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C0R

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Everything posted by C0R

  1. This also describes my SNCI experience.
  2. Yo. Good shit.
  3. Prehaps. In other news apparently the 3rd highest PSR player in Japan is a Mu player at 284. No videos of him are available though.
  4. Did I happen to run into you at SNCI? I was suprised to see two or three other people playing µ there.
  5. I netplayed today. I played Hazama, I hit them once, then combo'd into command grab exactly 71 times for a time out. Then I stopped netplaying. I find myself very, verrrrrry frustrated when trying to take netplay seriously, things just never work due to latency hiccups, and I lose my normally unshakeable cool very quickly.
  6. The low loop is: 2b > 5c > 2c > j.2c The mid loop is: 2b > 6a > 2c > j.2c The high loop is: 5c (air hit) > 5c > 2c > j.c > j.2c > j.6d > 2b Keep in mind that the setup is affected by combo proration, and the height at which you hit your opponent with j.2c
  7. Hahahahahahahahah.
  8. You're getting better, I would like to see more as you continue to evolve as a player.
  9. 2c IAD Gold Burst 2c Dash 5c
  10. Start with 2c CH > walk back > 5c > 2c > 6c > SoD > 6b > Then do the rest.
  11. Wait until you learn a 7k bnb. PEW PEW PEW
  12. The difficulty of the combo really shouldn't factor in when you're performing them, unless it's in very stressful tournament play.
  13. (╯°□°)╯︵ ┻━┻ Kenshiro has the power to overcome genre and cultural exposure through the power of power! ... ┬──┬ ノ( ゜-゜ノ)
  14. ಠ_ರೃ Are you truly a fighting game enthusiast?
  15. "Omae wa mo shindeiru"
  16. Hold back during your combos. Replace: j.2a with j.1a j.2c with j.1c 2c with 1c Should help.
  17. Reservation is attractive too.
  18. Reactively 5d through it, like you would Sledge, 5d or 2d in the Tager Matchup.
  19. 2b > 6a > j.c > j.2c is the old loop used when proration was too bad to allow for 2b > 5c 2b > 6a > j.c > j.2c has been replaced with 2b > 6a > 2c > j.2c
  20. Looks like she got punched in the throat. Good man.
  21. The j.6d provides different oki, it's not superior or inferior. Because the stein is further away it strengthens command laser after knockdown, where it lessens the effectiveness of habakiri. 214d hit in combs does not connect off all 2b otg hits. It will only combo at the perfect 6c spacing, and even then it's character specific. It doesn't actually lead to more damage than the new bnb's, so it's mostly for show at this point. As a general rule: The combos the Japanese do are far inferior to the combos I've posted. Not to hate on them or anything, it's just a fact.
  22. I actually need this level of hardware for my work in post processing, concept rendering and digital modeling. So my job usually pays for most of it.
  23. If his j.c works anything like Valkenhayn's it'll be an instant overhead on everyone, with Ignis assist allowing for meterless pickups. Good thing 5c is just about his only jump cancelable normal.
  24. He's simply taking advantage of Tsubaki's longer normal. The range when dash buffered easily extends out that far. He wants Noel dead, 5b. If Noel tries something funny, 5b. Walking in and out of the range of the opponent's range of action is probably the highest level skill one can implement.
  25. If they are that far from the wall it may be necessary to dash slightly further after 6b before 5c, for spacing reasons, the entire goal of the midscreen work is to carry them to the corner, tacking on as many hits as possible, and still have enough proration left to finish the high loop at the very least. Try to push the opponent as far as possible whenever you have the choice. Notably after habacan Mu can do an extra dash; 66 66a before the opponent hits the ground, this is only on the optimal height however, the same you would use for 5d 214d hit.
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