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Overheat

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Everything posted by Overheat

  1. I meant it's easy to IB Tager's Sledge. At least Lambda has 3 choices XD lol, so Mu's 5B is Lambda's 6B. Here is my choice example. Not of 5C, but of TK feints. Look at what a good Lambda can do. (I know it's CT, but the only difference is 5D is not jump cancellable and 2C isn't as good as it was, although it's still useful) Lambda can do 6A or 6B in place of 2C, although all work very well. Even on neutral, 2147D~C can be good. I'm making this Unlisted soon, so hurry up! http://www.youtube.com/watch?v=l9scGxll7AU
  2. Wow, I didn't know it was that safe. I thought it was like Tager's Sledge. Well, in the Lambda vs Mu video, what is the command for Mu's kick at 0:37? It's after she crouching jabs 4 times. It looks exactly like Lambda's 6B, but Kurushii lists 6B as a move with 2 hits. Just wait a few more minutes XD I'm trying to find the videos.
  3. Yeah, I was unsure about mid-range. The thing that sealed the deal for me was Lambda's TK feint and 5C. With 50 Heat, Lambda can 5C(8) > 6C > 236B. If it doesn't hit RC to be safe. Lambda's TK feint is unbelievably good. Lambda's TK's are for mind-games, and the feint is actually an incredibly safe tool. I'll post some links in 5 min. If not for Lambda's TK feint, it would definitely be around even.
  4. Okay, here are my thoughts on Mu vs Lambda. Close range: Mu > Lambda If you look at this video: http://www.youtube.com/watch?v=PNyFo3e6MS8 , the Mu was using her lasers to get in close to Lambda. Unlike Lambda, Mu can't beat an opponent from far away. My guess is that Mu's job is to use her lasers as a cover to get in. Keep in mind that Lambda has a DP, but if she can't use it, I'd rush in with Mu. Mid range: Mu < Lambda Whatever Mu can do, Lambda can do better. Not to mention Lambda has 5C and 2147D~C. Far range: Mu < Lambda Lambda doesn't need to set things up. She has 214D~C, and 236D~C, as well. Mu has to be very careful when summoning her Steins, so Mu should do it when Lambda is downed. If Mu doesn't, then Lambda could punish Mu's recovery phase with 5D or 4D. Even if it's not a counter hit, it forces Mu to block again. To me, it seems like this is a game of "Who's First." If Mu can get Lambda in a corner and effectively set up Steins in a safe manner, then Mu has a chance. if not, Lambda can just zone Mu and force her to block. If anyone disagrees, then we can discuss and come up with a collaborative idea on the match-up.
  5. First question: If you can release lasers in the air, then that could be an answer. I may be wrong, so correct me if I am. As in 2D, jump cancel, release D. If that's not possible, then you're talking about Mu's releasing laser animation being jump cancelled from the ground. Perhaps someone who has the game could check and see which of her moves are jump cancellable?
  6. K, thanks for clearing things up Afro-Demon and Mizzet. I said 4 seconds because I figured that'd be long enough for the 5D to be separate of the first 5D, as opposed to 5D (30 frame wait) 5D, for example.
  7. Okay, I have two questions to clear things up. Pressing Mu's drive sets up a Stein. For example, 5D. If you just press 5D again 4 seconds later, will another Stein be formed in the same place? Or will it make the first Stein shoot lasers? And if you press 5DD (two 5D's consecutively), will it "immediately" shoot lasers?
  8. Hey! I spent a lot of time doing those tutorials, so you owe me some Player Matches on CT! I already added you on PSN, so I'll show you how useful TK feints are!

