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Zeromus_X

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Everything posted by Zeromus_X

  1. Ray have you even played ToDr yet...? Also Tales of Graces is really good (once you get past the kid arc). You guys should play it.
  2. Oh shit haven't seen Nao in a long time. I thought he dropped Mu for a bit there. Dat Ryougi stick art wow.
  3. How long will you guys be at PCP today? Will you guys still be there around 4-ish?
  4. Love Evatrice jelly oki. EX jelly is like hurr all your guard meter.
  5. For midscreen, 6C FC > 5D > dash 5C > 2C > j2C > dash 2C > ...stuff is the optimal confirm. In the corner, 6C FC > SoD (charge) > 6B (like CS1) > 5C > 2C > jC > j2C > high loop > mid loop > low loop > double supers does 8.8k and you only need like 25 meter. I think most of us are still grinding the charge laser combos so don't worry that much about confirming those in a real match.
  6. Lol. Well Ultimate Mahvel is still pretty fun - I MEAN yes my plan to get everyone interested in Ougon is finally complete
  7. Anyone played this Tao called TheImplicator? They're really good. Totally getting <s>bodied</s> that matchup experience.
  8. Okay got the transcript for one of the newer combo videos here. C0R went over some of the new combo routes in his stream earlier today, most of them are just flashy but some of them like the 2C CH in the corner are pretty practical. Love the DP crossup, Tager vortex, triple bomb combo off of bomb, and IAD combos, so flashy. Going by visuals before I attempt to grind some of these so feel free to correct my notation: http://www.youtube.com/watch?v=p8DnQQ5jx1Q 0:20 - 6B > RC > dash 6A > 5B > 6A > 2C > 5C > 6C > 4D > SoD > dash 6C > 214D > dash > j2C > dash 2C > 5C > Omoikane (4,599 dmg) *Finally a good way to burn meter on midscreen 6B hit. Note this is crouching only, if ever the opponent somehow got hit by 6B standing. I think they stagger the 6A > 5B > 6A after the RC to get closer to SoD cornerbound point or something 0:36 - (back close to corner) IAD 623C (DP crossup) > RC > dash 6B > 5C > 2C > superjump jC > j2C > 2C otg > 6C > 6D (?) > SoD > 2C > j2C (D hits) > dash 2C > 5C > Omoikane (4,403 dmg) 0:53 - (Tager only?) Throw > dash 5C > 6C > 5D > 214D > walk forward 6A > 6C > 5D > 214D > 6D > Yata > dash 6C > 5D > j2C > Omoikane (4,621 dmg) 1:11 - (char specific?) 2C CH > 2D > IAD jC > j2C > dash 6A OTG > IAD jB > j2C > dash 2C otg > 6C > 6D > SoD > 2C > j2C (D hits) > dash 2C > Yata > 2C > 5D > 214D > j2C > 2C > 5C > Omoikane (5,982 dmg) 1:34 - (corner j2C FC, instant air height) j2C FC > 5C > 6C > SoD (slight charge) > 6B > high loop > mid loop > low loop > double super ender (6,547 dmg) *Actually practical if you know you'll get the j2C FC 1:58 - (Tager only) airdash jB, jC, landing dash 5B > jB > RC > jB > jC > landing dash 5B > jB > RC > jB > jC > landing dash 5B > 5C > 3C > SoD > 6A > 2C > jC > jC > j632C (3,513 dmg) 2:07 - 214D (bomb) > dash 6B > (walk?) 2C > 6C > 5D > 214D > walk forward 6A > 6C > 5D > 214D > 6C > dash 4D > 632C > RC > 214D > dash > j2C > Omoikane (4,534 dmg) *Three bombs in one combo off of bomb starter 2:27 - Corner 2C CH > 5[D] > SoD > 6A > 5D > j2C ([D] hits) > j5D > 2B > 5C > 2C > j2C > j5D > dash 2B > 6A > jC > j2C > dash 2C > 5C > Yata > j2C > 2C > Omoikane (6,821 dmg) *Another practical combo, good punish for stuff you don't have enough time to 6C like close wakeup ID, Jayoku, Tsubame, etc. 2:48 - Midscreen, air j2C FC > dash 6A OTG > :6B > dash 623C > dash 5C > 2C > jC > j2C > 2C > 6C > 6D > SoD > 2C > j2C > 2C > 5C > Yata > j2C > 6C OTG > 5D > Omoikane (5,474 dmg) 3:04 - (Corner swap) In the corner 5C CH > 6C > RC > IAD > jC > landing dash 5C > 2C (autocorrects) > 9jC > j2C > dash 2B > 6A > j2C > j5D > dash 2B > 5C > 2C > 7j2C > 3C > SoD > 6A > 6C > 214D > microdash j2C > dash 2C > 5C > Omoikane (6,298 dmg) 3:30 - Dash under 2B (whiff) > 5B > 3C > RC > 6A > 7 superjump airdash jB > jC > j2C > dash 2B > 6A > superjump delay airdash > jB > jC > j2C > dash 2B > 6A > 6C > 5D > 214D > dash 6B > SoD > dash SoD > 5D > j2C > Omoikane (5,423 dmg) *Emergency tech crossunder reset into corner-to-corner IAD combo. Can't tell if these are super jump back, delay airdashes or straight up IADs. 3:57 - SoD FC > dash under 6A (autocorrect?) > IAD jB > jC > j2C > dash 2C OTG > IAD jB > jC > j2C > dash 2B > 6A > IAD > jA > jC > j2C > dash 2B > 6A > 6C > 5D > j2C > 623C > RC > 6C > 214D > j2C > Omoikane (5,610 dmg) *Close to corner SoD Fatal into corner-to-corner IAD combo
  9. http://www.youtube.com/watch?v=S3VH-pFpQW4 Dat candy zoning I dunno what the hell her Meta ability is supposed to do though.
