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C0R

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Everything posted by C0R

  1. EL NOPE. Netplay frustrates me, I find it hard to focus or have fun playing.
  2. Gunner Zaku? I played an old alpha build when it was in development, but stopped playing when it went open beta.
  3. The crucible that is my scene gives no fucks. Get better or play LoL like a sad, broken man. And I ain't playing no LoL.
  4. Jump C. The move The book The movie The sequel
  5. The tutorial video was going to have 3 sections Basics, Combos, and Advanced Mechanics, the combos section would cover everything we'd need.
  6. www.dustloop.com/wiki http://www.dustloop.com/wiki/index.php?title=Mu_(BBCS2)
  7. Oh yeah, that too. Less noticeable, with 3c being so go-to.
  8. Less head invunerability Extends her hitbox further, earlier
  9. Arthur you should come over tomorrow and play, I have some new setups and stuff to test on platinum.
  10. My HDPVR should be coming back from the shop tomorrow. Race you.
  11. It has the same startup and similar head invunerability to µ's 2c, though the overall hitbox isn't nearly as good. It's definitely a capable tool. There are situations where it's going to be better than 6a, and situations where 6a is going to be better, you just have to use whatever the time calls for. That's really more of a gameplay question, I was mainly looking to offer help with combo routes and optimization charts,
  12. So I have the game, along with a bunch of recording equipment, if you guys want me to test anything, just post queries and I'll let you know. My Murakumo execution apparently applies to both characters.
  13. Tested it out, it's definitely optimal midscreen, nice. Also Makoto's hitbox is indeed easier to deal with.
  14. Not sure, I'll find out later I suppose.
  15. 214]d[ > 4~5c > 6c > SoD~ > 66~6a > j.2c > j.5d > 2b > 5c > 2c > j.2c Is what I'm using now, basically just do what you would via 6b starter for prorate. I'll let everyone know if I find a better one.
  16. zzz too hard.
  17. It'd be a community effort either way, just take 5 minutes and chip in what you can, when you can.
  18. Anyone mind giving me a hand with filling out the basic info on the wiki? I'm a bit caught up trying to compile all the information I can for when my HDPVR gets fixed.
  19. I'm more a fan of j.c into rising j.a fuzzy > j.c > j.d > 5b > xxx
  20. It's universal, save yourself some work bro. Merry Christmas everyone: 2a > 5c > SoD > 6a > 6b > 5c > 2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > j.5d > :2b > 5b > 6a > j.2c > 66~2c > 5c > 632146c
  21. Anyhow. There might be a way to combo into j.2c after a full combo off anything. Experimenting with 2b 5b 6a > xxx enders.
  22. CS2 Far from corner: RC > 66a > 5c > 6c > habacan > 66~6a > :6b > 6~5c > 6c > xd > j.2c > (SoD) Close to corner: RC > 66a > 5c > 6c > SoD]~[ > 6b > 6a > j.2c > j.5d > 2b > 6a > j.c > j.2c I can't quite remember for CS2, been working on something really hot for csx.
  23. Well, I have no idea as to 5b's prorate, but I know for sure character rate doesn't effect untechable time. They did change quite a few air untechable time properties, they could have dropped a frame here or there that's causing the combo to bluebeat.
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