  9. Nope. Even without 5D being jump cancellable, if you can force your opponent to block for a prolonged amount of time, it will be very difficult for your opponent to block. There's so many things Lambda can do off of 2147D~C that can make blocking difficult, and add to mind-games. If you want a list of stuff that Lambda can do after a TK feint, you can PM me if you wish. However, if you're talking about the recordings I'm going to do, then no. I'm still talking about CT Nu, and CS Lambda. The things I record with CT Nu will still largely work with CS Lambda.
  10. I just did a reaction time test and got an average of 0.2652 seconds. It was the type where you click after you see a change (one factor, not multiple). No wonder I'm bad at blocking XD Random Note: I decided to stop being lazy so I'm going to record and upload some useful stuff or some videos of me playing Nu. A lot of the stuff will work for Lambda, but most of it will just be gameplay videos.
  11. Oh, no, it doesn't have to be 3. 3 is just a theoretical number. It's at least 2 though. Zaeris' point is that one's reaction is slower than 190ms. Your point seems to be that with practice, your reactions can become better. Both of you are right, but the best way, I think, to "increase" blocking ability is to know that Lambda's 6A/6B/2C are all jump cancellable. With 2147D~C, I'd say that it becomes almost impossible to know whether or not to block low/high. That's where you might have to guess. But you two are just talking about 2147D, so...
  12. Here is what zaeris is saying: An example: whack-a-mole with one hole, as opposed to whack-a-mole with three holes. Your reaction to whack-a-mole 1 will be faster than that of whack-a-mole 3 We should all agree to disagree.
  13. Lambda's lack of 44 Parser, 5DD not jump cancellable (IAD back), huge damage nerf, and a meter for 214A/B/C. On the other hand, 214A/B/C shouldn't be used all that often anyway, plus it's a DP now. Couple Lambda's nerfs and Tager's slight buffs, and I'd say that the match-up seems to be closer to a 6-4 rather than 6.5-3.5. However, people saying that they rarely see a Tager beat Lambda is troubling, so I guess it's a toss-up between 6-4 and 6.5-3.5. Another thing to think about: Lambda's 6D and 2D are still jump cancellable, so if Tager is trying to get in, Lambda can just hit him with 6D or 2D and IAD back. Tager is still large enough to get hit with 6DD while on the ground, and Lambda can IAD back after.
  14. Something that can be practiced, but you'd have to have a very good knowledge of 4B's hit-box, and your opponent's hit-box. 2147D~C Your opponent sees the TK feint and blocks low. 4B If spaced correctly, the first hit of 4B whiffs, and the second hit moves slightly forward, launching your opponent into the air! Risky? Yes. Easy to do? With practice. Safe? With 50 Heat. Are there better options? Probably. Also, do 3C when your opponent is downed until they know to wake-up by blocking low. Then dash up to them, 4B (whiff first hit) to mask the first hit. I like doing that too :D
  15. If I was spoiled by Nu's play style, I would switch to Bang or something. The only thing I wish would've happened to Lambda is to keep her jump cancellable D moves. Make her damage 50% or lower her health by 1000. Dash in > 5A > 2B > 2C > 2147D~C After: land > 3C land > dash > throw j.214D (tight timing) I don't think a lot of people can react to that, even with practice. Lambda can still do this, and there are a lot more options than I have listed, not to mention safer options that are still effective.
  16. 2147D is not that hard to react to. Like Skye said, just stick to blocking low. If you see them jump cancel 6A, 6B, 2C, then they're probably going to TK. When you add in 2147D~C, blocking becomes much more difficult though.
  17. Yeah, at least we still have 6A and 6B. They're both the same from CT to CS in terms of frame data. I think kenja0 meant that the developers thought that mix-up of 5DD 236D or 5DD 2147D is hard to guess whether to block high or low. At least, in CT, it was.
  18. Oh... You're right. Can't believe I missed that. That's good ^.^
  19. That's too bad... Thanks everyone. I know what all her mix-up options are from 2C into jump cancel, but now that 5D and 6D are not jump cancellable, Lambda cannot do the crazy mix-up that Nu can. I suppose if the opponent is in the corner, mix-up is still a viable option. From there one can try for a TK loop.
  20. Frame data for 2C in CT/CS respectively: Start-up: 9 ; 14 Frame +/-: -6 ; -9 I was wondering about the practicality of 2C in block-strings, jump cancelling into 2147D~C, then air-dashing forward/back for more mix-up. Or landing after 2147D~C into 2B > 6B > 2C > IAD backwards. Is it simply too risky? I'd like to think it would work once in a while. Also, in a block-string, is 6A a good alternative? Example: Pulsr vs. Xie http://www.youtube.com/watch?v=nnnL5u_jR1A
  21. Vancouver BC. We're both 16 ^.^

  22. That's a nice comic you made! May I use that Nu picture for my avatar? I'll post the credits on my signature if you let me.

  23. What's up? You live in Canada?

  24. Vice is my lagless alternative to DJHUOSHEN. Perhaps DJHUOSHEN can be your lagless alternative to Vice. I have some replays of me fighting him, so I'll review them and PM you a message later, cookie. It's important to know your limits, so if you're getting frustrated, just play around with Nu in training. I remember when I thought I was crazy good because I could do 12 TK feints in a row. I can do around triple that now. Because of input lag, your execution has to be very good online. If you want some training, I wouldn't mind setting up a Player room, although there will be some lag. Perhaps it's just me then. I don't like fighting Bangs.
  25. They were losing, so they started to zone you to death? Or they ragequit and fought you in Player Match?
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