Overheat
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The opponent was too high. It definitely can connect.
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Which video? No matter which character Lambda/Nu plays against, she doesn't get Negative Penalty that much. I actually think that Negative Penalty is pretty uncommon for all characters. It's not something you'll see often. Values have changed, so it's kinda difficult to know what these values actually mean.
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Mizonokuchi Taito Protos (Gentarou) vs tiku (Tager) I really like that OD at the beginning for Tager. More than likely, he'll be able to gain it back near the end of the round. Nu doesn't really have a use for OD at the beginning of the round. Protos (Gentarou) vs Ronitta (Jin) In the first half of the first round, you can see how Protos was standing his ground by rarely backing away. When the fight is kept midscreen, Nu's options are safer. This is also probably why he opted for corner carry with (Dia) X > 3C > 22A > 6B > 5C > 6C > 236A. I'm not sure why he ended up doing a Dashing CT. I guess he mistimed his Dashing Barrier? Protos (Gentarou) vs Akiba Rika (Hakumen) I think the 6DD > 2DD > RC at the end of the second round was supposed to be an OD cancel. - - - - - Kohatsu Random 2 on 2 I thought Aruba had a bit too many execution errors this time around. Azrael vs Aruba (Gomikuzu) Taokaka vs Aruba (Gomikuzu) Yumekami (Platinum) vs Aruba (Gomikuzu)
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I don't think this is true, since 2C > 3C still works. I'm guessing that it's the same restriction of only being able to do 2C > 5C or 5C > 2C once in a string.
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It always could be a mistake on the mook's part. IIRC, CSE's mook did have quite a lot of errors, relatively speaking. I think the important thing is we can assume that it cancels into attacks.
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How about it can cancel into anything except blocking or Barrier? Japanese players before have mentioned that it can only cancel into attacks. That would make more sense lol. Unfortunately, the data from CS2 and CSE are conflicting for TK feints. If I had to guess, though, it'd make more sense that a TK feint is an offensive tool, and not something you'd do just to block (just like 22A).
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The point was, we don't know when 22A can be cancelled into another move. If we just look at it as a 31 frame move to reset pressure, it's not that good. But since it can be cancelled, it can be a useful tool. It's definitely better than TK feints. 7 frames is a lot better than 8 frames. An 8 frame 2A was really painful, especially since some characters had 6 frame 2A's. Despite that, I still think that our defensive options are worse than before, since Heat Gain isn't nearly as plentiful. Once the opponent gets in, it's a lot more difficult to escape. The lower recovery on 236D may mean that we won't lose to Rachel's 5B after she windtechs. If that's the case, we can force her to waste wind or take mix-up. Some things that beat us out before (like Litchi's All Green) might not anymore. The faster start-up means we can use it in combo's later than before (relatively speaking).
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5C is the same as 2C/3C/6C/j.C/j.2C in that pressing it once will make all hits come out. I'm not sure about the individual properties of each hit (with the first and last hit being the most important). Not taking into account that it can be cancelled early, 31 frames for a move to cancel into another is kinda bad, especially since 22A isn't an attack. At least with a TK feint or 236A, they look similar to attacks.
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I'll get started on the changes, but I won't update the thread until most of the errors are found and corrected (just in case). I guess I can update it in two weeks or so. I'm not sure how useful this will be. Just some of yattyaruzei's (the person who everyone got their Nu proration data, until now) thoughts on the mook.
