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Posted
Talking bout you of course

I wasn't aware I was the weather.

But if that's the case.

I command for sunshine. Go away winter.

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Posted

It's okay. Ragna will never be anything other than Ragna tier.

It's like Job Security: The Fighting Game Character.

Posted

C0R save me, I need a new 214D corner combo :vbang:

At least you don't have to deal with snow and cold weather...unless I'm thinking about something else.

hahahaha.

ahahaha.

ah. oh man that was pretty funny, sorry.

can i tierwhore your character guys

Yes! Please do, I want to discuss Mu tech with someone else at EC majors. :D

Posted
C0R save me, I need a new 214D corner combo :vbang:

hahahaha.

ahahaha.

ah. oh man that was pretty funny, sorry.

Yes! Please do, I want to discuss Mu tech with someone else at EC majors. :D

Cookie aims to be silly and make people laugh. :sweatdrop:

Posted
It's okay. Ragna will never be anything other than Ragna tier.

It's like Job Security: The Fighting Game Character.

You know that is the perfect way to describe Ragna in a nutshell.

Posted

ragna's meter gain is better than cs1. 60 off OH for 4.5k? lol

Posted
In what game does CH ]d[ > ]d[ > ]d[ > 6a combo?

CSX.

It's going to be a beautiful life.

Are you talking charged lasers? I am saying its a lie because if an uncharged stein laser hits the opponent between 5c and 6c, the opponent will tech out forcing your 6c to whiff. Hm I wonder where I have seen this before!

Posted

New Faces make me happy.

Also, Lumin. Carnage Scissors is the worst distortion ever.

Yeah, I went there.

Posted
Are you talking charged lasers? I am saying its a lie because if an uncharged stein laser hits the opponent between 5c and 6c, the opponent will tech out forcing your 6c to whiff. Hm I wonder where I have seen this before!

they will RELIABLY combo into one another uncharged now

You're late chaining 6c then (unless you mean ]d[ is landing during 5c hitstop, in which case you just adjust it with another normal), I'm not sure if you noticed but the game is a lot faster now, and µ's moves have less hitstop, so you do her combos a lot faster.

Plus if you have an incoming stein you're going to be wanting to do 2c ]d[ :5c 6c for some extra damage, because the stein hit will remove the launch from 2c and allow 5c 6c to launch to the optimal height.

j.c untechable time was for sure increased, else the relaunch combo would not be possible at under 27% prorate.

d/j.d untechable time is either adjusted, or 6d, 4d and 2d all fire faster, else the new fatal combo or challenge #15 wouldn't work. They have never before combo'd into eachother at low prorations.

Here's what I'm talking about:

6c FC > 5d > 66~5c > 2c > :j.2c > 66~2c > 5c > SoD > 66~5c > 2c > j.c > j.2c > j.6d > 66~2b > 5c > 2c > j.2c > j.2d > 66~2b > 6a > j.c > j.2c > 2c > 5c> 632146d > 6d > 2d > j.2c > 2c > ]d[ > ]d[ > 632146c

The last two stein hits are spaced to hit 4 frames apart, 5d 4d would connect in cs2 but it still wouldn't be untechable enough for the super to land, even with the fatal property, and now it does.

Posted

During 5c hitstop. I know I wasn't late chaining 5c to 6c when I was playing.

Doing the combos feels the same. I actually think it is the hitconfirming aspect that makes it harder since there is less hitstop.

Well...I still need to test stuff once I actually get the game. It still has yet to arrive. :|

Posted
During 5c hitstop. I know I wasn't late chaining 5c to 6c when I was playing.

Doing the combos feels the same. I actually think it is the hitconfirming aspect that makes it harder since there is less hitstop.

Well...I still need to test stuff once I actually get the game. It still has yet to arrive. :|

If you do the combos at the same speed it still works just fine because her normals are so untechable, it's just that you CAN do them a lot faster. When I first was testing things I was actually dropping a lot of combos because I was doing all the links as fast as possible and the steins were firing too late.

Posted

Played the game a bit the other day against some friends. Mu is definitely really solid, but since some other characters got some buffs I can see why we're not considered top tier (yet). Something I think I noticed but couldn't confirm, does airthrow RC switch sides now on bang? maybe on arakune as well, since they were the only two characters that stayed the same side for the RC combo.

