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Overheat

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Everything posted by Overheat

  1. I think he's talking about j.DD > dj.2DD. In which case you simply have to practice jump cancelling j.DD. Some Lambda's I know do a very small jump cancel into dj.DD, not dj.2DD. I personally don't recommend that, but it works for some people.
  2. My only advice against Tager is to IB and back-dash if you don't have the DP ready. Don't senselessly waste the DP, but you can occasionally use it as a zoning tool instead of as a DP. 236B is not a good idea. I don't think any Parser is a good idea against Tager, especially when he has 50 Heat. If he blocks 5DD or 4DD and you 236B, he doesn't even have to IB and he can punish. I've been jabbed out of all my Parsers by 7-frame 5A's/2A's. I'll have to test this out later, but I think Tager could even 720 your approach, or 360A you if he doesn't have 50 Heat.
  3. 236A~D(3) will cancel out Lambda's 214D, and Makoto can reaction punish a whiffed 5D with a DD. Sometimes when I whiff 5D, the opponent jumps in, and I try to stop them with 6D or 2D, but it comes out too late and the opponent gets in. General advice would be to bait Lambda's DP. It's not that good, and Lambda is even more helpless defensively without it. Watch out for Lambda's 236C (you have to barrier block it in the air). If Lambda Act Parsers in, get ready to IB and punish, tech a throw, or jab her out of it. Lambda's 236A is 38 frames but she can cancel into a throw or Astral at the 31st frame. 236B is 18-27 frames (distant dependant), and is safe on block. 236C has 30 frames of start-up. All are quite slow, so if you expect a Parser and can't IB, then go ahead and jab her out of it.
  4. What's giving you trouble? Combos? Finding a sub you like? Effective tactics with that character?
  5. I've heard people say that Makoto isn't that good. What's this about? But she'll definitely be more difficult than Ragna as she has a few ways around 214D, and Ragna is supposed to be 50-50. I can see a reaction DD punish from a whiffed 5D O_o
  6. The majority of the cast is not pick-up-and-play anymore. I spent two hours last night relearning Noel, and 3 hours today practicing Lambda's TK loop. You do have time to find a sub. Just find a character you like, try a few of their Challenges, and screw around with them in Training. It may take some time, but you could set up a Player Room and invite some friends to help you train. I also find with subs that I don't look at their character forums a lot. It doesn't hurt to look at them, of course.
  7. I may be missing a few things, but here's what I've noticed. Unlimited Lambda (Nu):
  8. GG's. I loved those Lambda mirrors. Nu mirrors changed after 1 combo. Barring the TK loop (impossible online, but you almost did it), Lambda mirrors seem to take much more skill with all of Lambda's added recovery. I'm actually liking the netplay better. The connections are good enough to IB 720. I would've played more of my subs against you, but it would've been embarrassing considering how sub-par they are compared to your subs =/ And I've only been training with Lambda and Tsubaki while trying to 100% Story :( I think we're both doing fine with Lambda. Netplay screws most of her good combos though.

  9. Here are the three things I expect from a Tager after GF: 720, 360A, AC. 720/360A is for getting people who like to jab. AC is for getting people who don't want to get hit by the above. I'll have to test out if any of Lambda's j. moves can beat out AC.
  10. Alright, good luck with that! I'm actually in awe of her mix-up, as I couldn't tell apart her 3 versions of the feint until it was too late. She can zone a little bit too. I was also thinking that she would be around Ragna's placement in the tiers.

  11. How's Makoto? I gave her a try, and although I do like rush-down / mix-up, I don't think I'll be learning her. I think it was her drive that deterred me from learning her. Do you think she'll be your new main? Are you still going to learn Lambda? I'm debating whether to zone Makoto or rush her down... I guess we'll see which is easier for me.

  12. Yeah, like run in, jump out, punish DP. It happens maybe once every 2 rounds for me.
  13. GG's today. I would've Rachel mirrored you, but my Lambda needs all the help she can get right now. Online screws up Lambda's more damaging combos, so I just rushed down Rachel ^.^ Despite Rachel's nerfs, your Rachel actually looks very capable now. We don't get to fight too often, so it was a good thing GammaGear could host.

