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Overheat

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Everything posted by Overheat

  1. 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.
  2. I'm guessing not..? Hopefully one of these is close enough. 1-6. 7-16
  3. 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
  4. In the video thread, I often annotate any notable combo's that happen during a match, including the ones you saw in this video.
  5. Sega Namba Avion Singles Tsukasa vs Noel Tsukasa vs Relius Relius backdashes and gets caught in 236D: (midscreen) (Dia) X > 3C > 22A > 236D > Dashing 2B > 2C > j.C > j.2C > 2DD > 214D > 22A > Dashing 6A > TK > Dashing 3C > 22A > 3C > 623C On an air opponent: (midscreen) (Dia) j.2C CH > 2DD > 4B > 2DD > 22A > 6A > 5C > 6C > 236A Tsukasa likes doing (Luna) X > 6C > 236A > Dashing 236D on air opponents. He also likes doing (Dia) X > 3C > 22A > 236D Nu vs Azrael Hazama vs Tsukasa (midscreen) (Dia) Throw > Dashing 2DD > 22A > 6A > 5C > 4B > Dashing 2DD > 623C I'm not exactly sure why he was trying to do this combo. Goro was trying to incorporate X > 4B > Dashing 2DD > 623C into some of his combo's as well. The untech time on 6A may have increased, and/or the start-up of 5C may have gotten faster. Usanagi (Jin) vs Nu Relius vs Nu - - - - - Hyougo Koube Ranbat Four (Ragna) vs Naga X > Parser Forward (cross-through) > 2B/3C is used pretty often. I wonder how well a 4B would work in that situation, or a 2B > 4B, etc. Tenkawa (Noel) vs Naga (near corner) (Dia) Throw > Dashing 2DD > 22A > 6A > 6C > 236C (he dropped the 5C follow-up) Naga was getting pressured by the Noel, so he activated Overdrive and did 632146D. Maybe if the Noel was closer, it could have been punished by using Fenrir... But since it was blocked, it was safe. Naga vs Kikuchi Megane (Carl) 2C seems to still work well in shutting down a lot of Carl's approaches.
  6. I don't think it's a DP. I've never seen it used to get out of pressure. I think it's a risky AA at best, and a combo tool at worst. 5C might be the best punish, but it's not as fast... I sadly don't think TK > 5C connects anymore. The untech time on (Luna) TK's seems nerfed. 214A > CT doesn't seem to work. If it did, then we could definitely do 5C from 214A, which I haven't seen yet. CT > 236C works in the corner.
  7. Maybe 4B > TK > 6B > 5C > 6C > CT > 236D > 236C > (5C) > 214A > 6A > 5C > 2C > 623C > 3C? Not a safe guess, since it assumes 6C > CT connects... It could also partly just be something simple like adding in 2C's where all the 6A's are, if that connects. The challenge is getting CT and Gravity in there as early as possible. 236C is important as well, but not nearly as helpful for damage as those two. Rio is one of the combo innovators when it comes to Lambda/Nu, so I wouldn't put it past him to improve a combo by that much.
  8. No idea, but I assume it only requires spending 25 Heat. I think he would've mentioned if it was in OD. The real problem with that combo is 2DD connecting the CT. Besides 2D, is it possible to combo into a CT? It's possible that there are other ways to connect into a CT, like with 6C, I'm guessing. There might be better options than 214D there. I was hoping that 236B > 22A > 5C connected under (Luna) 236D, but even if it does work, it might be character-specific. It's probably possible to do a 2C instead, there.
  9. The proration is already kinda low as is... Assuming adding all those 5C and 2C still allow the combo to work, I think it could improve damage by ~500, not to mention the extra Heat you'd be getting. However, I think they almost completely changed the combo system, so I really can't say for sure. I think that this combo in general could be improved quite a bit, but I can't be 100% sure exactly what the best way to improve it would be right now... According to Rio (I think), Nu can get 6K from 4B in the corner, and ~7500 from 6B (presumably in the corner).