  10. Which one? The first one on Tao? Here are some things I do that help me, but I'm still not 100% on the midscreen ones yet: -Get the jump cancel cancel Gold Burst as early as you can, make sure to neutral jump to not mess up laser distance -When you dash 5C, try to hit them as early as you can so they're higher, but not so early that it whiffs and they tech out -Super jumping the second 5[D] seems to help but not necessary -Stagger the jC > j2C as much as you can to get the most untechable time for the second 5[D] to hit A lot of variables with untechable time and distance with these laser combos, so for now I'm just trying to emulate the videos as best as I can. Also just to clarify I never made any of these combos...I just remember getting linked to them way back when the game came out, I wish I was that creative lol. Tomorrow I'll get on transcribing them and some of the other Mu combo vids which I don't think have been listed out yet, maybe after C0R's stream.
  11. LK, how do you feel about the overall balance/viability of the cast in this version? Do you think it's a step forward or back, or more or less the same as CS2?
  12. Yeah pretty much anything that doesn't break the rules here, and laser cow gameplay specific stuff in the other thread. I mash with C Sion and C/F-Aoko. I want to play Princess Arcueid too for her fabulous dress. I would grind Melty more but my computer is too ancient to even run MBAACC at full speed...
  13. Is this the most updated combo thread? C0R's posts at the beginning look like it but the title still says CS2...well, gonna post some silly combos here. Been messing with 2B > 6A > 5D > bomb since I remember from the loketest reports the link felt easier. jC CH w/ 5D 214D link, closer to opposite corner: -jC CH > land dash 6A > j2C > dash 2C > 5C > 6C > 214D (whiff) > 66 6A > :6B > dash 6A > j2C > dash 2B > 6A > :6C > 5D > 214D > 6C... (4.4k, builds 50 meter, 5.5k with super) jC CH combo I've been using when I'm too far to to corner carry into high loop. I've always hitconfirmed jC CH with a 6A and it's stable no matter how high/low the opponent is when they get CH, plus this combo always builds 50 meter for super if you want to deal damage. It definitely feels like 2B>6A>6C> 5D 214D link is much easier and less character specific now, but still have trouble on chars like Carl and Platinum, maybe have to stagger the 6A > 6C right. Closer to opposite corner, corner carry/heat gain throw combo w/5D 214D link: Throw > dash 6A > :6B > dash 6A > j2C > dash 2B > 6A > :6C > 5D > 214D > 6C ... (~2840 damage, 40 MG, ~4k with super) Make sure to dash in deep for the second dash 6A for 2B > 6A > 6C to connect. This actually does a bit more damage/gains more meter than the dash 5C 2C 6C > habacan throw combo route but the bomb ender is harder/impossible? close to the corner, so this combo only works behind midscreen starting position (need to test). jA into mid/low loop in corner: -jA > (jA!!) > jC > j2C > j6D > (dash) 2B > 5C > 2C > j2C > jD > (dash) 2B > 6A > jC > j2C... (31 MG, 3k) 3C > SoD > 6A > super ender = 4.4k, 41 MG before super Double super ender = 3.9k after 2C 5C 632146D ... Yes you can even do a second jump A if they're too high/low (compared to you) for the right height to go into mid loop and it will still work. Make sure to dash the 2Bs to get everything to connect. Before I would just do a lame magic series combo when I harassed people with jA trying to jump out of the corner, but now... Trying to test double super damage but I suck and can't get the delay j2C at the end (or maybe it's not possible because of proration?) FC into Habaya combo (lol): -6C FC > 236A > 66 > 9jump jB > jC > j2C > 66 2B > 6A > 6C > 5D > 214D > 6C ... (38 MG, ~3k/4.4k) Maybe you used 6C > 236A in a blockstring and someone was pressing buttons...well, time to capitalize!
