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Overheat

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Everything posted by Overheat

  1. 5DD and 2DD both probably count as 2 moves, so we'd already have 4 moves from those Drive moves. I don't think it works. Anyone can correct me if I'm wrong, but I don't see why this would work, given how my other examples wouldn't.
  2. Alright. First of all, what are SMP combo's? SMP stands for Same Move Proration. It's important to note that they are a relatively new exploit of (P4U and) BlazBlue's combo system, so a lot of specifics and/or exceptions don't appear to be known about it. An explanation I heard that I really liked basically said that SMP combo's existed due to a programming oversight (that people eventually discovered and took advantage of). Still, until recently, I thought I had understood how they worked. I was wrong, though. It seems, judging by their wording, that quite a few others were as well. At least, for a while. This helpful post helped clear things up. So to get a crazy SMP combo, you'd need to use 10 different moves before using moves with SMP that you want to use repeatedly in a combo. The notation for an example of one of Naoto's SMP combo's is 5AA > 5B > 2C > 236236D > 214D > 2AB > 236A~D > 2C[charged] > 5C > (236B~D) x 11. As you can see, there are 10 different moves used before using 236B~D, with 5AA counting as 2 moves (part of her autocombo), 2C and 2C[charged] being 2 different moves, and the 236236D super counting as a move (despite doing no damage). "Gold Bursts", or offensive Bursts used in combo's, can also count towards the 10 different moves count. 236B~D > 236B~D > 236B~D. If you start a combo with 236B~D, and try the loop from that, the damage scales horribly right after you use 236B~D a second time. The opponent can tech after the third loop 236B~D. That's why it's important to have the 236B~D be the 11th different move in a combo. As toanenadiz mentioned, Lambda's SMP moves are j.214D (85%), 6C (75%), 4B[2nd hit] (75%), 236C (40%), 236D(~C) (10%), with the percentages being the penalties for using the move a second time in a combo. If you were to use said move a third time, the penalty would incur a second time, etc. Apparently, when looking back at it, I had already done an SMP combo with Lambda. 214A FC > (Gold Burst) x 2 > 236C > 4B[2] > 632146D > 6C > 236D > 214D~C > 214D > 632146D > 6B > 2C > TK > 2C > TK > 6A > TK > 3C > 214A > 6DD > 2DD > air DD ender. That's over 10 different moves before using a modified TK loop. So I decided to calculate the damage values, and I was even more confused. The theoretical damage calculated was a lot higher than the damage in-combo. So I tested out some of the reps of j.214D to double-check actual damage values and compare it with the theoretical damage values. For all reps of j.214D, the theoretical damage was much higher. So I calculated the damage a different way (essentially taking the SMP penalty into effect). These new theoretical values were very accurate compared to the actual damage values. My 2 guesses at this point. (1.) I didn't actually do an SMP combo (2.) The SMP always has a damage penalty, but when using the exploit with 10 different moves, the SMP only affects damage, not both untech time and damage. This, if true, would differ from P4U's, like Naoto's SMP combo. The prospect of SMP combo's with Lambda was pretty exciting, because of the potential she has with some of her moves (mainly 6C and 236C). Furthermore, it's safe to assume that 214D and 214D~C are 2 different moves, and that 5C[1] and 5C[2-8] are different moves. So that's already 4 moves taken care of. This was my first attempt. 