Overheat
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Everything posted by Overheat
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I'd say that's a cross-under. 2A or 2B are the "best" choices, but I'd choose 2B. You can also cross under with Barrier, but it's a bit harder. Safer too, I guess? Debatable.
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My recent ones are better IMO lol CS2 CV Newer CS1 CV (primarily CS1) TK Loop I'll be making an HD CS1/CS2 CV sometime soon if anyone's interested, but I might include CSE as well.
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If you're talking about jump cancellable move > IAD over > j.214D~C > something. That was just for show. Yes, it might work once in a while, but there's a lot of time to mash out, still. The one I listed a bit above is safer.
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The problem is that those IAD over set-ups take too much time... You might be able to land it sometimes against some people, but keep in mind that there's so much time to get mashed out of it, or just react to the cross-up. Here's something I saw Rio do once. It's decent, but I don't think Lambda's much of a cross-over character, so to speak. (in corner) X blockstring > jump cancellable move > IAD over > j.C > j.214D > RC > 5C[8] > 6C > 236D > etc. I suppose you could do it mid-screen as well, although I think that'd be a bit more questionable.
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It really is just better learning the distance for 4B[#2 only]. Depends on the starter, how close you "landed" that starter, if they Barrier / IB / etc. On another note, being in hitstun / blockstun slightly changes the opponent's hitbox, but it's not a huge difference.
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Depends IMO. The problem is, there are better tools to use. Plus, if you're magnetized, he can A-buster on reaction depending on the distance.
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Must have been a crouch CH
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Doesn't really matter since it is a throw. 100% guaranteed damage, so just keep in mind that if you follow up with a combo, it won't be doing much more damage.
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IDK if it's changed in CSE, but in CS2 IIRC, 6C CH carried on crouchers for some reason
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lol, 100 P1 doesn't matter if the move's P2 is bad (for a starter). It lists it as 100 P1, 55 P2, so it hasn't changed (if they didn't make an error).
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Thanks for that. I wasn't aware they had her specials as well. I think some of their values are wrong though, so I'm going to double-check a few moves. I'll post here later tonight or tomorrow.
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I calculated TK's P2 to be 89 or 90, but I'm thinking it's 90 now. I found Cavalier's RMP to be 40, so if you want to do an optimal combo (lol), it's not going to be used twice.
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I'd ask Shiro about it. Some place from Winnipeg will get it to you IIRC. Other than that, just online shopping
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It's easy to find out move's proration values with combo's. I used this for reference. Considering the untech system apparently hasn't changed from CS1 to CS2, I highly doubt it will have changed in Extend. Plus, someone's already posted most of Lambda's normals P1 and P2 values. Specials I mostly assumed to have stayed the same 214D~C > 5C[8] > 6C > 236D > 214D~C > 236C > 6A (.85)0.8*.9*.98^8*.91*.85*.9*.94*620 = 211.24 @ 0m18s: 6A in that combo does 213. Close enough, which means the Sickle P2 value I assumed was the same. I used the combo at 3m20s to find out if Cavalier still had 94 P2. .9*.55*.85*1500 = 631.13 It does 630, so it's P2 is 94. You can cross-reference a lot of the values with CS2's frame data, the known CSE P1/P2 values, and multiple combo's in that video. That's how I calculated it. 236B's P2 is still 75. 6C still has 75 repeat move proration. But you're right, this is still really working off of assuming 6C's untech and 236D's start-up haven't changed. Basically, you can still "see" if things would probably work if you can find a few examples of combo's in videos. It's more just to see if some damaging CS2 combo's would work and how much damage it would do, things like that.
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It's nowhere near optimal, but frame data says it should work. Unless they changed 236D's start-up or 6C's untech time, it should just barely work. lol, 236D should connect, but the follow-up hits are techable
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214D~C > 236D works mid-screen too, it's just a matter of the opponent's hitbox. It worked in CS2 as well. It's more CV material than anything, although you could do it with a Guard Crush in some situations...
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Run > Barrier. That's pretty much how most match-ups against Lambda are and should be played. Jumping works as well, but that's a bit slower and limits your options. 236A is good a lot of the times as well. I think you should focus on getting in first, then set up some Steins after a knockdown to maintain pressure and safe mix-up. Force a midscreen or closer fight. Perhaps the most important thing is to play safe while trying to get in.
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Basically anything that's guaranteed, I think. That adds a lot more options and characters, like Litchi, for example. Probably some other Lambda and Rachel options too.
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CS1 Lambda CV CS2 Lambda CV
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If you're talking about a combo starting with 2C that has some 5C's in it, I'm guessing damage would drop at least 1000-2000, depending on how long it is.
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I'd say so, yes. In Lambda's most damaging combo's, there's a ton of 5C involved, and that gross P2 of 85 instead of 92 will make a large difference. Practically, of course, there's not going to be a huge difference, but I think it still will be noticeable. I think one would want to have at least 2 series of 5C's in their decent combo's, and that's not even for the more absurd, unpractical ones.
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Clearly, nerfing Noel was too much
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TSUKASA Has that block finals match been released yet? I can't believe I didn't keep up to date on this because of EVO hype... Also, does anyone know where to find matches of Kiabui's Lambda? I haven't been able to find anything Any help is appreciated!