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Posted
KoF is fun, I just can't pick a team to save my life.

Who cares about my two other members.

EX KYO NIGGA.

HE CHANGES LIVES.

HE ALWAYS CHANGES LIVES.

Posted

I'm having a KoF day today so join my party, Got my team sorted boiii

K / Hwa Jai / Saiki (Subject to change with: Ash, EX Iori, King, Daimon)

Optimal order for the most badass team, This has to be the most "Legit" FG I've played in a long time, If you lose, you know EXACTLY why you lost, Mindblown.

Posted
Viola and Natsu.

How are the system mechanics and balance in this game compared to previous versions? Also how are you liking Viola? I've been interested in trying this game, it looks fun...I always used to mash with Tira and Talim in my scrub days and am wondering what it's like on a higher gameplay level.

Oh, how good of a character is Tira? Her 2p outfit is enough to make me want to play her haha.

Posted
Who cares about my two other members.

EX KYO NIGGA.

HE CHANGES LIVES.

HE ALWAYS CHANGES LIVES.

DEM ARMOURED REKKAS.

THEY GIVE NO FUCKS.

Posted

Hi there guys! Why is the combo thread closed? Is it to keep things clean? Even if so, I'd dare say it is painfully legible. Mind reworking it to be less pain in dat ass to make things out? I mean, it's a mere letter sheet now... come think how much better it would become if reasonably grouped and sorted! It would make it much clearer for the newcomers to find out which combos to practice first, which are optimal and so on... I mean now there is no other way than do those 30+ lines in a row in practice yourself... c0r-sensei, you might find your ascetic structure really cool, but it is bit hard to perceive, generally. Sorry.

Anyways, I'm now trying to get what changes do we take after CS2... is there basically a summary of some sort so, say, I could just upgrade parts of my old combos? e.g.: now for max dmg output you change your every 2b with 2c etc.?

Posted

I have to agree with that assessment.

The combo thread is a bit difficult to break down, so I usually don't bother with it at all. I mean, it's a valuable resource, so it would be nice if it was a little easier to read. :kitty:

Posted (edited)
Hi there guys! Why is the combo thread closed? Is it to keep things clean? Even if so, I'd dare say it is painfully legible. Mind reworking it to be less pain in dat ass to make things out? I mean, it's a mere letter sheet now... come think how much better it would become if reasonably grouped and sorted! It would make it much clearer for the newcomers to find out which combos to practice first, which are optimal and so on... I mean now there is no other way than do those 30+ lines in a row in practice yourself... c0r-sensei, you might find your ascetic structure really cool, but it is bit hard to perceive, generally. Sorry.

The CSX combo thread is locked because I'm still working on it. It's on haitus because every single CS2 combo accepting 214d starters is applicable in CSX, and there's isn't much need for a complete recheck and rehaul until the game is out in america. Especially since I'm the only person working on it.

The combo thread follows a very simple structure; every combo listed is optimal, and worth learning. Combos listed by starter, listed by command progression. Instead of saying "Combos from 2b .... ... .. ... ..." And having an excess of meaningless text crowding the posts, I'd much rather opt to keep things extremely neat and simple. If I wanted to, believe me, there could be... 281 combos on that thread, but I've thinned it down to the point where every combo is realistic and optimal in real matches.

There are multiple combos listed for each starter because some combos have different routes depending on if you want stronger knockdown or more damage.

Anyways, I'm now trying to get what changes do we take after CS2... is there basically a summary of some sort so, say, I could just upgrade parts of my old combos? e.g.: now for max dmg output you change your every 2b with 2c etc.?

Yay CSX:

ALL CS2 COMBOS STILL WORK JUST FINE

Important changes:

j.2c > 2b > 5c > SoD is no longer optimal for all combos

j.2c > 2c > 5c > SoD is the new string

214d proration has been heavily rebalanced, with ~70 effective p1, adjust accordingly.

(Filler 214d corner combo): 214]d[ > 5c > 6c > SoD > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > 2c > 214[d~]

214[d] Oki is now very strong when combined with 2c otg and slightly spaced steins, I'll record an example when I get the chance.