236236D > 5C[2] > 236D > 214D~C > 214D > 214A > Gold Burst > 4B[#2 only] > Gold Burst > 2C > 6C > 236C > (Dashing 5C[2] > 6C > 236C) x 3 or 4 > Y > air DD ender. Wasn't exactly sure how many times I could do that 5C[2] > 6C > 236C loop. It was probably 4, but it might've just been low enough to miss that last rep. If it worked, there'd be so much damage potential in CSE (I assume in CS2 as well). Didn't work. Maybe I was wrong about 5C[1] and 5C[2-8] counting as different moves, about 214D~C and 214D, and maybe Gold Bursts didn't count as moves (in BB, at least, since they do count in P4U) either. So I tried combo routes that replaced some of these moves, yet still should have met the requirements of 10 different moves. Still didn't work. I started thinking that maybe DD's in BB didn't count, despite supers in P4U counting as unique moves. This variation didn't work, though. Sadly, I came to realize that even if SMP combo's existed for Lambda in CSE, there would be much better alternatives. It would be too much trouble. That's also what I thought a while ago too, until I found that post explaining SMP in the Naoto forums. If a 5C > 6C > 236C loop did exist, it would be ridiculously powerful. That was the reason I started trying it out, though. The second guess I had about why Lambda's SMP combo didn't work also didn't make much sense to me. But it was the only other guess I could come up with. I wasn't sure if my first guess was true, since I had clearly done more than 10 moves. Regardless, by the end of testing out variations of a possible 5C > 6C > 236C loop, I found that the second guess was incorrect. The first guess seemed to be the answer, but I wasn't sure why until I took a break and thought about it. So why didn't any of them work? The whole premise about SMP combo's, if I'm not mistaken, is that after using 10 different moves, you're doing a loop that has SMP, but without the SMP kicking in. When looking at other SMP combo's, though, most of them have a single move looping into itself, which is one of the conclusions I arrived at. Ragna (BK) 623D~236C~214D SMP example Litchi 63214D~A SMP example Platinum SMP example Noel SMP example 1 Noel SMP example 2 Noel SMP example 3 Noel SMP example 4 Arakune 6B and j.236C SMP example Valkenhayn SMP example Hazama SMP example Despite everything I posted, Hazama's is the biggest example to throw my idea's off. Noel (22B and 6C both are weird in different ways), Valkenhayn (Wolf 236A and 236B, if I'm not mistaken) and Arakune's (both his 6B one and j.236C one) seem a bit different to me as well. I can't really explain why they work, with Hazama being able to do a 5C > 2C > 214D~B loop, Valkenhayn being able to do both 236A's and 236B's after the 10 moves, and Arakune doing his 6B > j.D > 6B > 6B > 6B, or his midcurse j.236C combo. Lambda, using some of the same ideas, isn't able to have an SMP combo. I think Ragna's SMP combo works, as far as my theory goes, because although all 3 of 623D~236C~214D moves are all different, they might only count as 1 move as far as SMP loops go, since you can only do those moves as part of a "Rekka". Also, AchedSphinx's combo has over 10 different moves and does a straight loop like Hazama's, unlike my 2C > TK > 2C > TK > 6A > TK, or my 2C > 6C > 236C > (5C[2] > 6C > 236C) loop, but the damage doesn't match the theoretical non-SMP value. In other words, SMP is still in effect. I don't think using more than 10 different moves, like 11 or 12 for example, affects an SMP combo. Also, for most characters, it's hard to use many unique moves that are both damaging and prorate favourably. For that reason, most, if not all, SMP combo's that I've seen use only 10 different moves before using a move with SMP. The Noel combo's also seem to use more than 10 different moves, in any case. Incidentally, I tried doing an SMP combo in CS1 with Lambda. Basically X into her 236C loop midscreen. Didn't work. Seeing as there wasn't as many moves with RMP in CS1, I'm guessing that the exploit doesn't exist in CS1. Maybe the 10 move "limit" is 15 moves instead, or something like that. Maybe there is no limit, thus SMP always applies in CS1. Either way, I didn't expect it to work. Maybe Lambda is just a unique character, given how she was one of the first characters to have SMP in BlazBlue, if I'm not mistaken. I don't really know how to explain some of these things that appear to be exceptions. I also tried a bit of 5C > 6C loops, and as far as I could tell, they didn't work. But maybe I'm wrong. In any case, I wasn't testing for If you guys have any clue of the supposed exceptions, or anything SMP-related, it'd be awesome to hear it. If I made a mistake, feel free to point it out. Your help can contribute to my understanding, and possibly others. With that being said, I wouldn't be surprised if the SMP exploit was removed in the next game. Although I bet it'd be quite a challenge to take it out.
