Sashi Posted August 2, 2014 Posted August 2, 2014 It's very easy to jump the fireball, though, 'cause Nanase doesn't have the best air control.
Vvvv Posted August 2, 2014 Posted August 2, 2014 stuff j.236B with 236~6C crossup isn't cute, it's literally nothing haha. the projectile can be blocked from either side and you can be mashed out hard, the game even auto corrects your mash!
drugtown Posted August 2, 2014 Posted August 2, 2014 j.236B with 236~6C crossup isn't cute, it's literally nothing haha. the projectile can be blocked from either side and you can be mashed out hard, the game even auto corrects your mash!  yeah this game's crossup protection is too strong for stuff like that  a lot of seth's "cute" options don't work like that for the same reason
drugtown 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. Â i do the j.[C] route after 236A/B~6C because it's easier to land online than microdash j.BB
Ragnarok_F4 Posted August 3, 2014 Posted August 3, 2014 After playing a while I think she can defend herself pretty well against almost anyone, except maybe Wald or Merkava, you can punish Merk if he's mashing the command grab though, the hardest matchups I think. The rest of them are quite normal, and some of them are a bit tricky. Yuzu and Hilda are not that easy to get in, Yuzu is easier to get in but has more damage than Hilda. However, Nanase is so fast that can get in if they make a hole in they're attacks and also can punish them from really far (not fullscreen), specially the 214C if they jump and try to zone you and you can combo into after that for full damage + oki. Once you're in, both of them are pretty much dead (or at least in red before getting away again). Nanase's rush down is kind of strong I think, I consider her like as a lesser version of Sion (right now), that's because Sion's blockstrings are more safe (?), have pretty much the same range, and deals more damage with her stuff, however Nanase has more mobility. Also her damage is good, starting with 236B with vorpal and 100% of the super bar you can land 3.6k-3.7k midscreen, starting with 2A under the same conditions you get around 3.4k and using B+C somewhere the combo, starting with 3C and following with j8C you can land 4k. She's doing ok I think. Â On another note, did you find an use for the j236C? For me right now is pretty much useless. Maybe as an air to air? I dunno... Also, how do you start the match? Almost everyone beats whatever I do. So I have started using back jump > fireball if they can't punish me, if not, then defend....
Icekin Posted August 3, 2014 Posted August 3, 2014 I am having a horrible time keeping people out of my face. Nanase's DP has practically no horizontal range, as does her 3C, so people pretty much jump in for free with properly spaced assaults (especially Waldstein, that guy just has a field day on me). Should I be trying for air shield, or j.8c? Feels like I'm missing something.
NecroTheReaper Posted August 3, 2014 Posted August 3, 2014 j.236C can be used as an anti-anti air in some cases. Its got a rediculously fast startup compared to our other orbs and can get in some decent damage on people mashing AA's during assault. Not too reliable because it has the strangest pathing and can wiff easily, but its something
drugtown Posted August 3, 2014 Posted August 3, 2014 I am having a horrible time keeping people out of my face. Nanase's DP has practically no horizontal range, as does her 3C, so people pretty much jump in for free with properly spaced assaults (especially Waldstein, that guy just has a field day on me). Should I be trying for air shield, or j.8c? Feels like I'm missing something.  if you're getting jumped at in such a way that 3C doesn't cover the necessary vertical space you just gotta hold that  her DP sucks
NecroTheReaper Posted August 3, 2014 Posted August 3, 2014 If you're not in the corner though, I'd say Nanase has a fairly good backdash. Puts some devent distqnce between you and your opponent and has 9f of invul.
Ragnarok_F4 Posted August 3, 2014 Posted August 3, 2014 Yeah her DP is bad, it covers you only above you, and is kinda slow. However it hits behind you, so it covers yuzu's and hilda's teleport moves, and that's it I think, as a DP is bad, but hey, we have a DP . Her backdash is not bad, you can evade yuzu's battou with that. If they are using assault to much, they can't defend, so try 214C, that shit hits hard. In the corner, I also have defensive problems, does her DP have startup? Don't know if lag or what but cannot beat 2As mashing with the DP. I've been using shield to push them away and when they are far try to land a 2C if they whiff something.
drzero7 Posted August 4, 2014 Posted August 4, 2014 https://www.youtube.com/watch?v=BJkDSEaNZZE UNIEL Nanase guide is out. Â Wait, Nanase's 66B is low and 66C is overhead?! Why is no one using this?!
Ragnarok_F4 Posted August 4, 2014 Posted August 4, 2014 ^Yes they are, and you can cancel both on block/hit to 236A/B into full combo or to make the mixup kinda safe. However, if they jump you will end wide open. Â Whoa, I didn't know you can cancel the A DP with j236C, guess I will use that more now.
Celerity Posted August 4, 2014 Posted August 4, 2014 https://www.youtube.com/watch?v=BJkDSEaNZZE UNIEL Nanase guide is out. Â Wait, Nanase's 66B is low and 66C is overhead?! Why is no one using this?! Â I'm not sure that nobody's using it, I've seen it a lot online. 66C seems decent, but when I played her, I could never figure out whether 66B was worth it over just doing 66 > 2B since it retains more options afterward. You lose the ambiguous startup animation, but the timing is so different between the two moves, you can block low > high and avoid the "mixup" every time anyway.