  10. Taito Station Random 4 on 4 Bang vs Nu (midscreen) (Dia) CH 6B > 2C > 5C > 3C > 236D~C > 22A > 6A > 4B > 2DD > air ender - this combo seems pretty iffy depending on screen positioning... (corner) (Luna) 2B > 3C > 236B > 22A > 6A > 2C > TK > 3C > 22A > 6A > 6C > 236D Taokaka vs Minato (midscreen) (Luna) 2B > 6B > 2C > 5C > 3C > 236B > RC > 5DD > 6DD > 2DD > air ender - I think he should've done (ideally) 2B > 2C > 5C > (6C) > 236B > RC > 236C instead. Hazama vs Minato (corner) (Dia) 6A AA > 2C > TK > 3C > 236D > 22A > 6A > 6C > 236D > 236C > 6A > 623C > 3C Lots of mode changing during blockstrings. I think it's actually safer than close-range TK feints, not to mention that it's not limited to jump cancellable moves like TK's are. Mu vs Minato Nu vs Minato Minato likes to mode change after (Dia) 236D. He also likes to stay in Luna a lot more than other Nu's do.
  11. Which wheel? The multi-hit one, or the low? If it's the multi-hit one, then Goro was probably too close and the later hits whiffed. If it was the low, then it was always unsafe at closer distances.
  12. Tachikawa Singles I'll just refer to Gentarou/Purotosu as Protos from now on. Takahiro/Kuresu (Tsubaki) vs Goro Fumi (Ragna) vs Protos (Dia) (midscreen) Throw > 6DD > 22A > 2DD > 214D > Dashing 5C > 2C > 623C (> 22A > 214B) 5DD > 4DD > 236D~C worked, but it didn't look like a follow-up was possible at that distance. Since 5D would be used as a zoning tool from more than a midscreen length away, that might be why Nu's just stick with 236D for the most part. At the distance where a follow-up might be possible, the opponent is probably to close for 236D~C to connect. Goro vs Protos I think they played beforehand and Goro won lol Goro likes doing a close range 5C > 22A > Throw. I wonder how (un)safe that is. They both seemed to prefer to stick in Dia mode. j.2DD > Air Parser forward > j.B (Dia) (corner) 4B > 2DD > CT > Dashing 236D > 22A > 6A > 5C > 6C > (236D) TORI (Relius) vs Goro Hirai (Relius) vs Goro
  13. I recommend using 214B/C from about a midscreen length away from the opponent, and try to keep them trapped in there for as long as possible. Usually, the opponent can't really do anything in these situations until Gravity wears out. - - - - - I wonder how long the untech time is on Gravity... I wasn't aware that it ground bounces the opponent now.
  14. In regards to her OD Drive, are you referring to proration? If so, then yes, that appears to be the case. I don't think anyone really knows the specifics about CP Nu's Act Parser. I highly doubt that it's exactly the same as it was in CT, though. Until the frame data comes out, we'll never really know enough about Nu. All we can do is cross-reference from things that we already know (generalizations, not specifics).
  15. I'm not sure. There aren't that many ambitious Nu's out there right now. Considering her increase in combo difficulty as well, it's possible that it's just too hard, or maybe not even possible. She's still relatively new, so I'm sure there are many combo routes that haven't been discovered yet.
  16. If I'm not mistaken, it looks like the untech time on her air Drives have been decreased a bit. Another more simple explanation could be that the Nu wasn't used to the decrease in Drive's hitstop.
  17. Kohatsu Random 2 on 2 Tsukasa doesn't seem to actually play a lot. Maybe he's just been in Training mode? First time seeing Yuuki in a quite a while. Hasn't played a lot either. Minaru (Tsukasa) vs Rutent (Tager) The closest the (Lambda) Nu-Tager match-up has gotten since CT, IMO. Minaru (Tsukasa) vs Galileo (Litchi) I think Litchi can cancel her 6D (presumably both hits) into her CT and reset into a GC combo... Yuuki vs Carl X > 6DD > 2DD > j.DD > j.2DD > dj.DD > dj.2DD > OD > dj.632146D... Yuuki vs Matoi (Taokaka) Pretty sure that this is Izayoi Matoi. In other words, Yuuki didn't really stand a chance. - - - - - Hyougo Koube Ranbat Ruta (Tager) vs Naga I wonder if he could've done 4DD > 236236D > 22A > 6DD > 2DD > 214D > Y instead? It didn't really matter, and it could've been bad if it had dropped, but the combo's he's doing are really really basic... Naga plays the match-up fairly well, but I think he retreats too much. If he could play the same, while still maintaining his ground, I think he'd be giving himself more potential space to fall back on. Kichiku Megane (Carl) vs Naga Naga vs Penguin (Arakune) - - - - - G-Stage Iizuka Kyon vs Shingo (Bullet) Apparently this is one of the current top ranked Bullets. This Nu was also very good. I think this Nu should use more Gravity for zoning. Without Gravity, a lot of the Nu players I see retreat way too much and end up cornering themselves. Messing up a 623C (eg. 3C > 236C or 2C > 236C) could be a free combo depending on your opponent, so you might want to just cut short the combo in those instances, ending in a 3C knockdown.
