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tuka

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Everything posted by tuka

  1. Already wrote about that in the combo thread: "Ragna, Noel, Litchi, Lambda and Bang - Corner 236B > 5A > 6A > 2147D Jin, Ragna, Noel and Bang - Corner 236B > 5B > 6A > 2147D"
  2. Teching with option-select barrier (back+A+B), which is what everyone should do in a situation like this, will prevent any kind of reset attempt.
  3. I think you misunderstood (and I guess I didn't express myself clearly), I was talking about situations where you use 5B more than once, since positioning isn't always perfect it's a common situation. Although 8 reps are possible (same as what I'm talking about with the throw combo). Sorry, as I said last page- "Got it just when it wasn't recording. Obviously. I'm officially tired now. (It's really hard) You could always add a note like "some claim it goes all the way up to 7!!"" And thanks, I also totally agree with you.
  4. Got it just when it wasn't recording. Obviously. I'm officially tired now. (It's really hard) You could always add a note like "some claim it goes all the way up to 7!!"
  5. We got dragged into discussing the throw combo, but I was more referring to the other ones, especially 236C and 236B (or 236B RC). Doing precise 6A's on those will give you the 3-5 more reps I was talking about. And hey, I have absolutely no intention of misleading or lying, but anyway, I'll try recording the combo.
  6. It may be harder but I'd recommend completely omitting the habit of using 5B (unless in a situation where it's really needed), doing the loop with only 6A will prolong it by sometimes up to 3-5 reps which is obviously leading you up to a significant increase in damage. For example, the 5 rep throw combo you wrote can go up to 7 reps and about 4500 damage. Again this IS harder, even the top Japanese players resort to 5B from time to time, but I really recommend you to just sit on it and practice. About the Reference section, with the method I mentioned above I found that the loop count is the same for everyone as long as your'e good enough with it. And you can add Carl, Noel and Taokaka to the "don't get too close to the corner" part (I'm sure I missed someone here but oh well).
  7. (finally a not-crappy combo vid) We should couple that next to the combos in the main thread. It really is about time to update it. worldjem, severin?
  8. I've been playing with #10 the black & white with blue swords from the moment I saw this picture :P
  9. It's character specific and has stricter timing, I also managed to do it on Noel but haven't checked the others. It does around 600-700 more damage which is really nice.
  10. Indeed it's all about guessing games, but I'd rather take the safer route, it'll most likely take me longer to get a hit in, but once I do...Lambda can do way more than 3.4K damage. 4B will probably catch them off guard once in a while, it's not completely bad, and yes it has low crush, but so does 2147D and for less risk, so I'll stick with that one. On the matter of 236A/B/C, I never said they should be thrown out randomly, but in a blockstring B is totally safe, C can be punished on IB but granted it's a hard move to IB, and A is not the safest thing to throw out, but mixing it up from time to time with a throw or 2/3C is nice. I don't know about punishing with 4B, sometimes even if the first attack hits the second can be blocked, I'm not sure how or why since I barely use it, but I think punishing with CH 2C will lead to better damage, it does need some checking out though.
  11. Not to question your personal experience but I wrote those numbers down moments after performing those combos (while getting 8 hits from every C attack), so It's pretty legit. Why is it low reward? you said it yourself, guessing is the key word here. A guessing game that in one way leads me to a 3K combo, second way to a really painful punish on block, and third way to trade half my meter for safety. On the other hand, I can get my damage from solid pressure and safe mix-ups (blockstrings into 2C > 2147D/~C, 3C, 236B/C, throws etc.) and if I manage to get in, that half meter could greatly assist me in getting to the corner and engaging the corner loop for a ton of damage. Way more practical than hoping my opponent will get hit by the slow and easy to spot 4B, don't you think?
  12. 4B > 2C > j.C > j.2C > dj.C > j.2C > j.214D - 2835 Damage CH 4B > Dash Cross Over > 2DD > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D - 3421 Damage The second combo is possible from non CH 4B but it's very spacing specific. Anyway I'd rather use other things over 4B, it's very high risk and for 3400 damage (and that's moslty on CH) it's also a pretty low reward. The meter it will cost me to RC it on block could be better used.
