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Overheat

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Everything posted by Overheat

  1. Overheat

    [CP](Pre-Release) ν-13 Gameplay Discussion

    It's a fair trade for losing the first hit (although I'd prefer if it was the same as CS2). A bit late, but the mook's out, so hopefully some frame data will be out in the next few weeks or month. Apparently Nu's has a few errors, but I'm not quite sure how major the mistakes are at this point.
  2. Overheat

    [CP](Pre-Release) ν-13 Gameplay Discussion

    I may have more questions, so I'll ask you guys later. Some changes I wasn't sure about: All the other minor changes, like 214A/B/C maybe having less throw invulnerability, will be edited in once the frame data's out. This wouldn't be a change, but does anyone know if CT's have SMP? I wouldn't be surprised if they did.
  3. Overheat

    [CP](Pre-Release) ν-13 Gameplay Discussion

    I decided that I'll be making a new thread, instead of a single long post. I made a similar thread for CS2-CSE, so I decided I might as well make another for CSE-CP. If it's not done later tonight, then I hope to finish it sometime tomorrow.
  4. Overheat

    [CS2/CSE] Lambda Critique And Self-Improvement Thread

    Nothing really different from before, IMO. I think you should work on a few things from the tips above, then get recorded in a few weeks if you wish to ask how to further improve your Lambda. You must've noticed, but you were cornered very quickly in the first round. It's not usually a huge problem, but it can be if you don't know how to escape. You did 6DD > 236C twice as a blockstring in the first match and it didn't work. You also did a few 236C's by itself. Last round you were mashing a lot. Your combo choices midscreen could be improved upon greatly. Your hitconfirms could be improved as a bit well.
  5. Overheat

    [CP](Pre-Release) ν-13 Gameplay Discussion

    I can post a comprehensive list of her changes later today. Also, the first post's link to the combo thread is broken.
  6. Overheat

    [CS2/CSE] Lambda Critique And Self-Improvement Thread

    In neutral, you should be half a screen away or greater. I think it's less about what you do (as long as what you're doing is relatively safe), and more about being in a safe position. If you're in a good position, you'll have enough time to react to what the opponent does, and still be in a safe position to whiff a Drive. - After an IAD, I think j.2D is usually the best option. If you do an IAD back, j.D and j.2D both work. - It doesn't really matter what you do after 214D~C as long as you get yourself better positioning. You can do 6D/2D to force them to block 214D~C, do 236D~C to get them to block more, run with Spike Chaser to get farther away from the corner, attempt a mix-up, etc. - I don't recommend 214D~C after 236B. 236D(~C) is too slow here as well. 6D is probably the best option. 214D's alright. - 5DD > 236A/236B, depending on if it's blocked or not. 214D sometimes isn't as strong as 236A or 236B in this situation. If the opponent's in the air, you can also do 5DD > 236C, of course. If you keep on getting hit when using 6A as an AA, then you're probably doing 6A too late. You could try blocking or using one of Lambda's different AA's. If he's crossing you up, you could also try backdashing out of it. Best round starters, IMO: jump and block (doesn't matter where you jump. Usually back, though) IAD back crouch and block 3C A lot of this isn't that complicated. I have confidence that you already knew some of these things (like round starters and what to do after IAD's). Still, I think it'd be best to focus on only a few things right now.
  7. Overheat

    [CS2/CSE] Lambda Critique And Self-Improvement Thread

    This is one of Lambda's toughest match-ups. * indicate points I recommend focusing on. The general tips at the bottom are also very important. Gameplay Combo's In the first round of the second set, you ended up having to block a lot. I think if you had IB'ed more, the Bang would have started to stagger his strings and bait mashing, or back off a bit. If you had Barrier blocked, or Barrier IB'ed, you could have gotten some more breathing room. Learning to IB consistently is a critical skill for a high-level player. I don't think it'd be a bad idea to use Gold Bursts (on wake-up as well) more often. I think it could have helped you when you were in the corner, for example. It'd also hopefully make the Bang respect your wake-up options a little more. The reversal of momentum, IMO, could have helped you potentially win some rounds. I think your combo choices could be stronger. It'd help with damage and Heat, which would be useful for CA's against a pressure-heavy character like Bang. In general, I think you were either getting CH'ed a lot, or ended up having to eat a lot of mix-up. Bang's not a character that Lambda can effectively challenge up close (not that she can challenge many characters up close to begin with...), so I don't recommend mashing out of pressure too much.
  8. Overheat

