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C0R

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Everything posted by C0R

  1. J.c's air untechable time is actually exactly the same in both games at 23 frames.
  2. ArcSys has NEVER released an independent balance patch for a game of their own IP. Ever. Every single rebalance has been through a completely new version of the game. On the topic of Tsubaki being hard to win with, I can agree. She takes more work for the payout than most other characters. She simply doesn't have any immense aspectual strengths to fall back on. She doesn't have 3+ guaranteed mixups on knockdown, huge damage from random midscreen hits, or bully tools that dominate neutral; in a game where such elements are highly valuable.
  3. You can argue that she isn't; but that means someone else is. Fact of the matter being that the arguments for other character's strengths are going to be better grounded than Tsubaki's. She's pretty ass.
  4. I don't see why you guys are so stunned. Starter proration in BBCP has been grossly homogenized. With a cumulative prorate off 77%, he's actually getting more damage from the same combo then he would get off, say, 2b. And near equivalent to his decent starters such as 2c or 3c. The only thing holding his total damage back off a 2a starter is that they won't be able to hit the N-level extension, for what, another 300 damage? It's the way the new combo system works. If hazama has a capable combo route, it's going to happen in every situation.
  5. Ffff whyyy. Suprise GG meet in my room, unbeknownst to me, of course. Maybe later in the night.
  6. Even with the nexus 4, forum browser operation is still archaic when you're using your finger.
  7. Tapatalk! Now I'm not completely invisible at work. I want to stream tonight, open skype call. Let me know if you want in.
  8. Believe it or not, there are a lot of metered mixups in the game that aren't exclusive to Hakumen, and foreknowledge that it's coming doesn't help you block 50/50's.
  9. !!! i look forward to seeing you there! :D what are you playing? EDIT: oops im still angelo hahahaha wow
  10. Off what starter, and with any steins preplaced?
  11. Got 2nd in our local monthly, for the 3rd month in a row. Damnit Huey!
  12. A japanese guy told me Arakune was going to be top tier...
  13. That helps identify the issue a bit. From what I know j.2c has less "momentum prevention" in CP. Basically Mu falls a bit while doing it now. Attempting to cancel into stein may very well be impossible at the minimum height, which could be worked around via superjumping before j.2c or just waiting for her to get a bit higher before using j.2c.
  14. Do you mean the stein isn't coming out at all or that you're having a bit of trouble linking 2b after placing the stein?
  15. This chapter will not cover specific setups, nor explain a general approach to okizeme. For such information, refer to the Okizeme Catalog. Welcome everyone, to the first chapter of the Elite Tactics guide. This portion will expose aspects of μ's gameplay that are not widely known, but serve as critical tools when mastered. This section will refer to two different oki setups constantly throughout its writings, for an advanced demonstration on these setups, refer to their postings in the okizeme catalog. Links will be provided. Input Hit Priority 2a2ac 2b Autotimings Post Airthrow Post j.2c Throw Whiff Autotimings Safe Jumps Exposing character weakness High turnover vs high reward
  16. LOL who did you hear from? i hope you heard the whole story! Edit: OH MY GOD I'VE BECOME C0R
  17. J.2c forces crouch now, giving it more hitstun. This, combined with her new ability to get actual damage on crouchers, makes it one of her most reliable starters. This is misinformation I've seen repeated quite a bit from several different sources, so I'll try to be as clear and possible to fix any confusion. A worse hitbox directly refers to the actual dimension of the hitbox. What has been changed in cp in regards to Mu's strong pokes is not the hitbox dimensions, but the early and lingering windows that those boxes are contactable outside of the active frames. In cp, this window is larger. Other important notes in regards to frame data: Steins now start up micromentally faster, similar values apply to charged steins. 5d 116>115 xd 122>120 Origins Startup is only 10f in Overdrive as opposed to 14 normally. Normal stein hit air untech time is 21 frames, an increase of 6 frames over csx's 15. Air counterhit is untechable for 44 frames. Crush Trigger is 30~60f startup and is neutral on block. Being able to charge it is VERY STRONG, even though it does not change any properties of the actual crush trigger.
  18. Define definitive. All tier lists are subjective.
  19. Spoilers. Hakumen gives zero fucks.
  20. Was missing an input, fixed now.
  21. UP's are soft banned at our regionals. So easy to mark up.
  22. Fixed in the next game!
  23. Currently it isn't known if 6a nets you more damage. As far as I can tell 5b seems to be a reasonable punish, but the combo off it has yet to be tuned.
  24. Stream sunday, 1700pst
  25. CH means Counter Hit. Midscreen damage is very weak/simple unless you- A: hit them while they are in the air B: counterhit them with 3c, 2c or 6a C: spend meter Learn this combo and apply it to all 'real' midscreen combos. 5a (antiair) (counterhit) > 5c - 6c - 214d whiff - dash 6a - wait, 6b - dash, 5c - sod - dash - highloop, lowloop
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