Icekin Posted July 23, 2015 Posted July 23, 2015 https://www.youtube.com/watch?v=t7SSKlIBzXM&feature=youtu.be&t=22m14s Sorry to be the bearer of bad news, but no, 2A is not a low; Eltnum tried to grab right before she got hit by 2A
brownrice101 Posted July 23, 2015 Posted July 23, 2015 Sorry to be the bearer of bad news, but no, 2A is not a low; Eltnum tried to grab right before she got hit by 2A RIP Still hoping for the whole list of changes to make sure but otherwise imo she is way stronger. Only real notable thing (so far) is that her damage output went up but that helps a ton. Still think j.2[C] is really good as it gives her new hype combos and damage but the utility outside of combos seems really nice too.
Icekin Posted July 25, 2015 Posted July 25, 2015 236C seems to be faster now, is projectile invulnerable (went through Carmine 6B), hits fully even OTG, and has increased hitstun. 214C has more hitstun; point blank crossup 214B-A 214C easily combos into 236B. j.236C homes in on the opponent (to a point), no longer falls short fullscreen. j.2[C] starter leads to 2.9k from a basic combo (236B bnb followup). CH Hitstun is enourmous: On a trade with Merkava j.A, Nanase just fell to the ground, teched, and picked up the combo with 2C. Finally, either 214B's hitbox was buffed, or Merkava's jump hurtbox is gigantic: round start upback from Merkava was caught by it.
ChexGuy Posted July 25, 2015 Posted July 25, 2015 I wonder if j.236A still whiff things it looks like it shouldn't whiff on ):
pokemonblaze234 Posted July 26, 2015 Posted July 26, 2015 Is it worth it to use meter for corner carry stuff midscreen? Like X>236B~6A>214C>stuff?
BlackJustin13 Posted July 26, 2015 Posted July 26, 2015 Did you know that Nanase's hitboxes are garbage? Of course you did. How bad is it though? 3C: http://i.imgur.com/P8bjVcQ.jpg - What a great anti-air! 2C: http://i.imgur.com/qC956TW.jpg - Well...at least you tried. 5C: http://i.imgur.com/IGSCpgW.jpg - Her sword is taller than she is. How is it not reaching? 6A: http://i.imgur.com/qEo6X1H.jpg - Active frames, what's that? 214C: http://i.imgur.com/PndFs7W.jpg - At least his coat flapping in the wind makes sense now. 236C: http://i.imgur.com/5oSvAbG.jpg - What are his boots made out of?! 623B: http://i.imgur.com/iqGpGfQ.jpg - Look at how close this guy is. Surely he's in DP range, right? http://i.imgur.com/FDR9UVJ.jpg - "Is this bitch serious?" -Gordeau, probably j.5C: http://i.imgur.com/PEaOq62.jpg - Reminder; still wielding a sword longer than her entire body. j.236A: http://i.imgur.com/1Nc29x8.jpg - What a great projectile. Well, maybe it's just Gordeau's hurtbox. I'm sure it's the same for other characters. http://i.imgur.com/WEg6Jke.jpg Oh. http://i.imgur.com/ZMM7bj7.jpg Oh no. http://i.imgur.com/hylDlWv.jpg Ooooh.... Those hitboxes are exactly why I'm slowly moving away from this character.Thought she'd be a good starter,but that can be extremely irritating at the worst times.
brownrice101 Posted July 26, 2015 Posted July 26, 2015 Is it worth it to use meter for corner carry stuff midscreen? Like X>236B~6A>214C>stuff? I would say yeah especially in matchups where Nanase definitely has trouble doing anything in neutral. She also doesn't really use meter well enough to keep it around and there are definitely those matchups where you can't throw out 214c in neutral without a ton of risk. Imo like any other character Nanase is way better in the corner with fireball oki and the ability to properly pressure reset with 214c.
ChexGuy Posted August 12, 2015 Posted August 12, 2015 noticed that her atwiki page has some UNIst changes listed. lolgoogletranslate doesn't show anything we don't already know except that 214x followups are more noticeably different and 214xC goes further.EDIT:looks like j.236B hit -> throw does a bit less damage?
