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Everything posted by C0R
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I know MTL pretty well already, this was my first time meeting you guys though which is why I wanted to say high. You played Jin right?
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Where is Nano. Someone tell him to upload the BB RvB and link me. Also Delta; "EVO CHAMP! EVO CHAMP!"
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Mort was a team name and I met everyone by there IRL names. Also Kaeru was there! And Psy!
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Didn't get to play against Kaeru/Psy/Mort. Sorry guys, next time! Good seeing you all regardless.
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Doublepost cause yeah I'm a mod fuck the rules. Which µ players were at NEC? I saw the MTL Leftovers guy who kept opening the door for me that I never actually got the name of. Spring Raid Dai(facepalm why do you play mu you bang dude) Me Some dude. There was a guy named FlyingVe but it was the wrong FlyingVe also that guy stopped being so active a while ago.
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She has what some people call a "fence". It's basically a range/spacing in which she has absolute uncontested dominance. Your objective is to stay mobile, for the reason that you want to contain your opponent in this zone. The spacing is, as you may have guessed, the outer half of 5c, or the tip of 2b. Abusing 2b and 5c are braindead answers to almost every character's neutral. 2b even moreso than 5c.
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I think he said "reset her pressure midway with steins setup" as in using stein shots to cover pressure resets, which is a very valid observation. That being said, I have never felt threatened by Izayoi while playing µ. Even after fighting SKD at NEC, I can only say it confirmed my observations that this matchup is a struggle for her in almost all aspects. That being said, let's talk about what she CAN do. 5b is active as fuck, which means that it's main power in the matchup will be in catching the "earlier" extended hitboxes on µ's normals, notably 5c. I don't think you guys actually get anything off that but hey it's something. D Teleport is a dependable callout to Totsuka (236d), Habaya (236a) and Habakiri (214d). All of these moves generate projectiles that originate in front of µ and travel forward, meaning that they will completely whiff. And with these respective moves having 80+ total frames, you literally get any punish you could wish for. Even something like Teleport > OD > Raw Fatal is completely realistic with a callout. Normal punishes are guaranteed in almost every situation outside of her oki. In the event that she already has steins on the screen, it's likely you may be hit out of D teleport, however keep in mind that the steins will track to your original position, so more often then not you'll just dodge them.
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µ is actually one of if not Carl's worst matchups. Remember that the objective is not to kill Carl, it's to kill Nirvana. Your ability to chain out of normals when hitting her, combined with the very large base damage of µ's normals means that the doll dies very quickly from a safe poking range, essentially invalidating carl as a character.
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Earlier extended hitboxes on all of her pokes and 1/2 the damage for calling him out. CP hakumen rewards blatent aggressive mashing in neutral and mindless agito usage. The matchup feels a lot less fun to play as a result.
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This was in CSX.
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Watch them for a very long time.
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The only combos I've been able to find where CT actually improves the damage is the 6b combo: Corner 6b > 6c > CT > SoD > 66~6a > 5c > 2c > sj.2c > j.5d > 2b > 5c > 2c > j.c > j.2c and the Corner 2c Punish CH 2c > 5[D] > SoD > 66~2c > 5[D] > CT > 5c > 2[D] > j.b > j.c > j.2c > j.214[D~] > 6c > Omo PS: Found my old avatar!
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Mash drive. Play it exactly like Arakune. You die if you get hit, she can't hit you.
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I don't think you need to commit to any direction, you can whiff standing 5a through her tech then dash meaty 2b at the same timing that beats rolls to start your pressure. She can't flip over you if you're standing.
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Kokonoe unescapable corner unblockable for a part of the cast
C0R replied to (SWE)KGB's topic in BlazBlue Gameplay
The corner unblockable exists in many forms that have already been deduced in the Kokonoe Oki Thread. At this point of the game the only two characters with a meterless escape option are Azreal Via Growler and Rachel via Windtech. Further discussion would be more appropriate there. -
Early j.2c is hard to beat with 6a or 2c. It'll cut the early extended hitbox of 2c and float over 6a. Solutions: Backdash, crouch under it, or uppercut.
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If you guys want the maximum damage. I'll give you a hint. OD 236d Loops
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Um. Who has a bigger throw range outside of Tager?
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Hakumen has an extremely good A/B normal selection. There aren't really any moves up for competition when it comes to that. Everything from the extremely plus air unblockable 5a to the recoiling hitbox on 5b to one of the longest basic throw ranges in the game makes him a TERROR up close. Applying any form of an extra attribute to these moves would at least demand some sort of trade. The meter consumption aspect is what makes them big, fast, do huge damage and even smash antiairs in the case of tsubaki. If you mean giving them GP in order to block reversals well, I mean common. Uppercut safe mixup is reserved for safejumps and fuzzy guards. I could see j.C ADC Forward only + On Hit only. Elsewise you're making his good matchups more extreme in his favor and not helping his bad ones.
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Crawling under 5b. It's a key answer to a lot of pokes.
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I'm duplicating the setup and they're visible on mine. Technical bug?
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Yeah I really like the 2c combo because its so realistic and CONFIRMABLE. Unlike most CS charged stein punishes.