Overheat
Members-
Posts
701 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Overheat
-
I only took a quick look, so I might've missed somethign. Might want to add her CT. Also, Luna 5D does have her 5DD follow-up, but not on block.
-
Not really sure how to help you there. Just keep on trying. Are you inputting it during 214A? For X > 214A > 236C, that's best done in the corner.
-
Hyouge Koube Ranbat Naga vs Q (Azrael) Naga vs Grandia (Tager) Naga vs Nao-chan (Jin) DUE (Noel) vs Naga DUE (Noel) vs Naga (midscreen) 5DD > 4DD > 236D~C > 22A > 5DD > 236C I think Naga is more deserving to be on the Notable Players list than Goro, HAL, and Yuuki.
-
It's not really better, but (for now, at least) I think you should just stick with the normal 6A > j.DD > j.2DD > (j.214D~C > j.DD > j.2DD) > dj.DD > dj.2DD > dj.214D. The feint is optional, of course. The air Drives seen in most of Lambda's combo's are what most refer to as her air ender. So you could shorten the notation by writing 6A > air ender, for example. I think it's better to focus on other combo's right now (corner combo's or midscreen combo's, from practical starters). Try to find more rewarding (in terms of difficulty, damage, and Heat Gain) combo routes that you can do. You could look through the combo thread, ask for a decent combo from a starter, or watch some CS2 or CSE Lambda CV's for ideas. You're very welcome. This wasn't a problem at all.
-
That's pretty much what it is. Of course, if it were CS2, we'd be getting quite a bit more damage (and potentially more options that way)... If you wanted to use a Gold Burst after the Air Throw, you could use both Spikes like in the video. Although it wastes a burst, it's easier to do, and gives you relatively more time to position yourself. For your combo, considering that it's already at ~21%, it can't really be optimized further without making it way more impractical than it arguably already is. I could tell you an under 18% variation, but a TK > 6DD link under 18% is pretty much never practical, plus there aren't any worthwhile additions here, regardless of whether a Gold Burst is used.
-
I don't recommend that combo. It's fine if you can practice it and do it consistently, but considering the spacing, I don't think that it's worth the effort. There are a lot of other combo's that would be more effective to learn, IMO. At an intermediate level, I think learning Lambda's combo's are a great way to learn how to play her better.
-
Athena Nihonbashi 3 on 3 Tsukasa vs Macchi (Ragna) Tsukasa vs Shikkoku (Jin) (midscreen to corner) Dashing 5B > 6B > 5C > 3C > 214C > Dashing 6DD > 2DD > CT > Dashing 6C > 236C > 5C > 2C > 623C Suuya (Valkenhayn) vs Yuuma Shiriusu (Ragna) vs Yuuma Fenrich (Jin) vs Yuuma Tsukasa vs Kikuchiyo (Litchi)
-
Dashing 632146D? That should work.
-
I don't think 236D is a very reliable starter. It's pretty tricky to come up with combo's for 236D without knowing what distance you are from the opponent. It'd also be nice to know if the opponent was standing (or crouching) or if they roll-teched into it, for example. (midscreen) 236D > 214D > 5DD > 236C > Dashing 5C[8] > 4B[#2 only] > 2DD > air ender - you'll probably have to delay the 5DD for 236C to connect. (midscreen) 236D > 236C > Dashing 5C[8] > 4B[#2 only] > 2DD > j.2C > 2DD > (4B[#2 only] > 2DD) > air ender (midscreen) 236D > 214D > (Dashing) 2DD > 4B[#2 only] > 2DD > j.2C > 2DD > 214A > TK > Dashing 6A > 6C > 236C > Dashing 5C[8] > 4B[#2 only] > 2DD > air ender - can replace 5C[8] > 4B[#2 only] with 5C[8] > 2C > air ender as well. (midscreen to corner) 236D > Run > 236C > Dashing 6C > 214D > 4B[#2 only] > (2DD) > TK > 5C[8] > 6C > (6DD) > 2DD > air ender - can replace the 5C[8] with 6DD > 2DD > air ender. (corner) 236D > 214D > 2DD > 6C > 236C > Dashing 4B[#2 only] > (2DD) > TK > 6DD > 2DD > air ender (corner) 236D > 214D~C > 214D > 5C[8] > 6C > 236C > Dashing 4B[#2 only] > (2DD) > TK > 6DD > 2DD > air ender If you want more examples, let me know. You can usually omit the 2DD in X > 4B[#2 only] > 2DD > 632146D. Considering the starter here, though, it doesn't really matter as much.
