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Posted

As a general note, I feel every move has more untechable time in CS2. If not every move then there were quite a lot of moves where the untech time got increased. Also j.2c can be made safe with 236a I think........

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Posted

If it can be made safe, it would have to be because of the 236A buffs (hurray if it's true). In CS1 that makes the situation more confusing and awkward than actually safe.

Posted

Here are two option selects (OS) I wanted to share in case people don't know. I tested this in cs1 and I'm pretty sure it'll work in cs2.

Tager: As you know, players love to use his 6a in cs2 with his super armor. I see that a lot on oki and just getting in on his opponents. One way to go about this is to block his 6a then input 623B+C. You can option select this because tager HAS to do something after his 6a whenever he uses it since it is not jump cancellable. Here are the possible situations and outcomes after tager's 6a.

1. tager cancels into a purple command throw, and you immediately tech the throw.

2. tager tries to go for a tick grab/frame trap, and you dp him.

3. tager does a true blockstring in which case you just end up blocking it.

Tager's only way to avoid this OS is to 6a rc.

Carl: Usually carl players will like to do xx 5b iad j.2c allecan into doll combo into more pressure into a reset. You can OS carl when he does the iad j.2c since he can choose to cross you up or not. In this case, when you know he's going for this, you can do 421A+B+C. Here's what will happen if done correctly:

1. Carl crosses you up. He gets DP'd.

2. Carl doesn't cross you up. You barrier block.

That's all I know of so far besides the corner OS with the roll tech.

Posted

Tager's 6a IS jump cancelable.

Side note Carl 421ABC OS will also break throws on wakeup if they come from the front.

Posted

Interesting, didn't know that.

Oh, 623ABC works just as well if you want to block on crossup, throw escape and DP on non crossup, though remembering to stick the corner can be a little odd.

Posted

Cor, there are a few problems with your flipping of the OS.

1)Given the options, would you rather OS for blocking between Carl and puppet-san or outside Carl and puppet-san?

2)Your DP will clash with the front part of Carls j2C alot making things awkward

3)Because it's a forward input you run the risk of getting a CA is you either aren't fully out of blockstun or try to buffer it.

Posted

If those OSs work because the moves have different priority etc. Shouldn't plinking also work in this game? Or am I like completely off.

Posted

OS's can work for a variety of reasons, in this case it'a due to the location of the opponent and/or button/command priority.

Yes, BB does read inputs the same way that SSF4 does, so it allows you to plink inputs. However, because of the nature of BB you can't really use it the same way as in SF4, and quite frankly you don't need to. (It does still have situational uses though.)

Posted

Yeah I know it isn't really useful seeing as everything pretty much just chains, but it's nice to know that it works anyway.

Posted

Well, if you do 4/1 A~B with correct timing it become an OS. If the 5/2A hits you will followup with a 5/2B, if it wiffs (for some reason) you will immediately barrier.

Posted (edited)
Cor, there are a few problems with your flipping of the OS.

1)Given the options, would you rather OS for blocking between Carl and puppet-san or outside Carl and puppet-san?

2)Your DP will clash with the front part of Carls j2C alot making things awkward

3)Because it's a forward input you run the risk of getting a CA is you either aren't fully out of blockstun or try to buffer it.

I was posting it as an OS option in general, I fight a lot of Bang so it's nice to have Vs. 2a crossunder. Less useful against Litchi Daisharin mixup, but that situation is rough regardless.

But to be honest I have no experience in the Carl matchup anyhow, no one in our scene or extended area plays him. Bit worried about the lack of matchup experience. :psyduck:

Edited by C0R
Posted

I just wanted to point out the thought process behind Aginors option-select and a general problem with any defensive OS involving 3/6/9 A+B.

Don't be to worried about carl. If you can run from the other faster characters you can run from carl. Just don't get caught. You get caught and that delicious 6.5-3.5 matchup flips around really fast.

Posted
I've been sifting through videos trying to come up with the optimal combos for situations. Is anybody sure what the best combos (CS2) off of a 214D hit and CH jC are in CS2? Also, has anybody seen a great guard crush combo, I thinks it's the same as the 214D followup, but I might not have seen otherwise.

Actually speaking of combo mechanics in cs2, there's something that's been bothering me.

Furu no Tsurugi 920→1020→1120→1520/90/95

6A 620/75/91

From what I can tell, these two moves combo into eachother in the corner relatively easily, both sharing large damage and amazing p2. With a strong 3c starter in the corner, wouldn't it be viable to go for five or six reps of just these two for massive damage? Or has there been an added pushback to SoD that dash buffering 6a can't compensate for? Maybe repeat proration

Posted

Hmm... good point. There could be repeat proration. I saw one Mu loop SoD in the corner several times but I don't remember the damage.

The biggest problem I see is you'd need Meter to RC the 3C starter, and you give up the mid-loop stien for oki, which is my guess why you don't see much of it

Posted

3c is special cancelable into SoD in cs2 right? So in the corner I don't think you'd need heat with the cornerbound.

Excited to break in the hyperbolic time chamber.

Posted

Naww, I still try to use 236d mid combo in cs1 thinking it'll work.

Note, we can still get huge damage of CH 3c right? Like Hazama can?

  • 2 weeks later...
Posted

Seems like in CS2, proration on Mu's 5c got A LOT better. Saw a 6.3k combo from a 5c CH when the opponent is airborne and close to the corner.

5c (CH) 5c 6c SoD 6b 5c 2c j.c j.2c j.5d 2b 5c 2c j.2c 3c SoD 632146c

Posted

Seems like in CS2, proration on Mu's 5c got A LOT better. Saw a 6.3k combo from a 5c CH when the opponent is airborne and close to the corner.

5c (CH) 5c 6c SoD 6b 5c 2c j.c j.2c j.5d 2b 5c 2c j.2c 3c SoD 632146c

  • 2 months later...
Posted

I was curious, since I use Mu a lot, how many of the combos from this really helpful video:

http://www.youtube.com/watch?v=CyyoX47NQk4

will still be relevant in CS2? I hope they are mostly preserved because after learning them I made all my friends eat their words after saying Mu-12 sucked!

Posted
I was curious, since I use Mu a lot, how many of the combos from this really helpful video:

http://www.youtube.com/watch?v=CyyoX47NQk4

will still be relevant in CS2? I hope they are mostly preserved because after learning them I made all my friends eat their words after saying Mu-12 sucked!

3c is techable but you can rapid it and virtually everything still works but i advised in situation where the corner is near, use SOD accordingly

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