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C0R

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Everything posted by C0R

  1. Spark, you must be so lonely.
  2. Has Blazin Hazin been posted yet?
  3. C0R

    Tiers list ?

    http://lmgtfy.com/?q=BBCS2+Arcadia+Tier+List
  4. I don't think Tao can crawl under Mu's 2a anymore, it's now listed as foot property in the frame data. Just fyi.
  5. I meant along the lines of, you cannot respect him, he's too powerful when he's allowed to run anything unsafe, you NEED to scare him.
  6. You shouldn't be able to get more than 4.5 in the corner, 4 midscreen, the prorate is far too harsh.
  7. That's where the joystick is nestled, right under her breasts, so even though I was tempted to redraw it, it'll be cut out anyhow.
  8. It's done! My Evo stick art. Bitch is gonna get REPPED.
  9. Ready to help you and Chun run the Team Tournament Huey, I'll talk with you about it in the car.
  10. It wasn't added so much as the total income window was increased, I imagine it was more of a subtle nerf to RC combos.
  11. It's handy in case you want to add sections for things like CMV's. Great work, that's a big list.
  12. I don't know if Hazama's Drive counts as a ground special, so I don't think (also don't quote me on this) it would jump cancel cancel. But to tell the truth I have no idea.
  13. I have so much to share about this character. Yet, I'm hesitant to simply write it all out in the threads due to how most of it works, things like ranges and heights are very important for most of the information, therefore I would like to do as much of it as possible in the form of videos. So, I'm going to leave the descision up to you guys. Have no worries, all of this information will become availible as fast as I can put it on the internet, as I will be doing writeups for the videos I don't film immediately. I cannot stress enough. I do not know everythign about this character, I just happen to know a lot. Any information you guys have to contribute, anything you imagine might be applicable in any way, don't be hesitant to suggest it.
  14. :< ah man someone found some of my secret tech, hopefully it'll still work at Evo. Depending on how they tech, the stein will not hit meaty, at least not exactly, there are small gaps during the bomb, so even though it has 28 active frames it's more like 7[4]7[4]7[4]7 (estimate), the bomb has more than 3 hit instances even though it only hits 3 times. Anyway, if they neutral tech and are in the gap between explosions, their character is at neutral, and all throws will be green.
  15. You can cut the super ender after the last j.2c and do j.xDx2 or j.x[d], meaning most of the combos get 3+ steins. There are actually so many different ways to end you combos using steins and meaty specials I chose not to include them at first, but I can list some basic ones here. (Midscreen) Something along the lines of; ...6c > xd > j.b > j.c > j.2c > [j.xd]x2 - can be tacked on almost all midscreen combos, because you're not in the corner you won't have to worry, usually, about the combo being too prorated for j.b > j.c to connect. ...j.2c > j.5d > 66~2b link does work midscreen at the ideal spacings, and is an easy way to include an extra stein. Can follow this up into the above string. (Corner) ...j.2c > j.5d > 2b > 5c > 2c > 214d - If they neutral tech immediately they're airborne inside of the stein explosion, if they late tech they eat the bomb, follow up with j.2c into knockdown. If they try to tech in the air away from the bomb another 2c covers all options and causes them to fall back into the bomb, as does airthrow, especially if they break it. List goes on. Also works with 236d. I guess that's more of a setup, umm... You know there's just so much stuff, I was going to add a page at the start for Oki Enders and so forth, along with optimal stein combos and the big combos, but I'm really busy prepping for Evo atm.
  16. C0R

    [CS2] Rachel Combos

    It's actually very simple. Effectively; Guard Crush counts as one hit, it does no damage and has 90/100 proration. That's it. Next move after GC will register as the second hit in a combo, and will not take p1 into account, because GC was the first hit.
  17. I will play this game. T&A motherfucker. T&A.
  18. I always look to see if there's a secret JP Mu with some new setup or combo. Every video, I promise. And my cries go unanswered.
  19. You can also use advanced input to help with the problem. Because it repeats for 5 frames, but jump startup is only 4, inputting something like 9[d]6]d[. The game should read it as "Jump, then immediately perform j.6d the frame after jump startup", CS1 Tsubaki used a similar trick for 6c > j.c I believe.
  20. The whiff 5c is a non CH hitconfirm trick, but be careful because it will actually combo on some of the taller characters such as Jin, Litchi and Tager, shortening the combo by some very high damage normals. You can alternatively late chain into 5c, let 2c recover, or gatling into 3c whiff, whichever helps you most to confirm the CH.
  21. Sj's project is on Indefinite Hiatus, so I'm going to lock this thread for organizational purposes. When the project resurfaces I'll be sure to open it up again.
  22. Mu gets more in the corner off of weak starter mixup than Litchi does off Daisharin. Her midscreen damage with meter is comparable only to Hazama and Rachel 2c combos. Her damage output is top teir, to say the least. Now, see, thing is; If I was to use a similar logic for Mu's side of things... I would never suggest this to someone. That doesn't mean it's wrong, it's very accurate, it's just not pragmatic. Of course every character has an answer for every sitation, but nitpicking at RPS will obscure what this discussion has been created to accomplish. Yes, the 214 series will beat some of Mu's pokes, so will Tager's 360a, as will Hakumen's 6d. This does not mean those are viable options, partially because if you can accurately predict your opponent's neutral game to that degree, you won't need to use such risky options to win due to your understanding of your opponent. What's important to consider in Matchup discussion are things that are out of the player's control, not things that are. Things like, does the character have a DP, does the character have a reversal with meter, is their damage output higher, are their pokes longer, are their normals faster, do they have more overheads, do they get more damage off throws, is their average ending frame advantage higher, do they run faster, can they run... Ideally, matchup discussion should never be about Rock Paper Scissors, and I would appreciate it if we could avoid it. X beats Y, Y beats Z and Z beats X turns it into a guessing game, something fighting games always strive not to be.
  23. Mu can kill anyone in the cast with two strong corner combos. If you land a guard crush in the corner it's almost always worth it to gold burst for the kill.
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