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Protos was at 18th Dan for a really long time, but he's dropped to 16th now. Naga and Yoshiki were both stuck at 14th Dan, but Yoshiki finally reached 15th. Tsukasa seems to have been inactive for some time. - - - - - Atsugi, Kanagawa Leisureland Arc Revo Qualifier I think this was an area final. Dora vs Yoshiki (Nao-san Aishiteru) Yoshiki did a lot better against Dora than he usually does, but this is only just 1 match... - - - - - Athena Nihonbashi I'm not sure if Aruba has "dropped" Nu. I know Aruba plays a lot of other characters, but Nu is supposed to be his main. Aruba (Gomikuzu) vs Rajio (Bang) - - - - - Tachikawa Intrasquad Serizawa (Mu) vs Nu Serizawa (Mu) vs Nu Carl vs Nu - - - - - Amipara Casuals The red Nu, Gekkou, really likes doing j.2C > j.214D~C > j.B. Gekkou's pretty good. With time, he could end up being a top Nu player. Bullet vs Gekkou (Nu) Ragna vs Gekkou (Nu) It looks like (Luna) 236D is faster. Bullet vs Gekkou (Nu) Bullet vs Nu I saw it mentioned by some Japanese players a few days ago, as well. You can see near the end of the first round that 632146D doesn't have a minimum damage of 600. ~2619 > 3065. The minimum is apparently still 400 (very bad). It's not that important, since 632146D has never been used that much mid-combo. Using 236236D for timeouts can be worse in this game, since OverDrive freezes the timer. (Dia) 5D can cancel out Bullet's projectile (even when she's in a Heat up state, if I'm not mistaken). Bullet vs Nu Bullet vs Geckou (Nu) Aji vs Geckou (Nu) Bullet vs Geckou (Nu) - - - - - Hyougo Koube Naga vs Hakumen
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It's a fair trade for losing the first hit (although I'd prefer if it was the same as CS2). A bit late, but the mook's out, so hopefully some frame data will be out in the next few weeks or month. Apparently Nu's has a few errors, but I'm not quite sure how major the mistakes are at this point.
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Tachikawa Arc Revo Qualifier Kuresu (Tsubaki) vs Yoshiki (Nao-san Aishiteru) - - - - - Amipara Arc Revo Qualifier Nu vs Litchi Mikami (Relius) vs Nu - - - - - Central Hachiouji Fixed 3 on 3 Protos was very good about his use of j.B here. Momoiro (Rachel) vs Protos (Gentarou) (midscreen) (Dia) 214D > 6DD > 2DD > 22A > 3C > 214A > Dashing 6A > 4B > Dashing 623C > 6B > (2C attempted > air DD ender or TK) - This is an example of a 4B > Dashing 623C combo where you switch sides after the 623C. Apparently, 3C also can connect after these types of combo's. - For this to have worked, 6B needed a delay. Or he maybe could've 3C, 6A, or 2C. Maybe 623C needed to be delayed for a lower height? (6B) > 632146D probably would have KO'ed the Rachel there. nao (Valkenhayn) vs Protos (Gentarou) Kotsubu (Mu) vs Protos (Gentarou) (midscreen) (Dia) 6DD > 2DD > 4DD > 22A > 2DD > 4B > Dashing 2DD > 623C > (Dashing) 236D - That's more like it. Protos always has had very good air pick-ups, so I was wondering where they were in these matches. Kuresu (Tsubaki) vs Protos (Gentarou) (midscreen) (Luna) 5DD > 236B > RC > Dashing 2B > 6B > 5C > 2C > 3C > 236D - I think he should've done 5DD > 236B > RC > 236D or Dashing 4B. I guess it was a bit too tough to properly hitconfirm there. We can use 214B/C against Tsubaki at midscreen or greater after she does her new Super, and still have time to block. Serizawa (Mu) vs Protos (Gentarou) (midscreen) (Dia) 6A AA > TK > RC > Dashing 3C > 22A > 6A > 4B > Dashing 2DD > 623C BARELL (Tager) vs Protos (Gentarou) (in corner) (Dia) 2B > 3C > 22A > 6A > 4B > Dashing 2DD > CT > 236C > Dashing 5C > 2C > 623C > 3C > 214A - Similar to 2DD > 214A switching which side the opponent was on in CS2/CSE, it looks like Nu can now do the same with her CT. I think it's because 2DD gives her a low profile and draws the opponent in, which can help them switch sides when the opponent is hit with a close 2DD. It can also be done with 623C, but I'm not sure if it can still be done with 214A/B/C. That was pretty smart of Protos to do 236236D when his back was against the corner. Tager either had to Sledge or block, and if he does Sledge, then Nu can escape like Protos did there. 6C is better in this match-up now. Jiro (Amane) vs Protos (Gentarou) It's deadly to get caught against Amane, no matter what mode you're in. His pressure is also pretty good. I'd have to guess that his normals are faster than Nu's as well.
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I may have more questions, so I'll ask you guys later. Some changes I wasn't sure about: All the other minor changes, like 214A/B/C maybe having less throw invulnerability, will be edited in once the frame data's out. This wouldn't be a change, but does anyone know if CT's have SMP? I wouldn't be surprised if they did.