-
This video's got some basic examples. It should give you a few ideas to try out.
-
Finally updated my post in the combo thread. Sorry for the long delay. As you can see, there was a lot to sort through (and I wasn't doing it that efficiently until today). There are a lot of combo's listed with the same starter, but that's just to show what's possible with Nu right now. As more time passes on, I'll try to cut down on the listed combo's, and list only the practical and optimal choices.
-
Athena Nihonbashi Random 2 on 2 I thought Yuuki had switched to Hazama, but I guess he's still playing Nu. Yuuki vs Rachel Yuuki vs Mu (corner) (Dia) 4B > 2DD > 22A > 3C > 214C > 6DD > CT > 236C - - - - - Kohatsu 2 on 2 Yuuki vs Tsubaki (midscreen to corner) (Luna) 5DD > 236B > 22A > 5DD > 4DD > 4B > 2DD > 6C > 214B/C Yuuki vs eruran (Noel) Tsukasa vs Ragna (midscreen to corner) (Luna) random 214D hit > Dashing 2DD > 4B > 2DD > CT > Dashing 236D > Dashing 6C > 236C (corner) (Luna) 3C > 236B > 22A > 6A > 5C > 236D > 22A > 6A > 5C > 6C > 236D > 236C > 5C > 2C > 623C > 3C > (632146D) (4.2K or 4.8K with DD) Tsukasa vs Relius (corner) (Luna) 6A > 5C > 236D > 22A > 6A > 5C > 6C > 236D > 236C > 5C > 2C > 623C > 632146D Pretty interesting. I never considered that if 3C could connect after a corner 623C, then 632146D would also work. (corner) (Luna) 236D roll catch > 6C > 236C > 22A > 5C > 236D > 22A > 6A > 2C > 623C Tsubaki vs Tsukasa X > 236D oki > crossover j.C > 4B (corner) (Luna) X > 236D oki > Dashing 2B > (236D[1]) > 4B > 2DD > CT eruran (Noel) vs Tsukasa (corner) (Dia) roll catch 5B > 6B > j.C > j.2C > j.214D > 3C > 22A > 6A > 5C > 6C > 236D > 236C > 6A > 623C
-
Corner combo's from 3C. 3C > 236B > Dashing 5A > 6A > TK > 6A > 6C > 236C > Dashing 5C > 6C > 236C > Dashing 3C. 3C > 214A > 6A > TK > 6A > 6C > 236C > Dashing 5C > 6C > 236C > Dashing 3C - this is the combo you listed with a simple extension, but it gets more damage and Heat without much more difficulty. 3C > 214A > 236C > Dashing 5C[2] > 6C > 236D > 214D~C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender - this is pretty much the best combo route. I don't recommend focusing on this right now, but it is another route. Ending in X > 236C > Dashing 3C allows you to try a mix-up on your opponent's wake-up, or catch a roll with 2B > 2C > TK > Dashing 6A > 6C > 236C. To answer your question, a TK for Lambda/Nu is a low height Crescent Saber, usually done by inputting 2147D. There are other ways to do a TK, but focus on 2147D for now. Check the Extend combo thread for more corner combo ideas. (corner) X > TK > 6DD not connecting usually means that the opponent wasn't high enough for the 6DD follow-up, the TK was too high (and you therefore landed later), or you did the 6D too late.
