-
Posts
2,140 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Zeromus_X
-
http://www.youtube.com/watch?v=gq8UdEtN9lo 5C air unblockable! Try and jump out of oki setups now lolol. Also, looks like her CA blows them back farther, at least on CH...really good since her CS1 CA is awful IMO.
-
http://www.youtube.com/watch?v=sla9hXqo3ZY Looks like faster steins and improved 236A might be legit in pressure now
-
[CS2] Platinum the Trinity Actual Discussion Thread The First
Zeromus_X replied to Circuitous's topic in Archive
Maybe you can hold down a button before the fight to "select" a voice set (like in GG)? That's pretty cool she has different voices for her different personalities. Lol cat screaming every time you attack with it. She looks really fun. =) -
Check the video posting thread; they were on nicovideo but Jourdal put them up on his youtube channel.
-
The faster steins look AWESOME! Her zoning is gonna be crazy... Also, it seems like 5B and 6B are air unblockable (5C too?)
-
How to you TK a DP? Just 8623?
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
Even if her mixup is still awful, I won't be too worried because... And Shockna, I think they mean you can do 2B and special cancel into SoD to continue the combo.
-
Kind of saddening...but guaranteed 1100 is still pretty good. Awesome, no need to rapid to do combo off overhead in the corner. Edit: Hiago posted some more changes in the main changes thread: Wonder if we can still dash up 6B> stuff after 214D. Also if the 2B after j2C is the same dash 2B we already have, or we can just do 2B after straight up j2C (would be AWESOME) Man I can't wait for CS2.
-
^6B SoD RC 6B should work on everyone if you quick dash it. And that looks like a great new 6B SoD RC combo.
-
What specific combo is giving you trouble with the link? I ask because if the enemy is too low or too close to Mu, you won't be able to pick them up off the floor with dash 2B. So you can't be close enough to be "inside" them with 6A, or hitting them too high. You want to be just close enough to the enemy and hit them while their sprite is somewhat above Mu's with 6A.
-
2B Roll punish combos in the corner, don't let them escape that easily: M: ...2B (tech roll punish), 6A, 2C, JC jC, j2C, [2B, 6A, JC jC, j2C] x2, (2B, 5B, 632146C) (3.1/4.7k, builds 35 heat) F/BA/HZ: ...2B (tech roll punish), 6A, JC jC, j2C, 2B, 6A, JC j2C, 2B, 6A, JC jC, j2C, (2B, 632146C) (2.8/4.5k, builds 28 heat) Sword guard crush combos from further away. You can move them towards the opposite corner even from the other player's starting position, and they still do awesome damage: M: SoD guard crush, (dash) SoD, dash 6B, (dash) 6A, JC j2C, (dash) 2B, 6A, 2C, JC jC, j2C, 2B, 6A, 2C, JC jC, j2C (5B 6B 632146C) (3.8/5.5k, builds 47 heat) F/BA/HZ: SoD guard crush, (dash) SoD, dash 6B, (dash 6A), JC j2C, (dash 2B, 6A, 2C, 9JC jC, j2C, 2B, 6A, 9JC jC, j2C, (2B, 632146C) (3.7/5.3k, builds 43 heat) Edit: These actually gain a bit more heat than the other versions, might be best to just use these.
-
Oh yeah, it's just after a regular 6C knockdown. *edits* It's pretty good for zoning too. I just love "carrying the laser", so much fun.
-
Here's a fun one: (...6C) 6D 5D JC 6D 236D land 6D 5D If you do it right, the laser will reflect back and forth several times and looks really awesome. Mix it up with 6[D] at the beginning or jumping/airdashing I'm finding setups with 5D, 6D and 6D, 5D really effective now.
