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C0R

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Everything posted by C0R

  1. C0R

    [CSE] Lambda vs Mu

    Slip forward and punish the recovery on whiff with dashing 2b.
  2. No such thing as an optimal blockstring, this one loses very hard to barrier IB on 6a, as it causes 2b to whiff and allows the opponent to punish the recovery. Not especially, nothing of real note.
  3. C0R

    [CSE] Lambda vs Mu

    4d's startup has more indicators than the actual projectile, I at least know Lambda's summon animations well enough to pick out which one she's doing.
  4. I don't know if I've updated it, but if you're close enough to link 6a after SoD wallbound then the optimal combo would be. 3c CH > (66~)2c > 5c > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~5c > 2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > 66~2c > 5c > 632146c
  5. Evo is free unless you're competing. iirc
  6. No tears left to shed. I ran you dry with Carnage Fail.
  7. Do you want me to record it? You can easily beat DbD in training mode, it simply requires a little timing. Just do it late. The move is very slow, so I think you're just uppercutting far too early. I restated my earlier post because it was the correct answer, Origins does autogaurd DbD.
  8. It's level 3 guardpoint. It guards against every attack type in the game, including unblockables and throws.
  9. It has level 3 guardpoint. It guards against every attack type in the game, including unblockables and throws.
  10. You can almost always reliably super through dead spike on reaction to the startup, kane's hitbox is massive horizontally, and Dead Spike is wayyy too slow. Blockstrings, meaties, frametraps, it just always works. It surprises me that MK9 is in there when BB isn't. I was expecting both games to be dropped.
  11. NoEvo party at PNW house.
  12. So Mortal Kombat? I seem to remember almost twice as many BB players at evo.
  13. Yo no BB at evo. Spark's one and only trophy. GG SRK.
  14. Mu's uppercut is not a projectile. Dead spike is a projectile. Only moves with projectile properties can clash with moves that have projectile properties. Mu's uppercut will only autoguard Dead Spike, but never clash.
  15. DS3 tool is a good standard. MB works out all the button mapping for you.
  16. Yeah, doing my best to get this tutorial video done in a timely manner.
  17. 2c also has higher base damage than 3c.
  18. When the mook comes out, I believe it has a confirmed release date? Don't know when though.
  19. HH's newest combo video, everyone follow the link to get him into God's Garden. http://www.youtube.com/watch?v=0W3-FqJQ-RY Sadly he has no real new tech, and all of his combos are still inoptimal. :<
  20. Green bursts have more invincibility All bursts are faster I believe you can still punish gold bursts with drive.
  21. Set up the... whatever it's called, I think it's 236d, the one where she reels you in, you should be able to combo off j.c using either that or 2d before j.c hits, so long as you start it up early.
  22. Playing this when we come down next.
  23. I'm pretty sure deep j.c > rising j.c is an instant fuzzy. Blocking 6d dispels the fuzzy property. As does blocking any of the multiple hits of j.a.
  24. Now that you're a murakumo moderator I'll have to show you the matchup.
  25. Get trolled troll. Also all those combos became outdated a week after I recorded them. Something this comprehensive is far from necessary, this entire video could easily be replaced with: "Against standing grounded opponents, confirm into SoD after fitting in as many C normals as possible. Against crouching grounded opponents, be sure to combo into 6c for extra combo options as well as the additional damage."
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