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Overheat

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Everything posted by Overheat

  1. Overheat

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

    Considering that a ground follow-up might not even exist, an air follow-up is out of the question for now.
  2. Overheat

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

    It was tested that OD Calamity had a damage of 3368, which suggests it was being used (tested) as a ground DD reversal. I'd find it a bit strange if they had tested it in the air instead, or air only, without having mentioned that. If it did 3368 damage, it's very safe to assume that it has a P1 of 70, P2 of 92 per hit, and 1500 damage per hit as listed in the proration table. In the air, per hit, the minimum damage is 375 (25% of 1500), which effectively makes it have a minimum damage of 1500, as listed. I haven't seen the ground one connect in a match yet, but I have seen the air version used, and it indeed does have a minimum damage of 1500. I just think it's doubtful for the 3368 damage value having come from a raw air OD DD, without mentioning it was in the air (unless they were the same). The only things I can think of that could possibly be different are start-up, invincibility (if any), and (potentially) minimum damage (although I doubt it). Because the damage values are the same, I'm thinking CS1 is a good comparison (different start-up, no invincibility on air version).
  3. Overheat

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

    I'm pretty sure that they're the same. The air version probably isn't a reversal (like always), though.
  4. Overheat

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

    It's quite confusing... That's actually S, not Kaqn. I thought Kaqn played Nu too, but I took a look at his player card and confirmed that he doesn't play Nu at all. S is just part of Kaqn's group or team.
  5. Overheat

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

    (midscreen) (Dia) Throw > 6DD > 22A > 2DD > 214D > Dashing 5C > 2C > 623C only does 2800. I think it could be improved by maybe doing something like X > 214D > 22A > 236D~C > 6A > 5C > 2C > 623C On the topic of Crescent cancels, no feint for Crescent in Lambda/Luna mode hurts her neutral game a lot IMO. If you make the opponent block a j.2DD, you're already in a dangerous position. 22A form changes in blockstrings are surprisingly quite safe. If the opponent tries to mash out, it's possible that a 2A or a Throw can beat out almost every option the opponent does (not too close to the opponent, though, of course). From a bit further away, it's even more safe. No, I don't think Yoshiki has quit. I think we'll get to see him eventually (hopefully).
  6. Overheat

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

    Unfortunately not. Protos is like a mix between Yoshiki and Tsukasa. He can do pretty execution-heavy combo's at times, but he also can play very safe. He was probably the best Lambda in CSE, and he's arguably the best Nu right now as well. Tsukasa is the Nu to learn things from, though, IMO.
  7. Overheat

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

    My bad. That's actually Gentarou/Purotosu/Protos, incidentally
  8. Overheat

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

    Yeah, I've seen that connect. I can't remember where I saw it, though. Around what time does Tsukasa show up in the videos?
  9. Overheat

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

    I think it's more that it's a new game. I expect the numbers to go down a little bit with time. Another reason might be because I generally only posted videos of good Lambda's, or of matches where new things were being done. With a new game, there's a lot more new things being learned as people discover new things. I'd imagine 22A wouldn't be that hard on pad. I'm sure there are some Aigis pad players here who could tell you more about it. I think the game will be released on consoles in April at the earliest, so there's still a lot of time before we'll be able to test things out ourselves.
  10. Overheat

    [CSE] Lambda Simple Questions And Answers Thread

    If the other guy is crouching, and you get a 4B[#2 only] or a 4B[2] in there, then yes, 2DD is always possible as a follow-up. Remember, you can walk back a bit before doing 2DD. X > 236B > RC > 5C > *6C > 236D > 214D~C > 236C > Y - 4B is usually the best follow-up. However, it's probably the most difficult to land after 236C in the corner, depending on the height of the opponent after 236C. - I don't recommend using 2C at all. I think the risk factor of dropping the combo by using 2C is potentially too high. Using 6A gets a similar result, and it's much easier. - 6A is probably the easiest follow-up IMO. It allows you to combo into 6A > air ender very easily, so I recommend it if you're going for the KO with the DD ender. - 5C is usually if you want to combo into 5C > 6C > 236C again, then do a Dashing 3C or Dashing TK feint as a mix-up after. - 3C is when you want to put your opponent in a knockdown situation, where they'll be forced to deal with a mix-up. I recommend doing a 3C after doing two 236C's.
  11. Overheat

