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C0R

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Everything posted by C0R

  1. It's worth practicing until you've completely memorized the timing. If you're unsure, do j.6d. If you're really unsure, just do whatever you KNOW will work.
  2. We have a habit of getting better at the game as we practice it and finding new stuff. And even if I was to get paid a thousand dollars on a daily basis, I wouldn't necessarily begin thinking nothing of getting a thousand dollars.
  3. Set it as low as possible to the ground, and when you do 5c > 2c, late chain the 2c so it hits as late as you can manage.
  4. I think it has something to due with having the best one sleeping in the next room.
  5. Damage is the name of mu's dog. She feeds it occasionally so it won't maul the neighbours.
  6. "Guildmaster in WoW" helped me get a job. "Fighting gamer" got me some girls. "Art Degree" got me nowhere. :<
  7. Ragna is gay. That's just the thing. He's like the SSBM Marth or 3S Ken of BB.
  8. Pochp's video has a good corner bomb combo directly after the midscreen one, at 10:59
  9. C0R

    [CSE] Rachel vs. Mu-12

    I think it's 65f summon + 31f minimum startup time on his actual attack?
  10. You guys could teach a class on Negrology.
  11. Top Players don't have friends. They have sponsors, enemies, combos and swag.
  12. Amen to not entering tournaments you're running, that shit sucks.
  13. Say hi to brice and pochp for me.
  14. CAPTAIN MORGAN IS THE BEST. SHOUTOUTS TO EROGE. WOOOOOO ALCOHOL POISONING.
  15. Like Bang? Yeah Litchi's is pretty good too. If Relius does get any sort of buff to his mixup, it'll be by improving the tools he already has, and only just barely, those sorts of things are very touchy. Applying even one of the changes you mentioned would drastically affect the overall strength of the character.
  16. C0R

    [CSE] Rachel vs. Mu-12

    Bomb is some ungodly amount of active frames, and the startup is all standing, so she's not going to be flipping over mu, and will land in the meaty blast just like any other character -1 stock.
  17. Lately I've been running a stream all about µ, basically unleashing the floodgates of secret tech (though not quite everything) and general tips that I have to share with everyone in terms of just about everything. This thread is an index of all the information I've covered via the streams and where to find the original content. I also encourage players to ask questions that I can answer the next time I have the chance to stream the lab, as it generates even more content for me to share with everyone. Feel free to discuss the content of the stream and what I can do to further improve the conveyance of tech to everyone. The stream runs for roughly 1-2 hours, normally between 1600pst and 1800pst, as that's when I have the largest open timeslot in the day after work. There is not yet a dedicated day of the week that I have decided to run the stream, mainly due to the scene constantly sharing and moving the streaming equipment, but hopefully something more consistant will be availible soon. I will be posting information on upcoming streams in the War Room, as well as on my twitter. Subscribe/Favorite/Follow as you see fit. Stream Archive: Sectional 1
  18. Platinum's j.c is very strong, arguably just as strong as µ's in terms of an air-to-air poke, as it compensates vertically for what it lacks horizontally. You're going to have to be on top of your game to beat it. Capitalize on random hitconfirms into knockdown into zoning. This matchup is all about keeping her out, as she STRUGGLES to get in, just play it cool and put up the wall. Looking at pressure: This is not a matchup where you're going to want to take a ton of risks, as she has access to a great offense-splintering 5a, similar to Bang's. Instead, make her block and keep an eye on your onscreen resources. Normally I would recommend using incoming steins and effects to extend your pressure or hide/allow mixup, but in this case you're going to want to capitalize on placing more resources and escaping to a comfortable position. Looking at spacing: Keep eye contact. Do your best to never let Platinum below or above you. As always, µ has trouble dealing with opponent when she's above them, and platinum has access to a lot of momentum changing effects (Hammer j.d, Item Call, Swallow Moon) that can be used to bait all sorts of anti-air choices. In addition to those, her j.c makes a great all-around poke, with a suprisingly deep and tall hitbox. However, she can't compete with µ's raw horizontal range, which, when combined with proper tool application, makes this matchup simple in concept. Stay on her level. Do all the damage, don't respect her when she doesn't have bat, bomb her when she does. Uppercut what you can and mix up your tech options to make swallow moon/bubble oki more difficult to apply.
  19. I average around 4 hours of sleep, at least for the past year. Varies depending on how much alchohol I have in the house at any one time.
  20. C0R

    [CSE] Rachel vs. Mu-12

    I will rush your shit down. As a note: µ can stein cancel 2d/4d ground set into SoD, which will 1HKO george, with the stein she canceled from as backup to cover against air approaches and flaking projectiles moving towards her above SoD's hitbox. If you're looking to beat her pokes in neutral, you're not going to be able to reliably accomplish that without pumpkin punishing things on whiff, placing which puts you at the mercy of IAD j.c CH. Luckily her pokes aren't the hardest to dodge, and can be capitalized on so long as you have the resources. I'd say the matchup is roughly even, Rachel has no special way of escaping µ's oki game, and no reversal options to deal with guardcrush-oriented setups that easily trash her 4 primers. Rachel is slightly dominant with onscreen resources out, but gets no extraordinary damage for punishing µ for making mistakes, whereas the opposite is true for µ; as a single mistake in terms of summoning or tossing a lobelia is an easy 7-8k callout from j.c/6c. The hardest part of this matchup for rachel is definitely dealing with j.c and suffering from 4primer syndrome. Beat j.c by being under it; beat poor defensive options by doing the knocking down yourself, all you can look for really. After throw/airthrow break 5c/j.c are pretty incontestable, unless you have some kind of incredibly risky move or are top tier.
  21. I need to experiment with them, as they're certainly more applicable against characters without a huge number of fast long air pokes, prime example being Tager/Hazama/Tsubaki.
  22. Daifunka will beat things that Ashura won't, giving you a greater number of applicable options for your meter. That's all you can really ask for.
  23. If anyone else wants to experiment with this; At the end of µ's combos, example being the corner throw combo: (4)bc > 6a > :6b > 6a > j.2c > j.5d > 2b > 6a > :2c > sj.2c you can tack on an extension, this works on just about EVERY bnb: ... sj.2c > j.xd > 662b > 5b > 6a > ... From this point you can go into several different things. Airthrow j.a xxx Airthrow 8sj.c > j.2c (hits on all air tech directions, can potentially be double jumped over after tech) j.c > 7:j.2c (meaty on all air tech directions, cannot be double jumped over after tech) Depending on how you time your airthrow, the grab break leaves your opponent in the air above quite a few steins, one of which is firing; as well as within range of j.c, which is nearly incontestable at that range. The j.c can be stein and special canceled with the firing stein for coverage. You can alternatively land and recover with them in stein blockstun. This allows you to pressure your opponent in a more versatile manner, removing ground options as they are in an airborne state. Mixing up your pressure after the throw break can lead to some very strong mixups. If you opt for the j.2c route, the meaty j.2c has great potential to FC people over-inputting airtech. It also covers no-tech by re-grounding your opponent under all your steins and providing you with several great options due to the steincount, such as guardcrush setups. On block, j.2c can be special canceled into j.236a, which follows the opponent back down to the ground, keeping them in blockstun as you recover from habaya, allowing you to airdash at them and hit them with an air blockstring/throw setup. If you opt for air pressure, you can mix them up as they hit the ground. There are a few more options, I'll cover this air oki in my next stream.
  24. I have plus fuzzy/safejump setups for you guys, careful.
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