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Surf

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  1. • 236B hit > 5/2B > 5C > j.B j.C j.2C > 236A~C > j.8C j.2C > j.236B oki [2770 DMG] There probably something better for this one. Made it one night 1 and have updated it since then. This is just if they don't block j.236B and you react fast enough to pick it up. • 236B~d.C high > 3C > j.BB j.[C] > j.236A > j.A j.B j.2C > 2C > 214A~A [3114 DMG] • 236B > 2C low > 5C > j.BB j.[C] > j.236A > j.A j.B j.2C > 2C > 214A~A [2748 DMG] I agree with Daedron. Nanase has decent mixup options on the opponents wakeup, but outside of that she doesn't have much. Mind you those options are mostly in the corner because her j.236B oki can be avoided completely midscreen. And j.236B in neutral dash across the entire screen d.C isn't mixup. Just the player being retarded. Her pressure is iffy because she cant reset it reliably. She has virtually no + on block moves and nothing makes B+C safe mid pressure. There will always be a gap for the opponent to mash or dp if you use it. She only has 2 real lows during pressure (and her 2A isnt a low like a lot of the cast so she doesn't have a rapid fire low). Her high needs a setup to make it reliable. B+C helps to make some things more safe but you pretty much give up pressure if you choose to use it to get away from the opponent. Also like Daedron mentioned, Shielding makes double overhead stuff almost useless.
  2. You can do the same combo without using B+C though
  3. Does anyone know the song that plays in the first part of Marie's trailer. Not sure if its in the rpg or if its new
  4. When i used j.A as an air to air i would almost always win and score 2.4k. Which situations was it not working for you
  5. So I did about 35+ matches earlier and.... shits hard. Mostly my fault for confirming into a lot of the wrong combos though. But certain problems kept coming up throughout the matches Since it's day 2 pretty much everyone and their moms are raw assaulting across the screen and throwing out air normals like idiots. I would usually call the iad and I would run up 3C and the opponent would go over my head, land next to me, and press 2AAAAAAAAAAAA. And I'd be hit. This happened about 5 times with different characters until I just came to the conclusion that 3C leaves a lot to be desired in neutral. It's great when your under pressure and you call an assault though. It's hitbox is pretty vertical but lacks horizontal range. Which is why they would just go pass my head a lot of the time. So I figured I'd just intercept with j.A/B instead. But I didn't create combos for them beforehand. Made some now though • (Air to Air) j.A j.B j.2C > 2C > 5C > j.[C] j.BB j.2C > 2C > 214A~A [2485 DMG] • (Air to air) J.BB j.2C > dash 3C > B+C > j.[C] j.8C j.BB j.2C > 2C > 214A~A [2659 DMG] B Swirl is decent in neutral at ground control. People would either stop what they were doing or iad over it and throw out a normal. A Swirl can stop an iad attempts and leads into good damage if you manage to catch them. But dont use these two every single time you need to get it. Several characters have answers for them or they can just run full screen and bop you Her normals.. aren't very great in neutral. I would be outprioritized pretty often. And it was extremely annoying During pressing, only start doing B+C > iad/j.236A stuff after they've respected you or pretty rarely. If they just mashing during blockstun a limb will most likely hit you. But if you see them mashing delay your strings and frametrap them Also updated corner overhead from oki • j.236B~d.C hit > 3C > j.BB j.[C] > j.236A > j.A j.B j.2C > 2C > 214A~A [3114 DMG] If j.236 hits it's 3114 DMG. If they block it but dont block the overhead then the damage is 2158. Honestly I think I've been working on combos too much and I created too many different routes and I was actually confused on what to go into and some matches. Might rework everything. Mostly the midscreen routes
  6. You can time it but microdash works easiest from when I was doing it and what Hiro noted. I was doing the combo on Orie
  7. Also, smart steer normals actually don't count as the normal they animate as if you used the normal before the smart steer version. Like how 5AA is 5B. You can do 2A > 5B > 5AA but you cant do 2A > 5B > 5A > 5B. But you have to do the individual normal first. 2A > 5B > 5C > 5AAA works but you cant do 2A > 5AA > 2B > 5B
  8. Not sure. Been doing combos all this time. Havnt gone into her pressure extensively. Only thing I can say is mind B+C usage because it uses up 1 GRD each time Her lows are 2B, 2C, d.B Her grounded highs are d.C, 236x~6B Her air unblock moves are 5B, 5C, 3C, All 3 versions of her DP, 236x series and it's follwups, her IW. You cant block these in the air at all, if you try to with shield up you'll be GRD broken
  9. Thats weird. I just did it like 20 times and got 2722 damage. I've had GRD bonus off every time i posted damage calcs. I even tried other starters and never got the 2656 your getting. I just did it with Vorpal and got 2986
  10. Probably might be the go to midscreen punish combo for now. With 5C starter it reaches 3k. With 236C super ender 3.4k. With super ender and GRD Bonus 3.7k. WIth IW ender its 3.9k and with GRD bonus it reaches 4.3k *Credits to HiroGuy Corner Punish Combo • 5C > 3C > B+C~j.236A > Rising j.8C j.2C > 2C > 236A~6C > microdash j.BB j.2C > 2C > 214A~A [3220 DMG] 3.6k with 236C ender, 4.2k with IW.
