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Overheat

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  1. Updated my posts in the video thread. If you've got time, there're a lot of matches in the last few posts. Collapsed: Nu Rankings: Nu rankings (Rank) (Dan) The ones with *'s are players that I definitely recommend watching. In this sense, it's not really any different from CSE... The players without *'s are all arguably on a lower level, don't fight the same level of competition as consistently, or I've just not seen enough matches to assess how strong they are. Rio always seems to play a little bit in the beginning of a new BB release. After a while, he doesn't really stay as active as the others. I think Goro's gone back to Makoto now. He seems to be doing a lot better with her. I'm still uncertain about that 6K from a 4B CT combo, unfortunately. I've got a few ideas of how it could work, but some of them might be too long and affect the untech time. Midscreen, two of our punishes can be: (midscreen to corner) (Dia) Dashing 6B CH > 3C > 22A > 6B > 214C > Dashing 6DD > 2DD > CT > Dashing 236D > Dashing 6C > 236C > 5C > 2C > 623C (4.5K) (midscreen to corner) (Luna) Dashing 6B CH > 3C > 214C > Dashing 6DD > 2DD > CT > Dashing 236D > Dashing 6C > 236C > 22A > 5C > 236D > 22A > 6A > (5C > 2C) > 623C (Just going to guess that this would do 5.5K+) I think 236D is used more often since you don't have to worry about distance from the corner as much. With a Dashing 236D > Dashing 6C > 236C, there's greater corner carry as well. A non-dashing 236D can also connect, but it might be character-specific. I'm curious if we can possibly do something like X > 214A/B > Dashing 2DD > CT against some characters, or if X > 214C > Dashing 6DD > CT works (since 6DD > CT apparently can connect). I can't remember seeing a proper 5C FC punish combo in all of the matches I've watched... I guess we'll find out its potential eventually. You'd probably have to RC Supra to stay airborne (like 4B). I don't know if it's possible to OD cancel special moves. If not, you can end a combo with something like (Luna) X > 623C > 3C > 632146D for 600 minimum, or just omit 623C and go for an air DD ender. I'm not sure if a midscreen (Luna) 4B > TK > Dashing 6DD would work, although if I had to guess, I'd say no. (I think) I've seen Tsukasa attempt a midscreen (Luna) X > 3C > 214A > Dashing 6A > TK > (Dashing) 6D.
  2. Kohatsu Ragna vs Kyon (midscreen) (Dia) Air Throw > 6DD > 22A > 2DD > air DD ender (Dia) 5C > 4B connects on crouchers. I wonder if it'd connect on a standing opponent? Kyon's really aggressive... Hazama vs Tsukasa (midscreen) (Luna) (air dashing j.B) > j.C > Dashing 5B > 6B > 5C > 3C > 214C > Dashing 6DD > 2DD > CT > Dashing 236D > Dashing 214D > Dashing 6A > 623C Rachel vs Kyon (midscreen) (Dia) (close 3C) > delayed 236D~C > Dashing 5B > 6A > j.C > j.2C > 2DD > j.C > j.2C > dj.DD > dj.2DD > dj.214D (corner) (Dia) 3C CH > 22A > 6A > 5C > 6C > 236D > 236C > 5C > 2C > 623C He likes doing TK feint > j.66 > j.2C. I don't think it's a very strong mix-up option... Tsukasa vs Platinum (midscreen) (Dia) AA j.2C CH > 2DD > 4B > 2DD > 22A > 6B > 214C > Dashing 6DD > 2DD > CT > Dashing 236D > Dashing 214D > Dashing 6A > 623C Tsukasa vs Kyon (midscreen) (Luna) Dashing 2A > 5B > 3C > 214A > Dashing 6A > TK > (Dashing? 6D attempted) Matoi (Taokaka) vs Kyon (midscreen) (Dia) (TK feint > j.66) > j.2C > Dashing 5B > 6B > 3C > 22A > 6A > 4B > 2DD > 214D > 22A > Dashing 6A > TK > Dashing 3C > 22A > 3C (this 3C bluebeated) > 623C - - - - - Tachikawa 5 on 5 Oboron (Mu) vs Yoshiki (midscreen) (Dia) 5DD > 4DD > 236D~C > 22A > 214D - - - - - Kohatsu Random 2 on 2 Hazama vs Tsukasa Sessha (Bang) vs Tsukasa (midscreen) (Dia) 5B > 6B > 3C > 22A > 3C > 214C > Dashing 6DD > 2DD > 214D > Dashing 5C > 2C > 623C > Dashing 236D - - - - - Taito Station 3 on 3 Yoshiki vs Jasu (Valkenhayn) Yoshiki vs Nisshi (Carl) (midscreen) (Dia) Throw > 2DD > 236D~C > 22A > 6A> 4B > Dashing 2DD > 623C > Dashing 236D 6C > Parser is a strong option, although I prefer 2C instead. Yoshiki vs Seji (Taokaka) (midscreen) (Dia) Dashing 2B > 2C > 5C > 6C > Parser forward crossthrough (reset) > 2B > 3C > 22A > 6B > 5C > 6C > 236A Unless he delayed the gatling, 5C > 4B won't connect on standing opponents. Yoshiki vs Seji (Taokaka) (midscreen) (Luna) 632146D CH > (Dashing?) 5DD > 2DD > 214D > 5DD > 6DD > 2DD > air ender (~4000, ~9) Yoshiki vs Ronitta (Jin)
  3. Possibly. But even if it isn't, I think it's more that ending an air combo lower to the ground gives you less recovery, and thus more of an advantage.
