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C0R

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Everything posted by C0R

  1. My spear, my halberd, and all of my armory! http://www.youtube.com/watch?v=rTS-3I17BGM&feature=related
  2. I was actually very impressed with how they rendered the 3d models. Their use of flat shading ended up being a lot more effective than I usually see.
  3. No problems here.
  4. No surprises in the frame data. Prorate on 214d is .80(.91x3); total prorate of .60 as a starter, some kanji in the notes for it's held properties so I'll leave off on translating it.
  5. Nearly every normal has unique CH properties in terms of hitstun. The untechable time listed is for normal air hit.
  6. The images that Pk posted are corrected pages released in response to the outcry of errors, the new information is quite accurate.
  7. Inoue Aka Kazunoko has been playing... I forget who, I want to say Arakune though. Is there a reason to use 5bb? I really can't seem to do any work with that normal. Also, for some reason I'm not getting air install to come out after an uppercut, is that series not super cancelable? Do I have to do like a jcc or something?
  8. Kurushii is scanning the mook, data should be available later today.
  9. Her frame data has not been leaked. I have the corrections made to the mook available. Mu's frame data is entirely accurate, which is why her page is not present in the collection of corrections.
  10. For those of you that are curious. Though her actual frame data has yet to be leaked, the universal system data that includes engine properties for the characters is out. μ is identical to her CS2 frame data in this respect.
  11. Dropped 80 on the LE preorder. zzz.
  12. I know that feel bro. >The reason I'm not completely invested in doing tutorials of this sort for my character is because only two or three people are actually invested enough to use it. /sad
  13. I would not consider option selects as a unique weakness of Jin's D uppercut, as you even stated it to be the case in this weakness appling to all uppercuts. That is an example of a player choosing an option to beat reversals, and every character has similar options in some form, even ones as simple as blocking. That is a qualitative property of player choice, and is not conclusive or relevant to the quantitative strength of defensive options.
  14. Personally, I see it as: "Well guys we've put in all the new/remade characters we have budget for, any ideas on additional things before we ship this out?" "We've covered just about everything the players have asked for, but there are a bunch of unused fighting styles still in the game." "Let's give them a selection of multi-style characters to pick from so that they can still play their style of choice?" "I don't see why anyone would complain about that as an addition when we weren't going to include more unique characters beyond what we already have." "Alright let's go."
  15. 5c is actually exactly the same. The difference is that the tools that already beat it now beat it harder, which leads to the impression that the extended hitbox is earlier. Mu/Tager is still one of, if not the worst matchup in the game along with Hazama/Tager. If he hits you, you failed at playing the matchup. A little harsh, but that's the reality of it.
  16. Zzz, I really feel like I should improve on this, because I see where he could be tacking on more damage, but I'm so lazy...
  17. Ranged DPS LF 1 Heals: MuWiki Pst gearscore and achieve to C0R for admin login info.
  18. I'm not sure as to the specifics, but fighting against Hazama throughout CSX has taught me to respect that where I would normally disrespect it.
  19. Will probably take a few months.
  20. Hazama can attack faster out of chain movement now, the gap is actually tigher than it was in the last game. 5dd j.b has like a 4f gap or something stupid like that.
  21. 5b is 10f It's now faster than just about every move with a comparable hitbox. The hitbox on all of Bang's air normals has been buffed.
  22. Backdash is a frame 1 thing, it wins against just about every gap in the game. You're going to want to see if it beats jump startup, which is very relevant to escaping pressure.
  23. If any Tsubaki player with COMPREHENSIVE SKILL AT READING JAPANESE KANJI would like an opportunity to translate the mook when it comes in they should drop me a PM.
  24. Uhhh. That's an instant overhead. If it used a standing hitbox it would work on litchi, as she's one of the taller characters. It uses their crouching hitbox.
  25. That's very interesting. The only way I know of to set up a non-block fuzzy guard is hitting with a meaty rising move out of stagger recovery, because stagger forces stand state for a frame or two after the recovery animation. I'll have to test it for myself later.
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