  14. I've been jabbed out of all of her Parsers, so if you see her Parser, get ready to throw-tech, IB punish, or 5A/2A her out of it. Her Parsers are not as good as people think - they're deceptively slow (except for 236B, min.18 frame start-up).
  15. Everything else looks good. Don't be complacent with blocking while Lambda takes away Primers!
  16. This And this. I find that because everyone online is used to 5DD 236B, they always are just complacent with blocking. 5DD 236D works very well if you condition your opponent to wait out block-strings. 214D~C, and if your opponent jumps, you can do a 236C as it's safe if they do block it. A correction about the combo I posted earlier: it seems like you have to super jump IAD, or at least, if you do, it'll be much easier to land.
  17. I think the connection has gotten slightly better. And there's probably going to be a patch that fixes any small problems there are right now. Next time we fight, we should get a host who lives closer to you. I have a friend who lives New York, and we strangely have a red connection, and New York is a lot closer to Morocco than Vancouver ^.^ Lambda is actually very fun! I still can do my tricks, but I need to learn some of Lambda's harder combos. Her TK loop isn't that hard, but I'm having trouble with one of her BnB's QQ. Can't wait for you to get CS! This game is not pick-up-and-play anymore. You really have to train and know your character to be good with them. My Lambda is a lot different from my Nu, and there's a lot of cool stuff you can do with Lambda. I hope to see you in CS soon ^.^

  18. It's an IAD. And yeah, you can cross-up j.C into 2DD. Very flashy ^.^ I'm sure there's a more damaging option, but I really like that combo. It might not work on characters with smaller hit-boxes. It might not even have to be a CH. You can add a j.DD > j.214D~C > j.DD > dj.2DD, etc. in there as well for 2550. I've been fooling around with TK RC's, and I've been finding different ways to get 3.5K =/ One is much simpler than the other I find.
  19. Alright, thanks. I'll have to practice the TK loop a lot today. EDIT: After trying both methods, I like the 6A > 2147D version much much better. With the jump buffer during 6A, I found that I kept on doing the TK's too high. I averaged only 2-3 loops with the jump buffer, but now I can get 4-5 reps + the combo ender with the TK7 version. If your opponent is in the corner and they're blocking, or are trapped by 236D, try doing a TK feint into 3C > 214A to set up the loop. You could also go for a throw after the feint.
  20. Just wondering if anyone else does TK8's? What's the max# of reps with TK8's? Or would it be better to throw a TK9 in there? As long as I can get 3-5 reps + a combo ender I'll be fine.
  21. I think we can do it, but I don't have too much match-up experience with CS right now... On another note, I inputted Lambda's Astral against a Hazama, and he super flash buffered Jayoku. But the Astral still hit him ^.^
  22. Worst case scenario: Mu sets up 4 Steins and is spamming lasers/fireballs/shots. What do you do? If you keep on blocking, your primers will be eaten, and it's really hard to rush down while the lasers cover her. I thought 4DD might work, but it didn't work out too well. As long as Mu doesn't have any Steins out, this is an easy match.
  23. Yes. I use it as a reset if I have 50 Heat. 6B by itself prorates pretty good as well. In general you'd never want to jump cancel 5B/5A anyways, but the option is there. EDIT: My favourite CT combo works in CS! CH 2C > 6C > Dash > 2DD > j.66 > j.C > 2DD > j.DD > dj.2DD > dj.214D I think it's character specific, and it does about 2457 damage.
  24. Depends. If you can put them in the corner with 236B, go for it. If they're low on Primers/health, I would go for 214D. If you're stuck in the corner and get a 3C, do 236B to get them out of your face. 6B is a really good normal for Lambda. Something simple like 5B > 6B > 2147D works really well. A lot of people don't expect 6B to be j.cancelled. In fact, I bet some people don't even know it's j.cancellable.
  25. 236B has no frame advantage to either side. If the opponent IB's, I believe they get a 5 frame advantage. 236C is -4 on block, so if your opponent is grounded when you use it, it should be a free punish. If your opponent blocks it in the air, they won't be able to punish it. After 3C, you can do 236B to get them off you and continue to zone. 214D won't combo, but it'll force your opponent to block and lose a Primer, or make a silly mistake for a huge CH combo. If you hold on to 214D~C, then it'll be too slow and your opponent can punish it if they neutral teched.
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