Icekin Posted August 14, 2015 Posted August 14, 2015 Looks that way. Oh well, I'll take it considering her normal throw does more damage.I updated the Nanase wiki. I still have a few parts to write in and a matchup section to make, but it's coming along nicely.
ChexGuy Posted August 14, 2015 Posted August 14, 2015 nice work, lots of helpful stuff I didn't know.her colors have images here but they're kind of low-quality
Icekin Posted August 14, 2015 Posted August 14, 2015 I would add them, but I'm not sure I understand how to get them to display on the wiki. The files are uploaded to the wiki, but I can't seem to get them to appear.
RurouniLoneWolf Posted August 14, 2015 Posted August 14, 2015 I would add them, but I'm not sure I understand how to get them to display on the wiki. The files are uploaded to the wiki, but I can't seem to get them to appear.There's a template you have to follow for the naming of the imagesBasically, all the file names for the colors have to be Nanase-[Insert Number of Palette here].png
ChexGuy Posted August 15, 2015 Posted August 15, 2015 since most of them (except for 1, 2, 11, and 20) are PNGs, you should be able to change the filename (I think you do this by moving it to a page with the new name) without having to re-upload.
Icekin Posted August 24, 2015 Posted August 24, 2015 http://wiki.mizuumi.net/w/Under_Night_In-Birth/NanaseDone. I'll wait for UNIST before doing Matchup section, because it'll probably change quite a bit and I don't want to have to rewrite it.
brownrice101 Posted August 24, 2015 Posted August 24, 2015 Wow look at that nice wiki page.Thanks for all the hard work Icekin!
Icekin Posted September 11, 2015 Posted September 11, 2015 (edited) Hishigata vs Nishinehttps://www.youtube.com/watch?v=8S2e8xJQJu0#t=12s = j.8C recovery massively reducedhttps://www.youtube.com/watch?v=8S2e8xJQJu0#t=17s = 66B seems much fasterhttps://www.youtube.com/watch?v=8S2e8xJQJu0#t=1m36s = Completely new combo route. He drops it, but you see where it was going. j.236A CH > 5B (probably could have done 3C if he was closer) > j.[C] > j.2[C] > j.236B (delayed) > j.A > j.8C > j.BB > j.2C > 2C > 214AA (Bold = what I assume he was going for)https://www.youtube.com/watch?v=8S2e8xJQJu0#t=3m20s = GRD break means time for j.[C] mixups . And no that's not a crossup, Orie tried to do 236 which came out as 214 and walked her out of the corner. Still, that j.8C recovery, yooooo.https://www.youtube.com/watch?v=8S2e8xJQJu0#t=3m45s = New combo options. j.2[C] lets him rejump without a cancel; 2C 5C 214B ender.https://www.youtube.com/watch?v=8S2e8xJQJu0#t=6m23s = I assume he's trying to use 66B to catch backdashes, but Orie's is invincible forever.https://www.youtube.com/watch?v=8S2e8xJQJu0#t=7m27s = Same new combo but with j.236A to avoid SMP.https://www.youtube.com/watch?v=8S2e8xJQJu0#t=11m9s = the hell is that? B Dive now lifts up Nanase during startup?https://www.youtube.com/watch?v=8S2e8xJQJu0#t=12m51s = oh my god, 214B is so fast. https://www.youtube.com/watch?v=8S2e8xJQJu0#t=15m6s = j.236C looks bigger/longer/has more bullets. The rest is Hishigata getting wrecked hard. Edited September 11, 2015 by Icekin
Icekin Posted September 11, 2015 Posted September 11, 2015 Some examples of j.[C] used as a mixup. Usually you only want to use this against GRD broken opponents, but if someone is particularly shield happy, you can do j.[C] > j.A (whiff) and then land + grab.
