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Cryingvoid

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Everything posted by Cryingvoid

  1. Oh, sorry, I meant corner bomb, pochp. Is there anything nice? Well, in terms of oki reasoning I find myself coming to a conclusion that the best way all in all, is to confirm a full combo off some normal. Without laser or bomb or anything in it. So I'd say, I use your j.6[D] > 2b > 6b > ]D[ > stuff... -oki/blockstring. So when the opponent respects your corner oki might, he'll block your first 6B and the laser, giving you safe room for further mixups. Where I'd go with something like 6B (1 hit blocked) > RC > 2B > 5C... for 5Kay this mixup (6B (1 hit blocked) > RC > 2B) really shatters even most solid blockers. USE IT, EVERYONE!
  2. Best case scenario, she'll be entirely different from original version in terms of moves etc. I don't want to see just a powered up, imbalanced, yet same character. Right?
  3. The persona of the last boss in the last episode of the anime looked dark ) Evil Izanagi, something like that. And the master himself has Hazama character, so it would be nice if... BTW, I can't find the video posting thread -____-" please help. Sorry for offtopic.
  4. I'm not quite following, so... is the girl on the picture is kinda evil version of the robot girl? Console exclusive character? EDIT: oh, Labrys is an Axe Girl, so her 'evil' version ^_^
  5. Ironically, lately I have also been thinking about her air oki variations... I tend to end the needed combo this way: ...j.2C > 3C > SoD > (66) 6A > And then, just like C0R said, air grab, j.C, j.2C (risky one though rewarding). AND I guess one of the safest and nicest ways of air oki may be the charge SoD! It will profit on any tech action the opp. takes, and it will be greatly profitable even on block obviously. Guys, can you remind me of the optimal combo off one bomb?
  6. I just like the way the game is called in abbreviation: P4U, and that 'tag' is freaked up now bringing a new 'P4A'. Just confusing it will be video searching etc...
  7. ugh... why is the title of the US version of the game is different from the original Japanese arcade title? It is just because "it is a console version"? And what about Japanese console version? Couldn't see it announced. I was wondering, if there is a JP version it could see the stores even before autumn?..
  8. Oh, thanks for testing that. Damn, that last 2c 5c omohi is also pretty much tricky depending on character and range... C0R, sorry for my simplicity, but what is kara- and kara-throw basically? ^_____^"
  9. You really haven't been up against Tagers who endure your passive and safe play. And just safely cut the distance leaving you wondering 'what have I done wrong?' Whatever.
  10. lol, core got drunk to a core to the extend of flooding his own forums lol ) btw, I know a very decent Bang who'll be banging you till morning w/o smoke breaks :O And I don't know this matchup well... most times he gets me killed before his nails run out. Habaya helps sometimes. Maybe the safest way is to receive his nails on block in jump, to be able to recover not in a blockstring -___-"
  11. There are a lot of Tagers spamming sledges and jump-hit approaches, so I'd recommend you 2C his jumps, but not like diving under it, but with a tip of 2C's hitbox. That should keep you safe from his j.2C. Also, it seems his sledges are weak against our 5C's, beat on reaction, but I might be wrong. It just seems beatable on reaction and hella rewarding. I haven't played against him much though. He's got a bunch of wakeup options, but I'd still recommend not be getting too tied and stiff about this. Bait his reversal command grabs on his wake once in a while (do so by dashing to him and buffering a jump). Set your own pace. Only SMART Tagers can actually win matches (Tagers who don't think much - lose). AND to beat a smart Tager you should show him your balls too, for him not be getting too carried away with his techniques. In this match the momentum means a lot. Since you won't get smart players with your random C's most of the time. So be confident to utilize your strength and capitalize on his weakness.
  12. Dude, we actually do 7k off 5C Counter hit in real matches. And almost the same off 2C or SOD... 6C is a question of 9k. But what you do have a point in is that 6C is often landed off the corner reach, where corner carry cannot drag the opp to the corner. The combos itself are pretty doable. Problem may be the huge variety of choices depending on your meter, screen position, guy's health etc. Though this is both the hard and the fun
  13. well, I haven't fought really decent Hakus so far, but basically, it is a race of prediction most of the times. Bait his d's with empty AIDs, AA his AIDs with 2C, dash him on his wakeup and grab him. Stein him much and look for general openings while making him guess your next move. Best case scenario he'll become too carried away guessing and'll give you a huge opening for big damage (say, fat lazer hits, or you read through his D and CH it). Just don't get into his pace, Cookie. This is our match for most part, since it is too risky for Haky to seal our normal lazer hit with his sword, and he can't run without meter. He'll be forced to block or risk big until his meter fills. When he's full... well, watch out and block, but don't forget our normals' reach!
