Jump to content
Dustloop Forums

C0R

Moderators
  • Posts

    2,788
  • Joined

  • Last visited

Everything posted by C0R

  1. Zaneiga is slower than Ressenga, if Ressenga got caught, Zaneiga would be to.
  2. Your mind works in mysterious, and delightful ways.
  3. Yeah, either Nu is reanimating as the replacement Mu, or Saya dons the Sword of the Imperator armor, either option is pleasing.
  4. Imo it's because Noel doesn't really have the capacity to play in neutral, she either in, or she's not. But anyhow, Noel 2.0 is great. GREAT I SAY. I really hope she gets new palettes in the next installment. I just can't adore her current ones like I can Litchi's colors. Also, according to the greek alphabet, Xi14 is the new Murakumo unit >.>
  5. He's not saying it's rough losing, but rather he has no joy in success, no feeling of accomplishment. A predicament to be in for sure. I would suggest enjoying what you can, and not playing what you don't. If bb just isn't fun anymore, take a break, it happens with every game after a while.
  6. I'm not LK, but I don't feel that Makoto is as strong in comparison to the rest of the cast as the top tiers where in CS1.
  7. I'm bored. Great of Wall of Text inc. Duck. As Bang's CS2 metagame evolves I'm sure he will be very viable. He has changed drastically over the course of the patch, and it will take time to adjust and learn all the new things. You'll notice the "strongest" characters this time around are ones who remained relatively unchanged, and simply received damage/framedata upgrades. Daifunka is also a reversal that should be considered along with Ashura, take that as you will. 6d can also work in a pinch. His normals also have superior hitboxes to compensate, along with decent frame advantage on block with the important ones, 5a +/- 0 and so forth. I happen to play a character that imposes this situation on everyone, they have to defend against everything correctly, or they die. This applies to every character in the game, even ones with the highest number of defensive option in the game, such as Hakumen, yet my character is considered low/mid tier on the Arcadia lists. Because it's still dependent on my skill on offense to crack my opponent's skill on defense. If you feel helpless, it's not a matter of character balance, but rather skill imbalance. This statement makes no sense whatsoever, Jin's fastest attack is 5a/Fubuki:A at 6f, whereas Bang also has a 6f 5a. If a 6f jab can't punish something on IB, then it's usually not supposed to be punishable on block. If perfect defense was simple and easy, the game would be fundamentally broken. I'm not sure what game you've been playing, but BB wisely considered to be a game with a very powerful block mechanic, throws are even reactively techable, something that is very rare. Struggle, no. Fail at times, yes. Yet they're far from the worst, consider characters like Arakune or Lambda, who have no character specific options whatsoever to get out of pressure. Bang's drive is still useful to that end. This is far from the optimal application of 2d. I would suggest using it in other places. You said it yourself, Bang doesn't have an antiair; therefore 2d isn't an antiair, therefore you shouldn't use 2d to antiair. It's jump cancelable on block, try doing fun things with it. His extra air option is a very strong tool for escaping pressure and a very powerful defensive ability. This behavior isn't one that exactly builds respect. No. Good blocking consist of knowing your opponent's gatlings and cancel options, their throw range, the properties of their special attacks; and using that knowledge to expose the flaws in their approach, as well as weighing the risk reward of their mixup and reacting appropriately. Every character has block. Block is the strongest defensive option. Bang has the strongest defensive option at his disposal. Good blocking compensates for pretty much everything you could ever want it to. People think Hazama is really annoying because he can tag you once and then run away for 98 seconds without taking damage. Truth is every character can do it with blocking, it's just not as easy.
  8. Matchup is rather simple, your zoning beats her zoning, whereas her mixup beats yours. Do your best to stay at a good, long range, with Habaya running at maximum uptime. If you do knock her down, push the advantage.
  9. This matchup is very not fun for me, I can't do my cool stuff While most Hakumen players try and predict your actions when they use their drive, skilled ones will simply do it on reaction. This means no meaty projectiles allowed, ever, unless you're super cool with laser feint. The 5c > 6c gatling may as well not exist either because 6d will catch Mu clean, even if she is out of range, he's completely invulnerable for the entirety of the recovery. As sad as it sounds the most effective strategy I've found is playing with pokerface SoD, everywhere, because you can always delay it and pick up the level 2/3/4 FC with dash 2b from midscreen with no meter for big damage. If they block it, he can no longer punish with gurren at the range you'll be using it, so no worries, plus he lost a primer or two. Just be wary of Yukkikaze, because of the 27f active window, he can use it after a set distance into your charge animation, and Mu will be forced to finish the attack, no matter what you do, catching the end of the counter's active frames. Then again I've only ever played against Spark, making just about all the advice I have to give specific to his rather unique style and level of play.
  10. C0R

