it a little disappointing to see how many Nanase players on netplay use FF combos. Seems like it's all of them. FF is never worth it in a combo. Using FF will usually tack on like 100 dmg to a combo, at the cost of 1+ GRD block, sometimes almost 2, since it also eats up whatever unfinished GRD you have in the next block. 1 to 1.9 GRD for like 100-150 dmg? No thanks. Whatever extra damage you think you're getting from FF, you will get way more out of Vorpal + CS + meter from not using FF. Nanase's FF has its uses, it's actually a really good move for overheads, crossups, air movement etc. But it's an awful combo tool. It hurts you more than it helps. If you need a hand finding alternatives to combos you use with FF, I'll be glad to help.
pulsr Posted September 12, 2014 Posted September 12, 2014 I use FF all the time in my combos. I like doing 4400. Using FF in your combos lets you avoid using your ground bounces and what not so you can just slap on all your supers at a much longer combo.
Rhiya Posted September 12, 2014 Posted September 12, 2014 It's one thing to be trying to go for a max damage combo, and it's another just doing a bnb. If you're trying to kill them, obviously give it all you've got -- getting next vorpal doesn't matter if you end the round. However, maintaining vorpal matters in almost every other situation.
Icekin Posted September 12, 2014 Posted September 12, 2014 ^That. If it'll kill, of course go for it. I'm curious what this 4400 combo is that requires FF to work.
Icekin Posted October 29, 2014 Posted October 29, 2014 Obligatory october post. Taking back what I said last month. FF still not a worthwhile combo tool, still a great pressure tool. The more I play, the less I think Nanase is a bad char. She's a solid mid, imo. Her normals are reasonably good, pressure is amazing, mixup is alright. It might not have much horizontal range, but her DP is still a DP. IW's range is massive. The sword part is air unblockable, projectile isn't, but reaches the stars. It has the highest raw damage in the game (except Hyde can combo his into more, that cheating bastard :U). 3440, 3780 with Vorpal, which makes CS IW a pretty scary threat. Her damage is midling. She gets consistent 3k's off most starters that aren't 2A/66C/(236x)6B. Most I can get from a solid DP punish is 4500 with meter, 3400 without. That's not bad. Most damage I can squeeze out of her is 6360.
RurouniLoneWolf Posted October 30, 2014 Posted October 30, 2014 The more I play, the less I think Nanase is a bad char. She's a solid mid, imo. Her normals are reasonably good, pressure is amazing, mixup is alright. It might not have much horizontal range, but her DP is still a DP. This was also my opinion of Nanase from where I left off with her. She's got some pretty good normals (Though every time I think about what the actual hitbox is for 5A, I both die and cry a little inside). Mixup and pressure are solid enough to get the job done so long as you're good at varying your pressure. DP is good. Doesn't have much horizontal range but the vertical range is nice in some instances. Overall, a solid character. That said, I've still got a long way to go in some matchups before I feel comfortable dealing with the entire cast. Got to sit down and pick apart the pros and cons of Carmine's pressure one day so I'm not completely RIP status the moment I get touched, lol.
Icekin Posted November 15, 2014 Posted November 15, 2014 Messing around practice mode. 3C 214B 5B j.BB j.[C] j.236a j.A j.B j.2C 2C 236A-6A I forgot how much it does, like 2900, but more importantly carries pretty far, thanks to 214B. Edit: doesn't work on small buggers like Linne.
pokemonblaze234 Posted November 16, 2014 Posted November 16, 2014 Messing around practice mode. 3C 214B 5B j.BB j.[C] j.236a j.A j.B j.2C 2C 236A-6A I forgot how much it does, like 2900, but more importantly carries pretty far, thanks to 214B. Doesn't this side swap? And I think you can do this from a 2B starter but I'm not sure cuz I haven't played UNIEL in months.
Icekin Posted November 16, 2014 Posted November 16, 2014 214A side swaps. 214B travels a distance forward.
Icekin Posted November 27, 2014 Posted November 27, 2014 Tip of the month: j.[C] after 236B-6C is rarely punishable on whiff. Nanase recovers before she lands. If you do j.A on the way down, it'll hit them right before you hit the ground, and beats any wakeup mash. You can get another combo from there. There's only one thing that'll beat this, and it's neutral tech + DP. Most people always back tech, in which case you will either hit them with j.A or land and block the DP, it's entirely safe. If they neutral tech, you can float over them and make every DP whiff. So instead of j.A, you could float + j.BB over them, or float + j.236b. The one exception to this I can find, to the surprise of absolutely no one, is Gordeau, who can EX Grim Reaper on neutral tech, beating anything Nanase does. Not that it'll ever happen. So if you whiff a j.[C] after swordcar, keep pushing buttons. No one seems to knows about this on netplay, so it's a pretty free combo every time.
Icekin Posted November 29, 2014 Posted November 29, 2014 Alternate damage route off Swordcar: 236B-6C j.[C] *slight delay* j.BB 3C j.8C j.5C j.2C 2C 214AA 623C/IW
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