-
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
It doesn't go directly there - but you can stop at Veteran's Way/College Ave and take the 48 bus right to 48th and Baseline (heck it even stops at Vineyard). It sounds like you guys had a lot of fun so I can't wait for the next one. Btw, is anyone else interested in this game? -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Yeah I felt pretty retarded lol. But I know where the general area is at least...it doesn't take that long to get there. I need to grind GG training mode more anyway haha. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Oh man, you posted this RIGHT after I left to get on the train...I made it to the intersection you were talking about, and then realized I had no idea what house I was going to. So I ended up just going home. I won't miss the next one... -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I know you guys told me this before...but where exactly is the Melty House again? Edit: Thanks Justin -
^Exactly. Imagining the buffs she got and the lasers being the same (as 1.00), her zoning would look pretty crazy. I use mostly 236A and D to zone anyway, so the faster steins and 236A buff make the charged laser nerf not bother me that much.
-
Don't forget 214D breaks primers too, and will likely be stronger with the faster steins.
-
They might've figured that the charged lasers would be too good at breaking primers along with the faster stein placement...at least that's how I see the reasoning behind that. With their large blockstun, there's still potential for setups with them, right? But yeah, wait until final release, etc j2C untechable means we should still get decent damage, which makes me happy. I'm getting very optimistic about CS2 Mu.
-
http://www.youtube.com/watch?v=H1hSWDN_XKQ http://www.youtube.com/watch?v=cZjm_Z0XFA8 http://www.youtube.com/watch?v=NdZYWb0alHg Shockna asked me to record some matches to post up for him, so... http://www.youtube.com/watch?v=H1hSWDN_XKQ 0:22- Nice job punishing his mash with 2C, do 63214C (charged), combo if you can confirm or just do 5C 6C oki. Imo, unless it's not possible or you'll get a lot of damage, you should almost always go for 6C oki. 0:25- jC CH near the ground can go right into dash 2A, 2B, 3C or 2B, 3C, combo. Also after knocking him away with SoD, you jumped into the air to set up steins- this leaves you open, and you don't get to set up as many steins. Try doing something like one or two steins, and then JC'ing them to get away, approach, or set up more steins if you must. 0:50- Try not to summon steins so close to Hazama (or well any character); it's very dangerous. 0:57- Blocked 6C should always cancel into stein -> jump away or SoD if you're far enough away; it has horrendous recovery. 1:00- CH jC so close to the ground can go into 5C 6C oki, also 6B won't combo into j2C CH if you're not close enough to the ground. In that case, do 6A, combo or 5C, combo instead. 1:43 - jC isn't so good after teching here (people can just jA or air grab you out of it; best to just block or try and airdash away) 1:47- 6C will miss from that close after CH 5C, just go into 3C, 2B, 6C whatever instead. http://www.youtube.com/watch?v=cZjm_Z0XFA8 0:41- 6C fatal combo can be tempting, but it's not a good idea at round start, 6C whiff = 0:45- If he tries to mash 3C to get under your jC (?) j2C into CH combo. 0:55-1:07 - Don't try to autopilot jump away so much, can get caught by the snakes. Keep your other options in mind, you can super jump in different directions, 5C or 6C him if he's close enough, backdash or dash and barrier break, or just blocking if you want to be safe. Also NEVER roll away against Hazama, it's never a good idea, especially against a good one. 1:13- Don't be quick to summon steins after a burst; green burst is somewhat disadvantageous. Though your friend missed his attack, most characters can just rush right in and hit you before you can do anything. 1:16- can do 214D with that stein to get a little extra damage/heat gain and go into 5C 6C oki instead of SoD. 1:22- from that high up, 214D explosion can be followed up with jC j2C oki. 1:50: 236D CH could've been followed up by 5C, 2C, HJC jB jC j2C oki, maybe 6C would've hit from that distance too. 1:53 - Don't forget to summon a stein before SoD; can't go wrong with a free stein. Personally I forgo SoD most of the time to go into 6C oki unless it'll kill them. 1:55 - Nice setup, 6D 236A or D would've been better so he can't get in so easy. Two or more steins are great for oki, but for zoning, just one + 236D and A is fine. Also stop autopilot rolling/jumping away =( 2:14 - Try to confirm the 2B instead of pressing the buttons right after another; it sucks when 6C whiffs. Lag can really mess this up and I know how annoying this can be. 2:20 - If he just mashes A like that, 5C CH 6C oki. Nice zoning setup with 2D 6D 236D, time to steal that. You could've gone with 6D, more zoning instead of 6C after, though I guess you were trying to punish him mashing. http://www.youtube.com/watch?v=NdZYWb0alHg 0:27 - nice airdash and air throw, don't be afraid to keep doing that until they stop autopilot jumping. After an airthrow, I recommend doing 2B. If they roll, or don't tech, you'll catch them for 5C 6C into oki. If they do tech, you're still at advantage so you can always block, get away, or continue attacking. 