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C0R

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Everything posted by C0R

  1. We have plenty of sticks. Hell you can use my stick for the entire thing, I can't even enter due to work. If you don't mind Semitsus.
  2. A lot of Mu players are really stiff, H.H being a prime example. PNW scene in general keeps a more fluid and movement-oriented playstyle, works out well enough.
  3. If you're a super baller: 3c > RC > 66~5c > 2c > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > (cornerbound) 5c > 2c > j.c > j.2c > j.6d > 2b > 6a > 2c > j.2c > 66~6a > 632146c If slightly less baller, do 3c rc dash 6a 5c 6c 3c ch > dash 6a will link on some characters, otherwise use 3c > j.2c > dash 2b > 5c > 6c > ...
  4. EX of course. Good luck getting 5k. BWAHAHAHA.
  5. Lolol, this is a more recent match video. http://www.youtube.com/watch?v=szrR_CDxlIE
  6. Always try to go for 5c 6c, unless you know it won't combo due to high prorate, it does more damage. IAD j.b safejump requires a peculiar timing, you have to IAD rather late following a late stein cancel. Just know that IAD j.b will actually combo on the larger characters, and delay to make it hit after their tech, should work out fine. If you're really worried about your opponent jumping out of 6c enders, do a really basic 6c > 5d > recover > dash meaty 2b to catch them out of jump startup. Alternatively, airthrow them when they become airborne. If they tech it, stein covers you, if they don't stein lets you combo off the airthrow. I used to feel sad, then I lost to Tager at Evo. Now I laugh maniacally at the abuse. Try to avoid making guesses, keep in mind there are too many situations where you can substitute guessing for something completely counterless, such as running beneath him instead of trying to yomi j.b/j.2c.
  7. If your opponent is jumping out of 6c oki you need to force them to sit down, 6c 6d 236d will catch jumpers, as will 6c 5d :IAD meaty j.b safejump.
  8. Uhhh... They tech on the ground after 6c. There's no way you can do a crossunder mixup with 214d oki anyhow, you recover after them, especially if you're placing more than one stein. 6c 4d 214d will only hit meaty on standing opponents You're looking for something like 6c 214d 66~6a 2c 4d 214d airtech meaty They tech in the air and are forced to block the explosion.
  9. Get that real hitconfirm, j.b CH j.2c. Anyone want a Guilty Crown wallpaper? http://www.yogile.com/mhbqoty4#41m
  10. You have been invited to join Steam group eFrag-Fest.
  11. Itsuu is vunerable to lows and throws, just like Tager's 6a or Bang's 2d.
  12. Her 5dd is pretty braindead in terms of antizoning, it stuffs even Hazama's approaches, and lets her get in real easy. Best thing you can do is 5d JC, air block it, then go in after you block it, poking her with 2b and 5c. While Matenbo is returning to her is when she is most vulnerable, as she doesn't have a dp, and she's defending, Matenbo is inactive, and her staffless pokes are super ass. Some Litchi players like to cheese people out with using Itsuu as it returns, but 2b will expose that pretty hard.
  13. Closing shift until at least 9:30.
  14. Combos are something you can just DO. They're completely removed in terms of head-to-head interactions. If you can eek out even 10 more damage by doing a better combo, even though it's harder, there is literally NO convincing reason to not do it.
  15. In extend we will be able to link 5c super after dp ]d[ 6a otg > 632146c is not character specific, requires an optimal height j.2c when your opponent is very high in the air/
  16. It's blatantly minus, but the fear of late chains may keep your opponent blocking, make a decision based on your opponent's bad habits.
  17. BEWARE THE 65 STATEWIDE SPEED LIMIT THEY HAVE CAMERAS, THEY WILL FIND YOU, NO MATTER WHERE YOU ARE
  18. This is a decent start, let's get into the more advanced stuff. The most important thing to remember about mixup is that overheads are only barely blockable on reaction, unlike throws which you must expect to some degree to tech. Therefore, so long as your opponent's line of thought it preoccupied with something else, you're going to find it very easy to land some overheads. It's very important to integrate throws into your mixup, else your 6b becomes infinitely less usable. So, let's look at ways to set up throws, starting with the most basic one: Next, Mu's most underused move, but my favorite one. I'm getting hungry, bbl lunch. use 5b.
  19. This is taking a while to type :T Patience.
  20. Do you want me to list all the different applications, stratagems and tools that can be used to integrate 6b into Mu's mixup to make it incredibly hard to block? Cause we'd be here for a while.
  21. Makoto only has one overhead, it's barely faster than Mu's. Yet her mixup is really good?
  22. He says he might let me when he's done with the Ragna one, because the linetable will be finished as a template for every character in the game and he can post it as a universal combo caluclator.
  23. It barely works. Doesn't have very important things such as charged stein non 3x hit or Yata followup/stein distinctions. Spark wrote a universal combo calculator a while back but won't let me enter the Mu data :<
  24. COMBOS!
  25. Mu plays the superiority game, she can just straight truck on people. Be aggressive in all aspects of your gameplay, and be on point when it comes to capitalizing on openings or hitconfirms. Defensive skills are good, but you only need to stay alive as long as it takes to kill them. In terms of movement, once Habayaa is out feel free to move with it, as it will completely protect you from everything while it's out so long as you're inside of it. Abuse long reaching pokes such as 2b, chaining into 2c on block to IAD or to gain a positional advantage.
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