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Posted

Has anyone else been playing around with the 2C > 5C > 214A > ... chain? I was just messing around with it for a bit and managed 2409 damage doing 5A > 2B > 2C > 5C > 214A > 5A > j.A > j.B > j.2C > 623B. I didn't spend too much time with it, but I think you might be able to pull off a bit more damage with a 5A starter. With other starters you are able to follow up the 214A with better normals (or at least just 5B). Anyway, just throwing it out there.

You can get a lot of damage from 5B 3C 214A 5B air combo into bnb. Doesn't work on Gordeau, though.

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Posted

You can get a lot of damage from 5B 3C 214A 5B air combo into bnb. Doesn't work on Gordeau, though.

 

This is a nice combo to know, but you won't be landing it all the time. To be in range for 3C to land without the threat of a whiff, you'd generally have to have a point blank punish, and I think 5C > 3C > tk.236A does more damage.

What do we have for optimal corner stuff? optimal d.B and d.C stuff? I seem to be landing all of my damage off j.236B oki in the corner and d.B/d.C mixups after midscreen combos.

Posted

(close) 5B 5C 2C 3C jc fully charged jC j8C jB j2C 3C B+C jB jC j2C 2C 214A~A 3003 damage without Vorpal, no meter.

 

2C is a great move since it moves Nanase forward a bit and makes 3C easier to land.

 

Anyone got anything close to or better than this?

 

I don't imagine I'll be able to be close enough to land this combo in certain matchups.

Posted

I'll probably make a video for everything I have later today.

My b starter combo is

B, 5c, 236c a, 669 c, j2c, 3c, 9bb, j2c, 2c, 214a a

This is the most stable combo I have.

Posted

So here is where I'm at with this character. If someone gets on you it's pretty hard to get them off since her DP has such short range it's really easy to stand outside of it and just put in good meaties.

 

Her corner pressure off a knock down seems really good. I've been doing knockdown -> j236B and then TK j236A as a frametrap since it's so +. It's also caused some TRMs on people but I"m not entirely sure why? I don't know if they're trying to shield the second fireball or what. But yeah throw out the A fire ball and go into triple overhead or fake overhead into low, whatever. Seems pretty strong and resets back into itself.

 

Spending some time learning to Whiff punish, particularly people like Gordeau Landing a CH off of a whiffed 5C and comboing it into 236C + follow up is probably where I'm going to try and play a lot of that matchup if hes' not dumb and spamming grim reaper. It's far enough back range wise that you can also jump back and fire ball if you need. The hard part is not ending up in the corner where I have no room to work with. Definitely having some trouble with that.

 

Same with Wald, think a lot of it is going to come down to can you play footsies with this character because her range isn't good enough to shut someone down like Gordeau. But once you're on top of him! It's pretty great.

Posted

Frame Data (tentative)

 

Normals:

5A...7F(-3)

5B...10F(-4)

5C...13F(-8)

2A...6F(-2)

2B...10F(-6)

2C...13F(-10, 2A whiff cancel -1)

3C...10F(-14)

jA...8F

jB...12F

jC...13F

j[C](charged)...19F

d.B (66B)...19F(-7)

d.C (66C)...29F(-2)

jB~B(follow up)...11F

j2C...14F

j8C...13F

 

Specials:

 

236 series:

236A...8F(-20)

236B...10F(-36)

236C...9F(-21)

 

236 series followup:

236X~A...18F(-12)

236X~B...27F(-7)

236X~C(レーヴヒット)(If the original dash attack hit?)...15F

236X~C(レーヴスカ)(if the original dash attack whiffed?)...45F(-20)

 

214 series:

214A...18F(-9)

214B...24F(-9)

214C...11F(+3)

 

214 series followup:

214X~A...15F(-7)

214X~B...17F(-7)

214X~C...21F(-7)

 

623 series(DP):

623A...8F(-27)

623B...7F(-34)

623C...7F(-53)

 

j.236 series (projectile):

j.236A...21F

j.236B...29F

j.236C...7F

 

Infinite Worth『天空のアトモスフィア』 ...16F(-41)

Infinite Worth EXS『夜明けのリュミエール』 ...14F

Backstep Duration 28F(Invul 1~9F)

 

 

Source : https://twitter.com/bhd_MAVEN

Hey, 

wondering, do you the frames for 66C and 66B ?

