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C0R

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Everything posted by C0R

  1. So it will lose in situations where a normal-property move would win. Such as moving Tsubaki out of the projectile's origin part or to give it setup-specific weaknesses. It's an alternative way of balancing the move to a lower strength other than straight changing the frame data or hitbox.
  2. I've got double shifts on friday, but I'll do my best to get the afternoon one covered. I'm looking forward to it.
  3. closer to the corner you can get j.b j623c rc 6c sod 6b highloop midloop = 4188 (-50) + 27
  4. DISCLAIMER = MAY ONLY WORK ON THE TRAINING DUMMY, EXTENSIVE TESTING REQUIRED FOUND SOMETHING MORE IMPORTANT. HAHAHAHAHAHA HAHAHAH. OMG. HAH works on - ragna, haku, haz, tager, lambda, litchi, makoto, relius (must be dashing forward jump for 623 to connect on relius) doesn't work on - tao, tsu, noel, plat, valk, rachel, jin, arakune, carl, bang, mu It seems that there is a period after neutral tech where characters will retain their standing hitbox for a very small frame window. This was know to apply to stagger tech, but this is the first we've seen of it with neutral tech. As most of you know, j.b will hit many characters standing, allowing for a xx623c rc combo into good damage and meter replenishment. While j.b does connect on a few characters standing, it appears that the window does not use the full standing hitbox, so there are exceptions with these characters (carl, mu, jin, valk, tsu). It may be found to also work on these characters, using an adjusted jump timing, however the timing is far too strict for me to land at this time. It seems that 2b recovers so fast that mu has enough time to whiff 2b at a timing that will catch rolls and punish quick tech, and still have time to do the instant overhead. Additionally, using 2b as a crossunder normal seems to time this technique perfectly. I've also found a combo off midscreen j.b j.623c rc that leads to decent damage and corner knockdown. midscreen j.b > 623c > RC !66j.b > j.c > j.2c > 66 2c otg > 6c > 5d > 8j.a > j.c > j.2c >(]d[ whiff) SoD > 6a > 6c > 214d (hit) > j.2c = 3268, 30
  5. Hmm. I'll find another one when I get back from work.
  6. Basically the trick to all the meaty drive setups is that you late jump cancel. If they happen to uppercut, you're inputting jump forward barrier and will automatically bait it. If they don't uppercut it the steins will put them in blockstun before you hit the ground, allowing for jumpin mixup. If they reversal super you jcc into ground dp / omo or air dp during the superflash, beats every reversal. Does not catch rolls, but hey that's that. If they try to jump out you get j.aaaaaaa mixup.
  7. I never actually went to the event, was scheduled for work both days with double shifts, played plenty of casuals at the house though. Dacidbro is still free to hungryman mixup.
  8. http://www.youtube.com/watch?v=mGULNsN44Rs&feature=plcp stuff, play with it.
  9. Going to start spam posting combos as I test them for optimization.
  10. In that situation the Jin player made a huge mistake by not accounting for barrier push, and opened himself up to a punish from Litchi by continuing into the 6a chain. At the fault of the Litchi player for not recognizing that and blowing him up for it soon enough, he was able to pick up the fumble by uppercutting. It's still a really bad situation to put yourself in and I would never recommend whiffing anything other than 2a/5a at that range.
  11. 2c otg 6c throw combo doesn't work on Bang.
  12. C0R

    [CSE] Mu vs Bang

    For those that don't know. If you're in a position where you would normally block ashura, but are uncomfortable performing the IB > 5b punish. You can Dp during the superflash, forcing a clash with ashura. At this point the flames of ashura will cover Mu, and the hitstop makes the clash very difficult to site-read, allowing an easy 5b CH > 6b punish combo until they learn how to deal with it. Bang's only option that will beat clash cancel into 5b is 5a.
  13. Keep in mind that if you're really looking for meter, any 6c ender can go into~ 6c > xD > j.2c > SoD
  14. Damnit nao. DO A REAL COMBO. Also j.2c as a poke. Needs more of.
  15. Oh yeah, Maguro actually understands how the character works. It's fun to see him play.
  16. Ignis isn't a real character. I was looking for an old compilation I did where I showed all the spots on the screen where arakune could hit you with a bug, and the whole display was red, but I can't find it.
  17. That specific frame is after the move stops being active. It's one of the large weaknesses of the move, you can be very far away and still punish her for whiffing it. This is the one I was actually talking about though. Compare it to her standing animation. The Yellow dot is the center of the character, see how far she shifts forwards?
  18. 236 is very, very slow. It's easy seen on startup and counterhit with long pokes. j.c has a poor vertical hitbox, and will lose to a chasing 5b. Backdash is a defensive option, and if they're using it in a situation where you're blocking (else why else would you be IB'ing), such as 2b > backdash, it's a guaranteed punish with many of ragna's punish normals. 5c as a poke has a sizeable extended hitbox, thus losing to aggressive play, pre-emptive pokes and faster space controlling normals.
  19. Mu doesn't have a 214a, last time I checked anyway. Her backdash is very easily punishable by Ragna 5b, and when she jumps she's above you, where all of her down-reaching options are bad or worse.
  20. Have balls and kick her in the face with 5b. Like all day long. CH 5b > 6c
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