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C0R

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Everything posted by C0R

  1. Can't believe they're back!!
  2. You can input dashing + crouch normal as 663x. Your character will continue to dash forward even though you're holding the 3 input. Said technique required for this combo is usually referred to as a "dash-buffered normal" or "micro-dash", and is an important tool for a large majority of the cast. I highly recommend you master it!
  3. Midscreen you can do: 2c FC Dash 2c 5c 6c 236a dash 2b 5c 6c 236b 214a 5c 6c 623c Higher average damage then the multiple saber link stuff, and is pretty easy to boot.
  4. 6c tachi whiff lets you meaty them midscreen
  5. Oki is usually a topic that's difficult to cover until the release of console version. It is only now with act 3 releasing yesterday that sparring mode can even be programmed to make the dummy block. The basic concepts are the same, with the addition of everything ending in 6c knockdown instead of j.2c, leading to much better setups and the ability to super off any combo easily. Things like meaty 2b 3c jump ]5d[ ]2d[ (mixup) are definitely still in, with the compliment of special canceling into drones using shots to cover startup. Uncharged CT is easy to combo off in the above example, or any late stein hit adding hitstun really.
  6. Ground 236a comes out much, much faster, easily 20f~ the move also travels faster until reaching it's curve arc, at which point it slows down while turning. The loss of hits isn't noticeable, keep in mind that in previous versions the 5 hits applied themselves only 1 frame apart, thus losing 2 hits equates to losing 2~?! frames of blockstun/hitstun. When you trade this for the noticeably lower recovery, the move ends up being better overall.
  7. Hitbox data was easily ripped from the taito leak of CS1, the 360 disk version of CS2, and the Steam version of CSX. It's possible to rip it from the Steam version of CPEX but as I'm aware no one has done it yet. Hitbox data usually comes following a PC release. With CPEX just shipping to PC that's the version you'll see current hitboxes ripped from. Steins are effectively identical to previous versions, along with her normals with the exception of 5c/6c. The totsuka change is that it bounces/tavels slower, similar to CS, leading to more total blockstun.
  8. Drones are level 2 with no other special properties. 5c's extended hurtbox was removed/(changed?). 2c's CH launch no longer floats as high (Identical to Continuum Shift) I don't think tachi is neutral on block anymore (got stuffed a lot after no IB) but would need to test it. j.c has noticeably more untechable time on both normal and counterhit. 6c's hitbox change is significant enough to mention again. It's very clearly an additional, closer hitting, otg-capable frame tacked onto the old one. I made a reference image. The image is not an exaggeration OD Drones have an extra hit, do more damage and have considerable hitstop on the opponent (Tsubaki OD bananas)
  9. So I just played CF today now that we got our Nesica cabs running. µ is stronger than ever, unarguably so. I would put her strength ~ CS2 Level, this is NOT A DRILL. There is actually too much to spell out in a list, so I'm here if you guys have any questions.
  10. H.H. said her normals are pragmatically unchanged. 214d is similar to habakiri in it's long startup/very fast recovery. Seattle R1 is getting CF something this month, expect more info from me soon.
  11. No they're what I'm calling the new 214d, admittedly they prob aren't as good as CS2 bombs, but those got nerfed very, very, very hard as a result of their strength, and there are better in neutral!
  12. Drones are like the best thing she's ever had ever in terms of specials.
  13. Suppose I should have posted this here first but oh well. https://www.evernote.com/shard/s454/sh/651c0116-f29f-4531-9b88-60c8c075bd49/423c5314bbbd2535241ba17c74cb68df
  14. No reason to not instant block everything. Should be less of a question and more of an action. Don't worry about fuzzy defense yet. IB window is 8 frames. What he means by character specific pressure is learning which of your opponents move's chain into each-other and at what timings / what your opponent's frame data looks like. Some characters feel like they have really dumb moves that have really simple answers. A good example would be Relius 5b, very good move, but on barrier IB it becomes pretty useless because he has to spend 3-4x the normal amount of doll meter to blockstring with it effectively.
  15. I assume you guys are talking about otg 2c > tachi whiffing on some characters, just have to delay the tachi.
  16. I think az has a very hard time beating mu in neutral actually, but idk if growler still has the 1f of non invulnerable recovery in this game. Her best matchups likely remain Carl kune Rachel, as they always have. Izayoi is definitely not even sorry she's super good and good against mu to boot.
  17. I wouldn't say the pushback changed specifically, it's just a higher level move in the first place, and higher level moves have more pushblock.
  18. 2b doesn't hit airborne opponents 6a doesn't hit above her shoulders 5c has an extended hitbox 5a has poor reward 2c is slow/not jump cancelable 5b trumps all these moves in situations where these are factors that would make the move risky. tldr if you're not FORCED to use 5a for the speed, 6a for the head invuln, or 5c for the reach, you should prob use 5b in the applicable situations.
  19. 5b is great as a counterpoke or to punish lots of airborne decisions, but strictly challenging airborne moves is not it's strong point. Now people might watch me play and be like "What do you mean, you just antiaired him with 5b!" where I'll say "No, he airdashed back and I chased it with a ground dash, anything he sticks out of the airdash would have extended startup due to airdash null time, therefore my 5b is hitting him unless he blocks, otherwise he's going to die."
  20. Every go watch HH's video for some new corner stuff, I posted it in the combo thread.
  21. https://www.youtube.com/watch?v=HZYvKlIdLZc&feature=youtu.be https://www.youtube.com/watch?v=KEHgIsi4QaU
  22. https://www.youtube.com/watch?v=HZYvKlIdLZc&feature=youtu.be easy bnb's
  23. 5b is level 3, having 16 frames of blockstun. Tk habaya is 30f startup + 4f jump, so you're looking at an 18f gap before the ball even comes out. That's enough time for every character in the game to 5c CH you for massive damage miscreen. tk habaya used to be really good, but then they deliberately nerfed it and it has been extremely bad since.
  24. I would HIGHLY not recommend using totsuka at that height. After a simple one-off test of that knockdown, it looks like any character in the game can simply forward roll through the laser, then punish with a free, powerful counterhit into a great corner combo, they can even chose to leave you airbourne. Additionally the final laser bounce can be easily avoided by changing into in airborne move. Ragna for example can do 5c 6d, v13 can do 6b Supra (that's like 6k), izayoi can do 3c FC > 3c, list goes on. On top of that even I'm pretty sure every character could 3c CH -> Crush trigger and the laser would hit them out of the crush trigger recovery, giving them a better-than-optimal confirm. Every oki setup usually has an answer, but normally the worse case scenario means they just have to block a meaty, or are stuck blocking after rolling, being able to punish µ for double the damage of her overhead combo is very risky.
  25. Das doc. https://docs.google.com/spreadsheets/d/1jrHqJc28uZuhf-bBq3K1siOdGwaSW7gE8Nt5wXUH0Xg/edit#gid=0 Yay. Please leave comments here. I don't know any of the character specifics in this game. Least universal thing has been 2c -> tachi in the corner, some chars requiring a delay after 2c (azreal)
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