Example of the new damage scaling:

Old 5b crouching combo - 5b (Crouching) > 5c > 6c > SoD~ > 66~6a > :6b > 5c > 2c > j.c > j.2c > j.6d > 66~2b > 5c > 2c > hj.2c > j.5d > 66~2b > 6a > 2c > hj.2c > 66~6a > (5c > 632146d > hj.2c > 3c) > 632146c = 6846(7746)

New 5b crouching combo - 5b > 5c > 6c > SoD~ > 6b > 5c > 2c > j.c > j.2c > j.6d > 66~2b > 5c > 2c > ]d[ > j.2c > j.5d > 66~2b > 6a > j.c > ]d[ > j.2c > 2c > 5c > 632146d > j~.2c > 2c > (5c) > 632146c = 8190

When CS2 first rolled around in America, I made a point of asking questions of the board and how they would like to see the combo thread organised, and the current one is a result of that accepted formatting. If the general concensus is that I change said format, I wouldn't mind at all, but I'd like to hear more opinions on the issue.

Edited by C0R
Posted

Could do with some refinement, It's a bit all over the place now

But I don't like this whole "Combos from X Move" Stuff, Either. A list documenting the most "Optimal" combos alphabetically (Starting with 2A > 2B ect) Would be a lot better IMO. Then you can delve into CH, AtA, Near/Far, RC Ect.

Posted

Thanks for response, C0R, I'll try exploring these points. Also, I personally hate X-move combos stuff too. But since Mu has always paid much attention to distance, it would be pretty much if divided into distance tags/groups with CH tags. EG:

0.5) optimal B'n'Bs into optimal setups (look for setups in that thread)

1) midscreen to corner

*optimal standing combos (CH/non CH)

*optimal crouch combos (CH/non CH)

2) midscreen to midscreen

*optimal standing combos (CH/non CH)

*optimal crouch combos (CH/non CH)

*RCed midscreen combos

3) corner

*optimal standing combos (CH/non CH)

*optimal crouch combos (CH/non CH)

4) All optimal GB-starter combos variations

5) all throw variation combos

6) optimal GC and FC ways + GB in combo ways.

This kinda grouping is best in my opinion. This is easy to follow and get a grip of what you really feel like training for this session. Also, this is most common structure on DL so far, I guess, Must be for a reason.

PS: I want to use some vids in thread above as a guide for time being... I really enjoy watching HH playing, but are his combos best to copy? It feels like he's not using everything new buffs had to offer... I'm not the one to talk though.

Posted
Thanks for response, C0R, I'll try exploring these points. Also, I personally hate X-move combos stuff too. But since Mu has always paid much attention to distance, it would be pretty much if divided into distance tags/groups with CH tags. EG:

0.5) optimal B'n'Bs into optimal setups (look for setups in that thread)

1) midscreen to corner

*optimal standing combos (CH/non CH)

*optimal crouch combos (CH/non CH)

2) midscreen to midscreen

*optimal standing combos (CH/non CH)

*optimal crouch combos (CH/non CH)

*RCed midscreen combos

3) corner

*optimal standing combos (CH/non CH)

*optimal crouch combos (CH/non CH)

4) All optimal GB-starter combos variations

5) all throw variation combos

6) optimal GC and FC ways + GB in combo ways.

This kinda grouping is best in my opinion. This is easy to follow and get a grip of what you really feel like training for this session. Also, this is most common structure on DL so far, I guess, Must be for a reason.

PS: I want to use some vids in thread above as a guide for time being... I really enjoy watching HH playing, but are his combos best to copy? It feels like he's not using everything new buffs had to offer... I'm not the one to talk though.

There would be a lot of overlap if that was the case. It's very situation dependent. Like I'd rather have the combo listed once because it might be the same for standing and crouching characters. If you get a 5c CH, it doesn't matter if they're standing or crouching because it'd be the same thing if the opponent was at the same distance. You also have to take into consideration unexpected air hits. So I actually think the current format is good and we should stick with it.

Posted
Thanks for response, C0R, I'll try exploring these points. Also, I personally hate X-move combos stuff too. But since Mu has always paid much attention to distance, it would be pretty much if divided into distance tags/groups with CH tags. EG:

0.5) optimal B'n'Bs into optimal setups (look for setups in that thread)

1) midscreen to corner

*optimal standing combos (CH/non CH)

*optimal crouch combos (CH/non CH)

2) midscreen to midscreen

*optimal standing combos (CH/non CH)

*optimal crouch combos (CH/non CH)

*RCed midscreen combos

3) corner

*optimal standing combos (CH/non CH)

*optimal crouch combos (CH/non CH)

4) All optimal GB-starter combos variations

5) all throw variation combos

6) optimal GC and FC ways + GB in combo ways.

