Jump to content
Dustloop Forums

C0R

Moderators
  • Posts

    2,788
  • Joined

  • Last visited

Everything posted by C0R

  1. 6c FC > 5d > 66~5c > 2c > j.2c > 2b > 5c > 632146d if there's a stein anywhere close > 66~6b > 66~5c > SoD > whatever prorate you have left for the corner.
  2. That's the fault of 5b[m] prorate, character combo rate doesn't effect untechable time.
  3. No like. Superjump dddddd, airdash cancel. When sledge finishes you'll be behind him and crossup xxxx will CH him.
  4. -Bang and Arakune side swap has always been there. But it doesn't really matter because the new combo is: j.bc RC > 2c (does not require directional input) > 5c > 6c > habacan > 66~6a > 6b > ... something else, I can't remember -Jump over charged sledge and then Fatal him with j.2c, that or just IAD back and 5c, it does have a maximum range. Though in truth if you can't just 5c it on startup, then your zoning game should probably be a little less commited, you need to be able to stick out normals and beat approaches in between steins, specials and movement, else people aren't going to have much of a problem getting in. Zoning while poking and footsies while zoning is a great, underused aspect of the character, as normally players will stick to one or the other. -It's not like Tao, where you can't use advanced input or mash the input, you can definitely do that, it's just at the very end of heavily prorated combos where you need to actually time j.d's and j.2c's, so I had to adjust my timing,
  5. Yay CSX: ALL CS2 COMBOS STILL WORK JUST FINE Important changes: j.2c > 2b > 5c > SoD is no longer optimal for all combos j.2c > 2c > 5c > SoD is the new string 214d proration has been heavily rebalanced, with ~70 effective p1, adjust accordingly. (Filler 214d corner combo): 214]d[ > 5c > 6c > SoD > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > 2c > 214[d~] 214[d] Oki is now very strong when combined with 2c otg and slightly spaced steins, I'll record an example when I get the chance. Example of the new damage scaling: Old 5b crouching combo - 5b (Crouching) > 5c > 6c > SoD~ > 66~6a > :6b > 5c > 2c > j.c > j.2c > j.6d > 66~2b > 5c > 2c > hj.2c > j.5d > 66~2b > 6a > 2c > hj.2c > 66~6a > (5c > 632146d > hj.2c > 3c) > 632146c = 6846(7746) New 5b crouching combo - 5b > 5c > 6c > SoD~ > 6b > 5c > 2c > j.c > j.2c > j.6d > 66~2b > 5c > 2c > ]d[ > j.2c > j.5d > 66~2b > 6a > j.c > ]d[ > j.2c > 2c > 5c > 632146d > j~.2c > 2c > (5c) > 632146c = 8190
  6. If you do the combos at the same speed it still works just fine because her normals are so untechable, it's just that you CAN do them a lot faster. When I first was testing things I was actually dropping a lot of combos because I was doing all the links as fast as possible and the steins were firing too late.
  7. You're late chaining 6c then (unless you mean ]d[ is landing during 5c hitstop, in which case you just adjust it with another normal), I'm not sure if you noticed but the game is a lot faster now, and µ's moves have less hitstop, so you do her combos a lot faster. Plus if you have an incoming stein you're going to be wanting to do 2c ]d[ :5c 6c for some extra damage, because the stein hit will remove the launch from 2c and allow 5c 6c to launch to the optimal height. j.c untechable time was for sure increased, else the relaunch combo would not be possible at under 27% prorate. d/j.d untechable time is either adjusted, or 6d, 4d and 2d all fire faster, else the new fatal combo or challenge #15 wouldn't work. They have never before combo'd into eachother at low prorations. Here's what I'm talking about: 6c FC > 5d > 66~5c > 2c > :j.2c > 66~2c > 5c > SoD > 66~5c > 2c > j.c > j.2c > j.6d > 66~2b > 5c > 2c > j.2c > j.2d > 66~2b > 6a > j.c > j.2c > 2c > 5c> 632146d > 6d > 2d > j.2c > 2c > ]d[ > ]d[ > 632146c The last two stein hits are spaced to hit 4 frames apart, 5d 4d would connect in cs2 but it still wouldn't be untechable enough for the super to land, even with the fatal property, and now it does.
