Overheat
Members-
Posts
701 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Overheat
-
Depends. eg. For most people, in fact, I'd say everyone except Japanese players, the TK Loop wasn't practical simply because they dropped it. The dashing 236D is definitely practical if you can find the time to practice it, but I still think it's only something to go for in a situation where you've practiced it to work. The most consistent Lambda IMO, Yoshiki, doesn't go for it. It doesn't affect his gameplay either. So for the most part, I'd say it's not very practical.
-
The only Lambda's I can think of who don't have any problems going for Dashing 236D's mid-combo in a match are Tsukasa and Yuuki. Tsukasa just has insane execution, plus he always goes for optimal combo's. Yuuki must've practiced a lot, since (s)he hasn't exactly always been a good player. Optimal practical combo's. It doesn't really hurt. If you can do it, go for it. If you can't, it's not a huge deal. Does Yoshiki do it? I'm fairly certain Yoshiki only goes for easy, damaging combo's for the most part. As long as you're doing some sort of corner carry - it doesn't have to be fully in the corner. It just gives you a bit more space to run away, as well as better pressure.
-
Height is a factor. As a practical example, I find 5DD > 236B > RC > 5DD > 236C > 236D to be very easy and useful against those that it works against. IMO, combo's like these are things that should be done in semi-controlled situations. Basically, any position where you know what to expect. Guard Crushes, Throws, simple BnB pick-ups, stuff like that. It says only Dashing 236D works on Tao, so you'd have to practice 23656D (that's how I suggest you do it)
-
Dashing 236D is a pretty difficult motion IMO. I'd personally, for the time being at least, just do it only on the non-dashing characters. Just in case:
-
Practice practice practice. Just practice 6DD > 2DD > j.DD > j.2DD > j.214D~C > j.DD > j.2DD > dj.DD > dj.2DD > dj.214D until you can do it comfortably. For TK feints, same thing. I personally first practiced it individually, by doing lone TK feints over and over, doing more consecutively, faster - as time went on. I suggest practicing it off jump cancellable moves too, though, like 6DD or 6A, for example. Also try practicing it during Dashing and Running.
-
It's not. IIRC, it's got guardpoint on frame 3, but CSE has it on frame 5
-
Assuming DD-less, 4000+ is very easy in the corner. Mid-screen, that's more of a challenge. I'd say it depends on the starter, if you RC, and if you use Gravity. TK > RC > 5DD > 236C > (Dashing) 236D > Dashing 214D~C > 5C[8] > 4B[#2 only] > 2DD > air ender ~4.1K air dash j.B > j.C > (Dashing 5B > 6B > 5C[8]) > 4B[2] > 2DD > 214A > TK > Dashing 6A > 6C > 236C > X > air ender (crouching hit-confirm into 4B[2] is a must)
-
IMO, 5D is only something you'd want to use at 3/4 to fullscreen. 5D mix-up is usually pretty bad, yeah. I think it's more that j.2D is just really good for zoning.
-
I'd say more than ever, this transition isn't that big of a deal for Lambda/Nu. You can start now, and try and get a feeling for Lambda, or you can start later, and implement some small changes that really don't matter too much. If all else fails for mix-up, just stick with Lambda's classic mix-up. It's a decent substitute in all situations.
-
Nope, 360A is too slow. He can 720 if he IB's, but this isn't a common situation anyway. 214A FC > 236C > (Dashing) 236D > Dashing 214D~C > Dashing 5C[8] > 4B[2] > 2DD > TK > Dashing 6DD > 2DD > air ender Pretty easy. Best is a vague term. 214A FC > Dashing 5C[8] > 4B[2] > (2DD) > TK > 5DD > 236C > (Dashing) 236D > Dashing 214D~C > 5C[8] > 4B[#2 only] > 2DD > air ender Try those out and see if you like them.
-
Its use is for zoning, corner carry, corner reversal (positioning), and insane damage combo's in the corner. Don't just throw it out there, but don't get into the habit of never using it either... It's a limited resource, so all the more reason to use it. It's handy when you're stuck in some tough positions too.
-
Shoot, my bad. I meant punish Hammer, not time it in-between.
-
The CH isn't needed. It just makes it easier. In a controlled situation like a GC, it's entirely possible to do a Dashing 214D~C and follow-up with 214D, mid-screen or corner. Whether or not it's worth the trouble in that case is up for you to decide. Summarizing my post above, I think you should, when possible, do the best damaging combo you can do, while keeping in mind those other questions and their implications.
-
I personally don't think so, but someone can correct me if I'm mistaken. Perhaps in some situations, of course, but not anything practical IMO. For the FC, I don't think anything will change either. The reason why I don't think the untech time being buffed really does anything great is that, for example, Gold Burst's rarely live out their full 300 frames of untech time. Height is a factor.