  18. (partial damage values and partial Heat Gain values) There are a lot of combo's listed, but it's mostly just so that you can see Nu's different combo routes. Collapsed: Notations: GC = Guard Crush CT = Crush Trigger. It can be used to Guard Crush an opponent that is blocking (but not Barrier blocking). It's also a useful combo tool for Nu and other characters. Requires 25 Heat. OD = Overdrive ODc = In the context of combo's, this means you're cancelling a move into OD. It's like an RC of sorts. If you cancel a move into OD, then the duration is shorter. *If the opponent is getting hit by 236D, for example, you have enough time to activate a raw OD without cancelling, thus prolonging the duration. I'm fairly certain that you can cancel a jump into OD as well. So instead of 2DD > ODc > air DD ender, it'd be 2DD > jump > cancel jump into OD > air DD ender (or 2DD > OD > air DD ender for short)* TK = a low Crescent Saber, usually done by inputting 2147D. It can also be done by inputting 2148D or 2149D, as well as 9214D, etc. air ender = X > j.DD > j.2DD > dj.DD > dj.2DD > dj.214D. air DD ender = X > j.DD > j.2DD > dj.DD > dj.2DD > dj.632146D Here, if something is in parentheses (), it'll usually indicate that something that is optional. (midscreen) (Dia) (corner) (Dia) (midscreen to corner) (Dia) (midscreen) (Luna) (corner) (Luna) (midscreen to corner) (Luna) Miscellaneous Collapsed: Combo Enders: This mostly applies to corner combo's, but the same idea works with midscreen combo's too. The standard combo ender could be said to be X > 5C > 2C > 623C. However, if the combo is too long or the starter was weak, you can do 5C > 623C or 6A > 623C. After you end a midscreen combo with a Luna 623C, you can usually do a Dashing 236D to force the opponent to neutral tech and block. You could also do X > 623C > 22A > 214A/B. If it's a corner combo and you end in a Luna 623C, you can do things like: X > 623C > 3C > (22A) X > 623C > 3C > 236D X > 623C > (3C) > 22A > 214A X > 623C > 3C > 236A crossthrough Or if the opponent has low health, you could do: X > 623C > 3C > 632146D X > 623C > 632146D 2D is one of Nu's most important and versatile combo tools. Here are a few examples: 2DD > 22A > 6A 2DD > 22A > 3C 2DD > 22A > 6B 2DD > 6C 2DD > 4B 2DD > 214D (Luna) 2DD > TK 2DD > 623C Ways to connect into CT: 2DD > CT 6DD > CT 5DD > CT (Dia) 3C > CT (I haven't seen this work yet) Notes: 6B > 623C can connect (air opponent and ground) 5B > 623C can connect 2B > 623C can connect 5C > 4B connects on crouchers. Doesn't seem to connect on standing opponents. Basic Combo's Proration
  19. Yeah, it's Tsukasa. He's also known as Minaru nowadays.
  20. It seems like Tsukasa will be working on some Throw combo's, so I hope he gets a chance to post them in the upcoming days. Apparently proration only applies once for Drive in OD, so something like 6D would prorate at 89%, and 6(D)D would apply at 94%, despite the 4 hits total. This is a lot better than proration applying twice, of course. If proration only applies once, then the damage values of Drive in OD are (360*2) and (240*2).
  21. I like it. It does look easier to sort through this way. But I don't particularly mind either way. Information is still information, even if it's not formatted as well. Still, I appreciate the effort, of course.
  22. (Dia) 236D doesn't cause knockdown, so they can air tech and punish 22A > (Luna) 236D, due to its long start-up. Considering that 236D causes quite a bit of blowback, it might just be better to stay in Dia and do 214D, or apply pressure to push the opponent into the corner.
  23. 22A. I suggest looking here to familiarize yourself with some general changes, as well as some general things that we know so far.
  24. Supra (623C) is a new special. I think it's better (safer) to stay in Dia in neutral, and hitconfirm into Luna. Most of the Nu players that I've seen like to switch back to Dia as soon as possible, since Dia form's got a lot more zoning potential.
  25. Oops, I think it was actually the earlier Nu. The kana's somewhat blurry, but it does look like Goro, and it would match the video's description.
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