  8. In what game does CH ]d[ > ]d[ > ]d[ > 6a combo? CSX. It's going to be a beautiful life.
  9. Having played the game quite a bit now, I noticed a few differences from the loketest. 1. Stein hits are more untechable both on CH and during combos, they will RELIABLY combo into one another uncharged now (ex 6d > 4d), allowing for more creative and impossible strings. 2. Air Super is incredibly + on block 3. Either j.2c is faster or j.c is more untechable, or her prorate got buffed, becuase j.c j.2c works a lot later in combos now 4. I got 6846 off 5b ch in the corner with only 1 super, I highly doubt it was optimal either (5b > SoD > 6a > 6b > 5c > 2c > j.c > j.2c > j.6c > 2b > 5c > 2c > j.2c > j.5d > 2b > 6a > 2c > j.2c > 2c > 632146c)
  10. In the "New" "New" game (BB3), it is likely that either; 1. v13 is reforged into xi14 via Relius' spoiler at the end of the CS2 story, with a duplicate moveset to µ 2. µ remains on the character select screen even though she's dead, Street-Fighter-Esque 3. Saya dons the Kusanagi armor and replaces µ 4. They make something else up
  11. Combo off 236a's float into j.2c or 6c, preferably 6c if the spacing allows for it; apply your oki of choice off those enders. These options removes much choice from your opponent in how/where they wish to tech, and increase the number of knockdown options of µ; overall allowing for more control over the match.
  12. Sakuma is a very skilled Blazblue player, and I think his overall ability at the actual game itself is a lot more apparent then his experience with the character. I believe he would perform very well regardless of which character he could choose to play.
  13. I would be impressed if my character didn't get more damage off her best poke at max range.
  14. Looks like it's time to play some Fatal Frame 2 drinking games! Also wat. That exhibition was nothing. We where all in a state of lololololololism. Prepare yourselves.
  15. It's a cool super. Nothing is more frightening than Hizashi no Rio I got my tracking # for Extend.
  16. I played a game much, much more frightening than Amnesia. Ten seasoned, employed, drunken individuals where no match. PNW barely beat that game.
  17. I cheesed the fuck out of Ornstien and Smough. True Greatsword of Artorias +5? Zerking? Yeeee.
  18. I imported multiple copies.
  19. It's his other account.
  20. Lol. They're very much aware. 2c is worse, the head invulnerability is shorter and it extends her hitbox way up there while the move starts up. 5c has an additional extended hitbox, or the new one is slightly bigger, making the move less braindead. 3c and 6c are the same.
  21. Fatal j.2c will allow you to do another rep of a wall loop, along with 5c > 6c on standing. The new combo will look something like: j.2c > Dash 2c (otg or on standing/crouching) > 5c > 6c > SoD~ > 6b > 5c > 2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > j.5d > 2b > 6a > 2c > j.2c
  22. I felt that I was really held back, but in truth everyone else was as well. Knowing and doing the biggest combos every single time is a big part of how I play.
  23. Ick. Work.
  24. Yeah I copypastad from Kayeff's template. And got lost halfway updating my music library. I'll wrap up the rest when I get back from work today.
  25. Now I don't like to shut down on discussion, and I encourage you guys to talk about stuff like this, because if it had never come up, I would never know to give my advice on that particular aspect of the character. Nor do I like to set myself up as some kind of omnipotent deity, and I don't expect you guys to take everything I say at face value or to trust it completely. Just know that when it comes to µ, it's very rare that I find something I don't know, or something I haven't spent a lot of hard work and time on. Practice and research have always been my greatest strengths, and it's my hope that you all take what experience I have and benefit from it.
×
×
  • Create New...