This kinda grouping is best in my opinion. This is easy to follow and get a grip of what you really feel like training for this session. Also, this is most common structure on DL so far, I guess, Must be for a reason.

PS: I want to use some vids in thread above as a guide for time being... I really enjoy watching HH playing, but are his combos best to copy? It feels like he's not using everything new buffs had to offer... I'm not the one to talk though.

No matter how you break things apart and identify them, all the combo lists start the in the same place, the starter. Within those subsections you suggest, I'd still have to organise everything alphabetically by starter and what you'd have is essentially a busier version of what I have listed now, except with more words in it. Everything is already all divvied up by Corner/Midscreen and Conditional starters, going a level deeper is just sugar coating things. The combo thread are less about teaching you how to do combos, and more about eeking out what damage and possibilities proration will allow.

See the main problem is that µ really has two combos, one for corner, one for midscreen, and what changes is how the much restriction the starter puts on the the combo, and how early you have to end it.

So long as the 'true' midscreen and corner bnb is broken down, everything else is just figuring out how to move into those combo systems as fast as possible, and what conditions will allow you to use them to their full potential.

I realize that I haven't really done any sort of primer in regards to this, and for that I apologize, I have been less active lately with the release of other fighting games and setting up my new streaming content.

SO-

If anyone has any questions regarding combos or general mechanics with µ, I'd like to invite you guys to check out the stream I'm running tonight, as I figure out cool stuff in the lab.

Posted

I've put some thought into subbing Mu in EX. What set-ups and combos should I work on in the meantime?

Posted

God, I keep trying to play Mu like Lambda since I've played Lambda for a long time. Is there any way to break the curse? I guess I should keep playing then. :gonk:

I'm trying to hard to learn pressure with her but it feels...awkward. Combos aren't a problem anymore though. Just matchups and pressuring people. >_<

Posted

µ's pressure tools are sub-par, okizeme is her strength. Her pressure strings are super flow charty. 2AxN, dash 2B. You can do 2A > 6A and you have the choice to do 2B for a low or 6B for an overhead. The occasional dash up 6B to catch them off guard. You can get fancy with charged steins. If you finished a combo and set up a charged stein if you time it while they're blocking the charged stein you can throw out a command laser and keep pressuring.

These are just a few options but yeah, he pressure is only okay.

Posted
µ's pressure tools are sub-par, okizeme is her strength. Her pressure strings are super flow charty. 2AxN, dash 2B. You can do 2A > 6A and you have the choice to do 2B for a low or 6B for an overhead. The occasional dash up 6B to catch them off guard. You can get fancy with charged steins. If you finished a combo and set up a charged stein if you time it while they're blocking the charged stein you can throw out a command laser and keep pressuring.

These are just a few options but yeah, he pressure is only okay.

Everyone keeps saying 'Yar, pressure moar cookie'. :psyduck:

I've been trying to emulate a combination of Sakuma and H.H as of late with my own style.

Posted

Pressure isn't a huge part of µ's game, her setups is where she shines. µ's pressure strings are short unless she's got a setup that lets her extend it.

Also this one is pure opinion, but I personally think emulating other players isn't a good idea, you end up as a shadow of the one player instead being your own player. Taking advice and learning is good but purposely trying to play the same way isn't something I advise.

Posted
Pressure isn't a huge part of µ's game, her setups is where she shines. µ's pressure strings are short unless she's got a setup that lets her extend it.

Also this one is pure opinion, but I personally think emulating other players isn't a good idea, you end up as a shadow of the one player instead being your own player. Taking advice and learning is good but purposely trying to play the same way isn't something I advise.

I'm not trying to follow them directly, but I have been watching the videos and taking tips here and there. Damn, emulating Sakuma and H.H perfectly is like trying to copy a very famous author and failing miserably. I just meant there's some things I liked about their playstyle so they inspire me to keep learning and fighting until I get Mu down as much as I can.

I think I just have a problem in approaching people with her sometimes. just something I need to work on. ^~^

Posted
think I just have a problem in approaching people with her sometimes. just something I need to work on. ^~^

Well there ya go, µ doesn't have to approach people. =P She forces them to approach her. The only character she really has work on to approach is Lambda, that matchup is really weird.

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