Jump to content
Dustloop Forums

Cryingvoid

Members
  • Posts

    455
  • Joined

  • Last visited

Everything posted by Cryingvoid

  1. Nice demonic cosplay stuff I found! Looks cool. You look a healthy girl with a solid constitution, I like that Creative Solar!
  2. Yeah, Cookie is cute, I like her =) Solar, you were the first I found cute, you know =) Where is your parrot-colored Myuta? (this is my new way of calling "our girl") PS: it would be really entertaining to see how you gals look irl! =)
  3. Wow! Great! Now I see why your so cuute. Lolihours!
  4. Wow! Posh, nice stuff, you're doing great videos! And, wow, the bonus is especially awesome! I am lucky today, getting the bonus for free, just visiting the dustloop! Thanks man! Is this C0Ra-throw basically possible to train to the extend of 100/100 execution for real matches at all?
  5. It is easier to touch your nose with a tongue than to properly hit Throw > 6A > :6B in the corner. Especially when lag alters every session. I decided to stick to old 5B > 6A small stuff.
  6. Maybe that fact will result in not nerfing her at BB3 he-he. I know! It is global conspiracy! They play 3-4K-fools for purpose!
  7. Gosh, it's like just us around who really strive to confirm and combo off stuff optimally. JP Mu's just don't give a damn about that at all. Seems she is not that popular of a character even in Japan overall.
  8. There are very nice tutorials, Posh created for newcomers just like you: 1. combos : http://www.youtube.com/watch?v=aoCLTItUeyM 2. setups : http://www.youtube.com/watch?v=agk5UuSUlr8 I'd say practice some of those, and try to use some in real matches. Also go to the video thread and observe jp Mu's play styles. You'll get a general idea of moving and hitconfirming. Rest is - play versus much. She requires match experience to properly see though optimal stuff in combos etc. like 'distancing' is very important for her. Depending on opp. life, your meter, position on the screen etc. you get an optimal path of combo, should it be an oki combo, a reset combo, a tech/frame trap combo, midscreen single/double super combo or corner one. And lots of other complicated stuff is found out eventually during real matches and understanding of Mu's pros. This is how it worked out for me anyway ^___^ Good luck!
  9. Also, if I believe right, his 214D is aerial autoguard. Though it is risky on his side, it is one more thing to fear. And do not forget that unlike cs1&2 he now has 5k midscreen off random jabs.
  10. Baka, basically Tager is not a character to freely joke around in the corner with our okizeme's. He is just made like that to be strong on wake up. Just like Hakumen. I'd personally recommend you bait his 360/720's by making him think you ground-mashing something, and do a jump cancel on the last frame. It is not easy to read and do a collider (if you don't abuse it). But better not do any close wake up actions when he's 100% meter. Though is is great to bait his 720, he may also do magnetic wheel > RC thus getting a free + on block in any situation. You may try baiting magnetic with IAD back, but it is dangerous. Safest is to distance yourself to the length of our 5C
  11. Hey guys, I got some time to test out different GC paths midscreen, so here what I got so far (still raw, but promising): [midscreen, 50% meter required] SOD(lv4)GC > RC > 5[D] > tiny delay > (66) > 6C > 5[D] > forward normal jump cancel (9) > ]D[ > j.C (late) > j.2C (late) > land > 66~ > ]D[ > 6B > (66) > 5C > SOD > 5C > high loop > mid loop > omohi (7157 dmg, heat gain precisely 50%) / (with 100% meter at start) yata > omohi (8271) (dash before 2C > yata required for all steins to hit) Gotta work out RC'less path later. And maybe polish this one more.
  12. Dunno guys... maybe it's because my Mu is becoming more stable right now that I am positive about the game. Poor that there are people bored of Extend already. I guess Arcs were too busy with Persona to make a propper BB3 with all new arenas, BGMs and stuff. And here we have 4th or 5th game UPDATE instead of a brand new installment. That figures I guess.
  13. yeah, for me Tao was all about big midscreen damage worth jumping all day for a hitconfirm. And Mu is a big truck which is going to hit you at least once a round no matter what you do. She is living WHATTHEFUCK for all her opponents. It is she's just not played widely around to a competitive extend.
  14. You dislike Mu for some reason? Or just fooling around lol
  15. It's not that simple. Mu's got godlike pokes, which outpoke even Hakumen (at times), and her average damage is 5-6K. Tao now has average damage around 2.5k. It is 1.5 - 2.0 midscreen, and 3.5 in the corner. And CS1 Tao had 6-7K from wherever midscreen via tauntloop meterless. CS2 Tao had guaranteed 4.5K midscreen and 5K corner via j.9d-loop. So now she is no fun in my opinion.
  16. Dropping are mostly those whose asses get kicked much or/and whose chars have been nerved relatively lol I used to play Tao and her damage was getting considerably nerved several times since first CS, so I'm very glad I'm maining Mu right now. She might be nerved later but now she is god tier ) gotta play her to the fullest lol
  17. hm... well, it actually does, doesn't it? Only one stein though. He sets a charged one after the last j.2c. It also seems the D.S.E. is possible. I'd prefer going for 6D charge > stuff most of the times. It actually may be safer since it gives them less of opportunity to counter assault. And those familiar to Mu's pressure do CA much when cornered :3
  18. Posh, yeah, yeah, something like that. I'm pretty much sure there was something with charged laser off midscreen GC. SOD tech traps work surprisingly well, to the extend your opponent forgetting to barrier block it. C0R, is lever 4 path goes RC'less? I remember stuff from CS1 when it required you to RC in such combos.
  19. http://www.youtube.com/watch?v=TFj_9MkbE50&feature=player_embedded 10:05 Ecchi.Ecchi is demonstrating some awesome optimized corner throw combo. Not sure if it is new to our boards, though... whatever. UPD: guys, btw, any optimal GC combos midscreen? I find myself doing full charge SOD tech traps more often, but when GC occurs I find myself at loss for buttons 3_3 and just B'n'B the hell out of it like stupid fool! *_*
  20. Yeah, it would be a great option ) most of the times I really want opp just to block, but he does stuff and I am forced to reset him. They just don't learn.
  21. C0R, in your opinion, is the move worth the drop risk generally?
  22. Yeah, surely, it is very evil when executed. But I'm afraid of the holes in between stuff. Left alone decent reaction players, there are a lot of mere mashers, who'll be able to DP the hell out of it, won't they? Though, I really should start using it too. Sure, I watched it when you posted, and updated some of my stuff right away ) Just didn't feel like bothering with optimizing minor stuff like 1 bomb or corner throw. My bad ) Yeah, yeah, yeah! That's what we have missed overall here! Quite the topic, since it is much more convenient for both yata supers, and oki stuff (BOTH bomb and totsuka setups, since the strongest totsuka is - 1st bomb near, 2nd bomb - far). But I find it somehow hard to set the stein before landing... it works not all the times, or else, I time it bad. Is there any specifics? Also it is herd to set consistently when constantly changing from online to offline matches, since you lose the right timing... any hints?
  23. Oh, that's right! Great stuff I've been looking for. And optimal corner ground throw one? Gotta gather small things together, you see...
×
×
  • Create New...