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C0R

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Everything posted by C0R

  1. They're on top.
  2. Are you guys going to NEC? If so bring your shot glasses.
  3. For clarification, some supers actually just lag the game. A great example is Yata No Kagami / Blessed Mirror (Mu's laser barrage). With anything more than 2x steins out the game suffers from extreme frame/input drops. I've even experienced a complete game lockup for a good 40 frames when clashing YNK and Tsubaki's new Donmaku Super.
  4. In regards to the throw setup. The exclamation marks will always appear onscreen, even if the characters don't. This makes for a tighter reject window, but still very possible.
  5. Midscreen ...6c j.xd 9JC Safejump j.b - The classic, falling j.b will catch rolls under most circumstances and combo into a grounded 5c, allowing a full combo. ...Tachi j.xd 2b Meaty/Crossunder - The move might be new but the situation isn't, applies near identically to old j.2c midscreen knockdown. ...SoD xx2d 214d - Now that SoD is stein cancelable and has an extended untechable period due to slide, it's more realistic to meaty a bomb shot. Can be picked up with dash 5c/2b ...j.2c (j.236d)/(j.214d)/(j.xd) - j.2c's old gravity cancel aspect is gone, so it's no longer possible to cancel into drive at the lowest heights. However air specials still completely stop your air movement, and you're just far enough from the ground to get the fastest possible recovery as if they were TK versions. Corner ...j.c j.2c j.2d j.5d ADC j.b - j.b WILL safejump every uppercut in the game, including ID (as it has been slowed down to 9f) Works great as a DP bait as the answer to most airdash mixup is to uppercut. On block the j.b can be chained into j.2c for an overhead, or j.2c whiff for even more ambiguous mixup. In the event that you do block a reversal, blocking will cause the steins to cancel warming up, allowing for an uninterrupted 2c CH 7.6k punish. ...j.c j.2c j.5d j.6d Meaty 2b - After confirming respect, chain 2b into any JC'able move into IAD :j.c. The steins will allow a combo in the event of a hit, interrupt a jumpout or AA 5a attempt, and push them out of the corner, giving j.b the ability to cross them up if they remain crouching, as mu will shoot over them. If they stand up to block the IAD j.b, all your mixup options get an extension, as now you have access to reverse chain j.a/j.2c and the like. Some quick examples.
  6. C0R

    [CP] µ12: Combo Index

    After extensive in-match testing I found that you can actually get 5[D] to otg on anyone anywhere. The trick is to do (j.2d ABDC :j.c 662b 5c 5[D] j.b :j.c :j.2c) The aerial late chains are a little tight, but very consistent. Definitely worth practicing. My execution isn't exactly top notch and I've been able to hit it almost every time with just a bit of practice.
  7. Only 13 CT's are actually plus, out of 24.
  8. PNW can bring 2-3 setups if truly necessary. Monitors and Airplanes make for hard times tho.
  9. j.236a oki is pretty much dead. j.236d oki is still applicable. Standard stein shot oki following safejumps and rollcatches are much stronger.
  10. Damage got nerfed globally outside of OD.
  11. You can opt to get hit by the laser and heavily nerf the combo's damage.
  12. For almost every crossunder mixup you can just do it late/early and miss the crossunder window to avoid it actually occurring.
  13. Get off the setup. Hit that dude in the teeth with your stick.
  14. There's a period of time where the only thing you CAN do is block.
  15. Was anyone still looking for an easy answer to challenge 30? Preset 4x 4d SoD3 FC > OD 2c > 214d > 4d > 214d > 5d > 4d > 214d > 5d > 214d > Omo
  16. Wut
  17. After testing this looks correct, I'm not sure how you'd keep someone in blockstun for 18f after landing recovery on your end though.
  18. j.d doesn't extend his hitbox, neither does omohikane. When two redboxes hit without the presence of a bluebox it'll clash. It's the same two hakumen's 3c'ing eachother.
  19. If you're hawkeyeing a mixup in a tense situation even really fast overheads and be blocked with a positive rate of success. I'll commonly block Rachel mixup from time to time. In black blind situations where you're being forced to make several defensive decisions to muddle your blocking ability however, anything under 20f~ isn't reliably defendable. Also kiba I believe Bang's overhead only hits at fastest speed against airbourne or standing opponents, against crouchers (so in overhead situations) I think it's 23?
  20. C0R

    [CP] µ12: Combo Index

    Yeah its regular 5d, really hard to notate on my phone
  21. C0R

    [CP] µ12: Combo Index

    Here's my 6c5d confirm 6c FC (midscreen) > 5[D] > 66~6a > 5c > ]D[ > 5[D] > j.b > j.c > j.2c > j.5[D] > ]D[ otg > 66~5c > 2c > ]D[ > 5[D] > j.c > j.2c > 3c > 214d> ]D[ > 214]D[ > j.2c = 4813/34
  22. PNW room hosting a Booze and Kumite bananza. Show up and blow up.
  23. 2a is level 1, that means it has 11 frames of blockstun. GA2c has 18f startup, leaving a 7 frame gap. So throw/2a/backdash/jump will all beat that gatling without the need to ib.
  24. I'm sure the gap between 4 years and 4.5 years is going to make all the difference.
  25. C0R

    [CP] µ12: Combo Index

    Tachi isn't instantly cancelable like normals, hit has a laye cancel window like SoD stein cancel, so she hits the ground first. Sorry bro I notated that wrong, its supposed to be 6c sod3 662c iad j.bc2c 2b 6a 6b 6d j.abc djc2c =4531 Anyways. Here's the good shit. Corner 2C Ch > 5[D] > SoD > 66:2c > 5[D] > ]D[ > CT > 5c > 2[D] > ]D[ > j.b > j.c > j.2c > j.214[d~] > 6c > 5d > Omohikane = 7609/50-25+25-50
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