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Overheat

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Everything posted by Overheat

  1. I don't know if a CT could be fit into there. The only practical ways I know to connect into a CT right now would be 5DD, 2DD, and (Dia) 3C. The proration might make using Gravity not worth it in this case, not to mention it'd be taking up more time. For those interested, I'm keeping my post in the combo thread updated every time I come across a new combo route or situation. It's a good reminder about what we generally know of Nu's combo's at the moment.
  2. I'm not sure. Perhaps the only way to escape all 8 hits is by canceling early. That is, pressing 5C once will make all 8 hits come out, and the only way out of that is to cancel 5C. That'd make it like all of her other C moves. Maybe counter carries for all hits. Yes, I meant in the corner. 4B is too slow. In terms of midscreen, I don't see why (Luna) 6B (CH) > 3C > Gravity wouldn't work. Perhaps (Dia) 5C FC > 214D works? (Dia) 5C FC > 236D~C? Who knows. In any case, it's all up in the air right now. It depends what mode you're in, too. As I've said before, I'm sure that there's a way to increase the damage of that generic 5K (Luna) 4B CT combo we keep on seeing. In terms of what would work, it'd just be educated guessing, especially given the new combo system. We know that 2DD > CT connects, and that (most likely Dia) 3C > CT connects. 6C > CT might work, but if it does, I'm not sure why we haven't seen it yet. Since we don't have frame data, we just have to work off of relative start-up. Just an example of what it could be, assuming (Luna) for the specials: CT > 236D > 236C > 214D > 4B 5C > 2C > 6A > 3C > 6B With CT having the greatest start-up, and 4B having the least amount of start-up. It's a bit difficult, since I'd have to infer from combo's, which I've been having some trouble with. The top row's first four are all scattered around the 25-35 frames range of start-up, it seems. Of course, it's not really that simple, but this model is a pretty good indicator for the most part. I'm not even taking into account that some of the start-ups might be the same. I'd rather not guess at this point. It'd be nice to know, certainly, but I can't check whether it'd work or not. I'm content with thinking that we can probably get 6K from a 4B CT corner combo right now without knowing the specifics.
  3. Just wanted to point out some of the important things I've overlooked from hakimiru's posts. This is unfortunate, considering how much Heat Lambda used to get from her air ender to almost nothing now. The above is all in Luna, except for the TK > RC > 5C, which could be in Luna or Dia (I'm guessing Luna) In Dia, you can almost certainly do (corner) 4B > 2DD > 236D > 22A > 6B > 2C > TK > 6B > 5C > 6C > 236D > 236C > 5C > 2C > 623C > 3C 5C FC > 236C is probably our best punish again. If those combo's work, then we know that: Gravity > 2C/5C can connect (Dia) 236D > 5C can connect (I'm guessing height-dependent) (Luna) 4B > TK can connect, but follow-ups might be limited to only 6A and 6B. 2C might work. I doubt that a 5C follow-up is possible. Not necessarily. I think it probably works, and I think 236C > 22A > 236236D probably works too, but I'm not sure about 236C's relative untech time and trajectory. I can't guarantee it as well, since I've never seen it (or something similar to it) before.
  4. I have no idea. Perhaps? It'd have to be 236C > 22A > 236236D, but I'm not sure if that would connect.
  5. (corner) (Luna) 4B = 4K (corner) (Luna) 4B with CT = 5K+ If it were in Dia, I think the damage would only go down by ~500. Midscreen, I don't think Gravity is nearly as useful as it used to be. A large part of that is 236C losing its wallbounce, thus making follow-ups weaker or impossible midscreen. I think it's safe to assume less than 3K for midscreen combo's, and potentially 4-5K for corner combo's.
  6. Playland F-1 R 2 on 2 Jieru (Arakune) vs Minato Hage (Tager) vs Minato Minato got kind of impatient in the first round. Having the whole screen to run back on makes a huge difference. (corner) (Luna) Dashing 2B > 6B > 5C > 236B > 22A > 5DD > 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 6A > 623C > (3C) > 22A > 214A (corner) (Luna) 3C > 236B > 22A > 6A > 2C > TK > 3C > 22A > 6A > 6C > 236D > 236C > 6A > 623C > (3C) > 22A > 214A Yuichi (Hazama) vs Minato Gin (Bang) vs Minato (midscreen) (Luna) Dashing 2B > 2C > 5C > 236B > 22A > 5DD > (4DD > 4B > 2DD > air ender) - I think he should've done 5DD > 236236D for a guaranteed KO follow-up Minato vs Nanura (Mu) (corner) (Luna) 4B > 2DD > 214A > Dashing 6A > TK > Dashing 6A > 6C > 236D > 236C > 6A > 623C > 3C > (236D) Minato vs Akiba (Carl) Overall, I think Minato plays fairly well, but too aggressively. He likes Luna mode in neutral more than other Nu players. For the most part, his opponents are letting him getting away with his riskier playstyle.
