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Everything posted by C0R
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El Coro will entertain you so long as these beautiful changes get better and better. Everyone can contribute to the combo threads, but to be brutally honest, I have yet to see any combos more optimal than the ones I've found. Setups on the other hand, could use a lot of work, I mean I know the 6c ~2d SoD 6d 214d one covers EVERYTHING and there is no real reason to use any other one midscreen, but corner setups could get some help.
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Ironically, I was going to update it right now.
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For Example; All of Mu's D attacks, including her D specials, -Sure her DD's, - 632146c Has both physical and projectile property, and will always pick the winning property if in competition, Tager cannot Sledge through it. her 6C, -Has both physical and projectile property, but will always pick the losing property if in competition, Tager can Sledge it, and Hakumen will freeze her with Yukkikaze. her AH. -Has both, will always win.
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SoD won't be breaking primers as much as people would like, simply because than she would be far too good at breaking primers. Imagine how powerful she would be if Charged Steins still broke primers, it would be obscene. Now, with the ability to force people to block a charged SoD via delayed habakiri, and the primers people are losing from CA out of obnoxious things like totsuka true blockstrings and habakiri on wakeup, SoD breaking primers at levels one and two would just be too strong.
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This was my biggest issue with CS1, noticeably because my 3 most played matchups are Litchi Bang and Hakumen. I think they did a good job of increasing player interaction in CS2, so I'm of a positive mindset applying these changes to the new game, though that might not be the best way to put it. I think it'll work. Side topic, it really bothers me when people make comments like "ASW doesn't know what they're doing with the character". Seems to me like those types of people are probably trying to make the character something they're not. Also I vote on calling the new game CSX.
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The counter assault change impacts everyone, with a bit extra to those character without a reversal, IEl 2/3 of the cast.
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Bursts would clash with projectiles in odd instances, it may also be uncuttable by Hakumen, but we can't know that yet.
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Ah, I see what you mean. Maybe they want it to be like two gods punching each-other with the power to create realities more than two street rats wrestling over the last shot in their pieces. Dare I say, like GG.
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I actually really like it. Primers are now a valuable resource, instead of something you barely have to pay any mind to. Barrier is now a valuable resource, instead of something you barely have to pay any mind to. I mean it's been proved countless times that blocking is too good in BB so long as people have so many ways to avoid getting guard crushed, I think these system changes will make offense a lot more dynamic, instead of guard crushes being so rare.
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Meaningless nerfs, imo. Mu's the one doing the guard crushing. And having 4 primers makes me feel like an assault mech monster.
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If you hide your throws really well, no one will tech them, because people can only tech a throw when they see it coming. Some people just subconsciously process the possibility that you'll throw them, this is what some people claim to be "teching on reaction". I would recommend throwing with Mu regardless, because in the case that they tech it, you're in advantage positioning wise, and it doesn't cost a resource.
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I am a rather yantsunchibinekodereloli kind of guy.
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Mu mirrors are most. "I'm gonna place a stein!" "Nope 6c!" "Hahahahaha! Fuck you." -Trade Places- Repeat.
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On fatal j.2c you will be able to connect 5c > 6c on standing. In addition you should be able to connect 5a > 3c and 5b > SoD.
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Now yours for a limited time only.
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I've always considered her to be a rush-down character that uses zoning properties to help her neutral game.
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Bang is designed to be the anti-zoning character, why else would he have good matchups against... Every zoning character.
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I can confirm it being 6f, one of the reasons any move that is neutral on block is good for setting up tick throws, because it'll hit on the frame after the purple window closes.
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2c > 5c is gapless even on Air IB due to the required Barrier Block. If they start mashing buttons they instantly die to the 5c 6c gatling, as barrier blocking 2c and 5c will push them into range no matter what. In terms of the 2a > 2c OS, I'm finding this to be less and less applicable compared to the optimal 2b timing for Oki, 2a just loses to too many thing that 2b beats for there to be any real argument.
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She cannot delay the unblockable indefinitely, so time your neutral tech, as Sans said, you should be able to punish the recovery if you tech optimally.
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Was just poking fun, I'm sure the content will be well discussed with the community before anything goes live. I am in full support of this idea though, community projects are always a great thing.
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[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
C0R replied to DaiAndOh's topic in Bang Shishigami
It's not Yin and Yang, it's a Triforce. You guys are forgetting the Texas gimmicks. -
Dibs Mu.