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Zeromus_X

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Everything posted by Zeromus_X

  1. Less head invul frames and slightly more startup and recovery. It will get beaten by proper jump ins and is more easily punished on whiff. You have to really commit to using it pre-emptively or be properly spaced to use it now (aka their air attack wasn't even spaced right). Also no longer jump cancellable on block so you can't just fish for 2C CH and IAD away if they block (man that move was so good). Real talk if people tried to do jump/IAD mixups in CS2 I would just [1]C them out of their air attack and half the time it would work...but now I'm like "fuck well I GUESS I'll be good and block your air attack. Just this once." It helps that a lot of char's jump ins got buffed in this game too though. Mu's backdash is pretty godlike but if they use it too much on your midscreen pressure just dash after them or use a really meaty attack. edit: actually recovery/startup are the same
  2. Time to main Jin. Mu is just too mainstream now. See you guys in BB3.
  3. I thought Arakune could always do that (since Cs2 anyway). Regarding Moo, I feel she was actually a lot more autopilot in CS2. 2C was really mashable, 214D had the dumbest proration (you got hit by bomb? see you next round bro), and SoD broke a primer regardless of charge for like 5+ GP break blockstrings with meter. Mu still has some retarded stuff now, but I also think that a lot of people are just unfamiliar with how to deal with her/the matchup.
  4. I think it's just because nobody plays her so few people get to see just how retarded she is. Yomi 6C da bess.
  5. Marq: Free BB/KoF tourney at UAT (48th St/Baseline): http://www.facebook.com/events/186810911428535/
  6. What like basic stuff with mixups or charged [E] moves? Sure, just don't ask me to do touch of death stuff lol. What a shame...
  7. Oh sorry totally meant to type 6A there.
  8. =o Thanks for that. Messing with 6B > RC > Corner carry midscreen. Finding 6B > RC > dash :6A > :5B > :6A >... hard to get on every character unless you stagger the hell out of every hit. Experimenting with 6B > RC > dash 6A > 2B > 6A > 2C > 5C > 6C > 4D > SoD > dash (laser hits) > delayed 6C > 214D... and finding it to be more stable on every character.
  9. Not 100% sure on tomorrow but I'm definitely going to the UAT thing on Saturday. Get ready Chrisssss Ted, are there no Elsas in Tuscon?
  10. Holy fuck This will improve Mu's already good throw game. I mean, her throw range is already one of the better ones in the game, but now lol stagger into kara throw. I think I'm doing it right but I can't hear a voice clip from 2C when Mu does it. If this is supposed to happen it makes it even stealthier unlike Tsubaki's where you always hear the voice clip for 6C kara throw. Basically a kara throw is cancelling the startup of a move with a forward movement with a throw by pianoing/plinking the move and throw inputs, resulting in a throw with more range. It's pretty common in Capcom games, but there aren't many in BB that I know off the top of my head. Tsubaki has one with 6C~B.
  11. ^or the people that like, win one round and then leave the room Ggs everyone I played today. Sorry if I annoyed anyone. My fucks were at an all time low today.
  12. GGs brkrdave. Fuck Arakune =X :salt:
  13. Her normals are pretty awkward, but I don't think her gameplan is supposed to be overcomplicated. I would treat her like the Rachel/Testament/Trish/etc type of character for this game. Use zoning to be annoying, control the screen, and set up a greater offense, but not as the entirety of your gameplan. Her Meta and ex candies are great for guard break (so she's a lot like Mu and BB!Lambda that way). I have little experience other than Arcade/Training mode but here are some of my notes from messing around with Lambda: -f5B and 3C move her forward a fair bit, good for spacing (f5B good for blockstrings too). Her 3C is not special cancellable so be careful with it though. -6B and 3B popcorn are projectiles instead of normal attacks, so don't use these for close range blockstrings. -Her 6C is not an overhead, but rather a deceptive low. -Her 5C has very short range so be mindful of your spacing when using this in blockstrings. Try to confirm with B moves > 2C or 6C for knockdown. -j2C dive kick can be cancelled into jC > combo if low enough; you can also whiff it for nasty empty jump mixups. -236 candies are standard fireballs (A version moves the furthest, B version inbetween, and C version shortest range). EX version travels fullscreen and murders the guard bar. -214 candies are for traps/oki. They don't go away if you get hit so they can stuff buttons on wakeup. Midscreen you can use A/B version for oki depending on spacing; in the corner use C version to stop jump outs. You can link A/B/C candies into EX candy/Everlasting Gobstopper for nasty oki (and the EX version again, cranks up the guard bar). Non-EX versions don't last very long (about 2-3 seconds at most) but the EX version lasts longer. -63214 black holes are for denying other zoners and pulling the opponent towards you. EX black hole will draw them in and hit them with more candies if they're close enough, which again, will seriously rape the guard bar. -Her Meta seems more like a Dark Angel guard break/mixup tool than anything.
