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C0R

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Everything posted by C0R

  1. She always had full body level 3 guard point, it autoguards strikes, projectiles, throws, unblockables and bursts. She also is not in counter hit state for large portion of the recovery.
  2. He may not have money, but he has other... assets that are quite... substantial.
  3. He works fast, got a goal to secure his future in the hands of a rich man.
  4. Rachel's 3c is neutral on block, and the Litchi was caught mashing by getting counterhit out of her normal by Rachel's 5a.
  5. This character is such sleeper status, I must awaken the beast.
  6. This game is HYPE. µ for top 5
  7. Darkblade is a special case, under sections 4 and 5. Also I owe for his investment and commitment to his stick project, as well as listening to my advice and following my suggestions. He's so cool I'll even put my CS2 tutorial video on hold to get him his due.
  8. Thanks Zeromus, I'll see what I can garner. :O
  9. I have tested and confirmed that the 6c > 5d > 214d (HIT) part of this combo works in any situation where you can get a high 6c. I have also confirmed that this works on Noel, Tager, Ragna and Arakune, couldn't get it to work on Carl or Mu
  10. Keep in mind that this is only actual game play restoration! The store should be back up before the 31st.
  11. Cough cough I used your combo thread as a guideline Cough cough
  12. Alright, it's a bit more readable now. Charged steins are the shit, they have enough hit stun that they never mess up your combo, they've got my back. On another note, while I was browsing the forum for Mu combos notated from JP videos, and have come to the conclusion that they are far from perfect. This is understandable, with Japan being new to the character, but in this case I would encourage people to test and experiment with the character in training mode, and then to post their findings here. This is by no means mandatory, or even a request, just know it would be appreciated if you let everyone know when you find something better/new.
  13. I'm just going to notate it when required or when it makes the combo more stable, like (corner) 2b > 6a > 6c > 5d > 8j.b > j.c > j.2c
  14. They're looking specifically for the ASUS displays that where used during Evo, Veteru mentioned even my monitor probably wouldn't count for much.
  15. I went and dug through it just now. Another quick question. For the combos using jump cancels, I tend to simply put 7, 8 or 9 in place of jc. because jc and j.c can get mixup up pretty easily when notation quickly. So [6a > 9j.c > j.2c]instead of [6a > 9jc j.c > j.2c]
  16. Hmmm, I usually see the xxx or ... notation to imply "anything that would go here". In some mid-screen combos you need to dash a long way, to pick up corner bound and stuff, so it's not just a small dash buffer, and I couldn't really find a good way to imply that the timing would be different depending on ranges. Admittedly, it should be obvious to the person performing the combo.
  17. Actually, that combo uses back jump.c, double back jump.c, j.2c, it's pretty stylish. Good to know the notation reads well enough.
  18. Alright guys, I need your feedback. Using this legend () - Optional, used mainly for combo enders or notes (ex. 6c > xd > (xd > 612346c) x - Button input of your choice (ex. 6c > xd is a stein placement of your choosing) ~ - Continue until appropriate, used to fix range/spacing issues (ex. 66~6a) []x# - A loop, repeat bracketed inputs (#) times ex. ([2b > 6a > j.2c]x3) : - Minor Delay, as to not overly spell out waiting periods (ex. 6a > :6b) Does this combo make sense 5b > 5c > SoD > 66~6a > :6b > 66~6a > 7j.c > 7j.c > j.2c > 2b > 6a > 6c > 5d > 8j.c > j.2c > SoD > 6a (632146c) > 5c > xd = 4843(6020)/49(46-50) 2(1) Steins
  19. Moving into, out of, then back into cross-under/over setups is still very possible, but throw dependent. 2a/b Cross-under on neutral tech into meaty throw will allow you to set up another forced neutral tech mid-screen or near the corner. <- this especially is very powerful, when used sparingly in coordination with the amount of options you have on their wakeup. 2d Cross-under has new properties! Mu now corrects her direction mid-animation, allowing you to perform a bit more advanced air pressure.
  20. Remember that you can always throw her out of it, unless she's trying to get out of the corner, then space your 2b on her wakeup so it beats Parry, 3c and DP.
  21. Thanks guys. I have to say that out of all the changes to her normals, the most competitive change is the safe 6b. With the additional ability to get good damage off it with wallbound SoD, it is now a fast, unpunishable overhead with high reward.
  22. But then she's a train.
  23. It refers to Noel's animation where she flicks out Bolverk and the shells fly out after a drive series. Basically 'reload' means to allow drive to recover instead of canceling into the next series.
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