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Zeromus_X

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Everything posted by Zeromus_X

  1. Is it really that hard? I guess I'm just used to it; I've been doing throw > 6A > 6B since CS1 lol.
  2. GGs GGJ and Cookie. I can't grasp netplay's true form...
  3. What are some good Guard Crush combos for Tsubaki? Right now I'm just doing guard crush > (5D charge 1 stock) > 6CC > Mugen combo or just 6CC > 263C > j236A (whiff) > j214D...combos. I was messing with j236D > j214D (guard crush) into combos for 4-5k but that takes at least two stocks just for a chance to break their guard lol.
  4. New corner throw combo from recent videos. I don't think it works on Jin, Noel, or Bang because the 2C otg whiffs on them #muplayerproblems. But it should work on every other character as long as you stand still or walk a step (if necessary) for the 6A > j2C. Don't dash because the opponent will flip behind you or the 6D laser won't fill up the hitstun gap properly. On some characters like Relius and Tao, they'll fly behind you after the 6C wallbounce while you try to SoD them. I'll have to test more but other than these issues it looks like it will work on every character. Throw > 6A > :6B > 5C > (7)jC > j2C > 2C otg > 6C > 6D > SoD > (walk) 6A > j2C > (3C) (3299 dmg/41 MG, 3386/44 MG with 3C) ...(dash) 2C > (5C) > Super (4590/4680 dmg, 44 MG/47 MG with 5C) ...2C > (5C) > 632146D > j2C > 2C > (5C) > Super (5.4k, need at least 53 meter at the start, builds at least 47 meter) Double super ender can be tricky. On some chars like Carl, you have to do dashing 2C and omit the 5C for 632146D to combo because of the tight throw proration. But if you do, they'll be too low to 2C > 5C them after the j2C for the second super. But just use 3C after the j2C instead and it should all work out as long as you have at least 47 meter. So yeah. We got throw damage.
  5. I think just 2CC will work as long as you do it before they fall too low for the IAD after the spinny effect.
  6. Neo_Zeromus_X AZ/MST µ-12 Pretty sure I can make it to this one unless something unexpected comes up. I need to step my shit up and get out of sad rank. Also where are the West people
  7. I know I'm just a bit biased towards Gold Bursts, but I have to agree that GBs should keep their starting proration. Otherwise there isn't enough of a reward to using them other than a "win-more" pressure or combo extender. They can be baited and severely punished by making them whiff and aren't always completely advantageous on block depending on IB/distance. And if you actually meaty correctly, you'll get the opponent to Green Burst anyway. They're also almost useless against most chars with proper oki setups like Rachel. Keeping your primers and getting a full combo is the reward for actually getting to use your Gold Burst and even then you still used up 1 of your 2 Bursts. Every char gets like 4-5k off a Gold Burst, so I think it's fair (unless you're well, Tsubaki...). Guard Primers: I would like to see the Guard Primer system changed too; it's unique and all but really awkward for reasons already stated. I'm not sure if I'd like to see a regular Guard Bar system with characters like Litchi or Rachel though (and DEFINITELY not Guard Libra again). IB: I think IB is fine the way it is now. Pressure is strong enough for most chars (whether they get a reward for it is a different matter) but you still have to use your head and be honest to keep momentum. I wouldn't want to see Ragnas or Litchis just do whatever they feel like after I IB their 2C or 6D(2) for example. -Just tone down the individual damage and P1 of some of her moves like 5B (100 P1 lolwtf) and jC. She should get rewarded for having a good neutral game but not THAT much. Other than that I think she's fine and I don't want them to change her too much. She has solid, fundamental options to rely on (what she was missing in CS1) and has enough fun tricks and gimmicks to be creative with (CS2/EX). I can easily see them going overboard and like, kill her damage, increase all the hurtboxes on her normals, and then slow down her steins, turning her into a boring, garbage time-out character like CS1 Rachel or something. I still think she has a lot of stuff to discover, but because of her derpy damage there isn't too much incentive to get creative with her in this version despite her new tools. Also I still want a Soul Satellite distortion to spawn four steins that circle around her Gradius-style but that might be easily broken lol. -I would like to see the Order-Sol action charge from her Unlimited version. Even getting like .25 of a stock after a combo would be great and really let her chase the advantage after a combo without giving up momentum to charge. -5B should be at least neutral on block Other than that they either need to buff her damage or buff her ability to get stocks at neutral. I thought CS2-Baki was fine except for autopilot 236C/D attacks so they should look more towards that design for Tsubaki. -I actually think CSEX is Noel's most balanced version but I still don't like her gameplay design. I would like more of an emphasis on her being a pixie/rushdown character though instead of "high-risk, high-reward" (aka "I guessed your meaty attack and got 4k"). More frame traps and gatlings and less emphasis on drives/recklessness. If they do decide to do away with the "lolinvul" properties of drives they'd have to give her something else to make up for it though. Maybe make Chain Revolver moves faster/safer on block and more legit for pressure, and give her back special cancels to her drives. It's much better than CS2, but Noel players still get rewarded more for being retarded than trying to play intelligently.