  3. SMP combo's don't seem to work with Lambda for a few reasons. I tried it out around a week ago. If you guys are interested in the theory of it, I can do a long post about it, my initial guesses, what/how I tried it, and my conclusions.
  4. Tachikawa 3 on 3 Lots of strong players again, as should be expected of Tachikawa. I'm pretty sure that Gentarou is Purotosu. Ragna vs Maman Ragna vs Gentarou (Purotosu) I haven't seen a midscreen X > TK > Dashing 5DD > 2DD in a long time. Full combo was TK > RC > Dashing 5C[8] > 214A > 4B[#2 only] > 2DD > TK > Dashing 5DD > 2DD > 6C. Might as well be mentioned since it happened during the match, but if the opponent doesn't tech, and 236D connects at a very low proration value, just follow-up with a delayed 214D~C for oki. Kanzou (Makoto), Yoshiki, and Takeyama (Noel) vs Gentarou (Purotosu) He's using a lot of Gravity Seed to keep the opponent locked down. Ending a blockstring in 214A, especially in the corner, looks like a good idea. There doesn't seem to be much that the opponent can do about it. It might be obvious to some, but if you're using 214D~C from near fullscreen, and want to try and force the opponent to block it, you can do a (Dashing) 6D to catch their jump. Purotosu bursted at X > j.DD > j.2DD > (burst) > dj.DD against Yoshiki. There's the 2DD > j.2C burst punish (during the Noel match) that I posted about some time ago. Just hold back during j.2C, in case the opponent decides to burst there. He also did a midscreen 3C > 236D oki > Dashing 4B[#2 only] > (236D hits) > Dashing 2B > 2C > TK against Yoshiki. I never tested if the 2B would connect there, but now I know it does. Just keep in mind that you'll probably miss a lot of the 2C hits, so jump cancel early. You could do the air ender there as well, but I guess Purotosu tried a TK because he wants to land as early as possible. Dora (Bang) vs Jinren Maman vs Momoiro (Rachel) Gentarou (Purotosu) vs Momoiro (Rachel), Goro (Makoto) Still doing the X > 236C > Dashing 214A in corner combo's. I think it's to prevent IAD's out and/or Wind teching options with Rachel. I guess he did the 6A > IAD away burst bait because Rachel bursts differently (using Wind). Against Goro, he did X > 236C > Dashing 3C > 214A, which IMO, is a better universal option to prevent corner escapes. In general, it seems like Purotosu prefers screen positioning to oki and finished combo's. So he'd use 3C > 236B, instead of 3C > 236D oki, and do X > 2DD > 6C, instead of 2DD > air ender for positioning. Given how much he uses Gravity Seed to lockdown the opponent, I suppose it complements his mobile playstyle by giving him a lot of room to run back on, or by keeping the opponent trapped near the corner.
  5. A video from a while ago showing some relatively more match-practical Lambda combo's. Some of the combo's aren't necessarily optimal, though.