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In CP, Nu's combo ender has generally changed to a much larger emphasis on 623C, as opposed to her air Drive ender (which is still possible). The context here is a midscreen medium-to-far range 3C. Example of a corner combo. In order for Nu to maximize damage, she'll be using 22A (Face Lift) a lot.
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In terms of proration, most moves are better starters now. However, some moves are now also worse mid-combo. An easier way to remember this is that mids generally have a P1 of 100, along with generally nerfed P2's. For convenience, damage value changes assume you're in Dia mode (unless otherwise stated). Apparently all Special Cancellable moves are also cancellable into OverDrive. All Special Cancellable moves are cancellable into Crush Trigger. Jump duration changed from 42f to 39f. High jump duration changed from 51f to 48f. Character Combo Rate changed from 85% to 70%. I generally didn't bother to check if the values of blockstun, hitstun, hitstun CH, and untech on CH were different, since I'd have to manually check it from the Attack Level in CSE. The blockstun and hitstun/untech CH values are probably largely redundant anyway. Since CH frames aren't mentioned, I didn't bother listing it either. It'd be nice to know for moves like 214D or (Luna) 236D, though. Normals Drive - Drive follow-ups not possible on block in Luna. - Projectile level increase to 2 in Luna. - Drive starter P1 changed from 85% to 90%. - Drive follow-up P1 changed from 85% to 90%. - All Drives and their follow-ups gained Foot Attribute. Specials - Altering 236D, 214D, and j.214D with (~C) not possible in Luna mode. These are exceptions or changes in OverDrive compared to CP Nu, not CSE Lambda. OverDrive changes - (~C) follow-ups possible for (Luna) 236D, 214D, and j.214D. - Gains access to Act Parser (66/44/j.66/j.44) and Act Parser Zwei (236A/B/C) regardless of current mode. - If applicable, moves have Luna damage values.
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I may update this thread from time to time if new information is uncovered, or if any mistakes are noted. CSE Lambda frame data CP Nu frame data Although the intent of this thread is to give a comprehensive list of changes of CSE Lambda to CP Nu, this thread also should do a good job of overviewing CP Nu. I'm not going to list every single combo route that's changed, and things like that. To get a better sense of what is and isn't possible, check out the combo thread. Her offense capabilities were generally buffed. Arguably more options but less damage describes her offensive changes from CSE-CP quite well. She's also able to keep the opponent in the corner easier. However, the changes to the SMP system hurt her combo ability and Heat Gain more than other characters. Defensively, this is her worst iteration. The new system changes and mechanics hurt her a lot. Nu has 2 different modes, Dia and Luna. Both modes may slightly alter her normals and Drive, and give her access to a few unique specials, although often the inputs for the moves are identical. She starts every round in Dia mode. To give some examples, (Dia) 3C causes float on hit, while (Luna) 3C gives a hard knockdown. (Dia) Nu can do a Crescent feint (j.214D~C), but (Luna) Nu cannot. (Dia) Nu has access to her (66 and 44) Act Parsers from Calamity Trigger (forward and backward teleports after certain moves), while (Luna) Nu has access to her Act Parser Zwei (236A/B/C) from Continuum Shift. If it makes it easier to understand, you could think of Dia mode as Nu (ν) mode, and Luna mode as Lambda (λ) mode. Dia Luna New inputs OverDrive System Changes (You may wish to check Circuitous's or Kurushii's post on some of these changes)
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I decided that I'll be making a new thread, instead of a single long post. I made a similar thread for CS2-CSE, so I decided I might as well make another for CSE-CP. If it's not done later tonight, then I hope to finish it sometime tomorrow.
