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Everything posted by C0R
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One of the easiest combos to learn and the one that will have the most longevity is the midscreen combo off throw, it teaches you all the midscreen combo routes you'll need to do the more advanced midscreen combos, it's also not too hard. (4)BC > 66A > 5C > 6C > 214D(w) > 66A > 6b > 5c > 6c If they end up closer to the corner after the 6b, you can also opt to do [...6B > 5C > SoD > (wallbound) 6C > 5D > j.2C], tacking on a bit more damage.
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GG has things that are harder to perform, but the actual input calculation engine isn't as restrictive as most say. KOF is a game with an actual strict input engine.
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She can just used charged steins or charged habakiri. Using Totsuka on oki also would still give you 100+ frames of advantage.
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Don't touch my beautiful thread, unless you're Pedro, in which case be really careful with the tables they are extremely volatile.
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Getting Started [table=width: 700, align: center] Table of Contents Introductory Notes [table=width: 450, class: grid, align: center] OKIZEME Option Selects Exposing Character Weaknesses High Turnover Vs. High Reward [*]MIXUP Identifing Faults Hard-to-Blockables True 50/50'sGROUNDED FOOTSIES Whiff Punishing Instigating Fear Converting Pokes to PressureAIRBORNE FOOTSIES Punishing Landing/Airborne Recovery Recovering Lost Ground No-Fly-ZoneSTEIN COVER In Neutral On Defense With PressureDEFENSE IBFD Whiff Punish Guarantee Counter Assault Dashing OmohikaneGOOD MATCHUPS Abusing Strengths Dictating Pace Focused Play [*]BAD MATCHUPS [*]Minimizing Risk [*]Reducing Reward [*]Leveling the Field [*]STABILITY [*]Practice [*]Self-Estimation [*]Removing Repeat Error [*]CHANGING MODES [*]Opponent Detention [*]Amassing Power [*]Actualizing Intent [*]MOMENTUM [*]Policy, Process and Procedure [*]Reversing Momentum [*]Retaining Momentum [/table] [table=width: 350, class: grid, align: center] [tr] This doctrine, composed of movement methodology, stein schema, mixup drills and okizeme procedures, is the culmination of the collective contribution of knowledge of the µ12 community. Its contents are intended for only the most power-hungry and technically adept players, as most of these teachings require not only extensive character knowledge, but also precise execution and high overall understanding of the game's mechanics. Please don't hesitate to discuss concepts or techniques that this guide presents. However, discussion should be brought to the µ12: General Gameplay & Discussion thread, quoted from the original posting with the aspect of the quote in question underlined. Here is an example: "If the Fuzzy leads to good damage and knockdown, what are the downsides implied by this phrasing?" The creation of this guide will take an extensive period of time, via the dedication of many contributors, undergoing many drafts and proofs until deemed exemplary in quality and consistency. Throughout this creative process, please feel free to input critique, be it in spelling, punctuation, informational inconsistencies, broken links or even wordings/word choice that is difficult to understand. [/table] [/table]
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Unless it has some kind of unique engine-breaking property, you can.
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The stein is coming out regardless, you have plenty of time to react to his tech choice and choose accordingly. Hell you can whiff 2b on his wakeup, if he rolls or doesn't tech it will pick him up. If he neutral techs it will whiff and you can still meaty throw.
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Throw hits meaty, stein hits a frame or two after the throw. If he gets thrown the stein will whiff, if he tries to jump the throw will whiff because he's in jump startup, but he'll get hit out of jump startup before it completes by the stein. Well now that I think about it, you could jump during your very first frame of wakeup, then jump cancel cancel into yukikaze before the stein hits you. Assuming you have literal 1f timing.
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If you're timing your stein correctly it will always hit them out of jump startup. Hakumen has no reversal options vs this callout.
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Meaty throw -> Late Meaty Stein is all you have that beats all of Hakumen's options.
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[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
C0R replied to DaiAndOh's topic in Bang Shishigami
Mash big air pokes and antiairs? Hope for a CH? Let's be honest it is his goku mode. And unlike the rest it makes his mixup and movement so much better you can't run away xN. -
Most CT's have like 1000 base damage and 100p2, so nutcrushing starters usually put them to good use.
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Ikutachi is 63214B.
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The combos are still available, just in a different place.
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Hotaru is a pretty expensive call for pressure alone, especially considering it doesn't have mixup properties, at best it's an air unblockable frametrap. Wouldn't late special cancel Renka to beat IB timings, especially as a 2b followup, be a more reliable option? They have the same cost meter wise, except Renka can be done without exposing yourself via dash, while Renka shares the air UB properties and leaves him +1 if they don't IB.
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It's a level 3 move, it has 16 frames of blockstun, just hit 2a 11~16 frames after blocking Hotaru. Though isn't this all a moot point? Can't he just jump cancel it?
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No. Just use advanced input.
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The air untech time increase is the larger of the two buffs.
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Ah, there's good proof. The flash and screen shake likely indicates level 4, and nothing else.
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It's never a risk. Stein cancel and 6c gatling are always available.
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Could very well be a rather pointless unique move that doesn't really see a whole lot of development. Read: Steel Rain.