-
Central Hachiouji 3 on 3 Protos vs Dango (Noel) Noel's long range projectile seems to reliably shut down our options at fullscreen. Not that it wasn't a problem before, but we've now gotta be a bit more careful at fullscreen. Protos vs Rocha (Hazama) (corner) (Dia) TK > RC > 3C > 22A > 6A > 5C > 6C > 236D > 236C > 5C > 2C > 623C (3.4K) - Seems pretty weak for the meter cost... (midscreen to corner) (Luna) 6DD > 2DD > 9 > j.C > j.2C > 2DD > 6C > 236C > 5C > 2C > 623C A bit different from what he did before with Dia 236D, but this time he did (Dia) X > 236D~C > RC > Dashing 4B. Protos vs Hiyoko (Arakune) Protos vs nao (Valkenhayn) (midscreen to corner) (Luna) 2B > 2C > 5C > 236B > RC > Dashing 3C > 214B > Dashing 6B > 2C > TK > Dashing 6A > 6C > 236C > 5C > 2C > 623C (3.9K) (Luna) (214D) > 6DD > 2DD > 22A > 3C > Gravity
-
Not really organized, but... Since we don't know and won't really know until anything similar to a mook comes out, we'll just have to make good guesses. I'm led to believe that there isn't a huge drop in damage, if any. We can infer some things about 236236D and 236C from combo's like this. The untech time for 236236D on each hit may have increased, the duration between each individual hit may have been shortened, or both. I personally think it's just that the untech time on each hit is greater now. For 236C (and maybe some or all other moves with repeat penalties), there might only be an untech time penalty, and not a damage penalty (or at least a relatively small penalty). There's a lot we don't know about CP's combo system, unfortunately. It's possible that a damage penalty, if any, has no real direct relationship to the untech time penalty. We also don't even know if using 236C in a combo twice is worse than using 6C in a combo twice, for damage (proration) and untech time. There are a few things to consider and remember, if AchedSphinx is correct about repeat 236C not being (close to) optimal in those combo situations. First, if it wasn't correct, then Drive is out of the question (for optimal damage purposes). With that said, 5C is probably the best alternative. To answer another of your questions, 236B's proration is still 92 in OD, with a damage value of 840 (worse than Dia 5C). He didn't even do a TK or 236B in that second combo. Also, if 236C was used for positioning, we have to remember that he used it twice. He should've only used it once if that was the case. And if that's all true, then why would he be using 236C? To be fancy? If the maker of those combo's is HAL, and he's the HAL I'm thinking of, then I think he'd like to attempt something optimal (which he did in CS2 as well). Besides the issue of 5C[2-8] taking up more time, it's reasonable to believe that 5C counter doesn't carry. If it did, I'd like to think that he would get as much hits of 5C as possible, even if he'd only be able to get 3 or 4, etc. If 5C[8] FC > CT did work, then he also could've omitted the 2C if time was an issue. The only thing I might question is his use of 214D, which leads me to wonder how fast 214D is, and how fast 236236D is... Assuming that there's no damage penalty, the last two 236C's used in that combo would do ~205 and ~192 damage. Another explanation for the damage penalty is that there might be no need to penalize the damage in this game, since moves that have a repeat penalty already make any follow-ups a lot more difficult. Given the new Heat Gain system, it seems like the only way to reasonably exploit this is by using a lot of Heat. Besides all that, if you look at Ragna's health bar during those last two 236C's, it goes down a fair bit. So even if there is a damage penalty (that might or might not be related to the untech penalty), it doesn't seem to be that much.
-
Sorry, I don't know how I didn't see this earlier. (midscreen) 236236D > 236D~C > 214D > 236C > 5C[8] > 4B[#2 only] > 2DD > air ender You may have to adjust your positioning a little depending on the character. You can also run or airdash before doing 236D or 236D~C for greater corner carry. Unless it's a midscreen to corner combo, there's not much you can get off of something like Legacy Edge unless you increase the difficulty by a very high amount. (midscreen to corner) 236236D > Dashing 236C > Dashing 5C > 6C > 236D > 214D~C > 214D > 5C > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender 5C in this combo is pretty much optional. (corner) 236236D > 214D~C > 214D > Dashing 5C > 214A > 236C > Dashing 5C > 6C > 236D > 214D~C > 214D > 5C > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender Try to get as few hits of 5C as possible. You can probably omit the first and last 5C if you try it out a little bit. The 2DD > TK > 6DD can just be replaced with 2DD > air ender if you're not comfortable with that link at that proration. If you'd like more difficult combo's, then let me know.