Posted

Found a BnB combo video for you guys, not sure how this stacks up to what you guys already know, but he put a lot of effort into it so I figured it was worth sharing regardless:

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

 

Some neat combos here. I like the use of 236A~6C in combos so I'm probably going to use some of these myself. Thanks for sharing!

 

Hey, 

wondering, do you the frames for 66C and 66B ?

 

it's in the post you quoted but it's called d.B and d.C.

 

d.B (66B)...19F(-7)

d.C (66C)...29F(-2)

Posted

Well, she can keep you blocking, but then what? How is she gonna open anyone up? Her best mixup is dash up throw.

Posted

If you Assault into BC you can use her jBB as a double overhead. Or do jB > jC to feint into a low/grab. Any time she can activate B+C she can setup a double overhead. That includes off jC, for triple overhead shenanigans. 

With meter you can make her overhead follow-up off 236 safe by canceling into j.236C or chainshift.

Using BC in blockstrings to jump cancel her moves into j.236B or jC and floating after jump-ins is basically all good to continue pressure and do as many overheads as possible.

Posted

That's not really a scary mixup. I set it up in training mode with recordings and I can block it consistently. Plus, float is easy to dp on reaction.

Posted

If you Assault into BC you can use her jBB as a double overhead. Or do jB > jC to feint into a low/grab. Any time she can activate B+C she can setup a double overhead. That includes off jC, for triple overhead shenanigans. 

With meter you can make her overhead follow-up off 236 safe by canceling into j.236C or chainshift.

Using BC in blockstrings to jump cancel her moves into j.236B or jC and floating after jump-ins is basically all good to continue pressure and do as many overheads as possible.

 

All of these are pretty good options, and are most useful when your opponent overly respects your pressure. However, I've found that a lot of the B+C cancels into more pressure can be escaped easily through mashing DP (I play against Linne a lot, so this is pretty frustrating). At that point, unless I have CS I generally go for a frametrap (2B 2C 2A whiff) or B+C back and j.236B. 

 

Question: has anyone got a solid BnB after an assault? I've just been doing *assault* j.B 2A 2B 2C 5C jB jC j2C 2C 214A, but I feel I could do a bit more.

 

Also, what about an easy air-to-air confirm? Again, I've been doing a simple j.BB j.2C, but it's pretty situational whether I can follow up, do additional things. Any tips?

Posted

If you Assault into BC you can use her jBB as a double overhead. Or do jB > jC to feint into a low/grab. Any time she can activate B+C she can setup a double overhead. That includes off jC, for triple overhead shenanigans. 

With meter you can make her overhead follow-up off 236 safe by canceling into j.236C or chainshift.

Using BC in blockstrings to jump cancel her moves into j.236B or jC and floating after jump-ins is basically all good to continue pressure and do as many overheads as possible.

 

It all takes one shield to completely decimate the double/triple overhead, to the point that you get punished for free by the opponent's starter of choice. What really makes it mediocre is the lack of a quick low so the choice of double overhead or land > 2B just isn't that scary.

 

Her scariest mixup is DashB/C but needs a projectile to cover it up in case it gets blocked, though you can float cancel it and reset to neutral, except against chars with excellent AA abilities like Merkava and Gordeau who can punish that for free.

 

Her mixup is still better than those who have literally nothing else except universal mixup options, but that's about it.

Posted

Yeah but that's the mixup, if they shield but you empty jump throw they can't do anything about it. Since that's pretty much how the TRM works right? I need to mess with the timing and see if I can get some DP safe setups too. Obviously you can't if they shield but otherwise... I wanna get something set up for testing to be able to record it.

 

For Gordeau I figure the gameplan is pretty much rush him down and don't give him a chance to get out since he has nothing without meter.

