Jump to content
Dustloop Forums

C0R

Moderators
  • Posts

    2,788
  • Joined

  • Last visited

Everything posted by C0R

  1. The hitbox isn't very good, but the pull is quite strong, he can pull µ in from fullscreen during the recovery of habaya and she's counterthrown before it recovers. Working against it, double jump will effectively juke the throwbox for a bit, whereas airdashing back will sucker you into his grasp, kind of like how bbuster beats murakumo backdash.
  2. Mainstream toptiers get hit usually, but there's a pool of characters that remain, forever and always, very powerful.
  3. The pull on air buster is very strong, equivalent to Atomic Collider, moving out would be tough. Simply wacking him in the face should work though, it's not like he's invulnerable or anything.
  4. When I get the equipment all sorted out I'll let you guys know. [10:36:42 PM] TectalEastside: http://www.nicovideo.jp/watch/sm19919556 Double charged off overhead. Get bent.
  5. Tachi also gives µ midscreen combo routes that do not consume steins, and leave her at massive + stein net in comparison to her Continuum Shift systems. This is often overlooked, but the net stein gain is a huge improvement.
  6. Tachi is super godlike, brings a level of style to the character that she hasn't held before.
  7. Why on earth are all you guys subscribed to my demon kingdom.
  8. Easy enough.
  9. More than likely, I'm still curious why the second stream didn't get archived. Usually I open up my stream at around 1900pst. twitch.tv/c0rtv
  10. Sounds good, I'll write up a schedual for when I borrow the streaming equipment.
  11. I need to stream something. What do you guys want to see?
  12. Give a bad character one thing and you get CT Carl. No one wants CT Carl.
  13. Spike chaser lost to Habaya in the video, just like it does to any other multi-instance projectile. The projectiles traded, Chaser became null, and Habaya refreshed itself. It simply looks like it keeps going because projectile animations don't just evaporate. Else things like Dead Spike would just have an eye-jarring cut over the course of one frame once they become nullified. Habaya is still active in the example after trading with Chaser, and would hit Nu if she was to collide with it, the same is not true if Mu had happened to walk into the remnant of Chaser's animation. As I stated above, Spike Chaser was in fact nullified by Habaya. In the parameters of DiaNu/Mu, the matchup will have all of the same projectile calculations.
  14. µ is never shown blocking Spike Chaser in that video, some projectiles can continue its animation after it has lost its hitbox via interaction with another projectile. A good example of such would be Totsuka or Litchi staff call. On the topic of Habaya, it's always been level 1. However Habaya re-activates itself up to 5 times per summon, allowing it to chew through multiple instances of projectile level, which is the function that allows trump projectiles of the same level.
  15. Which version of Spike Chaser is everyone trying to compare? Luna or Dia?
  16. He can do it while teching and bursting as well.
  17. Most moves with guard point have different block/weak attributes, if you're referring to sledge not shielding bursts, that's due to bursts not being calculated as very normal projectiles. It's likely that his combos will simply have auto burstbait sections, similar to Hakumen's like, 80% uptime on auto burstbait in his combos. There clear indication that the burst hit, as the graphic for guard point appeared on Azrael when the burst contacted him.
  18. Due to Yukikaze's 28 active frames, it's likely that the wheel will initially whiff, then activate the latter portion of the catch when it moves slightly.
  19. I made a bunch of slight bomb whiff setups to beat out 2d and Spark always just 6d's them instead wwww
  20. Well he does lean forward for 3c, though I suppose he can always 6d it.
  21. 6b may have also retained its unique set blockstun, giving the impression that the Hakumen player was slow to his punish.
  22. The frames during the animation in which Hakumen will cut a projectile is completely separate from the actual active frames, some moves cut before they're active, some after, some during.
  23. That's on hit, µ actually does have move specific restrictions for jump cancels vs airdash cancels on hit as opposed to block.
  24. It was shown to be stein cancelable on block in one video, but I can't remeber the link. It's likely that the stein set from that cancel is not jump cancelable, but we'll see.
  25. The dashes are special cancelable, whereas they are not cancelable by normals such as 5a. Dashthrough 5a is more often than not very vunerable to mash, while dash > special cancel rekka will catch mashers.
×
×
  • Create New...