  14. C0R, thanks for the stream! How much does the mentioned NEW corner 2C CH combo of yours does? The one with charged stein involved? I've been doing the following stuff so far: (corner) 2C CH > (walk back) > 5C > 6C > SOD > 6B > (66) > high loop > mid loop > 66 > double super ==> ~6850
  15. Zero, I can't do your midscreen FC burst combo. The second 5[D] doesn't seem to reach, the opp techs. What's the trick? what should be done ASAP or ALAP?
  16. Man, thanks for appreciation! Sure, go ahead and post it however you like! I'm glad it is of some use and some hype! Interesting thing is that I tend to link ending supers with two hits (2C > 5C) on most of the cast ( 2c > 5c > 632146d > super jump cancel j.2c > land > 2c > 5c > 632146c ), but in your handwork with just 2C > yata and 3C > omohi you do even more damage (9950). I wonder, is it extra hits of yata do the job thanks to lower positioning with sole 2C hit, or is it Mu's hitbox (my dummy-on-duty is Jin, for his relatively slim hitbox to ensure the combo working on most of others). Yeah, Just get the two 5D's in, and linking with the 6B won't be a trouble since it's broken range, lol. Pochp even doesn't bother dashing since it connects for him anyways lol. The trick is when you are start a bit away, so you'll have to dash (to ensure the j.C reaches), and thus place the second 5D in the wrong place. Gotta work out a cure for that... I'll be testing H.H's / Zero's midscreen FC combo, maybe we'll find some new mixtures. It is actually the best corner carry so far, since lazers let you "delay" the SOD the most, left alone the fat lazers' meter gain. Midscreen is great since it leaves the distant steins to give you a moment for habakiri linking between supers. There is also a burstless hint such as 6C (FC) > 5[D] > JC > j.2C > 66 ~ 2C etc. and that's a pity we don't get to use RC's in high dmg combos, since it gains extra meter for nothing in most of the situations (most times you'll score 6C FC with 50% at hand).
  17. Amazing midscreen stuff, Zero! Gotta try that for myself. Though all tend to burst out of normal fatal combos, left alone burst-powered ones, so it's hard to option select in real battle since you'd have to confirm opponent having no bursts left. About your corner stuff I can't help noticing the unreason of the gold burst there (if you ask me about the two bursts, I'd say they are unreasonable everywhere since such a situation when you'll have both the two GB's and the FC in the corner against burstless opponent is strikingly close to impossible). I say 1 GB seems also unreasonable here, because I managed to squeeze out FC corner ~9900 dmg BURSTLESS (the combo line posted above). I actually DID boost that damage with 1 GB for some ~10500 points, but I didn't find this difference worth bursting, thus mentioning. So, maybe there is a way to burst more responsibly? For some reason I found more damage and better proration when not bursting asap off 6c, but after all high prorate moves are linked (6c, sod, 6b). Don't know the way to apply it best yet though. But I'm sure for some reason that there is a way to do about 11k with 1 burst. PS: it would be actually more applicable to make the GB function as a corner carry pillar when starting further from the center. Since what is really frustrating is dropping FC damage due to few extra inches away from applicable midscreen position... PS: 6C > 6[D] > SOD... cornerwise also works. What do you mean?
  18. What are you writing about? CS2? If so, there had already been a burstless 9k corner fatal combo. If by any chance you mean CS:EX, then check this stuff out: http://www.dustloop.com/forums/showthread.php?13644-%CE%BC12-War-Room-Tactics-of-Terror-v1000&p=1290529#post1290529 High loop: 5c > 2c > j.c > j.2c > j.6d Mid loop: 2b > 5c > 2c > (stein hit) > j.2c > j.d Low loop: 2b > 6a > j.c > (stein hit) > j.2c Double super ender: (66) > 2c > 5c > 632146d > super jump cancel j.2c > land > 2c > 5c > 632146c
  19. I've been thinking about an optimal corner fatal combo, and it seems there is one decent variant which I've worked out as a mixture of C0R's CS2 combo and of CSEX's mission 15. Here it is: (corner) 6C (FC) > 5[D] > SOD > 6 > 5C > 5[D] > ]D[ > 9JC > j.C > j.2C > j.6[D] > land > ]D[ > 66~6B > 5C > ]D[ > 2C > high loop > mid loop > low loop > double super ender. = ~9850. I don't know if it is possible to improve it further, it seems to be the optimal way, but take a look for yourselves. Also, I'm stuck with bursts implementation into this combo. I can't get the general mechanics or principal of the burst boosting the dmg output. I get either only 300 - 400 boost or no effect at all. Where are the GB's best added generally? In which part?
