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C0R

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Everything posted by C0R

  1. 3c's emergency tech window is too early for them to roll, if they don't tech immediately won't icecar just otg and bluebeat?
  2. Is your location a reference to Phyrexia?
  3. To be exact, the minimum range of 6c is closer, so it'll hit nearby opponents better than it did, whereas it lost the top and the tip. The new 6a Ch combo, for now, will likely be a modified version of the current one. I've already speculated a couple new combo routes midscreen, but I can't test them until I have the game. 2c Ch starter will likely be something like 2c CH 2[D] SoD~ 66 }{otg 5c 6c 214[d~] 66~6b 66~5c 623c (stick) 66~5c 6c 5d j.2c
  4. Always been there. 6a floats less universally, it won't combo into j.2c period, it's less of a CH change and more of an overall move re-purpose. This likely means that 6a :6c will only barely work. 6c's hitbox is wider and shorter. The old high 6c stuff doesn't work anymore, which is likely the reason most Japanese say it's smaller. All in all, early extended hitboxes are fair. It's something every character with fast long pokes had to deal with, except for µ. Now she's playing the same neutral game as the rest of the cast.
  5. Hakumen and Ragna's 5a is one of their cleanest and most reliable antiairs. Ragna also has access to ID as an antiair. I wouldn't say Hakumen's 5d is at all a reliable antiair.
  6. Minimums got nerfed across the board, the meter with µ in CP is better spent on really gay mixup like 6b rc or fuzzy j.b rc.
  7. Counter Assault OS is counter assaulting with 6abc instead of 6ab so that µ throws instead of starting up 6b in the case that they left a gap and you're not in blockstun.
  8. Luckily we're not playing SF. Totsuka 2369d (hold 9 and pause momentarily before hitting d) Habaya 2369a (same)
  9. Pop quiz, how many people use the Counter Assault OS?
  10. S'okay, the internet always paints villainy to innocence.
  11. In the new game the drives lose invunerability after absorbing, it's no longer completely unpunishable. I expect charged bomb, habaya and totsuka to now punish him during the recovery. Hey xtr came up with some great fatal corner variations. And there's one pretty creative japanese guy. Other than that I don't see many other people spending 9 hours in the lab a day with gigantic excel spreadsheets of proration and untechability calculators.
  12. Yep.
  13. Lol. µ could combo 2b > bombloop > astral for 100% on any character than, it builds 100 meter.
  14. He met ever astral condition except meter requirement, you only need to reset the combo if you started with the opponent above 35% health.
  15. No more character balls next to video links, I got a slap across the hands for hitting the image limit.
  16. µ 2c 5c chain on blocked antiair catches a lot of people.
  17. The more relevant observation would be that Agito pulled the opponent out, allowing Hakumen to get into the corner. Regardless of the forward momentum, if she was in the corner completely, corner protection would have prevented a crossup.
  18. ^ This is also my understanding. Also, while airborne, it's extremely dangerous for any character to do anything that puts them in CH state against µ. The raw presence of high mobility j.c is a matchup in itself.
  19. OMFG I FORGOT YOU USED JASON'S FACE FOR ALL THE SLIDES. LOLOLOLOLOLOLOLOL
  20. It's a different game. The Japanese methodology of fighting games does not prioritize much experimentation, as it is a competitive environment for every single match. Jin's tools have changed. For better or for worse is up to much debate and opinion, all mostly irrelevant until the game is available in america. Until then we have only the evidence to go upon, and that evidence shows Jin cleaving through the carcasses of other characters. The Japanese say he's strong, and until we play the game, their conclusion is the most relevant.
  21. Well we haven't had the chance to play the game yet so everything is pretty hypotheical. I haven't talked to him much about it but the general consensus around these parts is that he's pretty strong. Personally I think the drive change is fair, it's still a valuable tool that players have to work around in their respective matchups, but it no longer provides him with a meterless, unpunishable, unblockable, reversal that is guaranteed in many recurrent situations. I've always compared it to Bang's drive in terms of use (outside of combos), and it always seemed to blow everything else away when it came to applicability. Hakumen, as always, is made or broken based on his ability to perform with very little stars. Overdrive is a universal HYPER MODE that can be activated by expending a burst. While in Overdrive, the opponent cannot burst. The effects of OD differ between characters.
  22. I'm pretty sure it'll hit the same characters crouching it always did, good question about Azrael though.
  23. That's my point actually, she has more chains than push on block allows her to use, you can even force 6b(2) if you've got the timing down right, similar to Lambda. IF PEOPLE WANT IN ON THE SKYPE CHAT ADD ME ON SKYPE MY ID IS : Corinthium
  24. He's referring to Overdrive, not Distortion Techniques. Simplest, yes, keep in mind that he loses a lot in return for just three stars however. Saving your overdrive for a clean hitconfirm near the midmatch to ensure a burstless kill, or to escape a major punish via burst are ways to completely flip the momentum of the match. Whereas boosting star gain near the beginning might not be as productive as a lot of people seem to think. Hakumen's meter gain rate is super buff in CP, enhancing it further, for a relatively small reward, especially at the sacrifice of so many other powerful options, could be considered inconsequential.
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