    [CS2/CSE] Lambda Critique And Self-Improvement Thread

    Lambda mirror - 4D, especially just by itself, is not very good to use in a mirror. It's not very good in most match-ups, actually. - (corner) X > 5C > 6C > 236C works at surprisingly low proration. In general, as long as you haven't used 236C twice in the combo (yet), it will usually work. - If you use 2 236C's in a combo, you should give up on getting a proper air ender (from X > 236C > Dashing 6A/4B). Instead, if you use 236C twice in a corner combo, you can just TK 632146D after the last 236C. Or you can not do the last 236C and just do anything > air DD ender - When an opponent is blocking 236236D, I recommend just sticking with 236D. One problem with 214D~C is that it's too slow, and the opponent can usually jump to avoid it. Hakumen - You dropped the air ender quite a few times in these matches. - I think X > 2DD > (j.C) > j.2C > 2DD is a more worthwhile combo route to learn than X > j.DD > dj.2DD > dj.214D~C > dj.2C > 2DD, but it's not that important. - In general, I don't think it's wise to do 236C after a blocked Drive. 236B and 236A are alright once in a while, but I think you used 236B too much in your blockstrings. - If you're going to use X > TK > RC > j.66 > j.2C > 2DD, I would recommend doing 214A after. It leads to a better combo with better Heat Gain, and greater corner carry. - Related to the point above. I think you could benefit from using Gravity more in your combo's. - Your blockstring of 2A > 5B > 6A > 2B > 4B[#2 only] didn't work the two times you tried it. Autopiloting strings doesn't work all the time, since the opponent can be getting hit, IB'ing, using Barrier, etc. Hazama - I don't recommend X > 2DD > 6C > (delay) 236D~C, since it isn't that hard to avoid. - 5C is not very good to use as a tech-punish. Since he had 50 Heat, he should've neutral teched and gotten ready to Jayoku or CA. Ideally, reaction 2B to rolls is what I'd suggest, but it is online... - When you can go for a guaranteed KO combo, you should do it. In the first round against the Hazama, you did X > 236B > (Dashing) 6B. You could've gone for something really easy like X > 236B > RC > 5C > 6C > 236C. Not really a glaring error, but just keep it in mind. Other than all that, I would recommend playing against stronger players and just tightening up your execution a little bit.
  9. Overheat

    [CP](Pre-Release) ν-13 Gameplay Discussion

    For the first post, I noticed that 623C is not listed as having SMP. Act Parser Zwei is listed as Act Perser instead. Protos is currently by far the highest ranked Nu at 18th Dan, 4 Dans above the next highest ranked Nu's. At least for the time being, it seems like Yuuki is playing Hazama. I hope that changes. I also have no idea if HAL really is the "you." from the Nu rankings, although I think it's a safe bet. Updated Proration Table. It should be quite accurate. If you notice any mistakes, please let me know. Changes: 5C P1 96 > 100 5C P2 92 (once) > 89 (once) OD Drive damage and P2 89 > 89 (once) OD Drive follow-up damage and P2 94 > 94 (once) OD (Dia) 214D OD (Luna) 214D minimum damage for OD 236236D noted that CT ignores CCR Thank you to yattyaruzei and hakimiru. I don't remember anyone mentioning it in the Nu forums, but Nu's CT ignores CCR (as well). I managed to confirm it a few weeks ago as well. I'm still a bit unsure of (Dia) 5B having 85 P2 and (Luna) 5B having 86 P2, so it deserves a mention. This seems to say that Drive follow-ups are not possible on block in Luna mode. As hakimiru has mentioned before, (Dia) 623C has some head attribute invincibility. I never knew or noticed this, but I think this says that (Dia) 623C and (Luna) 623C launch the opponent in different trajectories. I'm not sure about untech time, but I can't recall many combo's where (Dia) 623C is used instead of (Luna) 623C. Something about 5C's untech time. I guess the last hit of 5C has more untech time than the others? I'm not really sure. I believe this is from a Ragna thread in the JBBS. It was posted in the Nu wiki, and I can't really understand it, but it seems pretty interesting. I'm pretty sure it's about Heat Gain. Current top players, IMO (with links to their statistics): Protos (Gentarou) Yoshiki (Nao-san Aishiteru) Tsukasa (Hagashi) Aruba (Gomikuzu) Naga Kyon Additional resources (if you can read a bit of Japanese): JBBS Wiki Proration table With all of this out of the way, it should be easier for me to finish up the combo thread.
  10. Overheat

