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C0R

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Everything posted by C0R

  1. We're all hella tired. Everyone's still half asleep, we didn't leave because we wanted to dodge Labor Day traffic and because Honnou is a pro.
  2. More like we woke up at Rod's.
  3. Just got back from NCI. "Muuuuuuuuuuuuuuuuuuuu!~"
  4. I feel I have extended Pulsr's legacy. Of Airthrowing Dacidbro.
  5. Discussion moved to relevant thread.
  6. C0R

    [CS2] Mu-12 vs Bang

    All of Mu's C normals, along with her air throw really roll FKRZ Bang, it's actually worse for him to install in this matchup.
  7. We're at Honnou's!
  8. I have a lot of videos I'm not proud of, because of the rate of which I've been leveling up under the TUTELAGE OF HAKUMEN GOD. You can watch me body people at NCI.
  9. Anything worse than 2b I wouldn't recommend, but you can get a clean 4k and strong oki/carry off 2b 5c 6c crouching or 2b 5c 3c standing RC combos, they're definitely worth it the majority of the time. Thing is Mu has a plethora of meter, and nothing to spend it on besides omohikane most of the time, so I have a habit of burning RCs all day in order to extend my momentum in a match, because it allows me to pick up a small 2b frametrap hit into something considerable and gain the upper ground in positioning. Don't worry too much about combos, they're not super critical to the character, so long as you can confirm something something 6c something something 6b something j.2c hahahahah oki you'll be good to go.
  10. Hmm, I don't see much matchup specifics to cover, cept that you can DP her out of optic barrel A every time. Keep an eye on that one. Also, no real reason to ever go in on tager, ever, put yourself into negative penalty, it's not like he can hit you. Believe me I learned that the hard way. I feel that you use command laser very well, that's definitely your strongest point. However your movement is sluggish, enough so that you might want to practice movement options like superjump IAD and perfecting the timing on when steins become dash/jump cancelable. So much of your playstyle is dependent on manipulating your opponent, it would benefit most from learning how to outposition them, which you're going to need really fast and accurate movement for. While you most certainly outmaneuvered your opponents in the local tournies, I honestly think you played a lot smarter overall at Evo. For something immediate that you can apply, definitely practice the bigger midscreen combos, her C normals are too savagely good for you to do anything but optimal damage off of them. I'm not talking about like, the CMV stuff either, but rather that you have a habit of using A and B normals for hitconfirm off big CH's, or rapid canceling into really suboptimal pickups. I realize it's probably a tick you've picked up at some point, but it's really seamed it's way into your play, and if you can uproot it, you could be picking up these random hits into really scary damage.
  11. You're done. "ARTHUR!!!?!?!?!"
  12. Apparently I'm so good that I became Huey. Anyway, I remembered where I do j.2c j.d, but it's actually for a different setup. I think it was 6c 5d j.2c j.6d 2b 5c ]d[ (meaty on neutral airtech, usually catches them not barrier teching) 214d
  13. Yo. I hope I don't have to take out Aginor at NCI. That mirror is RPS to the max.
  14. I usually play Royal Purple Tron Mu, Pink armor and blode, DLC #1 EVA Rei. As much as I would love to have Mu in her ceremonial dress, they're never going to redo the sprites, as it's THE MOST expensive part of creating a character. The best we can hope for are more colors or even a color editor.
  15. I saw H.H do a tager specific version that wasn't very good, so I rebuilt it from the ground up and now it's universal. It's universal, but really, really goddamn hard. You have to special cancel 3c on the first active frame into 632146d, at minimum range. 3c 632146c, single super ender is what I use in actual matches unless it's against an easy character to perform, need that reliability. On a note after a minimum height j.2c, you can link into otg 5c 632146 on certain characters, like Jin/Rachel/Tager/Some other people. Haven't tested it on everyone.
  16. Takes a few months really, that is if you're comfortably doing advanced inputs such as Superjump IAD or subpretzel inputs.