  4. Akihabara Leisureland Incidentally, he's the maker of the above combo video. http://www.nicovideo.jp/watch/sm19707658 S vs Ocean (Platinum) http://www.nicovideo.jp/watch/sm19707804 Ocean (Platinum) vs S (second match) Koko (Azrael) vs S (third match) - (midscreen) (Luna) 5DD > 236B > 22A > 5DD > 4DD > 4B > 2DD > 22A > 6A > 5C > 6C http://www.nicovideo.jp/watch/sm19707831 Ocean (Platinum) vs S (3 matches) http://www.nicovideo.jp/watch/sm19707928 Ocean (Platinum) vs S (2 matches) - - - - - Game Chariot Uido (Bullet) vs S - - - - - Hyougo Koube Ranbat Amane vs Naga Rutent (Tager) vs Naga It's important to waste those last few seconds to prevent an OD comeback. If you catch a Tager blocking a 6D or 2D in those last few seconds, you can cancel into (Dia) 236236D like Naga did to waste a lot of time. Ragna vs Naga Grandia (Tager) vs Naga (midscreen) (Dia) AA 6A CH > 5C > 6C > 236D Usually, Naga's opponents aren't that strong, so I think being forced to suddenly play better messes him up sometimes. - - - - - Game Chariot Shiro Madoshi (Platinum) vs S Shiro Madoshi (Platinum) vs S Shiro Madoshi (Platinum) vs S S vs Kaqn (Hazama) If you connect with an awkward (Dia) 3C at a far distance, doing 214A is a good option as well. S vs Kaqn (Hazama (in corner) (Dia) Air Throw > 5C > 6C > (236D attempted) S vs Kaqn (Hazama) (midscreen to corner) (Dia) Dashing 6B CH > 3C > 22A > 6B > 214C > Dashing 6DD > 2DD > CT > Dashing 236D > Dashing 6C > 236C > 5C > 2C > (623C attempted) (~4.5K if 623C can connect, need ~8 before CT, gain ~7 after CT)
  5. It's relatively fast, has lots of untech time, and is easy to combo into. There are two possibilities: it's not possible to do the air ender after a lot of time has passed (given the new combo system), or it's the new way of doing a corner combo into X > 236C > Dashing 5C > 6C > 236C > set-up. It's probably a bit of both. We can use it midscreen as well, with things like (Luna) X > 623C > Dashing 236D, (Dia) X > 623C > (22A if in Luna) > 214B, etc. If you choose to do the air ender instead in combo's, you'd get slightly more damage with no hard knockdown and practically the same amount of Heat. That's a cool way to think of it ^.^
  6. Basic Nu Combo's (midscreen) (Dia) (corner) (Dia) (midscreen) (Luna) (corner) (Luna) (midscreen to corner) (Dia) Nothing really new, but it's nice to have all these BnB's in one place. Some of the values may be off, so please feel free to point them out.
  7. Even if it does have head invincibility, it'd be a pretty poor anti-air choice IMO, considering her other options. Supra is more of a combo tool more than anything right now. It can also be used in midscreen combo's as well, incidentally.