    [CP](Pre-Release) ν-13 Gameplay Discussion

    Almost done the updated damage/proration table and the post on calculating damage/proration. There are a lot of interesting updates that I'll note when I post it all. That'd be nice, but I think it'd be good to memorize at least a bit of proration/damage data. I think the only tricky part would be things like 623C or 6C (where proration only applies once). If we're aiming for more accuracy, then we'd also have to deal with truncation, minimum damage, repeat move proration (if it exists), etc. I assume we're talking about Nu, so unless there's a good quality video out there that shows a combo with SMP, we won't really know if there is repeat proration for (some of) Nu('s moves). Unless it's universal that there's no repeat proration penalty at all, or that the proration penalty value is universal. I would consider looking into all of the missing information (damage, minimum damage, proration, repeat proration) for Nu, if anyone could promise to program such a calculator. It's basically the same as CS1/2. If you can use 5C in the combo, you should. It's not usually necessary for the combo to work, though.
  11. Overheat

    [CP](Pre-Release) ν-13 Gameplay Discussion

    Would any of you be interested in learning how to calculate combo damage? I can put a section in the combo thread reserved for it, but it's not very useful for most players. I already have most of it written out, but I don't want to waste a lot of space on a subject most don't care about. Here's an example of something I would show, although this is a bit more advanced. The only difference in the combo thread is that I'd be explaining it in much more detail, with some easier examples. Collapsed: Calculating OD 236236D's minimum damage: Calculated using HAL's OD combo's. (110*20%)*37 = 814 (initial guess) 1*.89*1*.94*.99*.89^5*.89*.94*.92*.89*.8*.75 *.7 Before 236236D = 6003 + 199.59 (1*.89*1*.94*.99*.89^5*.89*.94*.92*.89*.8*.75*.7*1500) + 187.61 (1*.89*1*.94*.99*.89^5*.89*.94*.92*.89*.8*.75*.94*.7*1500) After 236236D = 8554-1500 = 7054 7054 - 6003 - 199 - 187 = 665 Since 199.59 and 187.61 have relatively high decimal values, we'll round down 199.59 to something like 198.93 and truncate the decimal to make it 198. This would make the damage dealt by OD 236236D in the combo to be 666. Too hard to calculate for OD. I'm going to guess ~16.5% minimum damage, so 18.15 minimum per hit. 18 x 37 = 666. The actual fraction is 9/55. The only way I can think of this being wrong is if there's some change in damage from using 236C multiple times. If that's true, then I'll have to mess around to find out the repeat damage penalty. At least with 666 minimum, I can test if it matches up. Before 236236D = 4996 ***+ 133.22 (1*.89*.89*.89*.99*.89^6*.89*.89*.94*.92*.89*.8*.75*.7*1500) + 125.23 (1*.89*.89*.89*.99*.89^6*.89*.89*.94*.92*.89*.8*.75*.94*.7*1500)***Mistake + 149.69 (1*.89*.89*.89*.99*.89^6*.89*.94*.92*.89*.8*.75*.7*1500) +140.70 (1*.89*.89*.89*.99*.89^6*.89*.94*.92*.89*.8*.75*.7*.94*1500) After 236236D = 7415-1500 = 5915 5915 - 4996 - 133 - 125 = 661 If the 6 is a 5, then it'd be 662 instead. If the damage by both 236C's were 132 and 124, then it'd be 664. Any small change in proration affects 236C a lot, because of its base 1500 damage. We can attribute the missing 2 damage to that. In any case, this is just a theory. 50 to 87+2 to 89+4 = 93 91 hits at the end of the combo. 666 - 36 = 630 This goes without saying, but I'll mention it as well. In order for me to calculate the minimum damage for OD 236236D, I had to use a combo that brought down proration a fair bit. OD 236236D combo's are also rare, so I ended up using the 2 OD combo's by HAL. I'm also working on an updated proration table that I should be able to post up soon. I'll update it if any changes are noted, as well.
  12. Overheat

    [CSE] Lambda Simple Questions And Answers Thread

    2C is for beating slower, special types of mashing (like Litchi's 4D[m] and Noel's 2D), and jumpers (assuming they don't Barrier block). It used to be a stronger starter in CS2. I recommend 2B over 2A. You could also do a Throw after, or some sort of Throw set-up (2B > Throw, 2A > Throw, (2A) > 214A, etc.). Do whatever you want, but I recommend just sticking with 2B. You could do a lone 2B, since it's safe on block, and bait a DP or continue pressure. Or, if the character doesn't have a reliable way out of pressure (like Lambda), you could do a delayed 6B (or 2C/Throw/3C if you want, although I think it's better to stick with 6B) to beat mashing and still have a jump cancel option. 6B is much like 2C in this case, but faster and it has better gatlings after. It wouldn't be a bad idea to do nothing, either. If you can react fast enough to a roll and punish with 2B, for example, it's a decent option. It'll also let you do 4B[#2 only] on the opponent's wake-up. Also, for opponents used to cross-unders after an Air Throw, you could try doing a fake cross-under with 2B to potentially disorient them.
  13. Overheat