0:37 - again, do dash 2A, 2b, 3C or 2b, 3C into combo after a ground CH jC. 0:47 - charged steins have more recovery, so best to JC them and get away unless they're afraid (if they try to rush in, they get a fat laser to the face). 0:50 - don't roll away from Hazama 1:00 - remember you can airdash away after a (dropped) aircombo like that, you don't always have to fall and jC. to 1:30 - space yourself better, it's too easy to get CH by Hazama if you summon steins like that. Again, 6D 236D or A is enough to zone at that range while still giving them a risk if they try to approach recklessly. 1:40 - better to go into 6C oki again 1:46 - can go into 6B 6A j2C dash 2B etc combo for bigger damage + oki after explosion 1:50 - again, just go into 6C oki, it's more valuable than the small damage from SoD. 1:53 - might've been able to dash in to 2B 3C etc from the laser's hitstun, or at least just set up more steins. 2:00 - jC isn't so great directly above them, try jB instead 2:10 - could've done stein into either super to finish it right there instead of SoD. 2:15 - probably tried to 6D 632146D? with so little health left on him, you could've just set up a D-wall with 236A and pals to finish him off, but well...he didn't block the single laser lol. After that, pretty much echo the rest of this stuff, just work on spacing/being safer/just blocking, hit confirms, better combos/oki and punishing the silly stuff your friend is doing. General tips: Tbh, your friend mashes like CRAZY (which it looked like you were aware). He would mash C in the air and every time he got to the ground he would do 3C; try to poke him with jC or 5C and go into 6C > fun or just keep j2C'ing him. At the beginning of almost every round and after every blockstring he would jump back to use a snake; run up, jump, and air throw, jA pressure or jC him. He would come in on a blocked snake with no fear; DP or 5A/6A until he starts baiting it, a snake does not equal free entry. If he's already inside and attack, just block since your friend didn't really use any mixups. It looked like you were trying to DP or anti-air him too late, or messed up the buffer, which caused you to get CH a lot of times. Against Hazama in particular, try not to set up any steins unless you're fullscreen or you knocked him away or have a knockdown. 5D 6D 236A 236D etc, 6D 236D xD 236A etc, and 6D 236A xD 236D etc are pretty good to zone him, since 236A can destroy the chains and the 236D can hit him if he still thinks he can fly towards you. As a general tip, it's more effective to control the horizontal space on the ground with 5D, 6D, and 236D in order to force them to block or jump. NEVER summon stiens close up to the opponent, midrange can also be a risk. And never forget that you can just jump cancel steins and then go back to spacing if it's dangerous, you don't have to commit to special cancelling them all the time. Oh yeah, and remember he has no real reversal before 50 meter, so he's free to pressure on wakeup with 2A or 2B (,6A...combo) to catch rolling. Mu is very fast and has no problem just running up to him. This is all I have for now, the others can probably give better advice.
-
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
What time should we be at PCP? -
Long range 5C (2C) 6C xD jump away is good, even if they IB you'll still be able to run away. It might be a bit gimmicky, but I've had good luck cancelling 6B with 236A lately. 6B (1) 236A in a string can certainly confuse the opponent or throw off their IB timing. Edit: Oh yeah, don't forget about 214D if you have steins over them. 6B(1 or 2) 214D is a cool looking way to continue pressure and break a primer. Not very likely to get mashed out of on reaction if you're not completely predictable, plus the situation doesn't happen too often. And well, nobody wants to get hit by 214D...
-
Oh, sure thing. What number are you on Mu leaderboard?
-
It warms my heart that people think I'm actually good, lol. I'm having this problem except now I'm zoning a bit too much in some situations...before I'd try to sort of rush down with her, but I'd get beaten up by people who can IB. Well, that's what I like about this character, so versatile and so much to learn.