Posted

Yeah, but that's just a universal mixup/bait everyone in the cast has. You can't actually empty jump throw after the float though since the descend is so slow so you'll never land in time to get your free throw, so it makes it not a mixup, you're forced to do an air normal or j.236B. both of which can be DP'ed on reaction and in the case of j.236B run under and punish the recovery.

 

Or just float away I guess.

Posted

Imo this characters saving grace is j.236B. In neutral and in corner oki. In matchups where either 1. j.236B doesn't particularly disrupt the opponents neutral and 2. Where you cant even get it off in the first place (matchups like Hilda, Vatista, Merkava) she feels really lacking. Shes pretty strong in the corner because he oki is unavoidable. But the problem is getting them there in the first place. I know its early but the Merkava matchup feels borderline impossible for her to get started and the same is similar for Hilda. Akatsuki falls under 1. where he doesn't really care about j.236B because his projectiles are faster in startup and recovery and go over it. 

 

For the characters that DO have their neutral disrupted by j.236B, it's just annoying as hell. But there are some matchups were j.236B works well until the opponent has resoruces. Eltnum is an example. Because she can fire 236C on reaction full screen to punish any j.236A/B attempt and go into 2.7k and knockdown. And the threat is there every single time she has 100+ EXS. 

 

Her mixup is whatever. Her reverse beats don't look too great and have huge gaps. Her normals are also not long range enough to pressure safely at certain distances. And her frametraps are either risky as hell or you have to reaaallly call out a button press. She cant do her overhead on reaction to Shielding and has to go for throw setups usually which can be called out and you lose so much momentum if they happen to tech it. When I'm fighting one and blocking in neutral the only thing I'm worrying about is the grab attempt. Everything else isn't really a problem. Well I guess it helps that I'm actually familiar with the character but still

 

Shes fun but she has sooo many problems that don't seem like they have a solid work around.

Posted

(close) 5B 5C 2C 3C jc fully charged jC j8C jB j2C 3C B+C jB jC j2C 2C 214A~A 3003 damage without Vorpal, no meter.

 

2C is a great move since it moves Nanase forward a bit and makes 3C easier to land.

 

Anyone got anything close to or better than this?

 

I don't imagine I'll be able to be close enough to land this combo in certain matchups.

I think this is character dependent, It worked on just about everyone else except for Eltnum 3c doesn't reach even staring at PointBlank range (You have to omit 2c and just do 5c>3c)

Posted

Has anyone tried 5b>5c> j.b>j2c>jc in a standing combo yet? I feel like there is potential but I suck.

I kept trying at this, guys. (Sorry if it's useless) and found out that you can land and follow up with 3c xx b+c > j.c

Like I said though, I haven't been able to figure out more past this point. If anyone would like to expand on the idea though, I'd like some feedback on what you come up with. Idk why I'm so fixated on this route

Posted

What blockstrings has everyone been doing ?

 

Whiff cancel stuff into other stuff. You can even do whatever you want into A stagger pressure which will reset to neutral if you let it and will let you do a full bnb if you catch them hitting buttons. I've also been doing 214A at the end of strings to make myself plus, adding in random B+C 6D j.BA pressure and if they respect my whiff cancels > 5C enough (5C > 2A(w) is +2 on block) I start getting away with dash attacks mid pressure.

You can also start doing stuff > B+C > j.236A to gain enough frame advantage to run in, which will beat out any DP attempts if they think you're going to 6D in instead.

Posted

What blockstrings has everyone been doing ?

2a > 2b > 2c > 5a (whiff) --> stuff

2a > 2b > 5b > 5c > B+C > 6D > j.B

[buttons] > B+C > j.236b

 

I dunno, she doesn't have anything particularly scary it seems. Problem is that to safely cancel her really negative moves, you have to B+C and lose GRD... meanwhile opponent is getting stuff by blocking.

 

Either case, I'd prefer to just get out, throw another wind and try again on approach, I guess.

Posted

Has anyone mentioned crossup j.B > j.236B uncrossup? If your crossup is really close inbetween you can uncrossup with j.236B and it leads to great damage if they get hit. I've hit people with it when they were preoccupied with trying to block crossup j.B > float auto correct j.B j.C.

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