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Zeromus_X

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Everything posted by Zeromus_X

  1. Anyone willing to translate Naoto's changes so far? From what I can tell, stuff like the bullet reload timer and D traps not getting nulled by air attacks is still in, but there's some new stuff about her combos and furious action.
  2. Surprise Loketest #3: https://docs.google.com/document/d/1AC9gYVzyUaFDZFsf-LXIGGoyZnG1Wws4Gp96Tdgk58w/edit?pli=1#heading=h.m3nsi4gbhztk So far all we know is that trap startup is faster. I wonder how how this will affect trap oki. Can't wait for more info. Edit: More info translations: http://www.dustloop.com/forums/showthread.php?16895-P4U2-News-Gameplay-Discussion/page28&p=1571601&viewfull=1#post1571601
  3. GGs. I was wondering who that 4 bar connection was.
  4. GGs Tsuntenshi, bdood9, and fortunus5 (first really scary Terumi I've encountered). I think once people figure him out he can steal wins easily with enough meter.
  5. -PSN ID: Neo_Zeromus_X -Character(s): Mu/Bullet -Region: West Coast/Arizona
  6. GGs swd. Lol you're telling me, I must've derped the game winning combo at least 5 times in our set. I was hoping the Kokonoe hate train would last long enough for people to forget about Mu. I guess people won't be satisfied until she gets nerfed to CS1 Rachel status lol.
  7. That was reasonably hype. Was wondering if there was another way to tack on Ikutachi and still go into charged stein route. While we're still on the topic of midscreen FCs, I threw this one together yesterday by combining a few known routes. It's a nice in-between if you don't feel comfortable with c0r's route or the charged laser combos (plus double airdash combos look cool): 6C FC > SoD (full) > dash 2C > 766jB > jC > j2C > dash 2C > 766jB > jC > j2C > dash 2B > 6A > 6B > 5D > 623C (4,666 damage, builds 32 heat, end with Omoi instead of DP for 5.3k, end with ...6A > OD cancel > OD Omoi for 5.8)
  8. ^Did you forget to add a video link or something? I'm curious about your combo, it must be so hype that it became invisible. Edit: nvm I see the link now lol. Good work. I was wondering about the character specifics of charged laser combos. Will have to grind these tonight.
  9. I would be down for going to Tuscon, but where would we be playing at? Is the Arcade in a Box building still open?
  10. GGs someonewhodied. Our connection was gdlk. I think it was better than playing against other players in AZ. Edit: Oh and GGs Swagna5B earlier. Platinum's new combos look ghetto as hell lol.
  11. SoD = Sword of Decimation or 63214C. There's no real "go-to" placement for steins in zoning, it's all pretty freeform and depends on the matchup/opponent. But in general, you'll want to spread out your steins (5D > 2D or 6D) to make the most use of Totsuka to control space, or cluster them together (5D > 4D, 5D > jD, etc) for Habakiri. Against super aggressive characters that won't give you time to set up, you'll want to set just one or two steins and then adjust your position with a jump cancel/airdash/instant airdash. From there on you'll need to make the most of what you already have set while controlling space with your normals, or take the chance to go in for a mixup appropriately. You can also defend your space by special cancelling steins into Habaya/236A or Sword of Decimation. Not all of the setups in the CS oki thread still work the same (setups with 214D are noticeably less effective or no longer possible), but the oki and mixup concepts still apply and are useful. It could stand to be updated for CP though.
  12. vs Ragna (Yutta): 【五井チャリ】1002ブレイブルー ゆった(RG) VS かきゅん(BU)pu [Kaqn] vs Jin (Miya): 【五井チャリ】1002ブレイブルー 野試合いろいろ [Kaqn]
  13. Tommy..there's something we need to talk about...
  14. Well I guess that's one way to fix Kokonoe without outright banning her from competitive play. I wonder if American tournament organizers will follow suit. Still think if they just lowered her damage and made her unable to combo from the black hole (or at least, not OTG from it for 100000% negative proration) she would be fine.
