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Overheat

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Everything posted by Overheat

  1. Proration isn't changed during OD, unfortunately. It also seems like her OD 632146D prorates at 92%^4 with 1500 base damage per hit. That's pretty good, but I'm not sure how useful it will be in combo's. OD 236236D looks strong as well.
  2. I was referring to 214D. 80 P2 for 1200 damage (1080 in Luna) is pretty bad. It's like trying to use 236B in any version of CS in an optimal combo. 214D's got ~25+ frames of start-up, so it's not a reliable starter. 5C would be a much better starter, for example. As expected, Drive in OD is a nerf. Yes, you might be able to do things like 5DD > 236C, and it might be good for zoning. But I meant that despite those benefits, using Drive in combo's will add a lot of proration with very minimal damage. You've gotta be even more careful about how you use Drive in OD. 5C is an amazing move again. 96 P1, 92 P2(once). CS1 and CS2's 5C P2 of 99% is essentially, with 5C[8], 0.99^8, which is 92.27. Not a huge difference. I'm still not sure about how 5C works now, but with FC properties and a high P1, I'm not that concerned about 5C regardless of how it works. I'm not sure about 214A/B/C, since I don't know what it can specifically be followed up with. Same with 5C. They're good on paper, but I'm not sure what's possible from those moves.
  3. Glad to say that I agree with most of the proration changes. In terms of combo's, 214D is the new CSE 5C (except worse). You might as well use it sometimes in non-optimal hitconfirms, but it really doesn't have a place in Nu's most damaging combo's, I think. CT having 100 P2 is really great... Not to mention it does 1000/1200 damage, and can apparently combo into 236C. Having 5C back at CS2 status (in terms of proration and damage) is fantastic. I'm not exactly sure how the new 5C works, but it shouldn't affect how her combo's work that much, if at all. You can usually delay 5C[8] > 6C to make it like 5C[1] > 6C. Or delaying 5C[#] > 4B for a drop in height. Luna form doing more damage (for the most part) is pretty interesting as well. Her damage potential could be quite up there, with all those damage buffs. 236B might actually have a place in optimal combo's now, with 92 P2. 623C seems like it could be a tool in optimal combo's as well. Assuming it's still possible to combo off of, there's more of a reason to use 632146D in the middle of a combo. Luna form 236D, in terms of damage and proration, is a bit better than CS2/CSE. j.214D is still fairly good to use. 214A/B/C will still probably be useful in combo's, as usual. I think it might only be an attack in Luna form. Throws and Air Throw are the same as CS1 with 100 P1 and 60 P2 (better than CS2/E). I've fairly certain that I've figured out her OD Drive's damage values to be (360*2) for the first D, and (270*2) for the follow-up D's, assuming proration is applied twice, as there are now two hits. This is a nerf, then... Once more proration data and/or frame data is available and confirmed to be accurate, I'll be able to do a comparison between CSE and CP.
  4. I'm curious what this exactly means...
  5. If I'm not mistaken, in the corner, (Dia) 2B > 2C > 236D > 22A > 6A > 6C > 236D > 236C > 6A > 623C > 6A > 2C > j.DD > j.2DD > j.214D connects for ~4100.
  6. I wonder if Crush Triggers have positive proration? It might have SMP if it does have positive proration.
  7. hakimiru is translating posts from the JBBS. The rare times I post anything are from Twitter, or were linked to from Twitter. I guess 6C, 236B, 236C, 236D, 214D, and j.214D all have SMP now. 236D is considered different in Dia and Luna, but I'm not sure if the other moves have SMP, either.
  8. Yeah, that's right. Not sure about reverting back to Dia (ν) mode when hit, but I don't think she would revert... No, but I still don't think (and hope) that she gets a minimum 4K from her 4 sword 632146D in OD... Even 2K would be pushing it, IMO, but I'd like that a lot better than an effortless minimum 8K.
