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Overheat

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Everything posted by Overheat

  1. There are a lot of buffs they could give her, but I'd rather get a bunch of small proration buffs on her moves. They could do a lot of things, but as long as her neutral game stays strong, I think she's pretty decent the way she is.
  2. I have never heard of a 5A hitting low D: In regards to TK feint IAD mix-up (not really an IAD, but sounds better), I recommend doing 2 air normals, like j.B > j.C or j.2C > j.B. You can even do j.A's as well if it makes it easier.
  3. Tsukasa / Sagatto Yoshiki / Nao-san Aishiteru Naga Rio
  4. Anytime you're using j.C or j.2C in a combo, it's harder to make it burst-safe. It's possible, but I think it's better to just stick with a brain-dead burst-safe combo . j.C > j.2C > dj.DD > dj.2DD > dj.214D works more than j.C > j.2C > dj.C > dj.2C > dj.214D simply because of proration. It might also be possible to make the dj.DD > dj.2DD "effortlessly" burst-safe, depending on distance. The damage benefit, if any, from using j.C and j.2C in an air ender really isn't worth it, IMO
  5. Sounds good. Thank you for your work.
  6. Alright, so KayEff has released Lambda's frame data and I'll be taking a better look at that later tonight. However, that doesn't mean he won't update it (he probably will), as he has with other characters.
  7. Kyou-Chan's a girl and she's West Coast =/
  8. Qanba Q4RAF 3-in-1's, both from Canadian Joysticks. Might end up re-modding the black one. Just got the red one today, but I'll probably mod it once I get some time to finish making new stick-art. Q4RAF Black Q4RAF Black 2 Q4RAF Red Q4RAF Red 2 Q4RAF Red 3
  9. I'd recommend a Qanba Q4RAF 3-in-1. Those were pretty hot, and still mostly are. Easy-to-use dualmod right out of the box, and a great price to boot. From what I can tell on its thread on SRK, it's got awesome customer service as well, if any issues arise. Pretty easy to mod the artwork or buttons and joystick as well, if you ever want to. I think you'd be able to get it at Gremlin Solutions.
  10. They've only got a few typo's. Between trusting the mook and trusting the wiki, I trust the mook a bit more. That's not to say that the mook doesn't have errors, since Lambda's might indeed have a few errors... The only ones I know of are 236B doing 1300, 236C having 92 P2, 4B having 80 RMP, and 6C having 85 RMP. The rest look alright.
  11. Thanks. Fixed. Here's just so you guy's know exactly how I checked it. 2B > 3C > 236B Damage gap between 3C and 236B is 691 - 1363 = 672 (.85).80*.86*.92*1300 Character Combo Rate (CCR) = 85% (CCR) * P1 of 2B * P2 of 2B * P2 of 3C * Damage of 236B (1300 or 1250) = 699.42 or 672.52 respectively Thus, 236B still has 1250 damage.
  12. It's relative, of course. So there're the match-ups themselves, which are more dependant on the other characters than Lambda, mostly. Her neutral game is still one of the strongest in the game, and that's why Lambda always has a fighting chance. As a character compared to her previous iteration, yeah, she got nerfed. This just means the Lambda community has to learn her harder combo's and tighten their neutral game.
  13. Lambda's not too much different. A few things have changed though. She now has 4 Primers. Counter Assaults take a Primer permanently for the round. System Changes are a double-edged sword, of course. eg. 5DD > 236B > RC > 5DD > 236C > 5DD > 236C eg. (corner) X > 5C[8] > 6C > 236C > Dashing 5C[8] > 6C > 236C > Dashing 5C[8] > 4B[#2 only] > 2DD > air ender eg. 3C[3] CH > 236D/214D/236C eg. 2B > 3C > 236B > RC > 5DD > 236C > Dashing 5C[8] > 214A > TK > Dashing 6B > 2C > air ender Here's her gatling chart. Maybe they made some mistakes or omissions, probably it's because I can't read the notes too well.
