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C0R

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Everything posted by C0R

  1. I rarely see almost any µ player make full use of her extensive gatling chart. It's really unique to the character that she can chain so much into so much for so long at such wide cancel intervals.
  2. [3:34:10 PM] Cor: µ has no limit on 6a chains, she can gapless chain into a proper spacing so that 6b will always be within 6c's minimum range [3:34:16 PM] Cor: regardless of ib [3:35:04 PM] Cor: dashing 2a 6a 2b 6a 5b 6a 6b [3:35:11 PM] Cor: even with full ib [3:35:21 PM] Cor: would still be within 6c's NEW BUFFED minimum range µ's mixup is already really good, 6b should be the second to last resort for opening people up. Ground Mixup Priority frame(jump)trap > tic throw > extended gatlings into late 2b > trm > 6b > fuzzy j.b This is all considering, of course, that you can't setup airdash mixup for some reason.
  3. Use the tip, j.2c or steins.
  4. It's not an uncommon abbreviation at all, really. About as obscure as OH attack.
  5. MU is normally shorthand for Matchup.
  6. It's based on the attack level of 6b, which has remained at 4 for the entirety of CS, though they could've changed it.
  7. 6b Stein set jumpcancel block is only punishable by 7f moves or faster, 10 on ib, Asledge has a startup of 20f, far too slow to catch drive cancel. The only guaranteed punish to 6b outside of reversals and supers is, to my knowledge Valkenhayn's 6a on instant block.
  8. ;P
  9. Interestingly enough there are some multi-hit attacks that don't apply the normal system mechanic, a good example would be Legacy Edge or Steel Rain. 6b is one of those moves.
  10. Same could be said for chaning 2b into anything besides 5b though, that's the nature of reversals. (Also All-Green would whiff due to the minimum range.)
  11. I always did like IB dash 5a 5c 222d to punish stuff like Hell's Fang on block.
  12. You can still do it off any hit on a grounded opponent or after any j.2c, so she can still combo into it just fine.
  13. 6b is also no longer special cancelable, frametrapping with Tsunugui or SoD won't work in CP. However, you can chain into 6c and steins on block, 6c being the most powerful option, as 6c stein cancel is completely safe and nets you a stein advantage. 6b's push on block is also very much increased, which, when combined with 6c's decreased horizontal minimum range, means that so long as they don't IB the second hit, it'll be hard for them to avoid 6c. The gatling has roughly a 2f gap on block.
  14. j.c CH with 0 meter is 6.6k iirc 48 meter nets you 7.8. edit no meter is 6772 48 meter is 7429, 7782 in the corner
  15. I believe 1st and 2nd key animation was sourced to an interior production contractor.
  16. He gets gradeschooler ass?
  17. CS1 µ was ok... Except for stein cancel being -13 on IB, and there being NINE FRAME GAPS IN YOUR GATLINGS. j.2c floorbounce on ch was fucking awesome though.
  18. Whoa dude slow down. Might not want to get into a fight with the Grand Clashmaster Mash herself. More importantly, keep in mind that her metered reversal will beat that out for free. Jumping over µ during her wakeup is the only reliable option to beat them both.
  19. EX is stronger as a character. CS2 µ was better in CS2, because her bad/even matchups were weaker.
  20. This corner varient has been around for a while: 3c CH > 6d > SoD > 6a > 2c > }{ > j.2c > j.5d > 2b > 5c > 2c > j.2c Though keep in mind that summoning steins off big CH's, especially in extend, is a huge loss of damage. Here's the optimal combo off 3c midscreen with no meter or stein prerequisites. [TABLE=CLASS: GRID, ALIGN:LEFT] Combo Condition Notation Damage Heat Stein Change Midscreen CH 3c > 2c > 5c > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~2c > 9j.c > j.2c > j.6d > 66~2b > 5c > }{ > j.2c > 66~2c > 5c > Omohikane 6387 +52-50 [x]+1 [/table] Oh, and let me know what you guys think of the new combo tables I'm testing out. = 6846(7746)/56-50(61-100) 2(0) Steins
  21. I'll do another update sweep tomorrow after work, playing casuals all night tonight.
  22. [TABLE=WIDTH: 600, CLASS: GRID, ALIGN:LEFT] Combo Condition Notation Damage Heat Stein Change Rapid A > B > C > D > E 500 +15 +2 Launching CH A > B > C > D > E 500 +15 +2 Antiair A > B > C > D > E 500 +15 +2 Air to Air A > B > C > D > E 500 +15 +2 [/table]
  23. I just added the one that you had already timestamped, if you're building on that there should be no duplicates. I'll check though.
  24. I added the first team exe stream to the video thread, the one with masuo, 55AC and pamuo.
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