    [CP](Pre-Release) ν-13 Gameplay Discussion

    It's a great rank, but it's not absolutely exceptional. We have to remember that Nu isn't as strong/solid as some of the other characters, and that she was released later. Where a player plays also has to do with it, which is why someone like Naga can win a large % of his matches, and be at a deceivingly high Dan. It's not only Naga, though. I think quite a few of the top ranked Nu players are like that. It can't be helped, of course. He's the #1 Ranked Nu right now. IMO, that's more important than him being at 15th Dan. Ignoring the fact that rank doesn't necessarily indicate skill, it's still a good rough guideline. According to this post, Konan, one of the top Tsubaki players (and arguably the best) had been at 15th Dan, then dropped to 12th, and then to 9th. Considering that Yoshiki and Tsukasa have been at the top since CS2 (arguably CS1 as well), that Naga's also been around the top since CS2, and that Protos has been the best Lambda/Nu since CS2, I don't think ranking is that important. So although it's a nice coincidence that Protos (considered the best Lambda/Nu by pretty much all Japanese Lambda's/Nu's) is the #1 Ranked Nu, his rank doesn't really matter since we think he's good, or think he's the best Nu. It's fun to keep track of it and discuss, though, which is why I bring it up occasionally.
  14. Overheat

    [CP](Pre-Release) ν-13 Gameplay Discussion

    Relatively low. Here's the ranking by Dan for all characters.
  15. Overheat

    [CP](Pre-Release) ν-13 Gameplay Discussion

    As toanenadiz suggested, posting in the PSN Match Finder will probably get more views (and thus more potential players with good connections). It's not that bad playing against random people online, but if you want a variety of characters to play against from Dustloop, that's a good place to go. I suggest posting on there ~30 minutes before you're able to play, or a similar time like that, so you don't have to wait a while. If I'm not mistaken, Ryuujinx is a fellow Lambda main who plays in Texas. I'm not sure if he has CSE for the PS3, though... It wouldn't hurt to PM him and arrange for some online matches, or any other of the Lambda players that can play online on the PS3. - - - - - On another note, I've 99% confirmed that (Luna) 6D does not have a Drive follow-up on block. I'll be working on a Combo System and Combo Theory section in the combo thread, where I'll try to explain how the new combo system works. The theory section will be about how to optimize a combo. Tsukasa also was trying a new set-up the last time I saw him play, where he'd have the opponent under 236D and he'd run up and switch between Barrier blocking high and low before attempting a mix-up. It's similar to a corner set-up I've used in CS2, but I still find it bizarre that he's using that set-up. I don't think it's that good. I think his old set-up, where he'd crouch after something like 3C > 236D then dash and attempt a mix-up, is better. For rankings, Protos is still first at 15th Dan, followed by Naga, Yoshiki, and Kyon at 14th Dan. 13th Dan is currently empty, with the next highest ranked Nu being HAL at 12th Dan. Tsukasa is ranked 15th at 10th Dan, and Yuuki's still at 9th Dan as the 20th highest ranked Nu. Also, I suggest removing the multiple names for the Japanese players in the first post. The English names are fine, and I mention who they are in the video thread anyway. Besides that, a lot of them change their names. I find it humorous that Tsukasa is known by so many names (and referred to those names too, which can confuse viewers). As an example, Naga (or Naaga) changed his name to 狛枝ナガ斗, and Tsukasa is currently はがたん (Hagatan). I haven't heard Yoshiki referred to as Nao-san in a long time, and Tsukasa changes his name too much, so they all don't stick for long (except Tsukasa).
  16. Overheat

    [CSE] Lambda Simple Questions And Answers Thread

    3C > 214D is alright. I think a plain 3C is better, though. The "Yoshiki set-up" doesn't really do anything (besides mind games). You might as well just dash out and Barrier block for a little while, or do a Throw whiff, etc.
  17. Overheat

    [CSE] Lambda Simple Questions And Answers Thread

    Playing more and playing online against other players will accelerate your learning. Going to an offline meet-up would be even better. But I suggest you stick to online for a little bit. Online can be quite fun.
  18. Overheat

