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Overheat

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Everything posted by Overheat

  1. Unfortunately not optimal.
  2. General rules for basic highly damaging combo's in CSE: - No Drive until the until the air ender - 1 or 2 5C's per 5C string, or better yet, none at all - No repeat move proration For truly optimal combo's: Of course, it depends on the situation. There are many situations where one wouldn't follow these guidelines to the letter, but there will be times when they are practical and "confirmable" for certain starters. I could write some more posts on combo's if people were interested, and post them sometime later in a different thread.
  3. If I'm not mistaken, you can get 6.5K meterless from an optimal FC combo. From an optimal CH 5C[1] combo, I think you could get 6.2K meterless. The difference is that one uses Gravity and the other one doesn't. It depends on what you're comfortable doing, IMO. 214A is faster, but you'd need to dash. 5C has better range. For the most consistent damage, go for the FC combo IMO. You'll potentially get 6K meterless no matter what. 214A FC > 236C > (Dashing) 236D is different than something like 3C > 214A > 236C > (Dashing) 236D. eg. 214A FC > 236C > 236D works on Tsubaki, but 3C > 214A > 236C > 236D doesn't. Someone has to do a chart for FC's, since it's different (not sure how much different). I don't mind doing it during the weekend if no-one else can.
  4. Could have been a Player match, so player room size wouldn't have mattered if he had kept on winning.
  5. CS1/2/E Lambda CV http://www.youtube.com/watch?v=cmBxKD3A44c
  6. CS1/2/E CV http://www.youtube.com/watch?v=cmBxKD3A44c
  7. I'm planning on going to UBC, if all goes well, since I have a pretty fair chance. My brother is planning to as well. There's a Carl player that we play with, Psykotik94, but he may not be staying in Vancouver for the next school year.
  8. Spike Chaser in a blockstring is punishable with a good opponent, so be wary of that. Hit-confirm your string, and if it's blocked, you can use a jump cancellable move to get away. Or you could reset pressure and keep them blocking somehow. Lots of ways to do that, so that belongs in its own thread (that I'm slowly working on)
  9. The traditional 236D oki mix-up is an empty jump into low, or a jump into an airdash j.B > j.C.
  10. I only have 2 more CS1 combo's to record, then I can finally start putting together my CV with all the pieces laid out. They're both kind of long, but I can definitely do one a day this weekend. I'm aiming for a mid-late April release, and I think my beginner mix-up thread can be posted some time then as well.
  11. Some people like holding on to Heat for RC's and CA's, just in case. 1K more damage, at the cost of 50 Heat, is a steep price when you consider that an RC will net you 2-3K more damage, plus Heat. It's usually not worth it unless the opponent is near death.
  12. Not entirely sure, and I bet it's hard to do (but with practice, possible). I saw Tsukasa do a dashing 632146D on his wake-up, and knowing that when dashes are "properly" done, they don't add start-up (eg. 236B > Dashing 6B), a lot more things can theoretically beat out Lambda's oki.
  13. Might be able to play Grim-Thanatos if he still plays online and still mains Taokaka (lives very near LA), although he may be playing Lambda nowadays.
  14. Yeah, I know. I'm assuming both his 6D and 2D are unpunishable when it catches something?
  15. I think this match-up is one of Lambda's worst match-ups. A good Tao doesn't have to play risky and get hit by 5D CH's. She can commit to a safer, non-Drive approach. Taokaka does get hit out of her 214214C by 214D sometimes, but I think it's a small risk and doesn't happen if done fast enough. I think it's more that it's so difficult to hit Tao, and if you do, it's more likely to be some air combo that doesn't lead to oki. I just find it frustrating playing against her, and I think most Japanese Lambda-Taokaka matches reflect that.
  16. Lambda or Mu's backdash does work, if it's a farther 3C. Doesn't have to be too far, it looks obvious when you neutral tech and see where the wheel is. Also, Litchi has a punish for 236D oki that no-one really seems to know, surprisingly (All Green).
  17. Your combo's are really specific. For X > 2DD > TK > 6DD, it's usually a Dashing 6DD. Doesn't hurt to, in any case. It's possible to do a OTG CH 6A > 236D and have all the hits connect, it's just a matter of space. For Lambda, if something is theoretically possible, it usually is (with maybe some minor adjustments). It's good to know, but most of these are actually already known already.
  18. In my opinion, Lambda mains can pick up Mu easier than other players. For me at least, I found her zoning to be easy to pick up. It was online, but it was interesting to see Lambda players dabbling with Mu (Tsukasa, Minori, Kiabui).
  19. Doesn't have to be 214C, incidentally. It can be B (IIRC), and A, too.
  20. Yeah, don't worry. I know it works. I would've listed it as X > 236D > 236C (blue-beat punish or roll-tech punish), unless he was actually talking about a random 236D as the starter. But it was my mistake, in the end. It's Sickle Storm, incidentally.
  21. Oh darn, sorry lol. It just looks so wrong. Yes, it technically works. But 236D is rarely ever the actual starter, unless it's a roll punish.
  22. What are you referring to? 236D > 236C does not connect for Lambda or for Unlimited Lambda (Nu) in any of the CS games. Assuming you meant 236B > 236C, that means it's a Nu combo. In which case, what's easier for one person might not be easier for someone else. It just depends, a lot of the time.
  23. For Lambda's most damaging combo's, which would definitely be similar to over 8K combo's (CV combo's, in other words), there are some trends, guidelines, or "rules". However, you're asking for practical combo's, so CV stuff doesn't really matter. These aren't max damage, and considering the difficulty and practicality of some of them, it's not too big of a difference to care. I just listed some combo's that are very very similar to one another, so it's not a chore to remember them.
  24. That's a tough question. Do you want us to show combo's that use Heat? No Heat? Corner, mid-screen to corner, completely mid-screen... It's not tough to show optimal combo's for those starters, but it'd take a bit of time to go through them and think it through.
  25. X (eg.5DD) > 236B > 236C > Parser Forward > D swords In the corner, that turns into the TK Loop. That's all you really need to know. If it's Abyss, you can use the CPU's AI against it, and abuse its weakness. D swords > Parser back If you need more clarifications or examples, let me know.
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