  14. Here are all of the changes I found. It's possible that there are notes that I couldn't understand. Normals Drive Specials
  15. Glancing at the mook. Will be updated if errors are found, as well as if there are any missed notes once the mook is fully translated. Lambda hasn't changed that much. In terms of optimal damage, from her best practical damage to her CV optimal combo's, she's been toned down. Everything in CSE is basically possible in CS2. If not, there were better alternatives in CS2. Her buffs are tiny and scattered, but her nerfs are noticeable. Her Heat Gain (HG) and Damage have been increased for a lot of her A and B normals, as well as her Throw. Her A pokes (5A, 2A, j.A) all do 300 damage now. Some normals have noticeably lower P1's (2C, 3C, 4B[#2 only]). A few Specials have different P2's, as well as different (worse) Repeat Move Prorations (RMP). 2DD > 6C is back as a gatling / chain. 2DD > 4B is now possible. 4DD > 4B is now possible. Her Drive does not appear to have changed. (partially subjective) Buffs + Nerfs - Neutral + - If not listed, then the move hasn't changed, or only has minor changes.
  16. Should we make a new combo thread? I'm guessing Toan and Hexa can edit Xie's post, but perhaps not?
  17. Interesting combo's... The non-Drive ones were possible in CS2, probably the same for the Drive ones. Really hard to hitconfirm IMO, such that a situation where you could realistically do it would mean you could usually do a better punish. Omit the 2DD and I'm sure it'd do a fair bit more damage. I don't recommend two 236C's in a combo, since its "base" damage is like a normal, yet it prorates very badly. I think it's only useful for corner carry and in a corner combo.
  18. That's good for Mu, I guess. No need to worry about anything being wrong for the time being
  19. It was leaked, but I think it got taken off quickly. I think the post that linked to it disappeared as well. The mook's got a ton of errors, and I'm not even sure if I can trust the other stuff 100% either.
  20. Yep, I know. Thanks for the heads up, though. Very quickly, since it wasn't mentioned in CS2 or CSE. 4B[#2 only]'s P1 was 86 P1 in CS2, but it got lowered to 65 in CSE.
  21. Hmm... I was wrong. The Japanese wiki was right in regards to 236B being 80 P2, not 75 P2. They still have a few errors (to be expected), and I wouldn't be surprised if I had a few more errors too. The mook's out, not that hard to decipher. I guess people are going to start working on frame data translations soon. Anything you guys want to know, specifically?
  22. Yes, she can still TK (Tiger Knee) her Crescent to get it at the lowest height possible.
  23. It's actually more like 2.5K if you get the feint in lol
  24. There's a fine balance between practicality and optimal LAWLS. In order to be truly appreciated, I think most CV's are understood much better by people who are good with that character, usually.
  25. I used to netplay all the time, and was pretty much a 70-30 netplay-offline player, but I eventually started playing offline all the time. Now, I go online less than once a month. I recommend finding someone, even just 1 person, to play offline with. Of course, sometimes that's not possible, but it really is quite something. A netplayer can be just as good, if not better, than an offline player. A pad / hitbox / whatever player can be just as good, if not better, than a stick player. IMO, the only real reason to know how to use a stick is console issues (wireless, converters), and to be able to play on arcade cabinets. It's also a good investment, compared to a pad (pad mileage varies, of course...). Those CV's I do? 90% of the combo's are done on pad, which is what I started playing with. Now, I'm trying to do them on stick, but it takes longer and is harder for me. I can use both, but for practicality now, I use stick. CV's are meant to be awe-inspiring, I think. It takes quite long for me to do my CV's, because most of the things have to be perfect (# of hits, show Heat Gain, visible damage counter), although I do mess up or forget sometimes. It isn't just a recording session done in 2 hours, for example. They usually take a week or two to get everything recorded and organized.
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