  8. Akihabara Leisureland Tournament Nu mirror Yoshiki vs Reria (Bullet) (midscreen) (Dia) (Act Parser crossthrough) 2B > 3C > 22A > 6B > 5C > 6C > 236A > (214B/C) Yoshiki vs Nu (midscreen) (Dia) 5A CH > 2C > j.DD > dj.2DD > dj.214D~C > falling dj.2C > 2DD > (4B attempted) S vs MGN (Makoto) Nu vs Ragna Yoshiki vs H.H (Mu) X > 3C > 22A seems pretty safe if done at a distance. Yoshiki vs RYO (Relius) Nu vs S (midscreen) (Luna) 4B > 2DD > 214A > 5DD > 2DD > 6C > (236C attempted) S vs JUN (Hakumen) (midscreen) (Luna) 4B > 2DD > CT > Dashing 236D > 214D > 6DD > 2DD > low air ender Reria (Bullet) vs S - - - - - Nagaoka Technopolis 2 on 2 MP looks like a really fun Nu to watch. MP vs Sesu (Rachel)
  9. Supika Oomiya Minami Ruurihi (Hazama) vs Nu We see here that if the opponent doesn't block (Luna) Nu's CT while they're grounded, you can still connect into 236C. (midscreen) (Dia) 4B > 2DD > 22A > 6A > j.C > j.2C > 623C > 22A > 6DD > 2DD > low air ender (~3000, ~22) (corner) (Dia) 4B > 2DD > 22A > 6A > 6C > 236D > 236C > 5C > 2C > 623C (~3400, ~24) WIZ (Izayoi) vs Nu (corner) (Dia) 5DD > 236D > 22A > 5DD > 4DD > 214D > Dashing 2DD > 6C > (236D attempted) Ne-chan (Amane) vs Nu (midscreen) (Dia) Throw > 6DD > 22A > 2DD > 623C > 22A > 6DD > 2DD > high TK (~2750, ~20) (SOR) (Dia) 3C[1] CH > 214D > (5D attempted) - A better option probably would've been 214D > 22A > 5D/6D. (midscreen) (Dia) Dashing 2B > 2C > 3C > 22A > 6A > j.2DD > j.C > j.2C > 2DD > 214D > 2DD > 4B > 2DD > 623C (~2400, ~15) Osshi (Litchi) vs Nu (in corner) (Dia) Air Throw > Dashing 2DD > 22A > (6A attempted > 6C > 236D...) - For our Air Throw combo's, it seems like we switch sides. - - - - - Kawagoe MagmaMAX Random 2 on 2 Okamu vs Platinum 6DD > 2DD > j.C > j.2C > 2DD > TK (~1800, ~14) Meru (Makoto) vs Okamu Daiwa (Platinum) vs Okamu - - - - - Kohatsu Intrasquad Game Tsukasa vs Ragna (midscreen) (Luna) Throw > Dashing 2DD > 214D > 22A > 236D~C > 22A > 6B > 623C > Dashing 236D Spike is still pretty safe against Ragna in both Luna and Dia. Tsukasa vs Azrael (Luna) X > 6C > 214D looks like it can be fairly safe at from a far 6C.
  10. If 5C FC > 236C works, then 4B definitely works in that same situation. A Fatal starter might not even be required. What if they were crouching? 4B might connect in that case. We have to take into account things like that. As for the X > 4DD > 4B, a simple example would be something like (midscreen) (Luna) 5DD > 236B > 22A > 5DD > 4DD > 4B. I'm sure you've probably seen it before.
  11. X > 4DD > 4B 5C (FC?) > 4B And maybe some other more detailed examples. Depending on what mode she's in and her screen positioning, it's sometimes better not to use 4B due to its proration and follow-up potential.
  12. No, 4B can be escaped by reversals if the first hit is IB'ed.
  13. Agreed. Although I don't think anyone thought the first hit being removed was a nerf. 4B being slower is a nerf, and 4B not requiring spacing due to it no longer having its first hit is a buff (one that I personally disagree with). It's just that, situationally, 4B[#2 only] was stronger in CS2/E, when combined with the proper spacing that actually took some effort. It's the effort vs reward that I don't like about the new 4B.
  14. If the first hit whiffed in CS1/2/E, 4B[#2 only]'s start-up was 17 frames. It looks like it's ~22 frames minimum now, IMO. But yes, it is still pretty good and relatively quick.
  15. I think you can thank Kaeru for that.
  16. 4B is indeed slower. Doing something like 5C stagger > 4B[#2 only] or 2B > 4B[#2 only] requires skill, for the most part. Spacing requires skill, and is a skill itself too, IMO. Semantics. Dashing 4B[#2 only] is a lot easier than 2B > 4B[#2 only], for example.
  17. You can probably buffer the j.632136D motion from OD to some extent. Have you considered using the Analog stick on your pad for some of these motions? It might makes things easier. CP seems to have less hitstop (different from hitstun and untech time). If you're familiar with Rachel's Lv.3 j.2C, try bursting when you're hit with it. That's an excellent example of a move with a ton of hitstop. Because there's less hitstop, it means that there's less buffering time.