  9. I could improve the combo's without making it much more difficult if you'd like. - - - - - I'll post my CV here as well. It's got a few interesting CSE ideas. More info is in the description. 涙【CS/CS2/CSE Lambda-11 CV】 Some CSE combo examples: (midscreen) Throw > Dashing 2DD > 4B[#2 only] > 2DD > TK > Dashing 5DD > 236C > 6DD > 2DD > air ender (3101, 49) (corner to corner) 5DD > 236B > RC > Dashing 5DD > 236C > Dashing 236D > Dashing 214D~C > Dashing 214D > 2DD > 4B[#2 only] > 2DD > air ender (4671, 49) start 43 (start of round) Dashing 3C[3] CH > 236D > Dashing 214D~C > Dashing 214D > Dashing 5C[8] > 6C > 236C > Dashing 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender (4232, 63) or (5216, 9) (midscreen) 3C > 214A > 6C > 236C > Dashing 214D~C > Dashing 214D > 2DD > 4B[#2 only] > 2DD > TK > Dashing 6DD > 2DD > air ender (4641, 64) or (5627, 10) (midscreen) Guard Crush > backdash/positioning > 214D > 236C > Dashing 236D > Dashing 214D~C > Dashing 214D > etc. (6098, ~62) or (7064, ~7)
  10. 涙 (CS/CS2/CSE λ-11 CV) Check the description for more information.
  11. 涙 (CS/CS2/CSE λ-11 CV) Check the description for more information.
  12. Well, the "problem" I have with a 4-sword version of 632146D is that I don't know if it's proration (at least in CS2) applies once or 4 times. I'm guessing it applies 4 times. It'd also ideally be used in a situation where all 4 swords hit, instead of 3 or 2. Having an easy 8K+ from 2 OD DD's seems way too powerful. I'm hoping and guessing that they didn't overlook this obvious problem. I'm not sure about the 20% or 40% thing. Remember, CS2 and CSE Lambda's 632146D and j.632146D were essentially completely different. For Lambda in CS1 (as well as for Unlimited Nu in general), 632146D and j.632146D were fairly similar, in terms of as a combo tool.
  13. Highly doubtful... That'd be way too good, IMO. I think the best bet right now is it being Unlimited Lambda's (Nu) 632146D, doing 240*4 (960) minimum damage.
  14. No one really knows too much right now
  15. I'm assuming they fixed the 10 SMP moves glitch, but did they do something else I'm not aware of?
  16. I don't see why he wouldn't. I expect all the top Lambda players are going to be playing CP as well. Yoshiki is actually probably one of the more excited Lambda players, if anything. I think most of it is just educated guessing, as well as some iffy damage values.
  17. Nu's going to be fun to play around with. I hope they didn't change how combo's (the proration system) work.
  18. Unless I think of something else (or need to fill in extra time), I'm done recording combo's for my updated CV. I'm hoping that I'll be able to release it a bit before Nu is officially released.
  19. I don't recommend Dashing 236D's as a match-practical combo tool. Instead, I just recommend focusing on using the non-dash 236D version on the characters where it's possible. If you can do the Dashing 236D with absolutely no problems (a few people can), then disregard my advice.
  20. I think her 4B looks like CS1 now. I highly doubt we'd be able to cancel our specials into her mode change, but that'd be pretty nice. It's actually a pretty fast change as well.
  21. Not much, but... BBCP Nu Footage
  22. Thanks a ton. You're the most reliable for this type of work, IMO. Also, it obviously will be a bit late, but I'll be making another CS1/2/E CV sometime soon. As with most of my CV's, a fair bit of it is just stuff that I've used before, but in different packaging. Another reason is that some of these combo's that will be in it haven't been in any of my actual CV's yet. It'll have more emphasis on CSE.
  23. Just some interesting notes from Lambda players on Twitter. It's somewhat understandable if you put it in Google Translate, but I don't want to put anything out there that might not be true. I think they're comparing her 2 modes as a "Lambda mode" and a "Nu mode". In any case, I don't know how much (if any) of this is speculation, but we'll see some truth once Nu gameplay becomes more available.
  24. http://www.nicovideo.jp/watch/sm19383986 Sei vs Jager (Rachel) and Tsukasa vs some Rachels (including Jager), Ragna, Jin, and Litchi (Galileo). Very nice combo choices and hitconfirms from Tsukasa all around.
  25. I agree. I can't recall the last time I've seen a Lambda (or anyone, for that matter) get Negative Penalty. We've just got to assume that this resistance to Negative Penalty isn't changed too much.
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