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Harukakuma

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Everything posted by Harukakuma

  1. Don't forget Veil Off, 22 frames startup can still catch people being too aggressive. The potential damage and almost guaranteed Vorpal makes it quite nice. Air fireball super is kind of nice. With 100 meter you can j.236B>j.236C to lock the opponent down for a sec (or even punish them sometimes) while your B fireball slowly travels towards them. Problem with the super is that it isn't full screen, if the opponent is full screen away they completely dodge the super. Edit: Also after any fireball hit the combo I use is fireball hit (A or B) > 5B/5C (whatever you feel comfortable, I use 5B for sweet tornado) > j.BB > j.[C] > j.236A > rejump > j.A > j.B > j.2C > 3C > B+C > j.2C > j.236B oki Not sure what the damage is, don't have console to test. If they're too high for 5B/5C you can skip that normal and go directly to > j.BB > ect. part of the combo. If the fireball is a counter hit you have all the time in the world since they don't recover until they hit the ground. You can also flip the first ground normal and the fireball hit around. So you can do 2B/2C > fireball hit > ect. iirc. Either way every fireball hit can be converted to a combo easy as long as you are in range for the 5B/5C hit. Now that I'm done this post I think you can do a bit more in the end of that fireball combo, I just always cut it short to keep things consistent. Edit: Edit: Ultradavid says plinking works in this game? Is that true and does it help Nanase at all?
  2. I don't think you can do the ender when you JC into j.2C. I don't think theres enough time for that. I semi-agree with you Daedron, I feel like her mix-up feel is sub-par compared to the rest of the mixup characters. But I don't think its that bad, with the dash followups, if you know they mash during the gap I believe the A version will catch them and put them in crumple (I don't have the console right now to make sure its 100% true but from my experience with online matches it catches people). I use dash B and C with fireball covering me and its worked quite well. Combined with grab it makes the mixup a bit harder for them to react to. I don't use float double overhead so I can't comment on it much, but from mirror matches it sometimes catch me because I'm bad. I didn't know that there isn't crossups in the game, is that really true? That means my j.BB thing isn't actually legit :-( Also two things I noticed If you grab and theres a fireball flying the fireball hits when the opponent is being grabbed. I don't know if that universal but it gives you a bit more damage off your grab. A fireball does more damage than B fireball when B fireball travels on the ground. But when the B fireball first come out while going down it does the same damage as the A fireball.
  3. Are you sure about the above combo? I'm trying to do it but the j.C>j.2C at the end doesn't combo.
  4. I can't believe I haven't tried using 3C to anti-air people this while time :/ I just tested a few things, 3C beats Byakuya's j.2[C], it also wrecks Carmines j.[C] clean. You can get a good 3k~ combo afterwards too Edit: From what I've noticed, CH makes 3C and fireballs untechable until the ground. I haven't really noticed anything else with CH. I've just done normal combos even with a CH.
  5. It does work on chaos, the delay is kind of weird but I've gotten it to connect.
  6. After some testing, you can just slide up to Hilda when she 236 you. I guess the matchup wasn't as awful as I thought.
  7. Vs Hilda Rush her down! I don't see any other way of fighting her. If anyone else has a way please save me from this matchup. Once you get close to her she can do almost nothing about your pressure and mixups. If she gains some ground and push you away then you're in trouble. Hildas 236 attack shuts everything Nanase can do. Fireballs are too slow against Hilda and B+C > 6D is slow enough that she can react to it (She might even be able to beat that option clean with her 236 attacks as well). Nanases 236B get wrecked by Hildas 236. Tornado super get beat by 236. Slide super gets beaten too i believe. What I'm getting at is this matchup is a pain in the ass if you don't get the advantage. I've still got to do some training mode later to see if there is a easier way to deal with Hilda... Probably gonna sub Hilda because of her badass looking C attacks.
  8. Variation of the j.236.A fireball combo with a A starter Midscreen Damage:2509 with a 214.AA finisher 2A > 2C > 2B > j.BB > j.[C] > j.236.A > rejump j.A > j.B > j.2C > 2C > finisher
  9. Tested out some things with B+C You can use B+C to jump cancel blocked normal. You can do things like C>B+C>j.236B or j.6D to throw fireball or dash in for mixup. Not sure if its actually useful or not though, still need to test this out more. In combos you can use B+C to get multiple jump cancels. A example would be 2B>2C>3C>6B+C>j.5B>j.5C>j.2C>6B+C>j.5B>j.5C>j.2C>3C>jc>j.2C> fireball setup or fireball super. Combo does like 2500 w/o super and 2800 with super. Someone can prob find a better combo, this is the best I can do for now. Not sure if the things above are actually useful, just some things I found.
  10. Haven't seen it mentioned here yet. but 66b and 66c can special cancel into things. Played for like 4 hours before I figured that out.
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