  14. Messing around with fuzzy guards after the jB > RC jB > jC Tager vortex in a recent combo vid. (Standing Tager, near corner) 9jumpB > RC > jB > :jC > 5B > 5C > SoD > (dash) 6A > 6B > 6A > j2C > jD > 2B > 5C > 2C > j2C > (3C) (~3.8/3.9k, builds 24 meter with 3C ender) 50 meter for a very tough mixup and about 4k doesn't sound bad if it'll kill or get them near death (plus you probably have a lot of meter after running laps zoning Tager anyway lol). You can also start the combo with jump in jB > RC jB > 5B > 5C > SoD > rest of the combo for 3.8k and 21 meter with 3C on every character. Trying to get the rising version to work on Hakumen but it's either really strict or he's just not tall enough. It might just be Tager only. Meterless fuzzy guard with jB > jA: (IAD/jump in) jB > jA > 5A > 5B > 5C > SoD > dash 5B > 6A > j2C > jD > 2B > 6A > jC > j2C > (3C) (~2.8k, builds 21 meter with 3C ender) 1000 damage less for no meter. Most better players will just block correctly if you use jA rebeat in your jump ins regularly, but well, people do get hit by it sometimes so it's nice to have a full combo for it. Trying to get a 9jumpA! > jB > :jA to combo into something on standing Tager. Would be so funny if this worked like CT Rachel Tager blockstrings.
  15. If they just do j2C > 236A, you should be able to 5A or DP if you IB. A lower to the ground j2C (ex: she does IAD jB (jA) > j2C or a jump in jB > j2C blockstring) is trickier since it has much less recovery and she can also cancel her landing into specials, but you can always DP out of its startup.
  16. Wow I totally didn't even see your post where you cancelled today. Feeling really derp now. I ended up just playing FNM. Rose Ball the only way to play SF.
  17. I was expecting you to use Kanji Jimmy. Did anyone go to Pcp today? Just got arrived and there's nobody there.
  18. Yeah the KoF layout will take some getting used to for an Arcsys game. And I still dunno who I want to play...
  19. I should be able to make it to that. Get ready to money match <s>$1</s> Chris.
  20. She looks like a pain if she goes into Awakening and spams beam super. It looks like her command throw super (?) is like Dizzy's Necro grab where you can jump over it. Also full health recover just like in P3 lol.
  21. Lambda definitely has some Mahvel rushdown and mixups going on. I'm liking her a lot with Eva and Jessica atm. Guard breaks all day and her zoning is helpful for Jessica to get in. Her short Meta ability duration kind of limits her partner selection but I guess she'd be pretty OP otherwise...
  22. Do you still play BB Justin? Or Marvel? As I watch more videos, I get more and more hype for P4U. It really looks like a breath of fresh air. I hope it ends up being somewhat balanced. OUGON
  23. GGs to Remius (Noellll), brkrdave, ElixerelDaath, and anyone else I played today. AXIS, if you still want to do an FT10, feel free to send me a friend request.
  24. Man all Elizabeth needs is a 9999 Megidolaon if you fight her the "wrong way"...
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