  20. That all sounds great in theory. When I play against casual Lambda players it is lots of fun to watch them die after a single hit, deciding the round. But it is troubling when you face stronger lam players whose zoning is fast and accurate, guesses are careful and waking up is unpredictable. This is where some theories crumble. Therefore a question to you guys, do you have a video or two at hand where great neutral Mu x La game is presented (in your opinion)?
  21. Hell, what C0R said in lam thread is more informative than most written here: So, basically, C0R-sensei does approve guessing for this matchup? Nice to hear that. I got my ass kicked while trying to block too much 'like one of smart ones'...
  22. However, when you succeed hitting him towards the corner with SOD for wall bounce, your forthcoming dash > 6B WILL work, like with the rest of the roster. Oh, generally I'd recommend using 6B more often when mixing up and hit confirming on the ground off steins etc. Reason is 6B's enormous range (vs ground) and air unblock. You'll connect 6B in almost ridiculous and impossible situations, just try it!
  23. You may want to try 6A at the moment he is changing from man into wolf during the mixup. It is usually either his overhead startup, or some some of his specials. Doing DP is basically too dangerous, because wolf strategy has a tone of baits. Don't DP when he changes. Better do jabs, IADs back or else. I'm myself not too confident against his man-wolf mixups, since it has too many options on Valk's side... but am pretty sure, once you find yourself blocking no longer man but wolf - know, you're halfway to hell. With his almost impossible to block instant overheads it is the worst time when wolf gets too close. Counter-wise, Mu seems to feel pretty confident at some range even against his wolf form. If you see him changing at neutral midscreen - just do dash > 5C. That will teach him who he's dealing with, and he'll be a bit more cautious changing here and there. He also might play scary wolf crossup games (midscreen), but all of those he starts with a jump and an airborne wolf-charge startup , so your answer is IAD > j.C or the like. Of course habaya is your best wolf suppressor and totsuka is your invincibility cloak, but be sure to get very cautious using them. Due to their startup and Valk's wolf flexibility he can successfully charge at you in one hop through almost any your setup. If he sees you doing ground habaya, an experienced Valk will punish you badly wherever the screen, so my advise is to do tetsuka when at advantage, and habaya - only when you're sure you're not read. From my point of view, even AAing him is too risky cause there are many tried ways for him to bait AAs while wolved. So direct your footsies hazardously giving him no room to plot smart jump ins. Station as many steins as possible, but one at a time (though that's a common thing). Normally Valk is scared of our normals' range. Also, since he lacks decent reversal DP's and good AAs, your goal (one of) should be to place him into the block stun. In block stun he is the least dangerous (contrary of Tager lol). Also, he is hard to combo into 6B... I try anyway.
  24. Thanks a lot guys. BTW what's the hierarchy of hits in the combo? Do I always want to land C's earlier than B's or A's off the starter? And B's (5B, 6B) are superior to A's? I don't understand those prorate tables too well, sorry about that. Also, what is the worst hit of those three in terms of combo proration: 6A, j.2C, OTG 2C? One of them seems to affect proration harder than the other two.
  25. C0R, thanks a lot for replying. I really want to finalize stuff I do in combos. I'll try the optimal variant you've provided. Thanks a lot. About confirming 6C... hmm... you know what I mean? It is not like I'll ever risk whiffing it, but to apply it in your opponent wake from time to time is not a bad think I guess. They often forget about 6C and think you are closing in with some normals for oki, and try to mash something beforehand. Also, zoners have a habit of same stuff. But most times they'll surely block that. That's where I'd really like to have option select. One more time, I'll never consider risk whiffing the 6C. Debate is - OS on block, on hit or on FC. Finally, your 5D way seems to pretty much provide the OS for the subject. In our double super combos I find a hard part to do the latter 2c 5c (after yata). Thing is, depending on stein number the opp reaches different heights and it is easy to fail those normals because of wrongly (or not optimally) applied j.2C. It is much more practical to do straight: j.2c - land - omonikane, in my opinion. Is the reward for the last 2c 5c really worth the risk? C0R, while we are at it, help me with optimal off LOW CH 6A? 5c 6c confirm doesn't send them high enough in this case. Should straight 6a - 6b hitconfirm work well? Thanks again for your help.
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