  6. Tachikawa Singles Lots of strong players at this tournament. Yoshiki vs Sekido (Hazama) I guess Yoshiki was hoping that the opponent might burst at 5DD > 236236D, so he delayed it a bit? With the amount of Heat he had (35), it's just possible that going for a burst-safe 5DD > 236236D combo could have KO'ed Sekido anyway. Something to think about, in any case. He also did 2A > 214A, hoping for a GC. That's something I remember discussing with Nedel before. It's a relatively safe way to try and GC the opponent, hoping that they don't Barrier since it's just a 2A. It also keeps them somewhat locked down in the Gravity field. He went for anti-air CH 5A > 5C combo's. The good thing about that route is you can very easily cancel into 2C and get away if it's blocked. Maman vs Hiro Right near the beginning, you see Maman go for a 236D~C from fullscreen after an air combo, hoping to get Hiro to block it. Although 236D~C is still not necessarily a bad thing to do, you can avoid the 236D~C if you neutral tech a bit later. In the second round, Maman is stuck in the corner very early, with ~93 seconds left. Although he eventually got out of there, it's still important to note how easily he got in the corner... If you're playing in a mirror against another Lambda who likes using 236D a lot in blockstrings, you can just use j.2DD to poke them out of it. Yoshiki vs Goro (Makoto) Lots and lots of zoning. That's how Lambda's should play when they're not comfortable with some characters or players up close. 236A is very good outside of combo's and pressure. Yoshiki vs Kimura (Litchi) Interesting combo choice of 2B > 3C > 236B > Dashing 2A > 6A > TK. I guess with a Dashing 2A, you don't have to worry about the Dashing 5A/6A problem, or the Dashing 5B/6B problem either. It's worth playing around with.
  7. Don't be lol Congratulations to Nedel for a strong showing at Summer Jam!
  8. (1.) Depends what range he's sledging from. 5D can be very risky, but if you can use it properly, it's an annoying move for Tager to deal with. I guess you meant 5D CH > 236C? j.2DD is pretty safe if you're doing it at a far enough distance with proper timing. 3C[3] is also good, since it can lead to a good combo on CH. (2.) That combo should be fine for now. Might want to make it 214A FC > 236C > Dashing 5C[8] > 4B[2] > 2DD > j.C > j.2C > 2DD > air ender. Easy, and should get more damage than just X > 236C > Y > air ender. 214A definitely can be a good tool to use if you think he's going to use a grab. Full screen 236D~C and 214D(~C) are also safe, unless he has Spark Bolt available. When he can use Spark Bolt, you've got to play a lot safer. If he's only doing Sledge and Command Throws, just playing really lame and safe should be enough (and it always is). I don't recommend rushing in, unless the health difference is really great and you're running low on time. Playing lame is a good playstyle to get used to. If you're ever up close, try to get far away as soon as you can. Another thing I'll suggest is to save your Heat for Counter Assaults. I also recommend watching some Japanese Tager-Lambda matches to see how they play it.
  9. For Lambda's air ender, I sometimes try to have the first jump (when positioning is favourable) to be an 8, and the second jump to be a 9. A problem I've noticed with a lot of Lambda's from all skill levels, myself included, is that we sometimes corner ourselves too often. It's not an extraordinary distance, but it does give Lambda more space to fall back on (such as in the Tager match-up). In terms of burst punishes, you can reaction RC to a burst at Air Throw > RC > 236C > (RC), and then IB and punish. Yes, it costs 100 Heat, but if it can win the round, it's worth it.
  10. (1.) 6A is good as a midrange AA. Maybe a couple character lengths away. Basically the same with 2C, but 2C is slower, and not really seen much. It's more useful as a frametrap, IMO. 6D is really good for fullscreen, or near fullscreen zoning. At that range, it's completely safe, and can frustrate a lot of opponents. You can also use it at midscreen, but that's a bit more risky. 2D has very good range - good for poking out a Rachel from her air summons, for example - plus it's really fast. You can use 2D from midscreen and fullscreen. (2.) Not really. If you get a really high 6DD > 2DD, or something like that (where the horizontal distance is pretty small), you might be uncomfortable with trying to do j.DD, so you can do j.C > j.2C in those cases.