-
Kohatsu Singles Bob (Azrael) vs Tsukasa Azuo (Mu) vs Tsukasa Tsukasa vs Rutent (Tager) - - - - - Spica Oomiya Minami Random 2 on 2 Pretty good Nu. If this is the HAL I'm thinking of, then it's nice to finally see him play. This should also be the Nu who made these two OD combo examples after a Luna 236D. Omnislash (Bullet) vs HAL (midscreen) (Dia) 4B > Dashing 2DD > 22A > 6B > 623C > 22A > 6DD > 9 > j.2C > 2DD > j.C > j.2C > 2DD > TK (midscreen to corner) (Dia) 3C CH > 22A > 3C > 214B > Dashing 6B > 2C > TK > Dashing 6A > 6C > 236C > Dashing 5C > 2C > 623C (midscreen) (Luna) Dashing 6A > 2B > 3C > 214B > Dashing 6B > 2C > TK > Dashing 6A > 6C > 236C HAL vs Izayoi
-
Yes and no. But her teleport (forward and backward) Parser is only available in Dia. In Luna, she has access to her Zwei Parsers: 236A/B/C. I'm not sure about her teleport Parsers, but in OD, Nu can access her Zwei Parsers regardless of what form she's in. If I had to guess, she can use all of her Parsers no matter what form she's in (when OD is active)
-
I honestly don't know how much a repeat 236C itself affects damage, since that's all that's important at that point. It's possible that there isn't a proration/damage penalty (or a very large one, at least), but it's tough to tell with that quality, the damage values being covered, and the damage values constantly changing under 236236D. If there isn't (much of) a damage penalty, then I guess 236C is the best option. But if there is, he could've done things like 5C > 22A > 5C > (22A) > 632146D, perhaps. He didn't even get to do a 236B. It's not much, but he probably could've done 6B > 5C > 2C > 623C instead of 6A, and possibly 6B > 5C > 6C > 236D instead of 2DD > 6C > 236D (time permitting). She can cancel her normals and some of her specials into her form change, and the form change can be cancelled into attacks. Since it's fast, it can make some things (that are otherwise impossible to work) connect. Her different forms give her access to different moves as well, so that's also an important reason most of the time.
-
Nu combos with OD after Luna 236D. I'm going to assume that counter doesn't carry for 5C based on the Luna combo. I'm hoping I'll be able to organize my post in the combo thread sometime today or tomorrow.
-
Shikoku Ensei Sei vs Kohatsu Kogatan (Ragna) vs Tsukasa 2B is really good against Ragna's that like to use Gauntlet Hades. (Luna) 236D > Dashing j.B still seems to be safe against DP's. Kogatan (Ragna) vs Tsukasa - - - - - Central Hachiouji Singles nao (Valkenhayn) vs Yoshiki - - - - - Urban Square Azrael vs Yoshiki (corner) (Luna) 4B > 2DD > TK > 6DD > 2DD > 6C > 236D > 236C > 6A > 623C Noel vs Yoshiki Bang vs Yoshiki (midscreen) (Luna) 5DD > 236B > 22A > 5DD > 4DD > 4B > 2DD > 214A - Things like this are always an option as well... Whistler (Taokaka) vs Yoshiki Yoshiki vs Mame (Taokaka) Yoshiki was briefly the top ranked Nu at 13th Dan, but he's dropped 2 Dans in just one day from when I had checked.
-
I think it depends. I would personally end a corner combo in Gravity, since (Luna) 236D oki in corner combo's ends up being way too close and seems like it can be hit out of by Ragna's ID, for example. It might depend on the opponent's reversal options and how fast they are.
-
I'm guessing you're referring to the proration and the new combo system. In this case, no. The proration and the new combo system won't affect what you're planning to do. You can definitely still do 4D, but I would just recommend doing the same old jump-in mix-up after a (Luna) 236D. You can do a lot of things like: 236D > j.B > 2B > 4B 236D > air dashing j.B > 2B > 3C 236D > empty jump 2B/4B 236D > Dashing 2B > 4B
-
I thought it was that a ground (Luna) Calamity does 600 minimum (25% of 2400), an air (Luna) Calamity does 1040 minimum (33.3% of 3120), and OD Calamity does 1500 minimum for both ground and air versions. It can be a bit confusing... The (midscreen) (Dia) 3C > Sickle > 22A > 5DD is probably a height issue, I think. It could be our new midscreen X > TK > Dashing 6DD, although it seems like both aren't that practical.
-
Things like 3C/2DD > Gravity > 236C definitely do not work anymore. Gravity's untech time has been vastly reduced. Considering the damage buff to Gravity, I would guess that Gravity > 236C was one of the first things that people tested. For 3C > OD > 632146D, that'd have to be in Dia. It might not connect, and even if it did, the combo could be too long to make it not connect.