  11. Yea I was going to do the same. The first character I tested my combos on was Nanase herself. But when I switched to Hyde as a dummy the second j.B in certain j.BB strings would whiff on him Got a new Midscreen route from that video though • 2B > 2C > 5C > j.BB j.[C] > j.236A > j.A j.B j.2C > 2C > 214A~A [2722 DMG] 9 more meter, 100 more damage, and more corner carry than the standard one. • d.C > dash 3C > j.BB j.[C] > j.236A > j.A j.B j.2C > 2C > 214A~A [2158 DMG] Route works on everyone. Can't do it with an A starter I've been attempting to come up with a punish combo in the corner for the past hour and I'm stumped. I cant go over 3.1k meterless right now. She gets pretty much the same damage off her C normals that she gets from her B normals. It's extremely odd
  12. Well the problem with just doing B+C is she's floaty as hell. Your either going to be anti air'd or the air normal will hit the opponent fairly high. Resulting in not much frame advantage if at all any upon your landing. No normals in this game are jump canceable on block annoyingly, so doing B+C~6D acts as a psuedo iad on block for all her normals. B+C cost 1 GRD and Assault gives GRD upon use so you pretty much make the GRD back. She keeps good frame advantage if you assault in that way. But if the opponent just stands and Shields the air normal they're pretty free to punish because shielding air normals lessens block stun for them, negates your ability to cancel into anything, gives you landing recovery, and pushes you back. So idk how I feel about using it More combos: Corner • d.B > 236A~C > j.[C] j.BB j.2C > 2C > 5C > j.C j.2C > j.236B oki [2484 DMG] • d.B > 236A~delayA > 2A > 3C > delay j.C j.8C j.B delay j.2C > 2C > 214A~A [2985 DMG] It's somewhat hard to delay the j.2C to have the 2C connect for some reason. You can always use 2B instead to make it a little less strict
  13. So, while it wasn't smart for me to stay up until 7 in training mode, I came up with a lot of stuff First off her oki is legit in the corner. You cant avoid it or late tech or any of the sort. I mean you CAN but your going to get hit unless you do an invul move. But Nanase recovers by then so you can always block whatever reversal attempt. I mostly tried stuff in the corner, not so much midscreen. I tried out oki routes and damaging routes. Today I'll try to see if I can combine both oki and damage because oki routes are 400-500 less damage. Anyway here are some combos I came up with Midscreen • 5A > 5B > 2C > 5C > j.[C] j.BB j.2C > 2C > 214A~A [2481 DMG] • 5B > 2B > 5C > 236A~A > CS > dash 3C > Rising j.8C j.2C > 2B > 214A~A [3036 DMG] You have to Chain Shift the 236A~A as soon as possible. Dash 3C can be a little strict sometimes • J.236A Hit > j.B j.C j.2C > 2C > 5C > j.[C] j.BB j.2C > 2C > 214A~A [2892 DMG] Corner • 5A > 5B > 5C > 236A~A > 5A > 3C > Rising j.8C j.2C > 2B > 214A~A [2641 DMG] • 5A > 5B > 5C > 236A~A > 5A > 3C > Rising j.8C j.2C > j.236B oki [2149 DMG] First ones the damage route, seconds the oki route. There's a big damage difference so today I'm going to work on trying to increase the oki routes damage somehow, but I couldn't find a way last night. • 5B > 2B > 5C > 236A~A > 5A > 3C > delay j.C j.8C jB j.2C (delay j.236B oki) > 2C > 214A~A [2575/3023 DMG] First damage amount is for the oki route, second is for damage. The best way to land the j.C after the 3C is to delay your jump. If you go for oki delay the j.236B like the notation says. Doing it immediately also the opponent to no tech and avoid it somehow • 2C > 5C > j.