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Everything posted by Zeromus_X
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
So Spiteful, were you ever able to confirm that ride? My friend agreed to help pitch in for hotel, now we just need to know if the ride is still happening. -
"Hell hath no fury like a flaming skeleton on a motorcycle." Almost as good as "I've got a bionic arm!" Ghost Rider looks sick, totally gonna play him.
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It can be annoying to get nicked at the start of the round and then you never get a chance to start up. I always have to tell myself to back off, react, and not overcommit. I usually like to start with 2B, 5C, or 236A, depending on the character, sometimes even SoD (reasonably safe from round start distance, and if they jump/don't barrier/don't block they get knocked away for you to start up). Against overaggressive players or characters with good round start options (ex. Tsubaki 22X, Ragna 5C, etc) I'll play more reactively. Walk back, backdash, IAD back, and react to what they do. Sometimes I'll be more aggressive and mix it up with dash forward 2A/2B/5B/6A. If they're really predictable I might try to yomi IAD airthrow, jump up/back jC, or even 6C fatal.
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http://www.youtube.com/watch?v=339Z6HqOGcY&feature=feedu Some new gameplay with Jessica
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Late GGs to everyone from last week. I won't be able to make it today but I hope to come over next week before EVO. -
"Holding down" explosions would be awesome. You could hold it down, and the stein would start glowing like a time bomb, and you could use it like Aoko 421[X] series. Your opponent would be all like "oh fuck when is he gonna blow it up?"
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This would be amazing. She should totally have a "Soul Satellite" distortion where the steins she has placed circle around her like Gradius options. Imagine having like, four steins around you, and you blow them up on top of the opponent. As corny as it sounds, I think it would be awesome if Noel could just shonen power up transform into Mu. She'd be all "PROTECT EVERYTHING" instead of "DESTROY EVERYTHING". It'd be a lot better than just sort of having Mu in the character select screen imo. I'm sure they'd be able to make up some reason for her to be around with this game's story...
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I have no problem giving like 15-20 bucks for gas, Jimmy... Helping out with gas - $20 Hanging out with friends to play animuu games - Priceless -
Wow, Jessica's pretty cool. She got oraoraoraora and Seismo Hammer haha. Builds up that guard bar pretty fast too. Edit: Seems like Jessica's stage with the band isn't selectable. Edit Edit: Oh man, set up a Jessica mirror match in training mode. It looks like they're just head banging to the music. I'm so easily entertained.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
My ride needs a ride...I also need a ride. -
http://www.dustloop.com/guides/bbcs2/frameData/mu/j.C.html http://www.dustloop.com/guides/bbcs2/frameData/mu/airThrow.html Dem hitboxes
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Plus, unless they're in the corner, they can just jump away from the 236A and escape. But this isn't exactly a bad situation for Mu... What can be good for continuing pressure is a TK 236A off of 5A, 6A or 5B. TK 236A is +1 on block, fast and you still have other options from 5A/6A/5B to keep them honest. If you're close enough you can land and 2A/throw to catch mashing 2A. Of course, you still have to watch out for DPs.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Don't forget about the corner tech punish OS: http://s1.zetaboards.com/blazblue/single/?p=581975&t=4032106 Basically you can 2A, 2A again while holding A+B or A+C on their wakeup. With Mu I do 2A, then 2A+Cxn. If they roll, they get hit and you can go into a combo. I think you'll be a little disappointed at that bold part ...but I'm definitely willing to learn. Your name is Chris? You were at Revelations right? You should come over to to Ruben's or Justin's next time there's a meetup. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Luke, I think a copy of CS is only like ~$30 nowadays (even less if you buy online). And I would love to play GG again; I still have so much to learn. And yeah Spiteful, Tager Mission 9 won't magnetize them for some reason. It's a known problem that they still haven't fixed yet. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Mu should be A tier in my completely biased opinion. I still don't see why Valk is in A-tier. Maybe I just haven't seen any good ones. Luke, Tsubaki and Rachel are gdlk in CS2. Hope you're doing okay Marq. And where the eff is Vince. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
GGs to everyone. Hopefully we can do it again soon. Jimmy, I would've been happy to reimburse you for gas lol. Edit: Ruben I think I left my hdmi cable at your house....again Edit Edit: What was that brand of wood sealer you guys recommended again? -
Thanks; you guys are right. I was in a little hurry typing it all up haha. Added the grab combo with habacan. For the basic midscreen starters, I think I will shorten them and then just add a little note that you can confirm with different normals.
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I have a few questions, since I find this series rather intriguing. Is competitive Vampire mostly played on arcade cabinets? Are the console versions ever played? Just asking because Donovan is probably the most interesting character for me (design/attacks looks cool as hell) but he only seems to be on the console versions. I guess a better question is, does anyone really care about the console characters competitively?
