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C0R

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Everything posted by C0R

  1. Remember when people would show up two hours early because they wanted time to get in casuals before fighting game tournaments? Good times.
  2. Watch out for Huey, he'll j.d that shit on reaction. Quite annoying.
  3. Fly around like superman hit c normals confirm into big damage watch him crumple on defense win with cs2 mu zzz
  4. Mu has no true character specific combos, her hardest combos are on Rachel, Makoto and Noel, and those are in the corner. Just do the regular midscreen combos on everyone. After 2c CH 5c 2c 6c 6a 6b 5c sod, they will almost always hit the corner, if not, after 6b, do 5c 2c j.c j.2c j.2d airdash safejump j.b
  5. That's the basic corner 6b starter combo, in the new game you're going to want to end it with j.2c > 2c > 214d, they either tech in the air and are forced to block 214d, or 214 bluebeats, gets you a ton of meter and lets you knock them back down into more oki with j.2c, that's what I was doing at the CSX loketest, it seemed really powerful.
  6. 5b CH > SoD > 66~6a > :6b > 66~5c > 2c > j.c > j.2c > j.6d > 2b > 5c > 2c > :sj.2c > j.5d > 66~2b > 6a > 2c > j.2c > 66~6a > 5c > 632146d > :~sj.2c > 3c > 632146c 7172 Hard as fuck due to extremely tight untechable times on the final wall loop.
  7. 5b SoD is required for the standing punish combo.
  8. Yo it's a bad matchup. She's got them double jump boots and turbo boost. Also I think he's going to be reasonable in the new game. Unlike Bang. That guy.
  9. You want to play?
  10. Practice that hot hitconfirm j.b CH j.2c 5b Ch SoD
  11. If you ever played CS1 Lambda and did crecent loops, the timing is translative to this combo.
  12. MY PSP BRICKED WHILE I WAS KILLING JINOUGA. NOOOOOOOOOOO.
  13. It's probably better to perform the tk motion utilizing the forward jump instead of the back jump, in order to give j.214b more effective range and limiting the amount you might have to dash midscreen. Probably never a reason to not use 2149b. Also visual cues can be helpful, but it's much more reliable to simply memorize the timings, else you'll be prone to dropping the combo when in a complicated position.
  14. Happy Holidays everyone.
  15. Dusty did the old relaunch combo on Relius at NWM.
  16. Uhhhh I think it's like 4800~ without super, 6k with one, 7k with two.
  17. So I now fully understand something that previously made no sense. I'm not exactly sure why, but 6b(1) and 6b(2) have different untechable times on air hit, this I knew. What I didn't know was that they have the same ground hitstun, but different ground counterhit stun. The counter carry property of the move will actually cause the inferior counter hitstun of the first hit to reapply itself in another instance instead of using the second hit's superior counter hitstun. Which is why you're only +10 after CH 6b, whereas you're +16 after CH 6b(2), which allows you to link into dash 5c 2c on standing opponents.
  18. That emote infuriates me. Also that makoto is really good.
  19. Did you see the time I beat sG by rolling out of Daisharin and then doing reversal super at the end of the roll to kill his punish?
  20. I get this all the time, I solve it by going to big tournaments and playing everyone possible. You could go to SCR.
  21. How many of you have beaten monster hunter.
  22. I wouldn't say he benefits from setups any more than say, Rachel; and they don't find it particularly necessary to make a unique thread guide for it. In fact the only characters I think really benefit from that kind of thing would be Litchi Daisharin setups and µ.
  23. I could use all manner of wallscrolls or posters, so long as they're at least 27"x40"!
  24. Lol. To be a true japanese scrublist it needs to not include Mu, Arakune, and have a Moe meter on the side.
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