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C0R

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Everything posted by C0R

  1. Nope, she lost a lot of mechanics that allowed her to keep comboing into 2c, examples being less slide time on 5d, comet arrow not bounding and the like.
  2. Zzz, stayed up late to work on combos, optimized most of the corner ones, along with the midscreen rc combo, updated the combo thread accordingly. I deleted everything I wasn't sure of, because there's all this new stuff out. I'll be spending the entirety of the next few days updating the thread, no joke this time, because I have nothing else to do while I wait for my employer to call back.
  3. I'm in the middle of making a new combo video, with all the real secret tech and hype impossible blockstrings/combos that make Mu µ. Look forward to it.
  4. Yo. You set up and combo into 236d off guardcrush, it looks pretty cool; (crouching) GC > 6[d] > 5c > 6c > 236d > ]D[ > ]236d[ > Dash j.2c > lololol
  5. I guess I'm not decent... Sad day.
  6. http://www.youtube.com/watch?v=pbKPhT_k-eo&feature=relmfu Handcam of what looks like Mori making announcements/being interviewed, up for translation.
  7. Delay the 6b and it should work fine, it's also difficult on Litchi, Mu and Valkenhayn.
  8. FADC is a Street Fighter notation for Focus Attack > Dash Cancel, usually used to link into Ultra Attacks. I assume he means 5c > Dradle Super.
  9. You always want to combo into 6b, it has enormous base damage and excellent prorate, the easiest spot to combo into it is after SoD, > 6a > 6b. The 6b will pop them up into the air and allow you to connect with the optimal height of the next 6a for the j.2c j.5d 2b link.
  10. He lost to Galileo round two.
  11. It actually sounds hella broken as he describes it, seeing as you can probably delay the explosion to hit while the steins are firing or during command laser.
  12. Awww yeah.
  13. Tager should have an airdash too right? and a 6f 5a? And a 4f jump startup. And instant overheads shouldn't work on him.
  14. YOSHIKI NOOOO. I lost five dollars on you. H.H is at the Loketest and said: You hold D, the entire startup completes, then habakiri becomes active instantly after you let go of the button, but Mu is stuck in the startup animation with her arms thrown back while delaying it. Basically you can delay it until you see them tech, and it will re-actively punish everything but neutral tech and you can still time it to hit meaty on neutral tech. Essentially they are forced to block it no matter what on wakeup, because even if they reversal out, the recovery is only a couple frames after it becomes active, so mu can still block reversals with it blowing up.
  15. Yo KV everyone thought you where Konan.
  16. The combos in the first post are very optimal, with emphasis on oki, everything with posted damage and heat values is worth learning too. The double super combos aren't up but that comes next.
  17. *shakes fist* It's getting updated piece by piece, it would help if either of my two ps3s would read disks atm.
  18. That combo el no worko.
  19. And if you want oki, you do the old one: 6b > SoD > 5b > 6a > j.2c > j.5d > 2b > 5c > 2c > 7hj.2c > :j.5d > Eyes Oki
  20. Because they're very non-commital, you can just do them, like all the time. It's not at all like a conventional zoning tool. Try and think about how Litchi uses Matenbo toss and the like, it's very similar to that.
  21. I feel the same way about by j.c.
  22. Mu has a lot of freedom in what she can do and where, because her neutral game is dominant, so don't be scarred to play a little aggressively, even if you are aggressively keeping them at bay. Don't try and deal with their approach, but rather make them deal with your zoning. This is a core mistake a lot of players make with the character, is that SHE defines the pace of the match.
  23. You only posted that because you knew that I read this board.
  24. I actually go through the vast majority of the forums, I read just about every General/Discussion/Matchup and Combo thread for every character.
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