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I plan on going. I'm pretty sure Jimmy, Ray, and Ruben want to go too. Are you planning on driving there Justin? And I'll definitely be up for practice at any meetups in the next month before EVO. Is your place available for hosting anytime in the next month? If we could get in a few sessions at yours and Ruben's place beforehand, that would be some good practice. Thanks Jimmy~ -
Not to steal your thunder, Solar, but I just got done gathering the heat gain and damage for different starters. These aren't always the optimum damage but the combos should be easy enough for someone starting out Mu (no 214D whiff or 5D, 214D stuff) and they should work on most characters with little difficulty. I tried to include all the practical starters, so I hope this is what everyone had in mind. Tell me what you guys think (especially about if having the MG/damage for the different enders is too cluttered). Midscreen Combos: After any combo ending with 6C, you can end by cancelling into any D move and SoD to push them into the corner, any D move and 632146C super for more damage, or go for an oki setup. -(2A) 2B, 5B, 5C or 3C, SoD (12 MG, 1.2-1.6k) -(2A) 2B, 5B, 3C...okizeme (8 MG, 1.2k) -(2A) 2B, 5B, 3C, 632146C (5 MG, 2.2-2.5k, req. 50 meter) -(crouching opponent) (2A) 2B, 5B, 2C, 5C, 6C...(10 MG, 1.2-1.5k) ...any D, SoD (14 MG, 1.5-1.9k) *Basic midscreen confirms from stuff like 2A and 2B. You don't need to use the exact gatlings here. -(counter-hit) 5C, 6C... (6 MG, 1.2k) ...any D SoD (9 MG, 1.9k) -6B, SoD (9 MG, 1.5k) -6B, 632146C (5 MG, 2.7k, req. 50 meter/45 at start) -Throw, 5C, 6C, 5D, jump cancel forward j2C, dash 2B, 5C, 6C... (19 MG, 1.9k) ...any D, SoD (23 MG, 2k) ...5D, jump cancel j2C...(oki) (22 MG, 2k) ...any D, 632146C (3k) *Basic throw combo that isn't very damaging but can get out multiple steins. Works on everyone. -Throw, dash 6A, 6B, dash 6A, jump cancel j2C, dash 2B, 6A, 6C...(24 MG, 2.2k) ...any D, SoD (27 MG, 2.3k) ...any D, 632146C (3.4k) *Basic throw combo that focuses on carrying the opponent closer to the corner. - Throw, dash 6A, 5C, 6C, 214D (whiff), dash 6A, 6B, 5C, 6C...(25 MG, 2.3k) ...any D, SoD (29 MG, 2.4k) ...any D, 632146C (3.5k, need 25 meter at start) *Basic throw combo that utilizes 214D whiff cancel for some extra damage. -(req. 50 meter) Throw, 632146C (2 MG, 2.2k damage) *Burst safe 2.2k -(req. 50 meter) Airthrow, RC, 6B (1st hit whiffs), dash 6A, jump cancel j2C, dash 2B, 6A, 6C... (12 MG, 3.3k) ...any D SoD (16 MG, 3.5k) ...632146C (4.6k, need 88 meter at start) *Airthrow RC combo for decent damage and corner carry. On Bang and Arakune, their sprite will land behind Mu after the Rapid Cancel, so you'll have to input "4B" to get the 6B on them. -214D, (dash), 6B, dash 6A, jump cancel j2C, dash 2B, 6A, 6C... (26 MG, 3.5k) ...any D, SoD (29 MG, 3.8k) ...any D, 632146C (4.9k, need 24 meter at start) *High damage and corner carry combo off a midscreen 214D explosion. Also works after a guard crush. -(anti-air) CH 6A, dash 6A, 2C, jump cancel forward, jC, j2C, dash 2B, 5C, 6C... (20 MG, 2.5k) ...any D SoD (24 MG, 2.8k) ...any D 632146C (3.8k, need 30 meter at start) *CH 6A can also be a ground CH (anti-air) CH 2C, jump cancel, delayed airdash jC, j2C, dash 2B, 5C, 6C... (15 MG, 2.1k) ...any D SoD (19 MG, 2.4k) ...any D 632146C (3.5k need 35 meter at start) *CH 2C can also be a ground CH (anti-air) 5A/2A, 5B, jump cancel forward jB, jC, j2C, dash 2B, 5C, 6C... (17 MG, 1.6k) ...any D SoD (21 MG, 1.9k) ...any D 632146C (2.9k, need 33 meter at start) (air-to-air) jA, jA, jA, jump cancel jA, jC, j2C... (8 MG, 0.9k) (air-to-air) CH jC, dash 6A, 2C, jump cancel forward jC, j2C, dash 2B, 6A, 6C... (20 MG, 2.7k) ...any D SoD (24 MG, 3k) ...any D 632146C (4.1k, need 30 meter at start) (Fatal Counter) CH 6C, 5D, 214D, dash 6B, dash 6A, 2C, jump cancel forward, jC, j2C, dash 2B, 2C, 6C... (34 MG, 4.4k) ...any D SoD (38 MG, 4.5k) ...any D 632146C (5.6k, need 16 meter at start) Corner Combos: After any corner combo you can end at j2C or add on 3C for different oki setups. With 50 meter, add on 3C super or 3C, SoD, super for more damage. With 3C, add on 3 heat gain, with 3C SoD, add 5, with 3C SoD 6A, add 8. -2B, 5B, 5C, 3C, SoD, (dash) 6A, 6B, (dash) 6A, jump cancel j2C, jD, 2B, 6A, jump cancel jC, j2C, (3C).... (36 MG, 3.2k) ...