  13. 4B is MEH. 2147D is great, especially in mix-ups, 2147D~C is godlike for mix-ups. Don't know about the "pretty good damage" part though, non-CH 4B is followed by C moves that do lame ass damage in CS (on CH you have a nicer combo) and 2147D requires meter if you want to combo after it. Overall she kinda sucks in the overhead department, but she has other tools.
  14. We should all listen to each other since we're a community And I didn't see THEM write down the whole combo thread *j/k*
  15. Well I said that from my personal experience and I can pretty much tell you that since I discovered the holy wonders of CH 2C and 5000-6000 Damage combos from any situation the 5.5-4.5 match-up has gone waaay up in my favor. IIRC Bang-Lambda is 6.5-3.5 and I do remember it's his most extreme advantage out them all, so I guess the rest are about 6-4 or 5.5-4.5. Anyway the game IS pretty balanced aside from some specific match-ups, and that's pretty good for a second revision. Take in mind GG had like a million until it got it right so I think we are going in the right direction.
  16. Match-up table says she's +0.75. But that aside, she's not high-mid because of Taokaka (she keeps her advantage from CT, not to mention more damaging combos) and Carl (getting out of Nirvana pressure is HARD, especially when your normals suck).
  17. 2C was Nu's "Panic Move", chances are that no matter where you pull it will be as simple as 2C = win. And calling Nu fair... Being one of the 3 gods automatically denounces that, even if you look at it from the point of only those three, she rapes Arakune's ass and has an even match (IIRC) with Rachel. Her only bad match-up was with Taokaka, and that was only 0.5 to her favor. Lambda's okay though, she's as mid-tier as it gets and her only horrible match-up is with Bang (sweet sweet irony :P).
  18. No...that just means they're bad players. And missing half the tools? Nu's entire game plan DOES revolve around C and D, do you have any good reason to use anything else when those two are so amazingly good? It's almost a year since CT is out and people still won't admit she's a two-button broken character? I'm saying that as a Nu player, she's ass broken along with Rachel and Arakune. Well yeah, you just kinda described what a poke is. And I didn't say it should be used on opponents during wake up, she has better things to do.
  19. Bad? 2C is BY FAAAAR Nu's best move, as a poke, as an anti-air, as everything. It's arguably one of the best moves in CT. Not only does it have mad priority (it beats most jump-ins in the game and clashes with the rest) but on counter hit it leads to ridiculous combos ranging from 5K to 7K meterless! How could you in any kind of way call it bad, is beyond me
  20. I think the conversion we had at the Nu discussion is better suited here, so:
  21. oops, wrong thread
  22. a-cho tournament 30.1.2010 part 1 part 2 part 3 part 4 part 5 part 6
  23. Lambda can't play 100% zoning like Nu did, since taking jump cancel out of some move is like cutting her legs off, so a bit of melee is necessary. Her problem always was bad priority on normals (Nu could poke all day with her godlike 2C, which is shit now), rushing down someone randomly without putting him in some kind of blockstun first is a bad idea. Luckily Lambda has her new safe-on-block moves that also gets her really close to the opponent, so some melee pressure could be applied. I play against Bang A LOT and believe me she doesn't have even one single move with better priority than his, so the only way to beat this now S-tier guy is pure zoning. As long as you can put a character in CS under sword pressure, and Lambda while having a really harder time still can, you should be alright most of the time.
  24. Okay, so you'll drop the first 10-30-50-70-100 times, and then you won't, you do realize Nu has 6000+ damage meterless combos while your'e barely scratching 4K with meter? Do you have anything to lose by trying? Worried about reputation? YouTube reputation no less? If someone has something to say make him prove it by playing you. Yeah that's awesome. ...that you mess up your own Not to underrate the player, but you do realize that going by match-ups alone that's one of the worst in the game? It's so ridiculously one sided that even when you mess up (and by those four specific vids, you did) you should still have very little problem. Now think about that when you learn her real combos and stop messing up.. Well then your'e playing the character wrong. Not that it's so bad considering she's ass broken but if you want to play Lambda in CS you'll have to take in mind that she's a zoning character.
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