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C0R

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Everything posted by C0R

  1. I'm pretty sure he has roll/reversal safe options, especially with vacuum saw. It doesn't matter if they know it's unblockable. They still can't block it.
  2. I already have a full break setup for CSX.
  3. Relius knocked him down than did an unblockable. Then combo'd off the unblockable into another unblockable.
  4. Because of the UNBLOCKABLE? Maybe it's because he can do sidestep through ID for a million damage. Or he can sidestep then set up the unblockable when you come down to be an ass.
  5. Borrowing Tari's new HDPVR. Incoming vids. Just trust me on this one. The old 6a route is still the go to tool.
  6. Yo unless 5b does 650 damage and has 96 p2, it will NEVER be better in combos than 6a.
  7. CSX console release is early December. Assuming you're the sort to import it.
  8. You can use 6c four or five, even seven times in a combo if you want to go for it. The repeat prorate is relatively low, 50%. Hell. SoD has 10% repeat prorate and you can still link 6c SoD 6c SoD 6c after a short combo near the corner.
  9. Many moves that have projectile protection via guardpoint or invulnerability make exceptions for bursts. Tager for example cannot sledge a burst.
  10. Ah yes, this is indeed more applicable. Though I'm not sure if I would go one way or the other in terms of oki, because 214d limits the amount of steins you have to work with.
  11. 2c has shorter head invuln, it will now trade like Ragna's 6a. Not that it matters much, the move is huge. 6c Habakiri is not the optimal combo route! Japan uses very unoptimal and overal mediocre combos! I wasn't joking. Not at all.
  12. I think it's the same speed. That guy was really slow on his cancel timings is all.
  13. El Dash buffer 2b 'O salvadore. He's my best friend.
  14. Yo god damn. Half of you are asking questions that have already been answered multiple times in your respective character changes thread. Changes from the last loketest to the release version are far from extreme. Do your best to consult all of your resources. The other half of you: It's day one! First impressions are next to useless in fighting games! CS1 Litchi was dirt for months!
  15. I've actually found that j.2c is a lot better on block than you might imagine, especially when you can cancel the landing recovery. I'm probably still going to be running 5b > j.2c > ]D[ > 236d blockstrings in CSX, they work so well.
  16. G-G-GODLIKE [12:31:19] <@huey253> hi [12:31:23] <@huey253> c0r [12:31:29] <@huey253> did i pm you last night or no? [12:31:38] <C0R> no [12:31:42] <@huey253> okay [12:31:49] <@huey253> there is like 2 new changes with mu [12:31:57] <@huey253> but she is the same from loketest [12:32:00] <C0R> Nice [12:32:04] <C0R> What are the new ones [12:32:08] <C0R> Damage nerfs I assume [12:32:19] <@huey253> j2C level down is new i think?? [12:32:29] <C0R> Yeah it is [12:32:29] <@huey253> and her DP does 800 damage [12:32:35] <C0R> I think that's a buff [12:32:43] <@huey253> j2C still fatals... [12:32:47] <C0R> Nice [12:32:51] <C0R> That's what I wanted to hear [12:33:01] <C0R> Wow [12:33:08] <C0R> Her dp damage went from 500 > 800
  17. If Hazama or Jin is eating antiairs of any sort, they are not using their air-to-ground tools properly. I have a lot of experience in those matchups, and can honestly say that they have the perfect tools to bait and crush every antiair in the game.
  18. Mashbot will rise again. Just with the C button instead.
  19. It's actually quite good in terms of recovery due to the range. Most characters cannot punish a whiffed 2c due to the inability to fall all the way down there then stick out a normal. The characters you've mentioned are character where you shouldn't be antiairing due to matchup specifics, regardless of the normal you use. Their character specific tools simply beat all antiair options for the most part. I happen to see quite a few of the better Mu players consistently poke with 2c antiair, it's just rather too good in this iteration of the game. However, I do agree that 6a is quite a bit better in terms of using the head invulnerability to beat out incoming air approaches. For reference the 6a combo and the 2c combo are identical in terms of damage and performance.
  20. I'm imagining he'll settle at the upper echelons of mid tier in this installment.
  21. People everywhere else poke fun at NVG for being on it's xxth iteration with the actual discussion and development of one. OOOOOOOOOOOOooooooooooooooooo.
  22. Hmm, if you're at at minimum range, I believe 6a will still frametrap, even on crossup. However it's probably a 6-8 frame gap at the longer dash distances, so you're right in that. Personally, I wouldn't be too afraid of people mashing out, in a situation like that, the risk reward is actually in Bang's favor, and heavily so.
  23. 6a is a level 3 attack, meaning it has 16 frames of blockstun. It has 17 frames of startup. Because the FRKZ dash is cancelable into normals on frame 2, the effective gap between his 6a > Dash > 6a is 17 plus 2, 19 frames. 19 frame startup, with 16 frames of blockstun means that there is a 3 frame gap between the 6a's. This frametrap will punish jump startup and any normal attack in the game. The only solution is to IB; then jump out, or use your 5f 5a, or dp. I kept missing the IB timing at NCI, which is why I got ultrabodied by that move :<
  24. I think everyone was hype for the huge Carl-Astral type nuke that would go off when it was charged for 10 seconds. Though I could go for a distortion that does that.
  25. From what I hear the bombs are more accurately described as 'delayable' than charged. I don't think it does more damage, and even the base damage is significantly lower now.
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