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Overheat

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Everything posted by Overheat

  1. It doesn't make a huge difference, but ending in (d)j.DD > (d)j.214D instead of ending in (d)j.2DD > (d)j.214D seems to help a bit with positioning.
  2. All are completely midscreen unless otherwise noted: I take this one back: GC > positioning > 236D > etc. In terms of Heat and damage, it's better than the first one, but since it's an example that's listed from midscreen to corner, you might as well just do a Dashing 236C > 5C > 6C > 236D > 214D~C > 214D after the GC. This video shows how you can connect that combo from various distances, as well as some variations if you mess up spacing or don't want to run too long and risk dropping the GC. For the most part, you can bring the opponent to the corner from a 236C GC by following up with a long run into 236C. Non-dash 236D's do work from 214A > 236C, interestingly... I could only do it on Litchi from a 214D > 2DD > 214A > 236C, so I'm not sure about 3C > 214A. About them being too low for a 236D from a 214A > 236C. Sometimes when 236C hits, that's the case. But when I do something like 3C > 214A > 236C, it actually eventually launches them too high, and a bit far away as well, so Lambda usually needs to do a Dashing 236D. Some of the combo's and ideas aren't new, and some have been recorded before, but a lot of this was just to show the multitude of options that Tsukasa could've picked, especially considering how good his execution is. The main issue here, IMO, is the Heat Gain.
  3. I'll start getting some damage values for the full combo's, and I'll record as much as I can as well. And yeah, 3C > 214A > 236C > (Dashing) 236D works. If I had to guess, a non-dash 236D in this case probably doesn't even work.
  4. (midscreen) 236C GC > Dashing 214D~C > 214D (midscreen) 236C GC > Dashing 3C > 214A > 236C > (Dashing) 236D (midscreen) 236C GC > 214D > 2DD > 214A > TK > Dashing 6A > 6C > 236C (midscreen) 236C GC > 214D > 2DD > 214A > 236C > (Dashing) 236D (midscreen to corner) 236C GC > positioning > 236D > Run > 236C > (6B > 2C > TK) > 5C > 6C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender IMO, all of those are probably quite a bit better than what he did. Considering his unrivaled execution, and how ambitious he gets a lot of the time, I was surprised that he didn't do something better. There are a lot more examples, and I can elaborate more (as well as give some more specifics) if you'd like.
  5. a-cho Naga vs Hazama - - - - - Kohatsu singles Naga vs Ragna Sei vs Ragna If you have Gravity available, I recommend doing (corner) TK > RC > (Dashing 5C) > 214A. Easy hitconfirm, and it leads to more damage than just a TK > RC > 5C > 6C > 236D. At the end of the match, the best thing to have done to an opponent getting hit by 236D or 236D~C is 236236D. Mu vs Tsukasa Strange Guard Crush combo from Tsukasa. I thought he would've done something that had a lot more damage potential. Naga vs Sessha (Bang) Sei vs Tsukasa 3C > 236D oki > Dashing 2B > 3C > 214C > 6 > 5C[1] > 6C > 236D... Tsukasa vs Sessha (Bang)
  6. I would say Yoshiki, more than the other top Lambda's, plays the way you'd like to play. Very basic and very safe, but he has a strong neutral game. As just a general tip, heavily familiarize yourself with Spike Chaser. It's excellent for controlling space on the screen in most of Lambda's match-ups, at the proper range. I don't think an instant 236A at the start-of-the round is worth the risk. I think you're better off, in terms of an offensive risk, doing 3C and hoping for a CH. If you think that throwing out Gravity to restrict your opponent's movement will help you win the match, then do it. If you'd rather save it for better combo's, then do that instead. Just remember that not using it is, in a way, a waste. I think doing 5A would be better than 2B, in the case of an opponent expecting you to backdash. The only thing 2B is better at in this situation is its somewhat low profile hitbox. Personally, I wouldn't risk mashing anything in these situations. The safest thing is to just jump and Barrier, especially if the opponent (Ragna, for example) can punish escapes fairly well.