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

    I'm guessing not..? Hopefully one of these is close enough. 1-6. 7-16
  12. Overheat

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

    In the video thread, I often annotate any notable combo's that happen during a match, including the ones you saw in this video.
  13. Overheat

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

    I don't think it's a DP. I've never seen it used to get out of pressure. I think it's a risky AA at best, and a combo tool at worst. 5C might be the best punish, but it's not as fast... I sadly don't think TK > 5C connects anymore. The untech time on (Luna) TK's seems nerfed. 214A > CT doesn't seem to work. If it did, then we could definitely do 5C from 214A, which I haven't seen yet. CT > 236C works in the corner.
  14. Overheat

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

    Maybe 4B > TK > 6B > 5C > 6C > CT > 236D > 236C > (5C) > 214A > 6A > 5C > 2C > 623C > 3C? Not a safe guess, since it assumes 6C > CT connects... It could also partly just be something simple like adding in 2C's where all the 6A's are, if that connects. The challenge is getting CT and Gravity in there as early as possible. 236C is important as well, but not nearly as helpful for damage as those two. Rio is one of the combo innovators when it comes to Lambda/Nu, so I wouldn't put it past him to improve a combo by that much.
  15. Overheat

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

    No idea, but I assume it only requires spending 25 Heat. I think he would've mentioned if it was in OD. The real problem with that combo is 2DD connecting the CT. Besides 2D, is it possible to combo into a CT? It's possible that there are other ways to connect into a CT, like with 6C, I'm guessing. There might be better options than 214D there. I was hoping that 236B > 22A > 5C connected under (Luna) 236D, but even if it does work, it might be character-specific. It's probably possible to do a 2C instead, there.
  16. Overheat

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

    The proration is already kinda low as is... Assuming adding all those 5C and 2C still allow the combo to work, I think it could improve damage by ~500, not to mention the extra Heat you'd be getting. However, I think they almost completely changed the combo system, so I really can't say for sure. I think that this combo in general could be improved quite a bit, but I can't be 100% sure exactly what the best way to improve it would be right now... According to Rio (I think), Nu can get 6K from 4B in the corner, and ~7500 from 6B (presumably in the corner).
  17. Overheat

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

    In regards to her OD Drive, are you referring to proration? If so, then yes, that appears to be the case. I don't think anyone really knows the specifics about CP Nu's Act Parser. I highly doubt that it's exactly the same as it was in CT, though. Until the frame data comes out, we'll never really know enough about Nu. All we can do is cross-reference from things that we already know (generalizations, not specifics).
  18. Overheat

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

    I'm not sure. There aren't that many ambitious Nu's out there right now. Considering her increase in combo difficulty as well, it's possible that it's just too hard, or maybe not even possible. She's still relatively new, so I'm sure there are many combo routes that haven't been discovered yet.
  19. Overheat

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

    If I'm not mistaken, it looks like the untech time on her air Drives have been decreased a bit. Another more simple explanation could be that the Nu wasn't used to the decrease in Drive's hitstop.
  20. Overheat

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

    Yeah, it's Tsukasa. He's also known as Minaru nowadays.
  21. Overheat

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

    It seems like Tsukasa will be working on some Throw combo's, so I hope he gets a chance to post them in the upcoming days. Apparently proration only applies once for Drive in OD, so something like 6D would prorate at 89%, and 6(D)D would apply at 94%, despite the 4 hits total. This is a lot better than proration applying twice, of course. If proration only applies once, then the damage values of Drive in OD are (360*2) and (240*2).
  22. Overheat

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

    I like it. It does look easier to sort through this way. But I don't particularly mind either way. Information is still information, even if it's not formatted as well. Still, I appreciate the effort, of course.
  23. Overheat

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

    (Dia) 236D doesn't cause knockdown, so they can air tech and punish 22A > (Luna) 236D, due to its long start-up. Considering that 236D causes quite a bit of blowback, it might just be better to stay in Dia and do 214D, or apply pressure to push the opponent into the corner.
  24. Overheat

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

    22A. I suggest looking here to familiarize yourself with some general changes, as well as some general things that we know so far.
  25. Overheat

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

    Supra (623C) is a new special. I think it's better (safer) to stay in Dia in neutral, and hitconfirm into Luna. Most of the Nu players that I've seen like to switch back to Dia as soon as possible, since Dia form's got a lot more zoning potential.
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