  14. Ohi Kuro. Come over to Arizona sometime.
  15. Great vids pochp. Like you said the vids are a bit lengthly but this is really valuable information in video form. Full of stuff every Mu should have in their game imo. Nice music choices too. I love some of the charge stein setups, especially the 4 bomb one. I like to do similar things with charge]D[ (set 5D), IAD mixup for +1 orb and a high/low but it's riskier. If I'm feeling particularly brave I'll do ...charge]D[ (set 5D) IAD jB, jA, jD (surprise!!), 5]D[... etc. for even more orbs. [Warning: Some respect required. Do not use these setups against characters with better reversals or players with high reaction times. Use of these setups on netplay may result in side effects such as disappointment, depression, and salt.]
  16. This was what I meant I just couldn't find the video for it. Also it's true that using the Gold Burst is hard to confirm/not completely optimal...but I like to think, at least it looks baller and I'll probably get them to green burst. Then I basically used my burst to get rid of theirs, only they have less guard primers. Of course, I am pretty strange and like Gold Bursts a lot. Edit: Just to be clear I'm talking about the midscreen corner carry variations here. Since most chars literally HAVE to burst the corner version. Man our character is so fucked up lol. Other character forums trying to squeeze out the best damage/corner carry for their combos...Mu boards wondering if they should use a Gold Burst in this combo to bring the damage over 10k or not, hahaha. I thought about posting this but figured everyone already knew already. I think the 90 P1 from guard crush instead of 70 or w/e P1 bomb is helps a lot too. With two bomb guard crush you can just do 6B > highloop > midloop for 3.6k/ (3C > SoD > 6A > super for 5k, double super ender for 5.6k). Three steins, you can just do 6B > 5C > 2C > jC > j2C > 3C for 3.2k and 39 meter gain (SoD super for 4.5k). And if you ever somehow got 4 steins over them for guard crush, you'll have to do like jump up and hitconfirm into falling jC > j2C > 3C for 3k/40 MG. Edit: Grinding CryingVoid's combo until my hands bleed. I'm practicing it from different distances from the corner/opponent heights (i.e. Ragna ID, I fatal him as he's coming down instead of already landed). Having trouble with the combo if I'm not exactly in the corner when I go for the (walk) 5C. Sometimes they'll tech when I go for 9JC jC if I don't hit them perfectly with 5C. I tried to remedy this with dash 5C or different variations of walk/dash 2C instead before the second 5[D], but then the stein is too close or doesn't aim properly because of height and I miss the 6B. Any tips to get this to work "close to the corner" but not "in the corner"? Once I get past 6B the rest of the combo is easy though. Edit edit: nvm, if I just make sure that the first two 5[D]s are somewhat aligned as a visual cue I get the full combo 99% of the time.
  17. Wow, gdlk news. I always loved going there when my family visits my grandparents in Texas. Chris I would be all over that job if it weren't so far away.
  18. Generally, the earlier you can use the Gold Burst, the more damage/untechable time you'll benefit from it. Usually after 6C FC > 5[D] or 6[D] in all the hype combos. Example: http://www.youtube.com/watch?v=hBGMvdr6nAs Trying to find the corner one that begins with 6C FC 6[D] Gold Burst...let me dig for a bit Edit: Here's some more examples: http://www.youtube.com/watch?v=uY4AQcX7MZM (2 gold burst) http://www.youtube.com/watch?v=7FhcTbAKIBU&feature=related (1 gold burst) http://www.youtube.com/watch?v=7NQT5h9E-lY&feature=related (various) Seems like the recipe is 6C FC > 5[D] (Gold Burst).....first loop 2C or jC > Gold Burst Still can't find that 6[D] starter. Maybe it was a CS2 combo?
  19. CS2 Baki could be pretty annoying. Mostly cause of 236C/D being safe and almost always having charge cause of herp 5D tap (not that they should have nerfed her so hard)
  20. Tempest why you leave after like three games. I don't get to learn anything that way. GGs Tempest, confusedxphreak, and jason900 Mu laser super > RC > taunt as it chips them to death
  21. Willard = Johnny Dlanor = Pot I need to actually learn comboz and stuff in that game. It's still sitting on my hard drive. Jimmy, I don't know if I can make it tomorrow. I may not have your money until next Friday (the 23rd) at the earliest. So for now, it's probably best not to expect it before your trip.
  22. Ggs Axis. I'll learn Teigah matchup someday.
  23. Glirandly y u leave before I even get to play Moo =(. GGs. Those Ragna mirrors were fun. Lol D DP race to break final guard primer.
  24. GGs specialedworld and Emhayyish (sp). Finally getting more comfortable in Tsubaki matchup. Time to play Star Ocean 4 amd imagine it's actually a good RPG in the ps3.
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