  17. Uhh, pnw is going to be busy Chun so I'm just going to post what we're bringing. Evo Asus monitor Some Speakers 6~8 Sticks, HRAP3/TE Multiple copies of bb, an AE disk Two or three PS3's, might not have Platinum on one I'm not sure, only one has DLC colors. The other displays we have aren't exactly tournament standard, so I'll leave it at that.
  18. At this point it would be more of a community project, the PNW HDPVR is game over status, so I could definitely use some help.
  19. http://www.youtube.com/user/PNWGetSerious Fucked up the timing a little, more charged SoD would allow the stein to catch forward roll. Was borrowing a friend's phone, anyhow. You guys should see kind of how it works. Important bit execution wise is the optimal untechable 6c, like the cs1 habacan spacing or cs2 5d 214d hit combos.
  20. You can do a short combo, I listed it on the first page not too long ago. 623c > RC > 5c > 6c > SoD > 6b > 6a > j.2c > j.d > 2b > 5c > 2c > j.2c
  21. I'm updating the combo thread right now 66~5c > 6c > ~SoD (Hit them higher in the air) > 6b (Maximum Height, probably won't work on valkenhan) > 6a > j.2c > j.d > 2b > 6a > j.c > j.2c > (3c > 632146c) = (4882)/(47-50), 0+1
  22. Updating over the course of the next hour or two, some new ones posted. I'm going to start listing 3c > ]D[ > j.2c combos because they are boss and are not unreasonable if you're a fan of setting them up.
  23. Note- the timing will become more strict on characters with smaller rolling hitboxes, but executed with the tightest timing it will be effective on every character.
  24. If you want something that accurately shows the power of the setup, set the cp to Airtech - Neutral Emergency Tech - No (will always hit meaty) Wake-up - Random Stagger -Yes
  25. I don't think anyone knows about this yet, so I'm going to go ahead and post it. I think I've found the ultimate midscreen setup, at least, I found it a month ago but haven't considered posting it until it was battle tested. 6c > 2d > ~SoD > 6d > 214d - most optimal off throw > 6a > j.2c > 2b > 5c > 6c > ... Notes on performing the setup -The 2d stein cancel must be performed as soon as possible during the recovery of 6c, enough that canceling it into SoD LEVEL TWO will clip them right before they hit the ground. -Including a dash before 6d is heavily discouraged for multiple reasons, just don't do it. -6d 214d should be performed as quickly as possible. This setup will punish the following options with stein hit/otg > 214d hit > full combo -Emergency Tech (hits meaty) -Quick Rise -Forward Roll -Backward Roll -No Tech (resets the combo proration) -Late Neutral Tech (hits meaty) -]d[ > 214d is gapless on block, as well as very meaty, giving you plenty of time to dash forward for pressure -ALL REVERSALS will be out of range, and most will cause the stein hit to whiff, but be punished by CH 214d The only thing it doesn't punish is Hakumen's Neutral Tech > Drive, obviously. The greatest thing about this setup is that it requires NO VARIATION IN TIMING to catch the different tech options, for this reason: SoD is only emergency techable, and teching immediately has a long animation, allowing the stein to start up and hit meaty. Because SoD is only emergency techable, the opponent is forced to wait for the emergency tech window to end before they are able to roll. This window is nearly identical in length to the emergency tech animation, but shorter by barely 2~4 frames, meaning that the stein that would hit meaty, now hits during the roll/no tech/quick rise animations, during the actual rise portion, in which they are in OTG state. This allows the small laser to pop them into the air and easily combo into 214d. Because SoD throws the opponent to the far corner of the screen, and the small laser hit will hit them BACKWARDS, against the screen edge, they will stop moving, becoming locked in place because Mu is anchoring down the other corner, this is the reason you don't dash before 6d. Mu's anchoring of the screen causes the stein to always hit them into 214d, regardless of which way they tech. In the worse case scenario possible, you get a primer, a free in, and a good mixup. I see no reason not to do it every time you're looking for the implied damage.
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