  7. Just some comparisons on the bases of some moves. Move (Damage, Heat, Proration) 5B (410, 1.69, 86%) 6B (640, 2.64, 89%) 6A (620, 2.56, 89%) 2C (809, 3.68, 89%) 5B > 6A (943, 4.25, 76.54%) 6B > 2C (1360, 6.32, 79.21%)
  8. Most mix-ups in pressure give you enough time to react to it. Backdash or jump (escape), or punish. If Jin does a blockstring into his 6A overhead and you IB the move before it, it's possible to 5A him out of it. It's the same (but easier) if he does his 6B. If he does his EX Ice Sword fake crossover, you could even possibly Air Throw him out of it. If a Litchi does (with staff) 6B > 6C, you can 5A or possibly reaction DD out of it. If Ragna does Dead Spike in his blockstrings, you should have enough time to at least jump and get away, if not outright punish with a 5A, 3C CH, etc. If you can punish, it also means you have even more time to escape (if you choose to escape, since it's the safer option). A lot of this knowledge comes with playing or watching these match-ups. It's difficult to give specific examples, since it then becomes a lot less intuitive.
  9. Just some general tips. The best way to deal with a problem is to never have to deal with it. End combo > 214B/C. Barrier blocking, and especially Barrier IB'ing, helps a lot. If you can backdash or jump during the pressure (hopefully from IB'ing), that's also good. Once you have Heat, you can Counter Assault, or use 632146D. Doing better, longer combo's means getting more Heat, and more of the Gravity gauge back. If you'd like me to get more specific or provide examples, let me know.
  10. Hi guys, I've got a few questions about Naoto's proration. I'm assuming (but not entirely sure) that 2C[3]'s proration of 100 is applied 3 times? As in, 100+100+100. And that 236A's P2 of 100 is also applied twice (ie all Double Fangs)? And the same with 5D~D applying 3 times. It'd be nice to know, especially if it isn't, since I'd like to keep proration as low as possible. - - - - - 236A and 236B, most likely the EX version as well, essentially have 0, 100 for P2. 5D~D = 0, 0, 100 2C[3] = 0, 0, 100 Unless I'm mistaken, 2C[3]'s damage is 300, 150, 150, and 2C's damage is 400.
  11. Kohatsu Singles Tsukasa is easily the craziest Lambda out there. Tsukasa vs Ragna I didn't know a midscreen 214D~C could connect with a dashing 214D without a Fatal... (corner) X > 236C > Dashing 4B[#2 only] > 2DD > TK > 6D > j.DD > j.214D. I wonder how much making it 6DD would change the outcome. I seriously wonder if that 2DD > crossover 214A was on purpose Tsukasa vs Lambda I love how many 6A's he gets in his midscreen to corner Throw combo. Throw > Dashing 2DD > 214A > 6A > TK > Dashing 6A > 6C > 236C > 6A > 5C > 6C > 236C. Naga vs Sessha? (Bang) I guess he should've cut short the DD ender to make it dj.DD > dj.632146D. Tsukasa vs Azuo? (Mu) 2DD > TK feint > 5A > 6A > air ender lol Tsukasa vs Sessha? (Bang) - - - - - Summit of Blazblue 3 on 3 (playlist) Yoshiki vs Kyaku (Carl) Yoshiki just bursted at the wrong time, that's all. When you burst at a move that has a long duration, it's easy to reaction RC if you see them burst. Yutta (Ragna) vs Yoshiki Bad burst again, but the only thing he could've done was burst sooner. I liked his use of 214D~C > 6D > 236D~C. The 236D~C add-on isn't usually seen. - - - - - Kohatsu singles Naga vs Galileo (Litchi) I think Naga's been improving his combo choices (2DD > j.2C), and that's been helping him quite a bit in some rounds. Tsukasa vs Galileo (Litchi) I'm pretty sure Tsukasa tried to burst right before Litchi's Hatsu, but mistimed it, so Galileo could RC to block the burst. Tsukasa didn't really get an opportunity to get his offense going.
  12. Central Hachiouji Singles I'll just refer to Purotosu as Gentarou now. Organized by video. There are a lot of ways that both Lambda's could improve their Heat Gain with just a little jump in execution, if any at all.