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Central Hachiouji Protos (Gentarou) vs Satsuno (Taokaka) (corner) (Dia) 236D > RC > Dashing 4B works. It'd be interesting to see what could be done off of it. - - - - - Kohatsu Aruba (Gomikuzu) vs Kikuchiyo (Litchi) (midscreen) (Luna) 5DD > 236B > 22A > 5DD > 4DD > 4B > 2DD > 22A > 6A > 5C > 6C > 236A At far distances, 3C > 236D can be difficult to connect. Usually, you need to delay the 236D. At farther distances, it's not possible to combo the 236D when you delay it. It'd probably combo in those cases if you did 236D without a delay. Or you can just not follow-up 3C, or do something safe like 3C > 22A instead. - - - - - Arc Revo Qualifier I'm not really sure who the Carl is. Protos (Gentarou) vs Carl (midscreen) (Luna) 2B > 6B > 5C > 236B > RC > 236D > Dashing 4B - I think he was going to do 2DD > CT after. Pretty interesting to catch Carl's backdash with TK feint > j.66 > j.B > j.A > Dashing 2A. Not new, but still noteworthy. Interestingly, (Luna) 214D can catch back rolls if 3C > 236D isn't teched in the corner. I don't know why Air Throw > 6D whiffed. I assume he just mistimed, but maybe he had to do a Dashing 6D instead... - - - - - Tachikawa 3 on 3 Protos (Gentarou) vs Hikaru (Hakumen) That Yukikaze was pretty scary. I think he could've jump cancelled his 5D there, but it was a bit unexpected... He has a lot of nice set-ups. This time he did (corner) X > 623C > 22A > TK feint > j.44 > (Dashing) 4DD > 236D > RC > Dashing 4B. He's done things like this a lot in the past, but this time it was a bit more fancy. (corner) (Dia) 4B > 2DD > CT > Dashing 236D > 22A > 6A > 5C > 6C > 236D > 236C > 5C > 2C > 623C (midscreen) (Dia) 214D(~C) > 6DD > 2DD > 22A > (6DD attempted) - X > 2DD > 22A > 2DD works, so I don't see why 6DD wouldn't work either. He was delaying the initial Drives a little bit to get the proper height. Hakumen's air hitbox is pretty good, so I think he could've done X > 2DD > 22A > 2DD > 4B > etc. 214D's probably a really good starter, so he could've done whatever he wanted after. He used j.2DD > j.214D~C > j.D as a zoning tool quite a bit. Pretty much perfect play from Protos in the last round IMO. Protos (Gentarou) vs Goro (Makoto) (midscreen) (Dia) 2B > 3C > 22A > 6A > 4B > (Dashing 6D whiff) - I guess this was some combination of Dashing 623C and a Dashing 2D. IIRC, near the beginning of CP, some people on the JBBS were talking about how you could use 623C as a tool to switch sides mid-combo. If that's true, that might help explain why (I think) he was considering doing a Dashing 623C there.
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Nothing really different from before, IMO. I think you should work on a few things from the tips above, then get recorded in a few weeks if you wish to ask how to further improve your Lambda. You must've noticed, but you were cornered very quickly in the first round. It's not usually a huge problem, but it can be if you don't know how to escape. You did 6DD > 236C twice as a blockstring in the first match and it didn't work. You also did a few 236C's by itself. Last round you were mashing a lot. Your combo choices midscreen could be improved upon greatly. Your hitconfirms could be improved as a bit well.
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I can post a comprehensive list of her changes later today. Also, the first post's link to the combo thread is broken.
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In neutral, you should be half a screen away or greater. I think it's less about what you do (as long as what you're doing is relatively safe), and more about being in a safe position. If you're in a good position, you'll have enough time to react to what the opponent does, and still be in a safe position to whiff a Drive. - After an IAD, I think j.2D is usually the best option. If you do an IAD back, j.D and j.2D both work. - It doesn't really matter what you do after 214D~C as long as you get yourself better positioning. You can do 6D/2D to force them to block 214D~C, do 236D~C to get them to block more, run with Spike Chaser to get farther away from the corner, attempt a mix-up, etc. - I don't recommend 214D~C after 236B. 236D(~C) is too slow here as well. 6D is probably the best option. 214D's alright. - 5DD > 236A/236B, depending on if it's blocked or not. 214D sometimes isn't as strong as 236A or 236B in this situation. If the opponent's in the air, you can also do 5DD > 236C, of course. If you keep on getting hit when using 6A as an AA, then you're probably doing 6A too late. You could try blocking or using one of Lambda's different AA's. If he's crossing you up, you could also try backdashing out of it. Best round starters, IMO: jump and block (doesn't matter where you jump. Usually back, though) IAD back crouch and block 3C A lot of this isn't that complicated. I have confidence that you already knew some of these things (like round starters and what to do after IAD's). Still, I think it'd be best to focus on only a few things right now.
