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Everything posted by C0R
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Personally, it would make sense to me if non-ct moves with ct property don't rape barrier gauge, else the ease of access to those tools would make them too powerful.
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I don't believe Arc System works has ever released frame or proration data. Normally this information is obtained via a third party's extensive testing and release (such as arcadia magazine), and isn't available for quite some time after arcade launch. Though it can sometimes take up to a month or two after JP Console launch for the information to become publicly available.
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No character has frame data available. Everyone can contribute to finding proration data, yourself included!
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Anyone else having flashbacks?
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Thank you sir.
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Chao it seems that the link to the clean versions of the µ extra palettes are down.
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
C0R replied to Moy_X7's topic in Jin Kisaragi
Hakumen can always "Just counter the meaty", additional measures are usually taken to beat his drive, such as doing the meaty earlier so the entirety of the active frames whiff, allowing you to advance and punish his non-triggered counter. Keep in mind that safe jumps don't work on µ! -
Pretty sure there's an interview with Mori on the subject, I remember something of the sort being released soon after BBR, and more news at Summit.
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Afaik combos off CA and Gadget Finger are the only sources of damage that don't kill players.
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Isn't it a confirmed prequel in terms of lore, timed prior to the release of the Black Beast?
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Ah! I'd like to call attention specifically to Asou's recently uploaded matches. His nessicaID is actually Hagar-Gold, which some of you might recognize. Being the current #1 ranked µ on nessica, everyone should be super observant of his movement, as it's easily his strongest point. [12/14/2012'> [url=http://www.youtube.com/watch?v=3CKlY9N-zw0]sessha vs asou [12/14/2012] Ruta vs asou [12/14/2012] Yukki vs asou
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Information: - [table=width: 700, align: center] General Notations Used Guide Specific Notations Used [table=width: 350, class: grid, align: center] j Jump sj Super Jump ad Air Dash iad Instant Air Dash jc Jump Cancel sjc Super Jump Cancel CH Counter Hit FC Fatal Counter RC Rapid Cancel [ ] Hold Input (N) Attack must deal N amount of hits. [???] xN Repeat ??? N amount of times. [/table] [table=width: 350, class: grid, align: center] DM Damage HG Heat Gain % Text Net Stein Change x Input Replaceable : Delay following input for a small peroid of time. 66~ Dash until within range/As far as appropriate. 4ADC/6ADC Stein recovery Airdash Cancel. }{ Stein Laser Fire, used to link normally impossible routes. [/table] [/table] Midscreen: Resourceless - S - Crouching/Air Confirm to SoD Ender: (/HCA (Extra 5c/2c Excluded)) > 5c > 6c > Tachi > j.(6/5)d > ABDC > j.c > j.2c > 66~2b > SoD = 2276-2782/16-19 - N - Crouching/Air Confirm to Charged Route - 6b/5b CH: > 6c > Tachi > j.2d > ABDC > :j.c > 662b(/5b) > 5c > 5[D] > j.b > j.c > j.2c > j.5[D] > ADC > j.c > 665c(/6a) > 2c > j.c > d.jb > j.2c = 3515-4624/25-33 (Spacing specific) Throw - (j.)(4)BC > 662b(/5c/6a/5b) > 2c > j.2c > 66~2b > 6a > 6b > 6c > x.d > j.2c (/SoD) = 3094-3363/22-24 - (j.)(4)BC > 5c > 6c > Tachi > j.5d > ABDC > :j.c > 66~5b > 6a > j.2c = 3139/22-24 (Character specific) Corner: Resourceless - S - (/HCA) > 5c > SoD > 66~6a > 6b > 5d > 623c - N - 5c(/6a/2c/3c) > SoD > 66~6a > 5c > 2c > sj.2c > j.5d > 662b > 5c > 2c > 5[D] > j.c > j.2c > 3c > sj.2c - 6b > 6c > SoD > 66a > 5c > 2c > sj.2c > j.5d > 2b > 5c > 2c > j.c > j.2c = 3304/23 - 2C/6c Ch > 5[D] > SoD > 66:2c > 5[D] > ]D[ > CT > 5c > 2[D] > ]D[ > j.b > j.c > j.2c > j.214[d~] > 6c > 5d > Omohikane = 7609/50-25+25-50 OD + 50 Meter - N - (/HCA) > SoD > 66~6a > 6b > 4d > 623c > RC > OD > 5c > 2c > 214d > 4d > 214d (Add 1x(5d4d > 214d > 4d > 214d) for every 25% extra OD value) > j.2c > 632146c Throw - Back to Corner: j.BC > (4/6~) 6a > 6b > 5d > SoD > 5c > 214d > 6c > Tachi > j.2d > ABDC > j.c > j.623c = 3760/27 (Character specific) - BC > (66~)5c > 2c > (7)sj.2c > j.6d > 2b > 6a > 6c > 5d > 7sj.2c > 663c > sj.2c = 3404/24 - BC > (66~)5c > 2c > sj.2c > j.5d > 2b > 5c > 2c > j.c > j.2c = 3311/23 (Character specific) For other combos, check the wiki, for now: http://www.dustloop.com/wiki/index.php?title=Mu-12_(BBCP)#Combos
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Neither is dissecting baseless claims. Everyone please stay on topic.
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All of them. Without versatility, all forms of control are circumvented by adaptation.
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Well there's one small difference, you can cancel into OD, whereas attempting to GB in the middle of recovery resulted in RC. I wonder if there's some sort of RC/OD input buffer, in case you hit D like 2 frames later or something. Would suck to get one when you wanted the other.
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Here's a comparative chart based on an opinionated analyses. This is by no means final, factual or even completely accurate.
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There's always the other side of the observation; haven't seen anyone normal block it yet.
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Just so you guys know, I'll be soft-deleting posts of video links in the threads once they're added to the main page for the purposes of organization.
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Sod 3&4 is still fatal I believe
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I don't know if it's been confirmed from other sources yet but: 6b > 6c gatling is available on block You guys are extremely helpful in terms of putting up videos, and I really appreciate it. Here's the base format that we've been asked to use for all match videos [12/07/2012] [*URL= :*AR*: vs [*B]Suzune[/b*] :*MU*:[/url*] [Notes] Remove the *'s, then fill in the blanks and we're good to go! [12/07/2012] Fuyou vs Suzune [Notes] is what it looks like when it's done
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I don't know if you guys noticed this, but the changes for CP gives µ a huge increase in meterless damage via midcsreen punishes. Not only does the 6b forcing crouch increase her ability to link off of it on CH easier, but more importantly the 6b 6c chain, as well as tachi's pickup off groundhit 6c, gives us something like this: 5b (CH) > 6b > 6c > Tachi > j.xd > BDC > j.c > j.2c > 66~3c > IAD > j.c > j.2c ^example of a very simple, weak combo you'd be able to get off your 9f melee dp punish. The excellent prorate of 5b would allow the raw, near unprorated damage 6b 6c tachi to easily push this over 4k~ I've already got quite a few ideas for completely new combo routes that will allow µ to combo into 6b via tachi, but I'll have to see if it works ingame.
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A more accurate take would be that Tager's Voltec Charge is still vunerable to 3c, even though it absorbs projectile property moves.
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Dora's twitter is saying... something about learning µ. And that bang sucks.
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I'm using the %'s to indicated the life values used in correspondence with OD. So 100% OD is max health.