  13. Might as well add some of my thoughts on the matter. (1.) Depends. Something like 4B[#2 only] > 2DD > 214A > etc., IMO, is a waste. In this case, it only adds more corner carry and minimal damage. There are some matches or match-ups where you might want to use Gravity for zoning, like Tager, Hakumen, or Ragna, but for the most part, it's not required. It's entirely up to you if you deem it necessary or helpful to winning the match. For the most part, Gravity is an important part of Lambda's higher damaging combo's (5K+ meterless, very good Heat Gain, ranging from practical to impractical). (2.) On the whole, Crescent mix-up isn't really meant to be safe anyway. If you're getting punished for it, I guess that means they're mashing, right? If they're mashing out of pressure, you might want to stick to more frame traps or staggered pressure, by delaying gatlings or ending in 2B/5B (anything that doesn't have much negative static difference or frame advantage). I think positioning has a lot to do with it. I think Lambda's strongest mix-up position (in terms of high-low) are maybe 4-5 steps away from the opponent. If you're any closer, you're in a position for doing more pressure than mix-up attempts. Also, if you can position it, 4B and 3C mix-up are extremely hard to react to. It's also possible that you're overdoing it. Crescent mix-up is a lot more safe under 236D oki, and a lot more viable if you have the Heat to RC it. If you're whiffing it, I guess that means you're doing a j.D whiff or 214D instead? The only real secret to that is practice. It's not as if top players don't whiff TK feints as well, so it's not too big of an issue as long as it's not consistent. (3.) For AA's (6A, 6D, 2D, 5A, 2C), it depends on the situation. I only recommend 6A, 6D, and 2D. I think 6A, for up close and midrange, is the safest and most effective AA. For midrange and further, you could use 6D or 2D, as well as waiting until they're closer for a 6A. I don't recommend 2C, since it's slower than 6A and has bad recovery on whiff. 5A is alright since it's quick, but it's not used too often, and probably depends on the match-up (like the Hazama match-up). For 6D and 2D, I just caution against throwing them out too often at midscreen, since if you whiff a Drive, you're stuck in essentially a second of recovery. Consider retreating instead of standing your ground here, but make sure to not corner yourself. (4.) It's alright due to its good hitbox, but I don't recommend it. It's not too negative on block too, so it's fairly safe if blocked. I think it's better to stick with the other AA's.
  14. Truly optimal combos are usually not match-viable either
  15. Akihabara NEC Qualifier Yoshiki? vs H.H (Mu) Kaicho (Relius) vs Yoshiki MEN Tenchou (Hakumen) vs Yoshiki Yoshiki vs Abareddo (Mu) I liked his use of 5DD > 4DD > 4B in the corner. I'd have to guess his opponents expected a Parser. It also helps that he was using Parsers quite a bit after Drive in those matches. I was a bit surprised at his corner Throw combo choices. Instead of Throw > 2DD > 6C > 236C > Dashing 5C[2] > 6C > 236D, he'd continue to spam 5C and go into another 236C. He was also using X > 236C > Dashing 3C > (236D) instead of a TK feint.
  16. Athena Nihonbashi 3 on 3 Carl vs Tsukasa Kinji (Taokaka) vs Tsukasa (midscreen) j.2C CH > Dash under 2C > j.C > j.2C > j.214D > RC > 236C. - As an air-to-air hitconfirm, I find this combo choice interesting. He was a bit too high for it to work, but you can fix that by delaying some of the gatlings. - Depending on your positioning, you could probably do 236C > 236D > 214D~C > 214D, or any lesser variation. (corner) X > j.C > j.2C > j.214D > 5A > 6A > TK > etc. - He tried this, but j.214D whiffed, so in cases where the opponent is too high, I recommend just omitting the j.2C and going for j.C > j.214D > 5A. Or you could just always go for j.C > j.214D > 5A. Not much to say. He did admirably well against the Taokaka, at least. First match is Hakumen vs Tsukasa. For the most part, it seemed like Tsukasa ignored the match-up and disrespected his opponent. If done far away enough, 236D(~C) can help run down the clock without too much risk.
  17. It was from a video. A very long time ago. It might have even been from CS2.
  18. Tempest Dahlia has also mentioned the 236B whiff cross-under after a corner 236C before. I actually saw Hellknight do it a long long time ago, as well. I would recommend against doing 236B to cross-under after a 236C. It may work once or twice, but there are more solid options like just a simple Dashing 3C. I also don't think it's that ambiguous, especially compared to something like a Dashing 2B, for example. I don't recommend doing it midscreen. IMO, combo's and positioning are more important than starting a set-up from those moves. If it's from a 4B, I suppose it's alright situationally (when proration is low, or when you can't combo from the 4B). - - - - - Here are some midscreen combo's taking advantage of 236D's long duration during oki. X > 3C > ~236D > (Dashing) Y > (236D[2]) > etc. - all the combo's and situations assume that you're midscreen, except for a couple of the last combo's. 3C is a lot more safe and practical (mostly due to its range), but it leads to less damage. Plus, some of these combo's wouldn't have been possible with a 3C starter. 214D is a safe option, especially with 3C. 236C isn't that unsafe either, but I think 214D is just the better option in this case.