  8. GGs KayEff, kuro, TD, and gigaitachi. I felt like the one Mu in a room full of Ragnas...pretty awkward.
  9. Does anyone else have issues doing Mugen combos on Arakune? Like for the 3D series, I can't get the j214D after j236D. The orb won't lock him in place for the dive and he can just tech out. I've never had this problem with other characters; does Ara require a specific timing?
  10. I plan to be there in like 1-2 hours Just leaving these here: http://www.youtube.com/watch?v=zVbovCAGal8 http://www.youtube.com/watch?v=fMjQQdCKHUQ&feature=related
  11. www.youtube.com/watch?v=QgN2_NYF3D4#t=6m40s sejimo_bot vs tiku www.youtube.com/watch?v=6FVsn2IuGps sejimo_bot vs ???? This Mu was pretty solid but did some awkward pressure and missed a lot of game-winning hitconfirms.
  12. GGs everyone I played today.
  13. Yeah apparently Akihiko is A tier now (and Aigis S tier lolwut). Could it be that the game is actually *gasp* reasonably balanced? It looks like he requires a lot of good reading to win with though. Especially against the derpy characters like Mitsuru.
  14. GGs brkrdave. Man Tsubaki vs Ragna must be like, a 1-9 matchup. Ragna literally has no reason to respect her lol. =(
  15. Definitely. I actually wasn't that hype about EVO this year until I remembered the side tournies...
  16. http://www.youtube.com/watch?feature=player_embedded&v=rU8n9tGCmwY Forget Persona. Forget BB/GG. Forget Aquapizza, MB, and KoF. We're gonna start playing this shit
  17. Naoto and Chie look like they have the most solid oki. Tomoe's meaty spinny blade move gives Chie like, three full seconds of safe mixup. Oh yeah, Yukiko has some neat setups too.
  18. 3C is godlike. I just learned the 3CC > RC combos after watching Kuresu murder people in videos.
  19. Well. With Mu when I frame trap people it's like, they lose half their life. With Tsubaki it's like "aw yeah get frame trapped. You ready to take 2k? Plz let me charge and block my ghetto pressure so I can actually do damage. Okay I hit you. Now if I don't drop this heavy execution combo I can do 4k. Nooo. Why you roll out of the corner?"
  20. Is your BGM volume turned up enough? It might be that you have SFX turned up but BGM turned down for some reason. Also check to see if the BGM files are in the right folder. As for your first question; I'm not sure.
  21. GGs to everyone I played today. I didn't realize how many buttons people press online until I started playing Tsubaki lol...
  22. Woah sweet, thanks for starting this up again Zeth. PSN I.D.: Neo_Zeromus_X Character: µ-12 State/Province*: AZ Time Zone*: MST
  23. While there is a very fair risk in trying to pressure Tager on wakeup, his huge hitbox lets us get away with some fun stuff like jA and jB > RC jB fuzzy guards, etc. I know it sounds silly but what I like to do is meaty Tager with j2C in the corner. If he tries to do stuff he'll get FC'd for his trouble and you can confirm with 5B > 5C > SoD > derp. Even if you can't confirm into the best combo (j2C is an awkward starter), you should be able to do a BnB and repeat okizeme. Even Tager will have to be careful with 3-4+ orbs on top of him. Plus doing this will condition them not to quick getup 2C or yomi collider as often (as long as you aren't obvious with jumping in the air to bait stuff like void mentioned). I am a fan of feinting meaty attacks and then IAD'ing back though, especially when Tagers have 100 heat to MTW > RC to force their way out (actually a pretty common situation with Tager's heat gain). You can 6C FC them for free once MTW whiffs.
  24. http://i72.photobucket.com/albums/i166/Zeromus_X/whatthefuck.jpg Brian I think I've found the ultimate troll deck for standard Edit: Wow the screencap is really blurry. But 30 Forest and 4x Lost in the Woods, yeahhhhh
  25. Well I don't think those of us that play BB are going to just drop it forever (and the rest of us who already play GG "don't even play" BB for the most part). It's just these new games like Persona and stuff are way more appealing than Extend atm...
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