    [CSE] Lambda Simple Questions And Answers Thread

    It's hard to just give a number for how much BnB's she has, since she could have many or a few, depending on how you count. Pretty much all of Lambda's combo's end in her air ender, I'm sure you know. You have to be able to do that. You can replace the last move, dj.214D, with dj.632146D for an extra 1040 guaranteed minimum damage at the cost of 50 Heat. Here's a good example of a BnB: (midscreen) X > 236B > RC > 5DD > 236C > Dashing 5C[8] > 2C > air ender (corner) X > 236B > RC > 5C[8] > 6C > 236D > 214D~C > 236C > Dashing 5C[8] > 6C > 236C > Dashing 3C X could be 5DD, or 2B > 6B > 5C > 3C, or many other things. Learn combo's that you are comfortable with from common starters (Throw, Air Throw > RC, X > 236B, 3C > 214A, anti-air CH 6A, to name a few more common ones) with midscreen and corner variations (and midscreen to corner if you can). I can list some for you to practice if you're really lost, but I think you should be able to pick out a few from the combo thread that you like. What do you play on? What type of controller do you use? Who can you play or practice against? (My bad, I'll just assume you play on a PS3, can play online, and use the PS3 pad.)
  19. Overheat

    [CP](Pre-Release) ν-13 Gameplay Discussion

    The link to Nu's calculated proration is incorrect. Alternatively, here's hakimiru's proration table. It's not missing much. I don't think it would be a bad idea to have a link to the Nu Rankings in the first post, for those that are curious. I don't think she was saying that Naga was better than Tsukasa. I think that you're right, though. Naga can't really touch Tsukasa in terms of skill. Although he's my favourite Nu/Lambda player, Tsukasa is definitely not the best. He's the best at what he does, and he's perhaps the most exciting to watch for many, but he's not the Nu to bet on to win a tournament. That would go to Protos, then Yoshiki. I think quite a few of his losses are caused by attempts at combo's that are essentially optimal combo video material. That's also something that he's got going for him. No one can do what he does. His level of execution is basically unmatched. It's not an exaggeration to say that we learn about links we never knew existed because of him. Relatively speaking, Yoshiki is more of a zoner than Tsukasa, and he plays very safe and fundamentally. Protos is like Yoshiki, but better. His hitconfirms are better, and his combo's are stronger. He doesn't do Tsukasa-level difficulty combo's, but what he does is still (occasionally) pretty darn hard. Protos, Yoshiki, and Tsukasa are all exceptional players. I think that HAL, Yuuki, and Naga are at least a level below them. I'm not 100% sure about her other Drive moves, but I'm fairly certain that (in Luna) the Drive follow-up for j.2D, like 5D, can only be done on hit. I think it's safe to assume that this property applies to all of Nu's Drive in Luna mode. It'd be great if someone could confirm or correct me on this.
  20. Thanks for updating it. I wouldn't worry too much about the potentially missing videos. It'd just mostly be stuff from a-cho or nicovideo, and not everyone likes to go to the trouble of watching things on there. As far as I know, there aren't very strong Nu's in a-cho videos now.

  21. Overheat

    [CSE] Lambda Simple Questions And Answers Thread

    I wouldn't worry about 4B[#2 only] distance too much right now. If anything, just get used to doing Dashing 4B[#2 only]. For example, you're at fullscreen, or 3/4 of a screen away from the opponent, and do a Dashing 4B. If by Gravity stuff, you mean something like (midscreen) X > 214A > 2DD > TK > Dashing 6A > 6C > 236C, then yes. That's something you should get used to doing. It's still somewhat relevant in the next game. That should be good enough for now, IMO. Just focus on basic combo's (BnB's), and maybe a few more intermediate combo's, and get the feel of her moves and spacing. I recommend going online to play some matches, or you could go to an offline meet-up if there's one nearby where you live. It's hard to learn everything at once, so just give it some time.
  22. Did you manage to completely update the Nu video thread? There was quite a gap from when HexaNoid last updated it.

  23. Overheat

    [CP](Pre-Release) ν-13 Gameplay Discussion

    Oops. Actually, if I'm not mistaken, all her Drive moves don't have follow-ups on block in Luna mode. Someone can correct me if I'm wrong, but from what I remember, j.2D (and maybe 6D and 2D, can't remember for 4D and j.D) is the same as 5D.
  24. Overheat

    [CP](Pre-Release) ν-13 Gameplay Discussion

    I only took a quick look, so I might've missed somethign. Might want to add her CT. Also, Luna 5D does have her 5DD follow-up, but not on block.
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