  7. Gravity > TK doesn't seem to connect. I think 6A or 6B are the follow-ups we have to use now.
  8. There's no way a whiffed Drive (or anything whiffed, really) could cancel into Act Parser. Although, interestingly, 5D on whiff cancelled into her AH in CS2/CSE for some bizarre reason.
  9. I'm pretty sure it actually is Azuo, but I don't think there's exactly a proper way to romanize names... It's difficult to, as well, when the announcers say the names so quickly.
  10. Considering that a ground follow-up might not even exist, an air follow-up is out of the question for now.
  11. It was tested that OD Calamity had a damage of 3368, which suggests it was being used (tested) as a ground DD reversal. I'd find it a bit strange if they had tested it in the air instead, or air only, without having mentioned that. If it did 3368 damage, it's very safe to assume that it has a P1 of 70, P2 of 92 per hit, and 1500 damage per hit as listed in the proration table. In the air, per hit, the minimum damage is 375 (25% of 1500), which effectively makes it have a minimum damage of 1500, as listed. I haven't seen the ground one connect in a match yet, but I have seen the air version used, and it indeed does have a minimum damage of 1500. I just think it's doubtful for the 3368 damage value having come from a raw air OD DD, without mentioning it was in the air (unless they were the same). The only things I can think of that could possibly be different are start-up, invincibility (if any), and (potentially) minimum damage (although I doubt it). Because the damage values are the same, I'm thinking CS1 is a good comparison (different start-up, no invincibility on air version).
  12. I'm pretty sure that they're the same. The air version probably isn't a reversal (like always), though.
  13. Kohatsu Singles Tenkyou (Rachel) vs Tsukasa (midscreen) (Dia) Air Throw > Dashing 6DD > 22A > 2DD > 214D > (22A > 236D~C > 22A > 6A/6B...) Yuuki vs Lucky (Bullet) Yuuki vs Tenkyou (Rachel) Yuuki vs Azuo (Mu)
  14. It's quite confusing... That's actually S, not Kaqn. I thought Kaqn played Nu too, but I took a look at his player card and confirmed that he doesn't play Nu at all. S is just part of Kaqn's group or team.
  15. (midscreen) (Dia) Throw > 6DD > 22A > 2DD > 214D > Dashing 5C > 2C > 623C only does 2800. I think it could be improved by maybe doing something like X > 214D > 22A > 236D~C > 6A > 5C > 2C > 623C On the topic of Crescent cancels, no feint for Crescent in Lambda/Luna mode hurts her neutral game a lot IMO. If you make the opponent block a j.2DD, you're already in a dangerous position. 22A form changes in blockstrings are surprisingly quite safe. If the opponent tries to mash out, it's possible that a 2A or a Throw can beat out almost every option the opponent does (not too close to the opponent, though, of course). From a bit further away, it's even more safe. No, I don't think Yoshiki has quit. I think we'll get to see him eventually (hopefully).
  16. Unfortunately not. Protos is like a mix between Yoshiki and Tsukasa. He can do pretty execution-heavy combo's at times, but he also can play very safe. He was probably the best Lambda in CSE, and he's arguably the best Nu right now as well. Tsukasa is the Nu to learn things from, though, IMO.
  17. That's actually Protos/Purotosu/Gentarou. Gold Bursts have been replaced with OD (Overdrive), which is a unique temporary power-up for all characters. Central Hachiouji 3 on 3 / Casuals Hikaru (Hakumen) vs Rio Kotsubu (Mu) vs Protos (midscreen) (Dia) j.B > Dashing 2A > 5B > 3C > 22A > 6A > 4B > Dashing 623C > Dashing 6DD > 2DD > 6C > 236A > 22A - X > 4B > Dashing 623C > (Dashing) 6DD > 2DD > air ender seems to work at lower prorations than 2DD > 214D does. He's done (Dia) X > 236D > RC > Dashing 4B a few times... (corner) (Dia) 4B > 2DD > 236D > 22A > 6A > 5C > 6C > 236D > 236C > 5C > 2C > 623C > 22A > 214A X > 6DD > 2DD > OD > 2DD > air DD ender Kijyoui (Bang) vs Protos 4B > 2DD > 22A > 6B > j.C > j.2C > j.632146D X > (d)j.DD > OD > (d)j.2DD > (d)j.632146D Nao (Bullet) vs Protos Rocha (Hazama) vs Protos HARA (Ragna) vs Protos (midscreen) (Dia) 6DD > 2DD > 22A > 6A > 4B (midscreen) (Dia) 4B > 2DD > 22A > 6B > j.C > j.2C > 2DD (midscreen) (Dia) 4B > 2DD > CT > Dashing 236D~C > 22A > 2B > 2C
  18. My bad. That's actually Gentarou/Purotosu/Protos, incidentally
  19. Yeah, I've seen that connect. I can't remember where I saw it, though. Around what time does Tsukasa show up in the videos?