  15. GGs kazukifafnir. Much mixup, so justice. I don't think I took a game off you lol.
  16. Started delving into OD combos today. Here's an easy one off FC that works with 100% life, unburstable 5.3k punish with 25 meter: (midscreen) 6C FC > 2D > jump cancel cancel A+B+C+D > dash 2C > j2C > j214D > dash 6A > 6B > 5D > Omoi (5.3k, uses 50 meter, gains 25)
  17. You don't like UNIT COOKIE DOUGH Chris? Let me guess you're going to play Platinum next. Calling it now.
  18. So I got to play against my friend's Koko a bit more. Overall still an annoying character to play against but I think Mu is much better off than most other characters. Our normals and movement can give her a hard time. Try to keep her in check with 5C and 6C if they just try to summon graviton + fireball to get in for free. Her gravitons can really mess up our neutral game though - don't get too greedy with pokes or you'll end up flying somewhere you didn't intend, whiffing a move, and proceeding to die. Barrier is pretty good against her pressure, she has issues dealing with pushback - don't be afraid to burn half of your barrier gauge to keep her out, do anything to keep this bitch off you. Her overhead isn't very hard to block, but obnoxiously hard to punish. Seems like you have to IB it to actually attempt to punish her, if you don't get counter hit by a 22A cancel. I think barrier'ing it is our best bet - if you barrier both hits, her 22A will be too far off for her to get any real frame advantage off it, and you can backdash to get out for free. If you instant barrier the second hit, the 22A will whiff entirely.
  19. Her neutral game is among the best in the game (good enough that some would consider it "braindead" for what it's worth), although it takes some getting used to. She basically uses her good normals, combined with her movement and options with her steins to make it pretty frustrating for a lot of chars to get in, while also playing a passive aggressive game and going rushdown when the need arises. If you mess up it can suck and she can lose really quickly due to low health, but thankfully she has a Jesus-tier DP too. Her traditional high-low mixup game is a bit lacking, yes. Without steins her mixup is about on par with Jin and she needs to rely on throw/TRM, her overhead (usefulness varies on the opponent's ability to block/actually punish it), crossups, and basic frame traps. But with steins she can make almost unseeable mixups, along with variable frame traps, crossups (even in the corner), throw bait/TRM setups, and Crush Trigger setups. Her oki in the corner is among the best in the game. And while her maximum damage off random hits is definitely toned down from previous games, she still gets at least 3~4k off her overhead, counter hits, and in the corner, all leading into oki, and she can pop an Overdrive to steal wins with the best of them. So yeah, she's a really strong all-around character, just kind of fragile and it takes a long time to really incorporate everything in her arsenal. I would argue not even Japanese players are close to really using her at her full potential.
  20. TRM/throw baits with TK habakiri sounds hilarious. Honestly I still forget we can do it in the air most of the time. Need to start incorporating it into my game.
  21. Lol Marq is your av making fun of how Makoto doesn't have an alternate form yet? Can't wait for Mecha-Makoto in BB4.
  22. Got to play this matchup a little bit offline and on netplay. It's definitely an exercise in frustration, but it doesn't feel unwinnable. Totsuka oki isn't bad if you have a few steins out already, since the laser will bounce back and hit her if she tries to mash teleport on wakeup. Still annoying as shit though. Charged stein oki is pretty good too. You can 2A meaty them to confirm if they're blocking or not, then continue 2A'ing to counter hit the teleport while still using the charged stein for additional mixup. Her 2A and 2B low profile our 5C and jC; jB too unless it's a really deep jump in. Have to treat her like Taokaka when you're in the air. Save your burst for unblockable setups; I'm pretty sure Mu is one of the characters that is just SOL against Black Hole super. I thought of trying something lulzy like clashing DP with the lightning rod and using Ikutachi to get out of the corner, but Tsunugui either guard points the lightning or you just get hit if you mistime it. If you barrier the freeze gun you get a free 6C FC punish. Otherwise, you can IAD over it to punish her with the right timing. If she has graviton out it gets more difficult to punish.
  23. Kokonoe is pretty much like CS1 Litchi or a Melty Blood character snuck their way into the game. Yeah of course people aren't used to a character like her - the tools and damage that she has, for the type of character that she is, doesn't fit into this game. It makes more sense for Kagura to have big damage and strong oki because he has a bad neutral game, but not for Koko scootering all over the place. But I honestly think if they just reduced her damage she would be fine, because that's really the main problem with her. Ted, CP Litchi is nowhere near the level of retarded CS1 Litchi was, come on now.
  24. I think most of the problem is that she's supposed to be a zoner/setup character but she gets crazy meterless damage whether midscreen or the corner, for minimal execution. I guess time will tell if she's big enough of a problem to get patched or people just learn how to play against her.
  25. Waiting for the inevitable Koko combo video with this song: http://www.youtube.com/watch?v=8okzVnShqMw
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