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C0R

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  1. Alright guys, here's the news. I have, on this piece of paper, the very best, most optimal combos from every real starter; 2b, 5b, j.c CH, 2c CH, that sort of thing. Yet I'm unsure of what to do with them. Organizing the combos by genre and starter still seems like the best idea, but I wouldn't be opposed to posting a "Here's your go-to combos" thing at the top, like a "If you learn any combo you should learn these first, they come up the most", then relisting them later in the thread. Let me know what you guys think. As for intro-to-mu combos. To be honest I think Challenge mode is a very decent primer when it comes to beginner stuff, especially because it holds your hand the whole way though. Anyone who completes her challenge mode shouldn't have a huge problem moving up into the harder stuff, as her combos aren't terribly hard to begin with. Therefore I would recommend that I just link to the CS2 guide where entry-level material would be covered, and leave this thread to be more a compendium of the PRO KICKS shit. Feedbackzzz. (also, got the old j.c ch damage beat by a longshot, it's pretty sick :D)
  2. Then I could gift people a lifetime subscription.
  3. Fixed. Let's stop cluttering LK's thread with aimless bashing though, real talk, this is a productive thread and I'd rather he not have to remake it again.
  4. Sounds like an expensive hd adult site. Another day in the life, Dacid?
  5. Doin great, but been on the road, haven't had a ton of time for the internetz. Working with Aginor to gets stuff done though.
  6. Dudddddeeeee. This is some good stuff. I'm so.... out. zzzzz.
  7. It has a good chunk of recovery, the Backdash has 11 punishable frames whereas the forward dash has 14. To be honest your best bet it going to be hunkering down with steins and poking around with 2b to catch him out of dashing at you. Realistically, if he does get in dashing around, your lasers could be tighter.
  8. That is normally the case, however Lambda's 5c is a special instance, as in the frame data it's noted as two separate moves, each with their own prorate: 5c (First hit) 90/99 5c followup (hits 2-8) 90/99 This means that for every hit of 5c, and extra .99 prorate will be tacked out, this can easly be seen in training mode by using 5cx8 and observing the damage of each move on the damage display. If only the first hit applied proration, the following moves in the string would deal identical damage, however this is not the case, as each 5c hit does 1 less damage than the last.
  9. I just tested the combo again and it does indeed work, are they teching before or after the last stein connects with them? Corner: 6c > SoD.2 > Dash 6a > :6b > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > j.5d > Dash 2b > 6a > j.c > X STEIN HIT Y > j.2c > 3c > SoD > 632146c ?
  10. I fell asleep on Huey's couch, then proceeded to fall asleep on Spark's kitchen floor. :O I did get a chance to find the optimal guard crush combos, here you guys are: Corner: 6c > SoD.2 > Dash 6a > :6b > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > j.5d > Dash 2b > 6a > j.c > j.2c > 3c > SoD > 632146c = 6074, on crouching add 5c before 6c at the start to put the total damage at 6227, builds 50-50 meter Midscreen: Dash 5d > 214d > Walk :5c > 6c > Habacan > 6a > :6b > 5c > SoD > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > 3c > SoD > 632146 = 5936, SoD must corner bound at a far range, they bounce from near-offscreen, otherwise they're not low enough to get hit by 6a. More incoming.
  11. Huge update coming tonight, ready your bodies.
  12. Well I hope you like cats. I can't leave anywhere without my cat. Neko neko kyuun kyuun~~!
  13. -Your saftey bubble, there are times when you can throw out projectiles and stuff, but more times when you can't. -The ranges on important pokes, mainly 5c, j.b/c, 2b and airthrow. Yeah. Mu's airthrow counts as a poke, at least to me. That thing is godlike. -Using delayed projectiles, unless you've done it before, it can be rather akward. But try out things like 6[d], then some blockstring, and see where the stein hits, then try and set up cool stuff with that extra blockstun such as safe overheads, gapless pressure between big moves, stuff like that. Combos are combos, nothing special there. On another note; I issue you guys a challenge! How many steins can you get out in 20 seconds of a match?
  14. Just because there's an answer to the move doesn't mean it's a good one, if you did a slightly earlier 2d, throw on wakeup would get destroyed by a strong Ch combo. Not to my knowledge, you'll eat a Counter Hit throw.