Setsuna Posted August 4, 2014 Posted August 4, 2014 Hilda match up tips ? I can't find a reliable way to get in ?
Ciddypoo Posted August 4, 2014 Posted August 4, 2014 https://www.youtube.com/watch?v=BJkDSEaNZZE UNIEL Nanase guide is out. Â Wait, Nanase's 66B is low and 66C is overhead?! Why is no one using this?! I use them. 66B is really meaty, so it's kinda nice at times. Gotta be careful with 66C though, esp if you're trying it on their wakeup, if they late tech they can just stand up and hit you :B Â Both can be float cancelled, so they aren't a total commitment unless they whiff. And as said above, you can cancel to 236A/B as well. Â EDIT: Hilda still a nightmare for me. Walk forward for one. Can also try to close some space with jump / air assault / float, but getting anti aired kinda sucks.
Ragnarok_F4 Posted August 4, 2014 Posted August 4, 2014 For hilda, I can't punish her fullscreen (only 236C, but that's super unsafe), so if she's zoning with her fullscreen sword, run a bit then cover to cut some distance, at that distance then I can try to punish her with the 236B between some gaps. If she starts jumping, maybe you can catch her with 214C. Do not leave her side once your in, try to end all the combos with knockdown and oki. She's definitely annoying.
Abelcru Posted August 4, 2014 Posted August 4, 2014 Does some1 knows how to fight Vatista? I always get shut down by them.Â
Loli Bacon Posted August 4, 2014 Posted August 4, 2014 I'm not sure that nobody's using it, I've seen it a lot online. 66C seems decent, but when I played her, I could never figure out whether 66B was worth it over just doing 66 > 2B since it retains more options afterward. You lose the ambiguous startup animation, but the timing is so different between the two moves, you can block low > high and avoid the "mixup" every time anyway. Â The timing is different by 10f. That's not that big of a difference. This lands all the time as a mixup and is what I think makes her a good character.
Sashi Posted August 4, 2014 Posted August 4, 2014 10f is pretty big. I think a big part of why it hits people so often ('cause it does hit people very often) is lack of matchup knowledge. Â As for Hilda matchup... Well, that's why I started learning a sub. Some of Nanase's matchups are really obnoxious. Against the average Hilda, you can generally inch your way forward, though. It's generally safe to shield some obvious stuff from full screen to get GRD (her overhead ball thing is pretty slow and not really a big threat) and then go in with CS. At close range, all that's really scary is her divekick. Now, against a good Hilda...
Celerity Posted August 4, 2014 Posted August 4, 2014 The timing is different by 10f. That's not that big of a difference. This lands all the time as a mixup and is what I think makes her a good character. Â You have 29F to react to the animation and 10F of leeway to go from low > high in order to fuzzy it. That's a lot. You'll be able to do it consistently if you just spend some time in training mode getting used to the animation and learning the timing of it, especially because it usually comes from a very predictable situation ("Nanase did j.236B, now she is dashing at me, I'll start blocking low...") Â I'm not denying that it works in week 1 online, or even a year later against unprepared players, but it's still a gimmick in my book because it won't work often against someone who trains themselves to block it. Don't base your gameplay around gimmicks.
Loli Bacon Posted August 4, 2014 Posted August 4, 2014 You have 29F to react to the animation and 10F of leeway to go from low > high in order to fuzzy it. That's a lot. You'll be able to do it consistently if you just spend some time in training mode getting used to the animation and learning the timing of it, especially because it usually comes from a very predictable situation ("Nanase did j.236B, now she is dashing at me, I'll start blocking low...") Â I'm not denying that it works in week 1 online, or even a year later against unprepared players, but it's still a gimmick in my book because it won't work often against someone who trains themselves to block it. Don't base your gameplay around gimmicks. Â I don't support this thought process in the slightest, but I don't care enough to argue with you guys. Â In other news, this character's mixup is trash, her pressure is trash, her oki outside of the corner is an RPS (she still gets no mixup off it), her damage is below average. What does she have?
RurouniLoneWolf Posted August 4, 2014 Posted August 4, 2014 Hilda feels like a textbook zoner matchup to me. Just got to slowly advance in the small openings between her zoning. Difficulty but doable against good Hilda players. Us eventually getting a better understanding of Hilda's frame data will of course improve our ability to do this. The main goal as per usual is to advance into the mid range area where the threat of whiffing stuff and getting punished or getting the startup of her zoning tools stuffed by a run up well spaced poke starts to exist. But yeah, pretty much textbook stuff here from what I can tell so far. Can't really give any advice other than maybe to hop on chainshift.com and watch some Hilda vs Senaru Akatsuki vids to get an idea of how to move. Also, much like Dust and AoAs, 66B and 66C can be useful when used sparingly and strategically in my opinion. ...and now, this thread is venturing back to "this character is shit" territory, which is my exit cue.
Setsuna Posted August 4, 2014 Posted August 4, 2014 I like the character a lot its just in a game with full screen play its really a struggle to enjoy her to the fullest, subs might be a required thing for Nanase mains Â
drugtown Posted August 4, 2014 Posted August 4, 2014 my only hang-up with nanase is that against characters who have no reason to respect your fireball game, she's really un-fun
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