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C0R

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Everything posted by C0R

  1. Game is faster, too close to tell, but the difference of only a frame or two is very important.
  2. This calculation is based on the current level and cancel timing of CSEX 6b/Steins, to my knowledge stein cancel timings are faster in the new game, so it's likely the gap will be smaller.
  3. 6b -Moderately punishable on block -No longer special cancelable +Now stein cancelable +Now gatlings into 6c
  4. Kukukuku
  5. What wakeup pressure are you guys talking about? 5c knockdown meaty 2b > whiffchains?
  6. It's likely japan is too absorbed with tachi to try it out. Bomb looks almost identical in terms of startup so I imagine habacan still works fine.
  7. Every single one of those combos builds at least 50 meter and carries the opponent across the entire stage into the corner. If she's >3/4 of the stage away from the corner, you just do the sideswitch combo.
  8. Pardon if I'm a bit skeptical, but those numbers are pretty incontestable. Antiair 5a is 5k, 6a/2c leads to 6.2k Air to air j.c is 7.2k low corner starter is 4.3k good corner starter is 6.5k 6c fatal is 10k meterless
  9. J.2c has actually always been a very viable poke for beating out approaching enemies. It has an incomparable vertical and diagonal hitbox. As for changes, the normal has less momentum inhibition and slightly less recovery.
  10. If anyone comes to Evo, remember to ask me to tell the story of my Mormon once-girlfriend.
  11. Guess I should practise MM10.
  12. [alt]0181[/alt] µ
  13. The linking off SoD in the corner uses the same theory as Cs2/x. The further they are from the corner when you hit with SoD, the heavier hitting move you'll be able to link off it. This is why 6c > SoD > 6b was the epitome of optimization for corner confirms in those games, as you didn't have to insert 6a before 6b. Hitting with the very tip of SoD in CP will likely require very tight links to pick up.
  14. SoD is currently being used as the main ender for knockdown in the corner due to the new slide property giving it a long period of untechability. This is more for ease of access than anything else, as corner combo routes have not been optimised to ensure good oki sets. As a result of such unrefined combo routes, SoD is seen as a simple to use tool that nets decent knockdown. It will eventually be phased out during the development of the character as corner damage is solidified.
  15. To me it looks like a less ambiguous version of the old Gadget Flinger tech.
  16. Most retailers don't sell 360 games or systems in stores in Japan, due to said fan-base actually not existing.
  17. Could've 5a'd tao out of a ton of that mixup. The best defense includes knowing when to make your escape.
  18. There are many situations where it's the best option.
  19. I can't disagree. But keep in mind that the majority of that normal's startup is the hang time before the attack comes out, so that period of the animation spans at least 10f.
  20. µ's 5b has always hit every character crouching. The range at which it would connect greatly depended on the character. Against Bang, Hakumen and Tager it will connect at maximum range. The removal of the lower hitbox on 5b is likely quite literal, there is a low hitbox on 5b, and it's no longer there. This hardly changes the use of the normal, as 2b was always the go-to tool for poking out crouching opponents. In terms of a counter assault, the range has near doubled, which is a trade for it now sharing the weaknesses of Litchi's CA. On the topic of DP RC. The combo never changed, it's ease of hitconfirm was the only difference between versions. To reiterate: Only by calling out the CA with a low-profile normal will the opponent be able to dodge the hitbox, whiffing at longer ranges is negligible, as the old 6a CA would never have reached to the distance that 5b whiffs at. Losing to hard callouts is hardly something that makes or breaks the tool.
  21. BB has yet to receive an emergency balance patch. It's always been bug fixes and the like. They didn't even nerf CS1 Valk, and that character was the world.
  22. Which DP RC combo do you mean? We haven't exactly lost any.
  23. What kills those charts for the most parts in terms of applicability is the 'who' aspect. If there's a really good Carl player who dominates that local scene where the respective player plays, it's going to create an outlier in the matchup strata, where after careful analysis, the matchup could even be in Azrael's favor to some degree.
  24. http://www.youtube.com/watch?v=QkCsSL7G47A&feature=player_detailpage#t=2378s
  25. Uhh no. A Buster has never had a massive invulnerability window, and I highly doubt that they arbitrarily decided to give the air version 30+ frames of complete invulnerability. The only thing that video demonstrates is that Tager is vunerable by the time it takes his opponent to: (wait, double jump, wait, j.b).
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