    [CS2] Mu-12 vs Bang

    If you just let 5d slide, they always have the option of not special canceling and resetting pressure, or special canceling into bumpers, which can be tricky to see coming if you're looking to block Supercrash.
  11. Heart Car is -24 on normal block, though the counterhit state ends at -16. You can CH her with both 3c and 2c for free, both of which have higher rewards than 6a. If it's -8 then you can punish with both 5b and 6a on IB, 5b is especially good because the good prorate lets you corner carry all the way to the wall if you have meter. You'll find it easy to deal with if you change your methodology depending on what item she has currently, as Mu can easily adapt. The most important thing to note is when she pulls the bombs, as she can't immediately swap out unless she has the meter to install
  12. Reactively special cancel stein set into Origins if they chose to use their b/c attack dash at such a long range, same way you would shut down full screen Act Parser/Hell's Fang/Ice Car. If they wisen up and try and bait with whiff cancel into 22d, Origins should still hit her if you're using it properly. If they try and fake you out with a very short attack dash, origins doesn't have completely terrible recovery, and it's not in counterhit state, so don't worry about it too much. Even the very fastest of these attacks is still 10f, and are therefore easily outsped by 2b and 5b. If you're contesting with those moves at a longer range, they are still slower than Mu's pokes, again with 22a being the fastest at 10f, so all the other versions get trashed by 5c. If they're catching you with 22a in neutral, do your best to dodge it, as it has a very long recovery at 30f. You really shouldn't be losing in a footsies game against her specials, Mu has multiple answers to every option, and strong ones at that.
  13. Dude. You look like you got destroyed.
  14. It does indeed have 6 active frames, if I was to say why, there's no solid reason in particular that comes to mind. As for j.c, it is indeed a terrible jumpin, in almost every way.
  15. DO WANT. You should show me at Evo.
  16. You're completely right, PNW crew is blessed with everyone living close enough that we can play at least two days a week. It keeps you on your toes.
  17. There are two things you could mean by pushback, are you talking about how far people fly when you hit them or how far they are pushed out when you block them? In either case BB doesn't really posses dynamic physics, so only two things will change what a move does to a player. Barrier Block will push them farther away when you block an attack, whereas a Counter Hit usually has enhanced kickback properties. But in terms of individual moves, it's pretty unique across the board, some are small and some are huge.
  18. Good luck trying to punish Yukikkaze by the way, it's super hard, I would recommend setting back up with pumpkin/stuff if he does counter something that's not your face.
  19. I imagine it might have something to do with the new game...
  20. I thought it was confirmed that they rehired Tony Oliver (the original VA) to do the additional content, it was simply rushed and they went with anything.
  21. If Lambda does anything > tk crescent (feint), you can just jab her out for free before it comes out, even if they cancel.
  22. If only Spark Hotaru had gone... Best of luck to all those in top8, may the best man get the bitches.
  23. I've never had troubles with the Makoto matchup really, µ just has clean answers to everything Makoto does, and the squirrel can't take it nearly as well as she dishes it out.
  24. 5a is godlike in this matchup, especially if they like to think crescent saber is legitimate mixup. 5c also straight beats all the attack dashes if used correctly. If lambda catches you jumping with a CH 4d I think she can headbutt you for good damage.
  25. It is indeed a unique timing, I would suggest practicing it on Makoto because if you get it to work on her it'll work for everyone.
×
×
  • Create New...