Icekin Posted September 24, 2015 Posted September 24, 2015 (edited) After watching some more UNIST footage, I understand the use of double float trait with vorpal; You can mash FF > FF to get a jump cancel + air float and stay close to the ground for a much faster overhead than FF + air assault. That is sick, especially when combined with j.2[C]. Edited September 24, 2015 by Icekin
brownrice101 Posted September 24, 2015 Posted September 24, 2015 After watching some more UNIST footage, I understand the use of double float trait with vorpal; You can mash FF > FF to get a jump cancel + air float and stay close to the ground for a much faster overhead than FF + air assault. That is sick, especially when combined with j.2[C].Yeah, that's what I was thinking would be the best use of the vorpal trait possibly with j.2[C] and j.b j.2c maybe? Basically a decent instant overhead but with huge grd loss. There's also the ability with the vorpal trait to do ff air assault ff for a cross up since there's a certain range where you can fly over them but that's kinda ehh.Is there any footage of the vorpal trait being used because if I remember correctly I've yet to see anything?
ChexGuy Posted September 24, 2015 Posted September 24, 2015 first one I found in the Hishigata vs Yomi FT6:https://www.youtube.com/watch?v=q_mGCPF3c_M&t=8m47s...probably not the best example lol
Icekin Posted September 25, 2015 Posted September 25, 2015 (edited) Yeah, that's what I was thinking would be the best use of the vorpal trait possibly with j.2[C] and j.b j.2c maybe? Basically a decent instant overhead but with huge grd loss. There's also the ability with the vorpal trait to do ff air assault ff for a cross up since there's a certain range where you can fly over them but that's kinda ehh.Is there any footage of the vorpal trait being used because if I remember correctly I've yet to see anything?I'd go for either j.2[C] as the safest option, or j.[C] j.BB j.A etc. Or j.[C] delay j.2[C] (fake charge, land + grab)As for footage, the video chex posted has an example of both. And surprisingly, look at the GRD loss when he does it. He barely loses any at all. Did they reduce the cost of it? He was losing like half a block and getting it right back. first one I found in the Hishigata vs Yomi FT6:https://www.youtube.com/watch?v=q_mGCPF3c_M&t=8m47s...probably not the best example lolHe did get out of the corner with it pretty well.Also yo. This whole sequence: https://www.youtube.com/watch?v=q_mGCPF3c_M&t=19m30sDat tiny GRD cost on float. Dat j.[C] mixup. Dat j.2[C] fakeout grab. Dat hitstun on 214C. Edited September 25, 2015 by Icekin
ChexGuy Posted September 25, 2015 Posted September 25, 2015 Maybe the GRD cost is different based on what/how it cancels? Check out the first match:https://www.youtube.com/watch?v=q_mGCPF3c_M&t=18sHe float cancels the 66C on hit and it costs one, but canceling the 5C on block with it cost ~3/4ths of one.Just before Icekin's timestamp he cancels a 2C combo ender with FF j.236B and it still costs one. At the timestamp the blocked 5C and the 2C cancels both cost around a quarter and the empty float 10 seconds later looks like it costs half.
brownrice101 Posted September 25, 2015 Posted September 25, 2015 My theory is that having vorpal makes FF cost less seeing as they(the opponent) don't get a spike of grd from the usage. Not sure if the cost really did get lowered but I'm not seeing the "2 grd block usage even though one is partially filled" that usually comes from doing FF so this sounds really great.
ChexGuy Posted September 28, 2015 Posted September 28, 2015 Nanase mirror at the end of this video:http://www.nicovideo.jp/watch/sm27244415p2 drops the CCVO but it looks like(high counter j.236A) > 5B > j.[C] > j.2[C] > j.236A > rejump j.A > j.8C > j.BB > j.2C > 2C > 214AB (? - looks slightly slower/higher than A followup to me, might be imagining things)> CCVO 66B > 236A > 214C delay 66B > 236A > 214C and presumably IW after that but he whiffs a 5B instead.are the 66Bs needed because he's in the corner? I've mostly seen double 214C into IW or 236C delay 214C into IW
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