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Everything posted by Cryingvoid
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[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
Sorry for sounding stupid, but what is NCI? Also, your tutorials are?.. you're hinting that mu is a FREAKING GODSLAYER -
KM Riku I want it actually to be functionally different. For ex. - to work, when our regular launch starter does not reach after hit confirm. Or else - act as a full combo ender, like in CS1. And I never feel troubled when pressuring in the corner. You can even get the 2C poke in for some 5500 dmg. Straight throw is also very damaging. Maybe I am not the best corner strategist, but I never felt like using 2A's other than for blockstring pressure linking.
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[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
I've seen different jp. players often doing 632146D randomly, or on oki. Seems to be a nice tool for finishing off too, like Bang's nailrain or Litchi's great wheel. Not that strong as those two, but pretty solid and unexpectedly tricky. Opponent doesn't always consider this random attack that much as a block-only option, and still tries to rush at you. So, wouldn't 632146D (with 4 turrets set) be another one misc. meter option? PS: C0R, maybe this is not the best topic for that, but I wanted to ask, if you are still planning on doing those tutorials you've listed in the poll? Actually I'd love to learn from them. Starting using Mu I like her style more and more, and want to dig deeper into advanced stuff :3 Do you have any vids of your play? -
SolarMisae Cute stick mod! It's a pity, those plexi's are so fragile. Mine cracked when I was inserting buttons. Doubt they will stand my input assault. In terms of quality - original TE plastics bar is the best. Pity, they don't paint'n'cut plastics.
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Agreed. You did truly an awesome job! Yeah, 8k dmg + 50% meter saving is pretty much enough. Moreover, you've got free corner oki with all 4 turrets set around the opponent right after the combo (if anyone survives it lol). Though it just feels a bit of a waste to set all these turrets in a combo and not being able to use them as a finisher ) Got some time to master sub-buffering input as 663C214D. It seems that the problem may be is this super's specific mechanics, as to which turret Mu sends a laser first. It is probably the last turret, that receives the first sent laser, so it may be due to each char's hitbox, that it either hits or not... Don't know, gotta give it more testing. There is a wide free window at 6B part where you can re-adjust at least 2 turrets. Maybe that would help somehow. Anyways, this super is going to be airborne in Extend, so even more fun to come if they don't change the stun values!
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Just confirmed, that corner fatal combo (6c (FC) > 6[d] > SoD > Walk :5c > 5[d] > j.c > ::j.2c > j.2[d] > Airdash Cancel > j.c > j.2c > Walk > ]D[ > 6b > Dash 6a > j.2c > j.5d > Dash 2b > 5c > 2c > j.2c > Dash 3c > 632146d > j.2c > 3c > 632146c) doesn't work too well on Tsubaki. It seems, that 632146d always whiffs. If somebody could confirm that or fix the ender specifically for Tsubaki? It would be a huge waste to cut down the whole combo the the extend I did with Noel!
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Got NOEL SPECIFIC version of famous fatal corner combo aka 9k ( 6c (FC) > 6[d] > SoD > Walk :5c > 5[d] > j.c > ::j.2c > j.2[d] > Airdash Cancel > j.c > j.2c > Walk > ]D[ > 6b > Dash 6a > j.2c > j.5d > Dash 2b > 5c > 2c > j.2c > Dash 3c > 632146d > j.2c > 3c > 632146c = 9282/68-100 ) Noel specific version is slightly lighter on damage (j.2c > j.5d loop doesn't work on her), yet it is still 8662 dmg. Here it is: 6c (FC) > 6[d] > SoD > Walk :5c > 5[d] > j.c > ::j.2c > j.2[d] > Airdash Cancel > j.c > j.2c > Walk > ]D[ > 6b > 6a > j.2c > j.5d > 2b > 5c > 632146d > j.2c > 3c > 632146c I outlined the part, that had to be modified in order to finish the combo on Noel. PS: is the original combo invented by C0R? The thing is pretty hard, but so awesome!
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Is there anything reasonable off 235C(CH)>RC? Just curious. That wallbounce mustn't be in vain after all?
