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Everything posted by C0R
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You do a boss combo, not much else to it. Either you can or you can't. And please stop making new threads for every achievement you're looking for, it creates a lot of clutter.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
C0R replied to Chumaralupa's topic in West Coast
Bacon weave is best oven cooked on foil. ...Don't you guys watch Epic Meal Time. -
:< Sowwy, would help a bit but, I has ze extra responsibilities now.
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Vote Ceremonial Dress. Win the presidential race. Also Spark Suggested EX command laser a while ago, all steins fire a charged laser, but you can do it in blockstun, like Doll :D Also Soul Satellite would be the most baller distortion next to FKRZ. I need it. It would also be balanced. Sending an email to Pachi.
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It wins in most Air to Air fights, but never as a jumpin.
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Aginor and I finished compiling the Mu Hitbox Data, knock yourselves out. http://www.dustloop.com/guides/bbcs2/frameData/mu_test.html
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If you couldn't cancel on the first active frame certain strings wouldn't be gapless. It's true with all forms of the global cancel mechanic. Ragna's 5b has 8 active frames, meaning its 'effective' blockstun working under what you said earlier would be 9f, meaning there would be a huge hole in 5b 5c, when it's really gapless on IB.
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I wonder if I can notate it from memory... 5b > 5c > SoD > 6a > 6b > 6a > j.c > j.c > j.2c > 2b > 6a > 6c > 6d > j.b > j.c > j.2c > 3c > SoD > 6a > Omohikane Close? Anyway 6a > 6b will whiff on Bang because you're not delaying 6b. After 6a wait as long as possible to chain into 6b and it should work fine.
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http://www.youtube.com/watch?v=NG1h9PcgSAQ Courtesy of a cool Rachel Player. JK I love you Yuushiro.
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Oh I'm so good. Rachel 5cc Oki Roll Punish.
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Doesn't work on Mu, you get snagged on the frame 1 autoguard until you get hit. Just for reference.
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JP tournaments can't run pots, there's no entry stuff, therefore no base prize money, all the reward has to come from sponsors.
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You can special cancel on the first active frame. (IB) 6c > Gaps Furu no Tsurugi/SoD - 2 frames 5d Upback - 7 frames Ame no Habayaa/236a - 5 frames Totsuka BLade/236d - Laser guaranteed frame 19 after blockstun ends Ame no Habakiri/214d - 18 frames 632146d - gapless at most ranges Should cover all the relevant options. I use the japanese names because we play with JP voices on, and she declares them quite loudly when she's fighting, so that's how I remember them.
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7893 off 5b, :< Also, Team Free For Life Qualifiers with Dusty and sG, uploading later. Show you guys THE HAZAMA MATCHUP.
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The Dash 3c mechanic that is also found in the Charged Laser fatal combo is very challenging, but it should work. Also, $500 in leftover fireworks. Party time tomorrow.
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Yo god damn. I think I can get 8k off 5b. But I won't know until I get back. Hmm. Unless someone wants to try... (Corner crouching, array of 4 steins in place) 5b > 5c > 6c > SoD > 6b > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > j.5d > 2b > 5c > 2c > j.2c > Dash 3c > 632146d > j.2c > (3c?) 632146c
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Yo god damn. I think I can get 8k off 5b. But I won't know until I get back. Hmm. Unless someone wants to try... (Corner crouching, array of 4 steins in place) 5b > 5c > 6c > SoD > 6b > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > j.5d > 2b > 5c > 2c > j.2c > Dash 3c > 632146d > j.2c > (3c?) 632146c
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Welcome to the force Cadet.
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6a > Super should whiff, and yes, I forgot j.d, thanks. Just do super after SoD.