[C] j.BB j.2C > 236A~C > j.8C j.2C > j.236B oki [2658 DMG] • d.C > 2C > 236A~C > Rising j.8C j.C j.2C > 2C > 214A~A [2106 DMG] d.C's P1 is freaking terrible. I got no damage off this move no matter what I did it seemed. But it makes sense because of it's overhead attribute Assault j.2C > 5B > 5C > 236A~A > 5A > 3C > Rising j.8C > j.2C > 2B > 214A~A [2561 DMG] • j.236B hit > 2B > 5C > j.B j.C j.2C > 236A~B > j.8C j.2C > j.236B oki [2770 DMG] • j.236B~d.C hit > 2C > 236A~C > j.[C] j.BB j.2C > j.236B oki [2773 DMG] • 5B~j.236B Hit > 5C > j.C j.2C > 2C > 236A~C > j.8C j.2C > j.236B oki [2654 DMG] These combos were just if 236B oki hit the opponent on their wakeup. It's nice the d.C one combos even if they block the j.236B or if they're hit by it. @Tigre I found that you can Assault j.2C safejump after throw in the corner. And delay tkj.236A would hit them meaty midscreen. For the corner safejump you have to time it just as you see the character flash green from the tech. The midscreen tkj.236A I need to experiment with some more. @Necro I was experimenting with B+C inclusion in corner combos but I'm not sure about spending 1 GRD with every corner confirm. Especially since the damage difference wasn't that great from what I came up with. But I may experiment with it more today Other than that I noticed some other things. Air normals from Assault not only procures a less damaging combo, but they also become S starters. Meaning like CP you be limited to a route you can only do with A starters. Assault j.2C's combo is 5/2A's route while just normal jump j.2C's route is 5B's route and the damage difference is about 900+ because of the P1 and starter difference. So keep that in mind when hitting with Assault j.2C or the like Also looks like the optimal route midscreen might be 2C > 5C > j.[C] route. But the corner route I came up with drops if you happen to autopilot into 2C > 5C > 236A~A because the 2C > 5C puts them airborne and 236A~A causes them to bounce over your head. Once you hit the opponent be careful of that. I might make a better route that's more universal with both midscreen and corner. These probably aren't the best combos but they're the best I came up with. If I come up with something better today I'll say so Edit: Oh yea supers. j.236C adds like 200-300 damage at the end of combos which is crap. I found the most damaging once in the corner is 236C. Didnt test which one does the most damage midscreen. She can combo into her IW extremely easily so theres nothing really specific about it. All damage amount are without GRD bonus except the CS combo
  14. Wtf is wrong with her dashes (specifically her backdash), she's going so damn fast
  15. Trying to playback my recordings and I have no idea how. Anyone else found out how to do it?
  16. Yea the netcode could always be bad anyway. Not like BBs is good. Its just decent Someone on rankings has already done 210 matches wtf oh my fucking god i think color squares are in this too
  17. My download finished. Curious on the netcode though. Just praying its not bad. Might hop on and try a match or two to see how stable it is
  18. Games only 2 gbs btw, downloading it now
  19. Its on the psn website now
  20. Couple more hours So lets take a quick look back I miss the old HUD
  21. He said S tier once she has you in the corner. But besides that do people have actual reasons why they agree that shes one of the best in the game now. Or is this just a bandwagon thing
  22. Thanks Ctrl. I've finally settled on how I want to approach the Tager matchup
  23. What scrubs do Usually when someone wins or loses one match and leaves abruptly. Either they got bodied, or they scrubbed out a win and they run with the points. A lot of the "strong" players do it when they get whooped.
  24. Japan doesn't really do digital preorder. Just going to have to wait until the site just updates
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