  20. I think it's more that it's a new game. I expect the numbers to go down a little bit with time. Another reason might be because I generally only posted videos of good Lambda's, or of matches where new things were being done. With a new game, there's a lot more new things being learned as people discover new things. I'd imagine 22A wouldn't be that hard on pad. I'm sure there are some Aigis pad players here who could tell you more about it. I think the game will be released on consoles in April at the earliest, so there's still a lot of time before we'll be able to test things out ourselves.
  21. Athena Nihonbashi Fixed 2 on 2 Here are some other matches from the tourney. Litchi vs Yuuki Masukuza (Valkenhayn) vs Yuuki (midscreen) (Dia) Dashing 2B > 6B > 2C > 3C > 236D~C > 22A > 6B > 5C > 6C > 22A > 214C Shuuji/Kinji (Taokaka) vs Yuuma (midscreen) (Dia) Air Throw > Dashing 2DD > 4B > 2DD > air ender - first time I've seen this connect. I saw Tsukasa messing around with it before, but I wasn't sure if it worked or not. I'm hoping that there's a better follow-up to it than this, though. - - - - - a-cho I think these are casuals. Nu vs Aruken (Rachel) Nu vs Aruken (Rachel) Nu vs Rachisu (Bullet) Pretty good zoning, but the Nu should've definitely used Gravity, considering that it wasn't even used at all (not even for combo's)
  22. If the other guy is crouching, and you get a 4B[#2 only] or a 4B[2] in there, then yes, 2DD is always possible as a follow-up. Remember, you can walk back a bit before doing 2DD. X > 236B > RC > 5C > *6C > 236D > 214D~C > 236C > Y - 4B is usually the best follow-up. However, it's probably the most difficult to land after 236C in the corner, depending on the height of the opponent after 236C. - I don't recommend using 2C at all. I think the risk factor of dropping the combo by using 2C is potentially too high. Using 6A gets a similar result, and it's much easier. - 6A is probably the easiest follow-up IMO. It allows you to combo into 6A > air ender very easily, so I recommend it if you're going for the KO with the DD ender. - 5C is usually if you want to combo into 5C > 6C > 236C again, then do a Dashing 3C or Dashing TK feint as a mix-up after. - 3C is when you want to put your opponent in a knockdown situation, where they'll be forced to deal with a mix-up. I recommend doing a 3C after doing two 236C's.
  23. I'm guessing not..? Hopefully one of these is close enough. 1-6. 7-16
  24. Central Hachiouji Casuals Nu vs Chibaken (Hakumen), Kuma (Makoto), and Nao (Valkenhayn) Lots of Nu matches near the end of this video. - - - - - Athena Nihonbashi 2 on 2 Masato (Ragna) vs Tsukasa (midscreen) (Dia) j.B CH > Dashing 2B > 2C > 3C > 22A > 6A > 4B > 2DD > 214D > 22A > Dashing 6A > TK > Dashing 3C > 22A Under (Luna) 236D oki: (corner) (Luna) (236D oki > j.B >) 2B > 2C > 5C > 236B > 22A > 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 5C > 2C > (623C) - if (Luna) 236D was already used in the combo, do 5DD > 2DD > 6C > 236C instead. Kedago (Platinum) vs Tsukasa (midscreen) (Luna) Throw > Dashing 2DD > 214D > 22A > 236D~C > 22A > (6A) - might be character-specific. 6B might work as a safer follow-up. On a standing/crouching opponent: (corner) (Luna) 236D > Dashing 2B > 2C > 5C > 236B > 22A > 236D > 22A > 5DD > 6DD > 2DD > air ender Matoi (Taokaka) vs Tsukasa
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