And ugh tager's charge sledge is kind of annoying, it's not that it catches me off guard or anything, but I can't seem to find a way to get a good punish when I see him charging it. Any ideas? All I'm doing is backing off and setting up for now, because anything else I tried felt really risky when I shouldn't be the one taking a risk (ex: 2B or 5C is going to get stuffed if he anticipates it and releases a bit earlier, or I anticipate that he releases earlier and end up whiffing it and eating a CH). Maybe I just have to get used to it.

Cookie aims to be silly and make people laugh. :sweatdrop:

yeah sorry, it gets kind of cold in montreal, so when people that get warmer weather then us talk about it, I lol a bit. :sweatdrop: there are still a few other places colder than here though.

If you do the combos at the same speed it still works just fine because her normals are so untechable, it's just that you CAN do them a lot faster. When I first was testing things I was actually dropping a lot of combos because I was doing all the links as fast as possible and the steins were firing too late.

That's actually really good to know. Wait does this actually mean that Mu is harder to play since you have to "delay" the links, though it won't really change for those that got used to the CS2 timings.

Posted
Played the game a bit the other day against some friends. Mu is definitely really solid, but since some other characters got some buffs I can see why we're not considered top tier (yet). Something I think I noticed but couldn't confirm, does airthrow RC switch sides now on bang? maybe on arakune as well, since they were the only two characters that stayed the same side for the RC combo.

And ugh tager's charge sledge is kind of annoying, it's not that it catches me off guard or anything, but I can't seem to find a way to get a good punish when I see him charging it. Any ideas? All I'm doing is backing off and setting up for now, because anything else I tried felt really risky when I shouldn't be the one taking a risk (ex: 2B or 5C is going to get stuffed if he anticipates it and releases a bit earlier, or I anticipate that he releases earlier and end up whiffing it and eating a CH). Maybe I just have to get used to it.

That's actually really good to know. Wait does this actually mean that Mu is harder to play since you have to "delay" the links, though it won't really change for those that got used to the CS2 timings.

-Bang and Arakune side swap has always been there. But it doesn't really matter because the new combo is: j.bc RC > 2c (does not require directional input) > 5c > 6c > habacan > 66~6a > 6b > ... something else, I can't remember

-Jump over charged sledge and then Fatal him with j.2c, that or just IAD back and 5c, it does have a maximum range. Though in truth if you can't just 5c it on startup, then your zoning game should probably be a little less commited, you need to be able to stick out normals and beat approaches in between steins, specials and movement, else people aren't going to have much of a problem getting in. Zoning while poking and footsies while zoning is a great, underused aspect of the character, as normally players will stick to one or the other.

-It's not like Tao, where you can't use advanced input or mash the input, you can definitely do that, it's just at the very end of heavily prorated combos where you need to actually time j.d's and j.2c's, so I had to adjust my timing,

Posted
-Bang and Arakune side swap has always been there. But it doesn't really matter because the new combo is: j.bc RC > 2c (does not require directional input) > 5c > 6c > habacan > 66~6a > 6b > ... something else, I can't remember

I know it was there in CS2, I mean the opposite, I think they might act like the rest of the cast now. Though maybe I'm just confused because it was once during a match.

Jump over charged sledge and then Fatal him with j.2c, that or just IAD back and 5c, it does have a maximum range. Though in truth if you can't just 5c it on startup, then your zoning game should probably be a little less commited, you need to be able to stick out normals and beat approaches in between steins, specials and movement, else people aren't going to have much of a problem getting in. Zoning while poking and footsies while zoning is a great, underused aspect of the character, as normally players will stick to one or the other.

Not sure about j.2C, Bsledge's hitbox goes pretty high, but it's worth trying out (I'm not sure how accurate the hitbox pic is, pretty sure it's higher than that, or at least it feels higher). I'm talking about when I'm unable to 5C the startup because I'm either slightly too far, or placing a stein, etc. But yeah I guess I'm used to committing to a lot of stuff against tager when he doesn't have spark because there's not much he can do about it, but this kind of changes the situation.

Posted

iirc, bang doesn't switch sides anymore. I haven't played against arakune yet so I wouldn't know. My copy won't arrive till tomorrow then I'll play around with things (I hope it arrives tomorrow). :x Against tager's charge sledge if you jump he can do the follow up which has an amazingly huge hitbox. I haven't encountered that situation enough where he charges B sledge. But I'd say backdash 5c. Or you can probably IB punish if you can get down the timing for max charge sledge or good reactions! I hear it's even on block. Don't quote me on it. :x

Posted

No like. Superjump dddddd, airdash cancel.

When sledge finishes you'll be behind him and crossup xxxx will CH him.

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