  18. If you want to practice for CP, I honestly suggest playing CS1 instead, for a lot of reasons. If you can do that, we can work from there. If not... I'd say to just keep on playing and work on getting better as a player. The more you can practice and better your execution, the better. These things do transfer, as long as you stay sharp. I wouldn't worry about combo choice too much right now. I recommend just focusing on landing them. Being able to do Calamity at the end of air combo's is almost a must. The feint mid-combo in air Drive combo's isn't too important, but it'll help with your execution. Just be prepared for a much faster game whenever it's released on consoles. For a point blank 4B, assuming both hits (on a crouching opponent), you have enough time to walk back to adjust positioning: (midscreen) 4B[2] > 4 > 2DD > j.2C > 2DD > 214A > TK > Dashing 6A > 6C > 236C > Dashing 5C > 2C > air ender (corner) 4B[2] > TK > 5C > 6C > 214D > Dashing 5C > 6C > 236C > Dashing 3C - it can be changed to 4B[2] > TK > 5C > 6C > 236D > 214D~C > 236C > Dashing 6A > air ender depending on the initial distance to the corner. If you can do these two combo's, I'd be very impressed. In CP, 236B only blows away the opponent on something like (Luna) 3C > 236B. If it's 5DD > 236B, they'll stay grounded. I wouldn't worry about 236B CH's. It can be a slow move, and 236B CH's don't happen often. If it's a 236B CH, or even a normal 236B, you could try reacting to what happens. That is, if 236B is blocked, or if it's a CH, or if it's a normal hit... In all cases, I don't really recommend RC'ing. For a CH 236B, it should be possible to react to the CH and adjust your timing. With that being said, if you're doing 236B CH > 5DD > (6DD whiff), then you could try 236B CH > 5DD > 2DD > 4B[#2 only] > 2DD > (j.2C > 2DD) > air ender.
  19. Yoshiki was the basic, fundamental Lambda. He never really did hard combo's or played unsafe, but he was still a top Lambda regardless. Hmm, 4B's good since it doesn't require spacing, and her options up close have increased, but I still kinda miss the fact that it required skill to whiff the first hit (since it's gone now), especially with something like 2B > 4B. (Dia) 236D definitely seems to put you in a better position than 236B did in CSE (or in any version of CS). The new Gravity is probably her best zoning buff.
  20. Finally found Yoshiki on the leaderboards. I was starting to think that he didn't play seriously anymore, but he's doing fairly well. I think he's still playing mostly in Tachikawa.
  21. Updated the broken links in their respective posts. Game Chariot (re-upload) SpinKing (Amane) vs S Kaqn (Hazama) vs Sarube-J Despite air backdashing and being on the defensive for 15 seconds in the last round, the Nu didn't enter Negative Penalty. Kaqn (Hazama) vs S Kaqn (Hazama) vs S S did very well, especially considering the big skill difference. SpinKing (Amane) vs Sarube-J This whole video has 5 matches of them against each other. S vs Shiro Madoushi (Platinum) "Old" match, but I don't think it's been posted in this thread yet.
  22. Akihabara Leisureland Ranbat IMO, Gentarou/Purotosu/Protos was clearly the best Lambda in Extend, and it seems he's the best for Nu as well. Yeah, he won the tournament. Interestingly, he's (by far) the top ranked Nu at the moment. Inui vs PRF Army (Hakumen) (midscreen) (Luna) (j.2D > air parser > j.C > ) 4B > 2DD > CT > Dashing 3C > 22A > 6B > 214B > 5C > 6C > (236C attempted) Protos vs Koko (Azrael) Really strong screen control with Nu. Protos vs Ragna (midscreen) (Dia) Throw > 2DD > 236D~C > 22A > 6A > 4B > Dashing 2DD > 623C (~2900, ~21) (midscreen) (Luna) Dashing 2B > 3C > 22A > 6A > 4B > Dashing 623C > Dashing 6DD > 2DD > 214D > 22A > 236D~C > 22A > 6A > j.DD > j.214D (~2700, ~19) Dashing 2B > 3C > 22A > 6A > 4B > Dashing 2DD > 623C > Dashing 6DD > 2DD > 6C > 236A ( > 236D?) (~2200, ~16) (midscreen) (Dia) Dashing 2B > 2C > 3C > 22A > 2B > 2C > air DD ender (Dia) 5DD > 4DD > 236236D > Dashing 214D Protos vs RYO (Relius) This is the top ranked Relius right now... (midscreen) (Dia) 4B > 2DD > 22A > 6B > (j.C attempted > j.2C) (midscreen) (Luna) 4DD > 236B > 22A > 5DD > 4DD > 4B > 2DD > 22A > (6A attempted > TK?) Uma no Hone / Reoparudon (Valkenhayn) vs Protos This is the second top ranked Valkenhayn right now (midscreen) (Dia) 4B > 2DD > CT > Dashing 236D~C > 22A > 6B > 5C > 2C > air ender (~3500, ~16)
  23. No problem. I realized that I didn't even have that combo listed in the combo thread because of it lol
  24. Unfortunately, that's been known for quite a while. That's pretty much the standard corner Luna 4B CT combo.
  25. Can you link me to it?
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