  15. Didn't see this until just now. Overall, pretty good, videos show that you're comfortable moving and controlling the character. Biggest thing you could work on is hitconfirm, like Ve said there where a lot of hits that should have translated into impressive numbers. I know the combo thread isn't up to date yet, there's a lot I have to add once I get my hands on a working ps3 but be sure to check it out. Vs Noel: SoD is the go-to tool in that matchup, using it meaty on their wakeup is a great idea because it hits both 2d and 4d for a huge fatal punish. Once the opponent wisens up to this, it still rocks her 4 primers, an important thing to note when they're blocking the majority of your mixup (which I noticed she was). While you went through a lot of effort trying to poke her out with j.c / 5c, it would command a lot more respect if you could've picked up a lot of those CH's into big damage, making her vary wary to approach you at all. Vs Hakumen: Pressure with A/B gatlings, something like 5aaa 6a 5b 6a 2b 5c gives you room to breath and think about what to do next, as well as allowing the steins time to fire. 5a doesn't whiff on him crouching so take advantage of it's speed and decency on block over 2a. Poking with 5c is fine, but be wary of the 5c > 6c gatling because he can 6d it on reaction without too much trouble. If you have command laser out and he cuts it, destroy it by jumping at it and barrier blocking, he can't punish you for this because you'll be in blockstun, making throws purple, and any action he takes is liable to be punished by the now active command laser. It's important to do this when you can because you put yourself at a lot of risk getting that thing out, and you can't let him ignore it for free. Vs Bang: Doesn't seem that Bang was a fan of tick throws or command grabs, making his mixup rather weak, even still I noticed a few times when you guessed in his pressure, just keep blocking as best you can and try and run the nails down. Your biggest problem though was upback, you kept trying to run away from Bang all game every game, something you just fundamentally can't do. He's got an extra airdash on you so you'll never win that battle, reason he's a problem for most zoners. This is the reason you ended up on defense in the corner after the first 5 seconds of almost every round. Get out Habaya as much you can and do your best to abuse your superior airgrab range, it's those tools that wreck him hard. Your laser wall overall could use a bit of work. Many a time you made a wise decision is dropping back for a change of pace with some hard zoning, but it could have been much more furious, faster and tighter, I notice this is something a lot of Mu players have a bit of trouble with, and that's getting out as many steins as possible as fast as possible. After knockdown at fullscreen, or any time they're turtling, you would be suprised at the speed at which you can get a large number of steins out, and once they're blocking those first few you can keep them pinned with as many as you want so long as you keep up the pace. I noticed your mixup had a hard time cracking people. If you're having trouble opening fools up, Mu does it with throw, try your best to hide your throws at akward times like between/before laser blockstun or wierd stagger moments during really crazy projectile barrages, I guarentee they'll be paying so much attention to the wall of light it's very difficult to read throws on top of high/low/projectile. Like I said, overall, pretty good. I guess I could say the mistakes you did make where within very realistic and acceptable parameters (hard time dealing with pressure: dp on wakeup and so forth), if anything, what's holding you back the most is that you're still in a bit of a cs1 mindset with a lot of things (jump-airdash after 2c ch, not utilizing 3c in blockstrings, slow on the stein placements...) and more experience with the character's enhanced abilities in the new game should do you much good.
  16. All the stuff like frame data changes I can totally agree with, I really like the idea of 2d being... a good move?
  17. Maybe he's not a grappler, and just a character with command grabs and an unblockable. :V? It would explain all the things wrong with him.
  18. Eh... Maybe it's just me but that's a lot of really strong changes. Like a lot. First off, why are you guys so hungry for a reversal with meter? MTG is inarguably one of the strongest reversals in the game, its got a huge autogaurd window against all attacks, including unblockables, a massive hitbox that's active for half a year and it does decent damage. Magnetism makes it even stronger. On the subject of movement: Chargeable 6a that pulls during charge jump cancelable on block - The reason they removed the jump cancel was because they wanted to force you to commit. Returning the jump cancel with the added strength of the double jump would give him not only the ability to heavily reduce the mobility options of the opponent, but also allow him to retain the standard options of a basic character. If they did return the jump cancel, they would have to remove the charge (the better version from cs1 is perferrable imo). I can totally agree with giving him faster normals with better hitboxes that are better on block. But 4f 360b is uh... no. Like AXIS said it's already fast enough on offense, and it would make it too powerful a tool on defense. You'd be able to punish moves that are supposed to be unpunishable, and if they changed those moves to be better on block, they'd be imbalanced against every other charcter in the game. If Spark Bolt was proj invuln... I can see him having an EX spark bolt that had projectile guardpoint through the entire startup for 25 heat and the gauge, other than that it would make the normal spark bolt a bit too strong, and have no real downside. Issue is that no matter how good you made spark bolt it still doesn't help his worse matchups, because Hazama/Mu/Lambda/Hakumen/Kune can still just run away for a million years and dodge it. Tager's problem isn't that spark bolt sucks, it's that he can't trap people period. Buffing the double jump would already balance the scales a fair amount, other changes coulped with that can break the matchup mechanics. 2d buff and double jump would drastically improve his approach options, with jumpable 6a/better gatlings giving him better options to stay in, this, coupled with better frame advantage on some of his normals and better hitboxes, would be all it takes to make him viable. Other changes I can see would make him very scary, such as 22d stagger and 60% character damage rate. Anything beyond these belongs on a wishlist and not the patchnotes. So yes, lots of good points.
  19. 236b is -1, including jump startup the gap between 236 and j.2d is 18 frames. Dash 5c, Dash 2c, Dash 5b... Hell if you IB 236b you can 6c her like a boss.
  20. Nothing compares to Civ 1. Nothing. In no other game can my spearman beat a mechanized infantry.
  21. [Well I'm not LK but...] If you're having trouble relearning footsies or breaking bad habit, I can't say there's a surefire way, as everyone has their own preferred methods. But if you actually breath for a minute and think; "Damn, that just cost me the match... I can really do a lot better if I overcome that. What a stupid mistake, I must look like a fool. I'll do my best to improve in that situation." I at least find it helps. Bad habits form when you're not thinking or analyzing the match. So think about what you're doing and the consequences/size of your mistakes.
  22. My dad leaves for Michigan tomorrow, I would go with him to hang out with you guys but I got late notice. :<
  23. I'm not a backalley whore. I'm worth at least $5 and some chicken mcnuggets.
  24. Totsuka is great in this matchup, becuase she's a bit to quick on her feet to be hit by blank habakiris.
  25. I'm sorry bro. Did you win casuals?
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