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Overheat

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Everything posted by Overheat

  1. I'm pretty sure his 5D doesn't have guardpoint.
  2. Haha, I presume I'll be flying. I might be doing some other stuff there anyways.
  3. Sounds good, I'll try to be there!
  4. I hope the PS3 converters aren't forgotten >_< So, just to clarify... The CS2 singles and doubles tournament are single elimination? And about how many people do you expect for CS2? Will there be set-ups even before the CS2 tournament starts (for casuals or warm-up)? Will we be playing in HD or SD? If it's being played in SD, then I don't mind recording for the tournament via capture card (top 4). Sorry for asking a lot of questions!
  5. ac1791 (LA) vs Solex816 (JI) Match 1 Match 2 Match 3
  6. howling-_-moon (MU) vs DeathNapalmx666 (HK)
  7. I'll get it for you, but I can only record in SD (Unless someone who can record in HD wants to do it)
  8. I like that initial pick-up, though. Too bad a 2C CH doesn't seem to be able to get as much damage as it can with its insane P1... Without 214A or the corner, it might just be limited to (j.C) > j.2C > 2DD loops =P
  9. Nice combo, Rin. I like it :3 But it uses Heat
  10. Interesting note is that Rio often goes for a j.2C whiff > air dash pressure, while Tsukasa goes for a more traditional jump > air dash pressure. The j.2C might just be used for timing, but it is an option that I don't see used too much. There's a lot I learn from Rio, even if some of the stuff he does are weird or down-right gimmicky. My 2 favourite Lambda's by far. Something I noticed in the recent Kohatsu: (corner) 236D > TK > (opponent is still grounded by 236D) Corner Loop
  11. I'm waiting till I get CS2 before I create the new thread, so sorry if it's not up until Tuesday to Thursday. The follow-up to 5D (that is, 5DD) went from 9 frames in CS1 to 13 frames in CS2. Also, her hitstop on her Drive has increased, making things come out "slower", but still having the same effect. Maybe that's why everyone's been saying that her Drive seems slower.
  12. Yes, I agree with what you've said about Naga and Goro. Tsukasa is the best at what he does, though, and that definitely wouldn't be zoning. Rio brings quite a few interesting things to the table as well.
  13. Without a doubt. No offence to Goro, but even if he did play Lambda in CS2, I don't see him being as dynamic and crazy as Tsukasa is. I also really like watching Rio's Lambda. MP and Naga get an honourable mention.
  14. Just IMO, but I find that writing jc for jump cancel makes notations messier and more confusing. Sample combo of character X: 2C > jc > j.C > j.2C > j.C > j.2C How I would write it: 2C > j.C > j.2C > dj.C > dj.2C The jump cancels are implied. Just in case a direction is needed, I would just write: 2C > 7 > j.C > j.2C > 7 > dj.C > dj.2C There's also j(7).C > j.2C or j(7).2C, but then things might get a little confusing...
  15. Kohatsu is full of amazing players
  16. I'll hold off on creating the new thread until tomorrow or Friday. If PSN gets it, then I'll confirm a few uncertainties and vague things. It's ~80% done, but there're lots of ways to interpret / read it.
  17. I'm done all the actual frame data changes. However, there were a few things not mentioned in the CS2 frame data I had to add. Also, I have to format all of this information, so that'll take me some time. I'm going to create another thread later, if that's alright. One (or more) post(s) will be reserved for strict frame data calculations, and maybe some in-depth observations / implications, while the another will just be a list of general changes, without any numbers. I still have to do the implications of some frame data changes, as well as the general changes. There're also some things that weren't clear in the frame data, so I'll have those indicated in some way (by bold, underline, italic, etc.). Should be up either today or tomorrow.
  18. Xie and Severin, go ahead and edit my post and take whatever you want from it. I just tried to generalize it, but never got around to making a fully complete list in a thread format. Everything pretty much ends in 236B, 214D/236D oki, resets, or the typical air ender (j.DD > j.2DD > dj.DD > dj.2DD > dj.214D/dj.632146D) I think I missed a few things.
  19. Sounds great. I think I'll be able to finish it completely by Tuesday night, but I'll ask for help if it's too much work.
  20. I'm not sure about these listed changes... Some of them went in-depth, but some of them were really general. IDK what 1, 3, and 5 mean. 2 was always possible (or at least, the idea of getting a 6C > 236C without 6C's wall-bounce). 3, IDK if it's possible at all (22 hitstun, +2 from FC, +2 from crouch...). 4 gives an example of things we could go more in-depth about. If we're going to go as in-depth about 6B being a frame faster on start-up, I think it wouldn't be a waste of time to make a complete list of all of Lambda's changes. I think it should be organized by move, since there are still quite a few things that should be put there. IDK what everyone else thinks, but I was thinking we could compare frame data from CS1 to CS2 as well. If no-one else wants to do it, then I'll volunteer to do a complete (known) change-list from CS1 to CS2.
  21. Forgot to mention a simple thing. 2DD > 6C doesn't gatling anymore. I'll re-edit this post if I think of anything else. Also, you might want to add that Calamity Sword can be done in the air (/j.632146D). It takes away 2 Primers, and is combo'able regardless of FC or not, without the need of an RC.
  22. Does it have to be in HD? Also, I thought Spirit Juice was going to record? (although that's A LOT of work for one person)
  23. XD I'm doing the set-ups / gimmicks video as my own project. Most of Lambda's general mix-up that people should generally be aware about is pretty obvious stuff. I'll help when I can, though. That's all I can think of now. I'll repost if I think of anything else not mentioned. IDK if this is helpful at all, but I posted this somewhere else and it might explain some stuff better:
  24. Missing 4B and j.2C. How in-depth do we have to get about CS1-CS2 changes? I don't see where that's going to go, other than huge generalizations like 236D(~C) is much better. Might want to add that Lambda's been hit with a multitude of repeat move proration (lots of 75%-85%) for lots of her specials and 6C. Calamity Sword breaks 2 primers, as it did in CS1. 236D(~C) doesn't take away any primers. I'm planning on doing an in-depth Set-ups / Gimmicks video that basically encompasses all of #3. However, I'm not sure if I have the time to head anything or contribute consistently. This has been planned little by little over the course of some months, and it probably will have some things in common (except more in-depth) with Lambda's Character Tutorial vid.
  25. That would depend on the starter, the height of your opponent, and their hitbox as well. Are they a large character like Bang or Tager? Or smaller like Noel and Carl? You've just gotta kinda look at it and think if it's the proper height or not. Follow up 2DD > 6C with 236C for better damage. I'd say 2 reps is a safe bet for any case. Doesn't really matter since that's obsolete in CS2. If I were you, I would focus on more fundamental things that can potentially transfer over, instead of combo's.
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