-
I personally don't find this to be that practical. It's not really anything new, and I think it's actually more practical to get a Guard Crush, and then do a Dashing 214D~C, if you'd like to go that way. This is CS2, as you alluded to, but it's important to point that out once more, just in case. Mid-screen, it's possible. Just very very unpractical, unless in a controlled situation like a GC. With that out of the way, I feel that it's really important to keep the opponent in the corner. Considering Lambda's corner carry without Gravity is simply average, it's important to sacrifice damage for positioning a lot of the times. IMO, optimal combo's are a mix between damage and practicality. Grinding combo's helps raise that damage and success rate. Also consider the situation... Can you KO the opponent by switching from an air ender to an air DD ender? How much Heat do you currently have? Where are you on the screen? Is it worth it? You can expand on those questions, but I kept it fairly succinct. I can clarify if need be. On another note, I personally don't like using her 632146D mid-combo. It doesn't add much more damage than a TK at the end of the combo to justify using it, IMO. If it makes it easier, and it's available, etc. etc., then go for it. I recommend doing the best damaging meterless combo you can do, without sacrificing positioning.
-
It is, but it's punishable when timed right.
-
There are only two things I think one should be aware of against Tager's Sledge (+ Hammer). The first is that he can charge the B version, and the second is that the follow-up has a zillion active frames. Both aren't things you want to trade with... A well-timed 5D should beat out the Hammer, but you can Dash 2B or Dash 3C as well, although I'd personally do 5D. I think the only reason to use 236236D is as I listed it above, or if you want Gravity-less burst-safe corner carry. Basically, it's an option, but only useful when your other ones have run out.
-
It might make some of her corner combo's with that DD easier, but I see its practical application being easier/better corner positioning. eg. Ending a corner combo with X > air ender > j.214D (tech earlier), as opposed to ending with an air DD ender (tech later). Same positioning advantage as CS2, but just easier and better.
-
One time the Tager did Sledge while you did 5DD, then you did 236D. If that ever happens, then I recommend 214A/214B (usually 214A in these cases) to limit his range, or you can RC and block. Try Counter Assaulting to throw him off sometimes. You usually did a pretty good job of respecting Tager when he had Spark Bolt. Twice you did 214D~C and he could've reaction Sparked you. You got hit by Spark walking back and forth. Walking just back is fine, or even crouch blocking. IAD back got Sparked, I recommend super jumping or 6DD > super jumping in a situation where you're close and want to get away. Won't get stuffed by Spark, and you can air dash back in reaction to his Sledge or super jump. You stayed too close to him sometimes, doing 214D or 236D at mid-range. Sometimes doing random Parsers, or after a blocked Drive, even doing a far X > 6C > 236B (doesn't combo, punishable). It's potentially a free 360 or punish. Keeping away should be the first priority against Tager. There's really no reason to do Sickle oki on Tager. Instead of just running up and doing 3C, do 2B > 6B instead. Safer, you don't have to waste Gravity, can lead to better meterless damage, etc. If you do end up doing a Dashing 3C up close, remember 236A can pass through when close enough 236236D is even worse now. I think it should only be used as a time-staller, or if you need to get your opponent blocking to clutch out the round. If you're going to air purple throw Tager, then air dash back when teched, or j.2DD > j.214D~C > air back dash. Basically, you seemed very eager to get in on him (eg. IAD j.2C), which is perhaps the last thing you'd want to do against him. Play safer, lamer, and winning this match-up becomes much easier, and much more frustrating for the Tager. Pretty much 6DD > IAD back, 6DD > 214D/214D~C/236D/236D~C as long as he can't punish it. Even 214B/214C is useful occasionally. You'll get the hang of it, I'm sure.
-
There are a lot of work-arounds for pad. Not all sticks still are dual-modded. After playing for long periods of time, my left thumb (would) start to hurt. After playing for a long period on stick, my left wrist would hurt. Some advantages to pad: Cheaper, lighter, smaller Can easily buy locally, offline
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
Overheat replied to BladeOfJustice7's topic in International
No offence to Gemini, but he doesn't play very often (he might not even play BB anymore), and hasn't bothered learning Lambda's new stuff since CS1. He was pretty good in CT, but I think he's just too busy to keep up with learning Lambda. As a Lambda player myself, I think Nedel is much stronger than Gemini. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Overheat replied to BladeOfJustice7's topic in International
Pretty sure it was Nedel -
So IIRC, since God's Garden, Yoshiki's won Alpha Station singles, Tachikawa singles, and some team tournament as well?
-
I think this is the best I've seen Yuuki play. (S)he's doing really well in this video.
-
3 reasons I can think of for getting stick: Artwork Easy to switch out buttons / joystick You can play in arcades The rest are all kinda arguable (playing on a wired pad, converters, pad mileage varies, etc.). Not to mention Wolfkrone plays on pad. It's just that the majority of the best players in the world play on stick.