(3C) 632146C (4k) *If you start this combo with 2A, omit the 3C and do 5C or 2C into SoD instead. Then the combo should work the same, just with less damage. If you confirm with two 2As, do SoD, 5B, jump cancel jB, jC, j2C... instead. If you confirm with any more 2As, just do a 3C knockdown into oki. -6B, SoD, 6A, jump cancel j2C, (dash) 2B, 6A, jump cancel j2C, jD, 2B, 6A, jump cancel jC, j2C, (3C)... (33, 3.1k) ...(3C) 632146C (4.4k, need 15 meter at start) -Throw, (dash) 6A, 6B, (dash) 6A, jump cancel j2C, jD, dash 2B, 6A, jump cancel j2C, (3C)... (27 MG, 2.3k) ...(3C) 632146C (3.6k, need 20 meter at start) -Airthrow, RC,, SoD, (dash) 6A, 6B, (dash) 6A, jump cancel j2C, jD, 2B, 6A, jump cancel jC, j2C, (3C)... (23 MG, 4.1k, need 42 meter at start) ...(3C) 632146C (5.4k need 77 meter at start) -214D, 6B, 5C, 2C, jump cancel back JC, j2C, land, SoD, 6A, 6C, 6D, jump cancel forward jB, jC, j2C, (3C)... (41 MG, 4.7k) ...(3C, SoD, 6A) 632146C (6k) *High damage corner combo off of 214D bomb. If you end with "...3C, SoD, 6A, 632146C", you'll always build enough meter for the super at the end. Also works after a guard crush. -5C, SoD, (dash) 6A, 6B, (dash) 6A, jump cancel j2C, jD, 2B, 5C, 2C, jump cancel j2C, jD, dash 2B, 6A, jump cancel jC, j2C, (3C)... (42 MG, 4.5k) ...(3C, SoD) 632146C (5.8k, need 2 meter at start) *High damage corner combo from an ideal proration starter. Can work with 5B, (crouching) 5C 6C, pure 6C, and pure SoD as the starter. Also works after a guard crush.
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I think it's some unused "test" palette. I would also love to play rainbow sherbet characters. Also, look how beautiful 6A hitbox is: http://www.dustloop.com/guides/bbcs2/frameData/rachel/6A.html Wuku's fights were awesome. I need to start taking notes.
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DL staff is working on putting hitboxes onto the Frame Data pages: http://www.dustloop.com/forums/content.php?171-BBCS2-Hitbox-project-%28a-work-in-progress%29
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Aginor, that was supposed to be in response to Stinkymonz. Sorry, I should have put a quote tag. But I definitely agree there should be a list of "must know" combos at the beginning, though most of them are covered by challenge mode. This is something I tried to do with the CS1 wiki combos (must know at top, billion situational combos at bottom). For CS2 it should look a lot less complicated...: ...blahblah 3C oki 5C/3C SoD (crouching)...6C...stuff CH 5C, 6C...stuff 3C super 6B SoD / super throw super Throw...combo basic corner combos 214D corner combo 6A/2C AA combos jC CH combo
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Since it seems like there's Ruben's on FRIDAYYY...would anyone like to pick me up on their way there? I have no problem railing to the ASU area to be picked up to save gas. I just don't really want to take a bus to Scottsdale. -
^^I think flowcharting it is the way to go. Mu's combos are actually pretty flowchart, the hard part is confirming into the best damage depending on starter and position on the screen. I'm in the process of updating the Mu wiki right now, and I'm thinking of sorting combos by starter, and position. Something like this: ==='''Counter Hit and Anti-Air combos'''=== ''From 6A...:'' Midscreen...: 6A CH, 6A, 5C, 6C, 214D (whiff), dash 6A, 6B, dash 6A, jump cancel j2C, dash 2B, 6A, 6C... ( ) ...xD, SoD ( ) ...xD, 632146C ( ) Approaching/in corner...: 6A CH, 6A, 6B, 6A, jump cancel j2C, jD, 2B, 6A, jump cancel jC, j2C... ...3C SoD 632146C ( ) 6A CH, 5C, 2C, jump cancel jC, j2C, SoD, 6A, 6B, 6A, jump cancel j2C, jD, 2B, 6A, jump cancel jC, j2C... ( ) ...3C 632146C ( ) ''From 2C...:'' Close to opposite corner...: Midscreen...: Approaching/in corner...: ''From 3C...:'' "Closer to opposite corner" is for some combos that can only be done when your back is closer to the opposite corner. Like... wall 1P 2P wall {...Mu...opponent------->......} (combo)--------> Lol I don't know a shorter/better way to explain it, but I hope that makes sense.