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crazycrackers

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Everything posted by crazycrackers

  1. We're totally playing again when CS comes out :D. This time you'll be winning most of the time though for obvious reasons XD.

  2. oh...you think you too GOOD? XD

  3. There's a little room for delay, but I personally just do it ASAP since I'm so used to it (been playing CT rachel since...always), though I think it might be helpful to learn if you use a delay. Also, I believe its easier to connect to 5b off of 3c9d if you use a little delay in CS though I don't have the game so not sure about that.
  4. Just go for whatever your most damaging 5cdc combo is in that situation I guess. If you're really close you can connect 3c btw, from there use 3c9d>BBL>lvl.3 j.2c shenanigans I guess. I don't really see many 5c/5cc FCs happening although I guess you can punish a DP with it, or perhaps patternize your 4b (which is pretty risky since 4b is still pretty slow despite its speed buff) and then 5c/5cc FC someone who tries to jab you through it I guess. Haven't put much thought into this since its not very common to score a 5c FC, or even a 5c in general outside of combos.
  5. What? http://www.youtube.com/watch?v=Zi7eWIiu6Y0 30 seconds you can see it work.
  6. My appologies if this is already known, but it seems instead of doing (throw is just an example): (corner) throw>6a>2c>JC>j.c>j.2c>2b>5c>2c>JC>j.c>j.2c or something like that we can actually do: (corner) throw>6a>JC>j.2c>2b>6a>j.2c>2b>6a>2c>JC>j.c>j.2c for a 3x loop. Not sure how the damage compares, but I would guess that the latter is more damaging and builds us more meter. Also, could Mu loop Tager mid-screen? My gut tells me probably not, but he's so huge that its worth trying.
  7. Punishing sledge should be really easy as Mu in my opinion. Mu is already long recovered by the time that a steiner actually fires its laser, so she can just punish it on reaction with 5c. Being REALLY careless and trying to just spam out steiners is the only way I can see Tager getting in sledges, since you should just be able to set up 2 or 3 of them and then transition into poking him/waiting for his sledge. If he continues to block all your steiner lasers just set up a couple more (with proper spacing away from him of course) and repeat. Really with the tiny lag that steiners have, in addition with the fact that they attack after you're long since recovered, AND the fact that you can JC steiners, they should really be a safe option here as long as you're not wreckless. Personally I would use the steiners to transition into lockdown and poking him with long ranged normals whilst setting up steiners as part of your lockdown outside of his 360 range and such. If you need to back off, then do so, because Mu has the advantage here anywhere on the screen except for significantly up-close. I'd also really refrain from using 236 outside of some oki set ups (and even then it might be dangerous depending on the timing if you can't activate it slightly BEFORE tager techs) because unlike setting steiners, 236d DOES have signifcant, non-JCable lag for tager to take advantage of and sledge through. @ Mizzet. Thanks for clarrifying about Mu's normals having physical properties rather than projectile properties (excluding 6c).
  8. It doesn't seem like it would be that bad to me. Couldn't we just punish sledge with a CH 5c? Or does 5c count as a projectile? I don't really find a problem with sledge going through steiners since by the time an actual laser is coming from a steiner Mu should be well recovered. I'm just curious about how we can actually punish sledge. I would also think that since all the steiners are JCable we could JC after steins on reaction to sledges and then punish with a j.2c CH. Just theory talk here.