  11. Athena Nihonbashi 3 on 3 Lambda vs Fenrich (Jin) Interesting idea to do (corner) X > 214D~C > 2DD > 4B[#2 only] > 2DD > air ender. Besides the extra Heat, it's something to consider if you've got a combo with proration you're uncomfortable with. Yuuki vs Rachel and Relius Naga vs Mu and Nezu (Bang) He did 5DD > 236B > RC > 5DD > 236C > IAD j.2C. Not anything actually new, but interesting to see used... Naga vs Rin Hime (Rachel) and Zagi (Arakune) At ~3:05, the Arakune does a very smart, well-timed Counter Assault... Naga trying 2DD > 4B[#2 only] > 2DD in corner combo's as well. Quick tech > 236B was interesting. Something Yuuki and Naga did was, although technically not new either, cut short the air ender with (d)j.DD > (d)j.214D, instead of (d)j.2DD > (d)j.214D. It's handy for positioning.
  12. For what it's worth, you could do 2DD > TK > 6DD > 2DD > air ender, although it'd be more difficult.
  13. Correct me if I'm wrong, but by fullscreen oki, do you mean after something like 5DD > 236B? Maybe after an air combo? Have you tried doing something like 6DD after to catch a forward airdash? While it's not a waste to use 214B just in case, I think, for the most part, it's not worth sacrificing the potential extra damage here. You don't have to worry about having them block 236D all the time. Ideally, you'd just have them chase you around the screen while you zone them. 236D is usually just from 3C(hit) > (opponent neutral tech) 236D. What are you trying to punish? It's a bit hard to say, since the example you gave is a bit strange. Are you trying to punish mid-blockstring against delayed gatlings or pressure? Is the opponent whiffing a move, and you try to punish? Are you trying to punish a baited reversal? Honestly, the 3 punishes that I probably use the most are from 5D, 5C, and 5A. 5D CH > 236C 5DD > 236B 5C[1] CH > 236C (Dashing) 5A > 5B > 2C > 5C > 3C > 236D (Dashing) 5A > 5B > 2C > 5C > 6C > 236B 3C is alright as well, but I can't recommend using it in all situations. It has a fairly good range, and has combo'ing potential on CH, so it's sometimes worth throwing out midrange. If not, a general common idea is to pursue a combo if in the corner, and go for oki everywhere else. Unless you know how to space with 5C, and lead to 4B[#2 only], or 3C, then I don't recommend using 5C in blockstrings. From what it sounds like, you're doing a 5C > 6C > 236A/B/C blockstring, and you're getting mashed out of it? Or 5C > 6C > 214D/236D. You're right, those things are easily beaten out, or avoided. I would recommend, for now, just not doing 5C in blockstrings. If you do find yourself using 5C in blockstrings, then I suggest 5C > 3C (> 236B/214D), or 5C > 4B. It's not important to learn the spacing right now. That's just to try to give you time to escape. If you have anymore questions, or need me to clarify something, let me know.
  14. 214A FC > 236C > 236D > Dashing 214D~C > Dashing 5C[8] > 4B[2] > 2DD > j.2C > 2DD > 4B[#2 only] > 2DD > air ender. I'm hoping it's easy enough. They should be high enough from the last 4B that the horizontal distance isn't really an issue (just super jump 7 for the air ender).
  15. Maybe try adding a 2DD > TK > Dashing 6DD > 2DD after the 4B[2]? It would be easier on some characters, of course... But you are at 38% after the TK, so you do have some leniency. You could also do 2DD > j.C > j.2C > 2DD > air ender instead, and it'd be very very easy, as well as getting some more Heat. Or omit the j.C if you don't need it. You could also try adding a 2DD > 4B[#2 only] > 2DD > air ender for Heat. Try it out and see what works for you.
  16. Yeah, I think I remember Tsukasa and Maman talking about something like that. Plus, Yoshiki plays Chie, so...
  17. Check out the Aigis forums. There are a ton of Lambda players on Dustloop there that you might recognize. As for Japanese Lambda players, I think some of them are also messing around with Chie.
  18. I'm actually thinking about playing Yukiko. Sorry guys lol. But really - who knows? I can't say anything for sure until I get the game and thoroughly check it out.
