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C0R

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Everything posted by C0R

  1. No joke. His PSN is eaturgreens.
  2. 97% win ratio Maxi who was Mikey from Ninja Tutles.
  3. SoD moves her hitbox into it. 4d is body invuln now no? SoD will go right through it, just like Kishuu.
  4. Pokerface loses to anyone with an uppercut, Tager, Bang, Noel and Hakumen. Voltec Charge > 360b 5d 4d Yukikkaze/5d respectively.
  5. No matter how you break things apart and identify them, all the combo lists start the in the same place, the starter. Within those subsections you suggest, I'd still have to organise everything alphabetically by starter and what you'd have is essentially a busier version of what I have listed now, except with more words in it. Everything is already all divvied up by Corner/Midscreen and Conditional starters, going a level deeper is just sugar coating things. The combo thread are less about teaching you how to do combos, and more about eeking out what damage and possibilities proration will allow. See the main problem is that µ really has two combos, one for corner, one for midscreen, and what changes is how the much restriction the starter puts on the the combo, and how early you have to end it. So long as the 'true' midscreen and corner bnb is broken down, everything else is just figuring out how to move into those combo systems as fast as possible, and what conditions will allow you to use them to their full potential. I realize that I haven't really done any sort of primer in regards to this, and for that I apologize, I have been less active lately with the release of other fighting games and setting up my new streaming content. SO- If anyone has any questions regarding combos or general mechanics with µ, I'd like to invite you guys to check out the stream I'm running tonight, as I figure out cool stuff in the lab.
  6. The CSX combo thread is locked because I'm still working on it. It's on haitus because every single CS2 combo accepting 214d starters is applicable in CSX, and there's isn't much need for a complete recheck and rehaul until the game is out in america. Especially since I'm the only person working on it. The combo thread follows a very simple structure; every combo listed is optimal, and worth learning. Combos listed by starter, listed by command progression. Instead of saying "Combos from 2b .... ... .. ... ..." And having an excess of meaningless text crowding the posts, I'd much rather opt to keep things extremely neat and simple. If I wanted to, believe me, there could be... 281 combos on that thread, but I've thinned it down to the point where every combo is realistic and optimal in real matches. There are multiple combos listed for each starter because some combos have different routes depending on if you want stronger knockdown or more damage. When CS2 first rolled around in America, I made a point of asking questions of the board and how they would like to see the combo thread organised, and the current one is a result of that accepted formatting. If the general concensus is that I change said format, I wouldn't mind at all, but I'd like to hear more opinions on the issue.
  7. The CS2 combos are basically optimal in CSX.
  8. Viola and Natsu.
  9. Kof was cool. But I got on that SC5, ohhhh yeah. Streaming D3 Beta tonight if you guys are interested.
  10. CPU weak to real combos.
  11. Has NEVER happened to me in my >infinity matches. When Habakiri comes out it will destroy projectiles and then continue exploding, which is what people might think.
  12. Midnight release in a couple hours. Making the rest of the team unlock gear for CaS while I play FF13-2. Wub wub.
  13. Oh, I meant as a correction note for the future CSX official framedata page, I'm going to be adding what I can to the wiki when I get the chance.
  14. [DDC]C0R's Emporium of Pain Get in here.
  15. Group created, gimme your info bros.
  16. You guys looking for some advice? I wouldn't mind keeping in.
  17. I'm spoiled, can't listen to anything but the best anymore. Yeah they're amazing.
  18. My other pair of Audio Technicas lasted me 10 years, I expect these to do the same, healthy investment.
  19. 1k well spent.
  20. It's unchanged. However there is a not that is has always been inaccurate, and that's how her j.2c is only stein cancelable on hit. If possible can you add a note that's not in the mook, but is entirely correct. Landing recovery of j.2c is special and super cancelable.
  21. Yo. Megaman looks hype. I wonder if I can have him and Dan on a team.
  22. It does. There might be some new corner-to-corner combos, but I'll have to work on them.
  23. Yeah, you have to do a funky combo now to get it working. 214d > 6c > SoD > 6b > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c 214d > 5c > 6c > SoD > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c ;~; Midscreen is lulz, haven't bothered to find it yet.
  24. It's sad, they literally cut the reward in half from the starter, 214d guard crush is now the absolute worst result of her Oki as opposed to one of the best. But yeah, 80p1, .91^3 p2
  25. Bang has similar notations for his drives having bonus base damage during FKRZ. I imagine you're correct in your conclusion.
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