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This is one of Lambda's toughest match-ups. * indicate points I recommend focusing on. The general tips at the bottom are also very important. Gameplay Combo's In the first round of the second set, you ended up having to block a lot. I think if you had IB'ed more, the Bang would have started to stagger his strings and bait mashing, or back off a bit. If you had Barrier blocked, or Barrier IB'ed, you could have gotten some more breathing room. Learning to IB consistently is a critical skill for a high-level player. I don't think it'd be a bad idea to use Gold Bursts (on wake-up as well) more often. I think it could have helped you when you were in the corner, for example. It'd also hopefully make the Bang respect your wake-up options a little more. The reversal of momentum, IMO, could have helped you potentially win some rounds. I think your combo choices could be stronger. It'd help with damage and Heat, which would be useful for CA's against a pressure-heavy character like Bang. In general, I think you were either getting CH'ed a lot, or ended up having to eat a lot of mix-up. Bang's not a character that Lambda can effectively challenge up close (not that she can challenge many characters up close to begin with...), so I don't recommend mashing out of pressure too much.
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Lambda mirror - 4D, especially just by itself, is not very good to use in a mirror. It's not very good in most match-ups, actually. - (corner) X > 5C > 6C > 236C works at surprisingly low proration. In general, as long as you haven't used 236C twice in the combo (yet), it will usually work. - If you use 2 236C's in a combo, you should give up on getting a proper air ender (from X > 236C > Dashing 6A/4B). Instead, if you use 236C twice in a corner combo, you can just TK 632146D after the last 236C. Or you can not do the last 236C and just do anything > air DD ender - When an opponent is blocking 236236D, I recommend just sticking with 236D. One problem with 214D~C is that it's too slow, and the opponent can usually jump to avoid it. Hakumen - You dropped the air ender quite a few times in these matches. - I think X > 2DD > (j.C) > j.2C > 2DD is a more worthwhile combo route to learn than X > j.DD > dj.2DD > dj.214D~C > dj.2C > 2DD, but it's not that important. - In general, I don't think it's wise to do 236C after a blocked Drive. 236B and 236A are alright once in a while, but I think you used 236B too much in your blockstrings. - If you're going to use X > TK > RC > j.66 > j.2C > 2DD, I would recommend doing 214A after. It leads to a better combo with better Heat Gain, and greater corner carry. - Related to the point above. I think you could benefit from using Gravity more in your combo's. - Your blockstring of 2A > 5B > 6A > 2B > 4B[#2 only] didn't work the two times you tried it. Autopiloting strings doesn't work all the time, since the opponent can be getting hit, IB'ing, using Barrier, etc. Hazama - I don't recommend X > 2DD > 6C > (delay) 236D~C, since it isn't that hard to avoid. - 5C is not very good to use as a tech-punish. Since he had 50 Heat, he should've neutral teched and gotten ready to Jayoku or CA. Ideally, reaction 2B to rolls is what I'd suggest, but it is online... - When you can go for a guaranteed KO combo, you should do it. In the first round against the Hazama, you did X > 236B > (Dashing) 6B. You could've gone for something really easy like X > 236B > RC > 5C > 6C > 236C. Not really a glaring error, but just keep it in mind. Other than all that, I would recommend playing against stronger players and just tightening up your execution a little bit.
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There are some Tager videos listed under the Taokaka section. - - - - - Higashi Osaka Autobaan Arc Revo Qualifiers Aruba (Gomikuzu) vs Galileo (Litchi) - - - - - Mirai Yume It's stretched, but it's still good gameplay lol. It was a bit hard to understand some moments because of that. There's a link to the original nico videos in the description if you find it really troublesome. Sai (Valkenhayn) vs Minato (Kagra) Minato (Kagra) vs Arakune Kaqn (Ragna) vs Minato (Kagra) 4 matches Kaqn (Ragna) vs Minato (Kagra) 4 matches I think it's interesting that Minato sometimes cuts short his corner combo's at (Luna) X > 236D > 22A > 214D~C. I guess he prefers the frame advantage over Gravity. Pretty good Nu play. My only real critique is that he could've used 4B more in his OTG pick-ups.
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His combo's? Unless he keeps on resetting you during his combo's, I don't think you have to worry too much about that. I don't recommend 236D~C, since it's rather slow. 5A, 6A, 6D, j.D and j.2D are what I recommend for stuffing his approaches. It's not an easy match-up.