  19. A lot of Lambda players are playing Aigis. It's almost like I'm supposed to play Aigis.
  20. Please tell me that's a typo
  21. Peut etre, mais avant (de?) ca, tas besoin de get your sexy back
  22. IIRC, only the first hit of j.2C is an overhead... So it's possible, for example, if doing an airdashing j.2C, that the opponent can block it all high (the first hit whiffed). You can try to use that to your advantage by doing j.2C > j.B, and catching your opponent while they crouch (from IB'ing, perhaps). You could also try to catch mashing by doing something like a lower j.2C > 2B, too. 2DD > j.2C can be burst-safe if you hold back while doing j.2C. If done late enough, the opponent's burst lets you fall to the ground and block the burst. Other practical burst punishes are at 3C, 6C, and 4B[2], where you can RC on reaction sometimes.
  23. Adding Drive can make combo's easier. It's also usually better to get in more Drives near the end of a combo. (midscreen) 2DD > 4B[#2 only] > 2DD > j.2C > 2DD > 4B[#2 only] > 2DD > air ender - this is if you don't have Gravity. (midscreen) 2DD > 4B[#2 only] > 2DD > j.2C > 2DD > 214A > TK > Dashing 6A > 6C > 236C > Dashing 5C[8] > 2C > air ender - you can also do 5C[8] > 4B[#2 only] > 2DD > air ender for comparable damage with more Heat. Besides the Heat Gain, it's more lenient for positioning, compared to 2DD > 214A, 2DD > (j.C) > j.2C, etc. It also gives you some time during the combo to readjust.
  24. Oh merde, les shout-outs. Cependant, be warned. My French is fraudulent. C'est drole car je n'ai pas parle pas une seule phrase francaise pendant ma visite. Les autres: C'etait un plaisir de parler (not) et/ou jouer (not) avec vous. Sophisticat: C complique. Blade l'a explique jeudi soir sur le stream. Blade: Tes commentaires sont tres amusants. Je souhaite que nous pourrons passer plus de temps ensemble. Uncle Kaeru: Nous avons besoin de faire un nice-off. Bibi: Merci pour le stream et pour nous avoir conduit (a la banquise pour souper). Je crois que tu es le backbone de la communaute de Montreal. Nous avons besoin de visiter BlazBlue Town la prochaine fois. Pedro: C'etait un plaisir de hang out with you. Tu es tres amical. Merci d'etre un cool guy, et pour la porte de mon stick. Kirbster: You're such a funny guy, seriously. Nous aurons besoin de faire trop des choses quand je serai a Montreal la prochaine fois. Comme manger a Rachel Rachel, manger une poutine Rachel avec bacon, jouer au Quidditch (jvais etre le Snitch, et jvais acheter les sword wings comme Lambda), visiter un pissary (epicerie) ... Les choses comme ca. Alors, merci pour la porte de mon stick. Burissu: A mon avis, tu es la seitokaichou la plus kawaii. Ne coupe pas tes cheveux. Je pense qu'il faut que tu te fasse pousser la barbe et les cheveux. Est-ce que tu te souviens le yomi de la psychic fortune cookie? Mais c'est pas plus de yomi de ton Tager. Nous allons jouer Bible Black et manger plus de CP (cheesy poutine). Tes doujins sont godlike. Vice: Finally, after 2 years, we've played each other offline. I think it was only around 25 matches, but it was a lot of fun playing you, comme d'habitude. I'd never get bored of playing contre your Litchi. Nedel: Merci pour tous les choses. Je suis un petit peu jelly que tu es dans cette communaute! La poutine et le bubble tea - vraiment - c'etaient comme la pizza J'espere seulement que nous pourrons coucher ensemble plus souvent (deux fois, c'est pas assez). Thanks pahtnuh! Everyone: C'etait un plaisir de vous rencontrer. Restez godlike. Je vais faire un effort pour visiter Montreal a nouveau! (Otakuthon and/or MAD, depending if I'm busy during both times of the year) It was really fun!
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