  9. I'm not 100% sure about this, but if you end a combo with 6c and set up multiple steins, or you're just in the situation where you have multiple steins set up near your opponent, you can PROBABLY 236d, and if he lasers fire enough times you could theoretically have a lot of mixups that are supported by your steins with 236d. I was thinking (though once again, just theory) that you might be able to use an overhead mixup here with 6b as your opponent is forced to block 236d, then if they lasers hit them AFTER 6b is finished (which probably depends on how many steins you have set up) you could then go into 2b>3c>whatever your combo of choice is here. This is just an example out of the large possibility for variety that steins give you, and is just sort of a theoretical example. Not sure if it works, but its the concept I'm talking about here. You also obviously have grab mixups but thats only so usable. To be completely honest, Mu seems like the character who should be locking her opponent down with proper use of her normals+stein support and thus, be able to punish her opponent's attempts at escaping lockdown. She doesn't exactly seem like the sort of character who has that great of a mixup ability. I'd like to see her doing things like normals>throw out a stein>more normals>etc and mix up WHEN in her strings she actually throws out a stein and therefore keep her opponent guessing about when they can escape her lockdown. It seems to me like this sort of thing has potential, especially if the corner, IF spaced well since Mu can outpoke her opponents with her heavy normals. When I get my hands on Mu I'd like to experiment with this concept, as well as keeping my opponent in blockstun until a stein I've set up fires its laser, as I throw out another stein AS they are forced to block the laser. I'm sure 214d can be used to continue lockdown as well. I'd love this in the corner. Also, steins can probably set up for some pretty good tick throws, though I'm not really a big fan of using throws very much. Sorry for the wall of text lol.
  10. If we could get a test for a few frog combos, lvl.2 j.2c combos/loops, 5cc wallbounce loops, and BBL combos in general in console, that would be good. Although I really doubt any damage has changed since there was never an official statement detailing any balance changes from arcade to console before a patch whatsoever.
  11. EX+HS. Its mostly orange with a bit of yellow. The key is lime/mint green and her hair is a majenta color. The colors clash so terribly that it actually becomes beautiful.
  12. That combo took me a while to learn but its SO satisfying now that I can pull it off consistently. Especially because of that big awesome *thud* the lvl2 j.2c creates.
  13. http://www.nicovideo.jp/watch/sm10803503 Holy shit cool combo in the 5th round of the first match. (corner) throw (wallbounce) 5b 632146c sj8d j.2cd (lvl3) 214a 5cc (2nd hit) wallbounce (frog hits) sj8d j.2c (lvl3) 5cc (2nd hit) wallbounce 3c EDIT: Actually the j.2cd does not need the 2d. You can do each lvl3 j.2c with just 1 wind
  14. <3 when she raped that carl.
  15. Sexy combo from http://www.youtube.com/watch?v=AytsnjhfC2U whatever>5b 5cdc 236b dash 5cc wallbounce 214a1d 214c (frog hits) dash 236a 3c (1 hit) 214c 3c Its the first combo of the vid.
  16. I guess the combo must be 5b 5cdc 236b 963214c 236c 214c then. Rachel doesn't win in damage, but she beats everyone in style
  17. Who knows, maybe she'll get a damage buff in consoles, though I kind of doubt it at this point:vbang: Edit: Well actually I forgot about the balance patch.
  18. not sure exactly how the forward movement works perhaps he's doing 963214c, but thats a bit of a stretch. Also, 5b 5cdc 236b IAD j.214c 6c j.c dj j.c does 2900 damage, so I guess this would only be useful for wind regen and the ability to finish the combo on the ground rather than in the air, although it IS flashy as hell which is always nice But still, do we know if you can add j.c j.c (236a) to the end?
  19. Ya I was actually wondering if ending the combo with TK iris would allow you to lobelia>iris again.
  20. You don't seem to need to TK it for a pumpkin, but it seems you might have enough extra time to j.c j.c 236a if you do so
  21. http://www.nicovideo.jp/watch/sm10286961 Nice new sexy combo: 5b 5cdc 236b tk j.214c 236c 214c Not sure on how effective the actual damage is (we should get a calc) compared to the [AD j.214c 6c j.c j.c] variant, but it would obviously have better wind regen. Plus its flashy.
  22. if you see her 2db cross-up coming you can try j.c
  23. Was the buff to george's health kept or was that just a loketest idea?
  24. I this point I think we call all say that would be an improvement.
  25. definitely, that would be great. Also, does anyone know why, in the video, whenever he starts a lvl2 j.2c combo with 6a, he doesn't use j.b before j.c? Like for example: 6a 5b JC j.c2d dj (lvl2) j.2c 5b SJ j.b j.c dj j.b j.c j.236a Maybe lvl2 j.2c will whiff because of the height gain from 6a (as apposed to other starters like 3c9d) if you put in j.b before j.c2d?
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