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A tricky matchup when tager player is above normal skill. Passiveness leads to tricky setups by Tager. He can easily break your get away drive's trajectory by his magnetic stuff and collider, and make you half dead in an instant. As far as aggressive play goes, drives on block are very unsafe against him. Especially when he is experienced against Tao. The strongest option in my opinion is aggressive assault/mixup play with normals and crossups via 2d~b and cat jump. Thus you are fast enough to stop his fast moves from coming to active, and you are airborne while linking your chains - not to eat any of his throws. Tager can read your jumps and crossups of course, but generally it is pretty hard for him. Still don't know a really decent strategy against him. If someone has other clues, please share!
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Thanks a lot! Want to learn all possible midscreen combos first. They seem a bit harder to execute vs corner ones. PS: I understand though, there may be a need to rewrite it completely in winter when Extend is out. But the main links and chains are probably to remain unchanged? Don't know... btw, are there any reasonable combos off 623C? I guess it is possible to do 623C (CH)> RC>66~6C etc.
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Guys, is it just my imagination, or the first post with combo listing is half way dropped? Are you planning on updating it?
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Dunno about that... as for now, AB2 combos don't make much of a difference from a basic corner combo in terms of damage. It helps a lot if started off some low end starters, like 2a though. Anyway, want more options.
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[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
Cryingvoid replied to OmniSScythe's topic in Archives
I see... but basically, if you punish 100% unsafe overhead (or smth confirmed like that) which invul starter is perfect? PF or Corona? -
[CS2] Makoto Nanaya's Combo Listing and Discussion Thread
Cryingvoid replied to OmniSScythe's topic in Archives
Guys, 2 questions: 1) in non-PF combos off CH 623C, is the only follow-up - 5A? I mean, doesn't 5B connect at all after CH 623C~D (whiff)? 2) when doing CH 623C combos (with PF follow-up) out of blockstrings, won't it be better to just do PF as a starter? Or is there more damage when you start with CH 623C? -
Anyone knows how many loketests are going to be held? Damn, those nerfs are no fun at all... I hope this reballance result not that bad in the end.
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That's from CS1 anyway. There was Cat Spirit 2 (236bxN) loop with crazy amount of repetitions on Tager (thanks to his huge hitbox).
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I really want her 5C CH poke back working. Let it be even shitty 2k damage, or just a reset/oki base, but it was simply cool to poke with 5C in BB:CT. If they could bring some combo off 5C poke back, it would be awesome, no?
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Guys, is there any principal to Tao's prorate system in CS2? It is still a bit hard for me to understand, why j.c>3c combo is waeker than j.c>5b>3c ones. And what d's have same hit prorate?
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For what? To increase the hitstun? Like in Hazama's 10k combo?
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Guys, how do I do the 'AB2 finisher' part after 'Gold Burst' in: Taokaka's 8k corner combo: 2[C] FC -> [6]C -> 236[C]C -> 5D~A -> j.8D~A (9x) -> 2D~C -> Gold Burst -> AB2 finisher?
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Thank you, gotta try it out.
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C0R Are the first page combos all CS2 reissued? ...5c > 6c... doesnt seem to connect in the middle of the string. Also I can't understand the part ...Dash 3c > SoD > Dash :5b > 6a >... CS2 SoD doesnt let you any chance to follow up like that, especially midscreen... or am I slow about something? Sorry if those parts have been already answered throughout the topic. Recently started on Mu, want to try her combos out Thanks in advance!
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Boy, some flashy combos here! Midscreen Triple launch combo for the win/3.8k! Hope more interesting useful stuff will be coming soon :3
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Well, I agree with Ronove about the drive distance nerf. It is better to have it shorter to use it when it is really necessary, not the whole time like now, when you use it to approach, to get away, to hitconfirm, to faint... for every tactic existing. It is much more intriguing to reveal her triple jump/double air dash potential instead of spamming 'D' for all matters ever. Aren't there any CS2 videos yet?
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I agree completely, feeling the same; but it is better to say, 'lose that authentic feel playing Tao'. Respect from other players is not a goal itself, but one of the results.