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C0R

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Everything posted by C0R

  1. Well, it is neigh double the original constraints in terms of height.
  2. Half of us are trying to keep all information related to Extend under control and accurate, while keeping the Cs2 threads clean; whereas the other half is either MIA, don't play or enjoy themselves trolling in the general threads.
  3. I'm sure it does. The extra space is a nice perk. Though I wish some people took the position as seriously as I do. It's really quite the responsibility.
  4. I knew someone on DL would know the source. Other... interests aside, I truely do love his art, it's spectacular and accurate, remaining dynamic and unique. He's a real artist's artist.
  5. Serious Avatar is for serious posting. I'm currently partitioning my hard drive to install OS-exclusive software for my old external capture source, when this is done I'll be able to begin recording content for multiple things, mainly an Oki tutorial, along with some of the more advanced, newer combos. To top it off I will also be able to begin work on my CMV that I've slated out.
  6. Ressenga is +2 on block and hit against a standing opponent (assuming you get hit standing). Because of this he will be able to catch you out of jump startup with his 5f 5a or his 6f 2a, as you'd be in your 3rd/4th frame of jump startup when it lands. It's the same option he has against people trying to upback out of Ressenga on block.
  7. I keep sneezing today. Someone must be talking about me.
  8. Basically, it's now really easy to combo into double super, which tacks on an extra 1000-1680 damage depending on how many steins you have out and where they are. Combine this with the new high loop, the average pickup off strong starter is leading to 7K+ for 45 meter.
  9. I'm everywhere Mu or her other iterations are being discussed, it's a bad habit of mine.
  10. The reward is very high, but it is also very dangerous. Due to the extremely short duration of air tech, the opponent will recover and still have enough time to hit you out of startup of 214d before the move even comes out with any option of air normals. I can't say I recommend it against a disrespectful opponent.
  11. Some of her more advanced options really would be very difficult to perform precisely on pad, whereas there is never a question of a stick being inaccurate. In regards to bomb oki, once you get a really good handle on your knockdown game, you may find yourself using the bomb less and less, but it's definitely a solid option. PNW is currently trying to get a new HDPVR. And my external capture card that I have for personal use is wack. I'll let you guys know when it's done, shouldn't be extravagantly far away.
  12. Try this setup off throw, it might be what you're looking for, watch how the stein keeps them blocking. Throw > 5b > 6a > j.2c > j.5d > 2b > 5c > 2c > jump back > j.2c > j.5d > (land) 236a > SoD charge
  13. I think they should make it have different ranges at different active frames, like Ragna's 5b. At max range it would be 8 frames or something, whereas at minimum it would be 6.
  14. Uhhh... Reasons why the matchup sucks: Her 5c is the best poke in the game and trumps your 5c. Her average damage makes you look like Bang. Ragna has a hard time doing anything once he gets in due to her having arguably the best DP in the game, especially since you can't punish it with a CH. Ragna's best jumpin tool gets shit on by 2c and 6a AA. Her 2b will clash with ID on your wakeup, her oki leads to solid damage that Ragna has a hard time keeping up with in a momentum fight. Zoning's rough, especially Habayaa. What you can do about it: Bait 5c with Dashbreak, then catch the recovery with 5b. Alternatively the startup of Hell's Fang will move him out of range, then CH her recovery for a decent punish. Don't take guesses, her CH reward is too high, her damage isn't so obscene if you're just getting clipped by little stuff and throws. I would not recommend high-risk mixup vs µ, 6d is pretty bad for resetting pressure because her dp is so good. You CAN punish the DP on whiff, but there shouldn't be a situation where you would use the tool at a range where it would whiff. There aren't many characters who can punish a wild 2c AA, and it's almost never worth the risk to try, avoid being in the air in this matchup, you need to outplay her in footsies if she doesn't have zoning tools out. Eek out whatever damage you can and end your combos in 22c. You need that reversal-safe stagger mixup to compete with her wakeup tools. The extra meter you would gain from HF enders isn't as applicable because: if you RC ID you're sitting in front of the scariest 2c in the game, which will trounce your falling j.c. You probably want to spend what little meter you do get on picking up random mid-screen hits into corner carry and knockdown via RC, you cannot afford for her to get momentum. If she summons the ball in the air, normal jump height, run under it and 5c. If she does it on the ground you are capable of jumping over it during the startup and hitting her with j.c, but only at close ranges where it would be a bad idea for the Mu to use that tool anyway. Command laser is godlike, do your best to make sure it never comes out, because if it does the only thing I might suggest doing is... reversal throw? Which is a terrible thing to do, but it just shows how bad the situation becomes when it's out.
  15. I use an airthrow setup sometime off of 5a(also works)/5b otg > 5d > 8j.bc, because they have low untechable time, either that or special cancel into ~SoD and wait for them to tech/die. You can also otg with 2c.
  16. Of course the best option is the wicked one. j.b > j.aa > j.b > V 5b 5b air unblockable hit midscreen > 5c > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~5c > 2c > j.c > j.2c > j.6d > 66~2b > 5c > 2c > j.2c > 66~6a > 632146c = 6548, total builds 2 meter. 7200+ with double super ender.
  17. I know it works on Jin, Hakumen, Tager and Rachel, but besides that no. Would be great if you could figure it out.
  18. Put them in an air blockstring to force them back into the ground, they're not very common in American because people try to mash in the air wayyyy too much, but Mu can get around that. Something like j.b > j.aa > Land throw j.b > j.a > j.a > Land throw j.b > j.a > Airthrow J.b > j.aa xx Airthrow TRM And then when they start teching the throws: j.b > j.aaa > 3c J.b > j.a > j.a > 6b Stuff like that.
  19. Ah, yes I mislabeled some parts, thanks chief.
  20. Hmmm, 500 for a round trip ticket is pricey, especially when you'd need an extra hundred for expenses during the trip.
  21. Hmm, you can get 6.5k off 2c ch these days with 50~ meter, build 50 for double super ender/ Start midscreen and carry to corner. 6a/2c CH > (66~) 5c > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~5c > 2c > j.c > j.2c > 2b > 5c > 2c > j.2c > 66~6a > 5c > 632146d > hj.2c > 3c > 632146c I ended out finding out the hard way (In Tournament) that 5c otg is character specific, as cool as it is. However 6a otg is universal on sliding, and you can do 5c or 2c to follow it up into the high loop or other shenanigans. Ah, I was hoping you might do that, thanks! For future reference, to anyone who wants to try them; the Airdash j.a combo is not so much an instant airdash as it is a superjump, delay airdash. You need to wait for them to fall slightly below you, else j.2c will wiff, this is also the reason you superjump, to position yourself above them.
  22. Stealing your format Kiba, good work. Credit to you.
  23. Noted some midscreen ones, use them! http://www.dustloop.com/forums/showthread.php?11490-CS2-%26%23956%3B-12-Combo-Thread-(Updated-9.18)&p=1016529&viewfull=1#post1016529
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