  19. Summit of BlazBlue 3 on 3 (Preliminary) Some Tsukasa matches and a few other Lambda's. 2:37 Lambda vs Jin 5:00 Lambda vs Carl 12:00 Hakumen vs Lambda 29:44 Jin vs Lambda 39:23 Tsukasa vs Eesuke (Carl) - The Carl did an unsafe move and backdashed after. Tsukasa used 236C to beat the backdash. I really wouldn't recommend it, but it's interesting that he chose to do that... - 6C(against Nirvana) > 236D > (Carl jumps) 6DD > 236C - A lot of the things that Tsukasa does are quite smart: 6A > 5C[8] > 6C for more Heat, instead of 6A > 6C. 41:22 Tsukasa vs Machi (Ragna) - A gimmick that Tsukasa likes doing 3C > 236B > delay RC > Dashing 2B > 3C > 214A/236B - Playing around with some more practical start-of-round 3C CH combo's with 236A (as opposed to 236D. 236A is the better option, but it's more difficult to use). - He was doing a lot of (X > 236C) > 6A > TK > 6A > 5C[8] > 6C, instead of just 5C[8] > 6C > 236C > Dashing 5C[8] > 6C > 236C. Good for Heat Gain. 57:17 Tsukasa vs Jin - X > 236C > 6A > TK > 3C > 236D Most of these things weren't really new from Tsukasa, but it's always good to highlight these things. Plus, not many Lambda's do what he does since he's a lot more ambitious.
  20. Could you record a video of it? The video quality doesn't matter, I'm just curious to see it work.
  21. I have no idea how you'd be able to have only the first hit of 236D connect and still be able to combo from it. Seems really tough.
  22. Here's my playlist for my matches offline that I occasionally record. This playlist is for Lambda mirrors that I record.
  23. Corner Air Throw combo's. I just played around with some relatively new ideas and used them in Air Throws instead. The Heat values might seem kinda low, but they're actually pretty decent compared to her other Air Throw combo's. It's important to remember that you basically get 8 Heat from an Air Throw, then you RC it; you need at least 42 Heat before doing these combo's as shown in the video. The Heat gain after all of that is shown as well. The ones listed with a * beside the damage and Heat values are the ones that I recommend you try out, since they seem to be the most match-practical. Air Throw > RC > 236C > 2C > 6C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender * (5224, 36) Air Throw > RC > 236C > 6B > 2C > TK > 5C[2] > 6C > 214D > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender (5259, 45) Air Throw > RC > 236C > 214A > 2C > TK > 5C[2] > 6C > 236D > 214D~C > 5C[8] > 4B[#2 only] > 2DD > air ender (5443, 45) Air Throw > RC > 214D > 6B > 2C > TK > 5C[2] > 6C > 236D > 214D~C > 236C > Dashing 4B[#2 only] > 2DD > air ender * (5325, 48) Air Throw > RC > 6C > 236D > 214D~C > 236C > Dashing 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender * (5244, 45) - depending on the character, you might have to back away a bit before 6C. Air Throw > RC > Dashing 214D > 214A > 236C > Dashing 5C[1] > 6C > 236D > 214D~C > 4B[#2 only] > 2DD > TK > 6DD > 2DD > air ender (5596, 50) Air Throw > RC > 6B > 2C > TK > 5C[2] > 6C > 236D > 214D~C > 236C > Dashing 4B[#2 only] > 2DD > air ender * (5071, 43) - 6B must be done as soon as possible, otherwise it won't connect or will be more difficult to connect (depending on the character). - with 5B instead: 4873, 42. It's much easier with 5B, as well. These combo's were all done right against the corner, so you might have to make some adjustments if done a bit farther away from the corner. Also, if anyone is having trouble with (midscreen) 4B[#2 only] > 2DD > 9 > j.2C > 2DD > 214A, where the opponent falls outside of Gravity (behind Lambda), a thing I've found that helps is moving a bit back before I do 2DD, so that the opponent isn't too close when I do 2DD > 214A (which causes the crossover). 4B[#2 only] > 4 > 2DD > 9 > j.2C > 2DD > 214A > etc.
  24. I wasn't aware that it was any 10 moves with SMP. I assumed others meant getting in 10 different moves with SMP, which would be impossible for some characters. That makes things much more clear. Thanks.
  25. http://www.dustloop.com/forums/member.php?28539-kjdsfg
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