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Yes, it is free. Ending in a minus position is the end of pressure. Failure to capitalize on this fact from the perspective of the defendant is not optimal play. Optimal play is what we consider when weighing matchups. Tsubaki cannot bait Mu's DP without effectively ending her pressure or expending a resource, whereas there are places where Mu can safely buffer the DP motion due to the fact that Tsubaki cannot drive cancel certain normals, the relevant one being 6a. I can respect your arguement to a degree, but I feel this needs to be the end of discussion.
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There's no question about it, Tsubaki would lose straight in that instance, with the application of Advanced Input hitting an effective 5f punish window is far from challenging. Makoto also has an airtight string via 6b > 5c and 5c > 5cc, yet powerful Makoto players stagger that string all the time, because while it may be vunerable to DP, it leads to huge damage on CH, favoring the stagger option when it comes to weighing the risk/reward. Tsubaki has a similar mechanic that can easily be applied in the same way. It's not necessarily VIABLE to DP in this gap, but as I stated earlier, it's important to know that you do indeed have the option to. This is more applicable to moves that have a huge window of active frames, Tsubaki's 236 series being a rather unique case in that, for the vast majority of moves in BB, the previous explanation is very applicable. I provided a simplified exegesis of how the recovery system works in BB, but more specifically after the first active frame that connects, the rest of the active frames become additional, added recovery frames. Tsubaki's 236c, hitting on the very last active frame, would retain it's 22 frames of blockstun, but only have 19 frames remaining of recovery, effectively making it +3, the frame advantage calculations in the frame data is based off the closest possible 236c, hitting on active frame one. This may have been what you meant earlier, but I've never heard it explained in the manner you did, but ^that is how the BB engine works. I think you're missing my point, if you DP even once in a blockstring, Tsubaki has to consider the possibility of baiting it. Because Tsubaki lacks the presence of a resource free, late gatling, a good example being Hazama 6b or Ragna 2c, she is forced to end her pressure in a disadvantageous way in order to bait it. Charge cancelling ends her pressure completely, she's minus. Of course you wouldn't be mashing DP after every normal in a blockstring, that's just not realistic. Proper application of buffering the input then activating the special on reaction to the additional normal is the appropriate way to approach the situation. All of Tsubaki's options to bait the dp let her opponent out for free, or expend a valuable resource such as heat or stocks. Therefore, if you're smart with your DP and wary of her pressure, you can capitalize on their hesitation to pressure you by jumping out, jabbing, or whatever the most applicable choice would be.
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Bro, what I'm saying is that she cannot BAIT the dp after 6a. 6a is -7 if it's not cancelled, and the recovery is punishable, similar to Bang's 5d. if she does cancel, the DP gets in the existing gap, then obliterates the move she cancelled into if she staggered the string to catch mashers. Also, that's not how active frames work. If a move has more than one active frame, then the blockstun will reapply itself with every active frame, effectively meaning that the blockstun of the attack does not begin to deteriorate until the active frames end. 6a > 5c is indeed gapless, however 5c is also very minus on hit, with the followup being even more minus, Tsubaki has no way to make a string safe after 6a and is forced to take more and more risks, at best she can special cancel into 22d and force you to block it, but that expends a valuable stock and doesn't give her any mixup, which is a trade in Mu's favor.
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Origins hitbox makes me sad... I wish it was a real diamond instead of a pyramid.
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It's important to know that you do have another option after the 6a, that being IB DP. Because Tsubaki's 6a is -7, it becomes -10 on IB, therefore punishable in the recovery by Mu's 10f DP if Tsubaki decides to block. If Tsubaki decides to chain into any attack after 6a, she will lost to Origins.
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Oh right; j.c CH > (Dash) :2c > :5c > :6c > Habacan > 6a > :6b > Dash 5c > SoD > Dash 6a > j.2c > Dash 2b > 5c > 2c > j.2c > 3c > SoD > 632146c = 6014, builds it's own meter, I'll test it for the exact number. The first few hits are very adjustable, you can also do 6a 5c, or just 5c, or 2c 6c, it's all height dependant, do whatever you know will land due to the positioning/character, aim for 2c5c or 5c though.