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C0R

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Everything posted by C0R

  1. Hakumen's dash is irregular, it takes longer for Tsubaki to come out if you do 66214c then if you simply tk it, at least two more frames if I remember correctly.
  2. Habacan is shorthand for Habakiri Cancel, Haba/Can. Using 214d (and whiffing it because there's no stein in place) to lessen the recovery of 6c, allowing you to combo into 6a when you normally wouldn't be able to. The corner loop from CS1 is essentially gone, but replaced with something a bit more versatile: Combo into 6a against an airborne opponent (after SoD wallbounce or somesuch), after that the combo looks like 6a > j.2c > j.5d > 2b > 6a(or 5c, take your pick depending on the range) > 2c > j.2c (perform this late to have the laser hit between 2c and j.2c). This can be repeated for as long as proration allows, the fatal combo in challenge mode 10 is a good example, as it performs it 3 times consecutively.
  3. Remember that jumping into the orb with barrier up is always a viable option if you don't want to deal with it.
  4. The way you phrased your earlier post mislead me then.
  5. 6c > xxx is free-form like a boss. I happen to know quite a few vortex setups, you guys will see some in my fancy stuff video when I'm done with it.
  6. [5c > 2c] and [2c > 5c] both work, but only once, so you cant go [2c > 5c > 2c] or [5c > 2c > 5c] The timing on the charged lasers is quite a bit different, so a more optimal and gapless setup would probably look like 5[D] 6[D] (63214C x3), assuming you time the SoD's to hit between the lasers.
  7. But it's Stylin Guido! Or Salty Gangster Whichever works.
  8. No. This statement is incorrect for several reasons. Crossunder and crossover setups are still very powerful and very prevalent. Not sure what you mean by "the opponent can tech without any delay", but 6c retains all it's old mechanical properties, making setups even tighter with the new steins. 3c is a jump cancel-able ender allowing for multiple, reliable, safe and or meaty air options. j.2c has MORE untechable time and less recovery, allowing for even more practical and higher-reward setups. If you're talking about 3c midscreen, you can still jump cancel for air options, or stein cancel > jump cancel for even more options. Her corner bnb results in much higher average damage, higher meter gain, with stronger oki and more steins to boot. In short, her oki is stronger, safer, more reliable, and allows her more versatility. There are more setups now, and fancier mixups. That video is dated, however with very minimal adjustment the concepts it incorporates is very informative.
  9. CS2! Consumes life!
  10. Her health is listed in the system information. 10500
  11. #2a > 5c > 2c > SoD > 6a > 6b > 6a > j.2c > j.d > 2b > 5c > 2c > j.2c = 3389/37 1 Stein 2b > 5c > SoD > 5b > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > j.5d > 2b > 6a > 2c > j.2c = 3234/37 2 Steins 2b > 5c > 2c > SoD > 66~6a > :6b > 5c > 2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > (6a > (5c > 632146d > j.2c > 3c) > 632146c) = 3626(4927(5609))/38(40-50(46-100) 1 Stein 5b > 5c > 2c > SoD > 66~6a > :6b > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > j.5d > 66~2b > 6a > j.c > j.2c > 3c > 632146c = 6210/49(-50), 2 Steins 5b (Crouching) > 5c > 6c > SoD (level 2) > Dash 6a > :6b > Dash 6a > j.2c > j.5d > Dash 2b > 5c > 2c > j.2c > j.5d > Dash 2b > 6a > j.c > j.2c > 3c > 632146c = 5391(6591)/50(-50) 2 Steins 5b (Crouching) > 5c > 6c > SoD~ > 66~6a > :6b > 5c > 2c > j.c > j.2c > j.6d > 66~2b > 5c > 2c > hj.2c > j.5d > 66~2b > 6a > 2c > hj.2c > 66~6a > (5c > 632146d > hj.2c > 3c) > 632146c = 6846(7746)/56-50(61-100) 2(0) Steins 6b > SoD > 5b > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c 6b > SoD > 6a > 5c > 2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > (6A > (5c > 632146d > j.2c > 3c) > 632146c) 6b > }D{ > 214d > Walk Back > 6c > SoD~ > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > (66~6a > (5c > 632146d > j.2c > 3c) > 632146c) 2c CH > Walk :5c > 2c > 6c > ~SoD > 6a > 6b > 6a > j.2c > j.d > 2b > 5c > 2c > j.2c > (3c > SoD > 632146c) = 4257(5590)/39(47-50), 1 Stein 3c > SoD > 6a > 6b > 6a > j.2c > j.d > 2b > 5c > 2c > j.2c > j.d > 2b > 6a > j.c > j.2c > (3c > 632146c) = 4225(5505)/42(46-50) 2 Steins [*]j.b (crouching) > 5c > 6c > SoD~ > 6b > 66~6a > j.2c > j.5d > 2b > 5c > 2c > hj.2c > j.5d > 66~2b > 6a > 2c > hj.2c > (6a > 632146c) = 4541(5799)/43(45-50) 1 Stein [*]236d > 5c > ]236d[ > 6c > SoD > Dash 6b > Dash 6a > j.2c > j.5d > Dash 2b > 5c > 2c > j.2c > j.5d > Dash 2b > 6a > j.c > j.2c > 3c > 632146c = 65xx/5x-50, 2 Steins [*]214d > Walk :5c > 6c > 5d > j.c > j.2c > SoD > Dash 6a > :6b > Dash 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > 3c > SoD > 632146c = 6462/4(54-50) 1 Stein [*]214d > 5c > 6c > SoD~ > 66~6b > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > j.5d > 66~2b > 6a > j.c > j.2c > 3c > 632146c = 6690/53(-50), 2 Steins [*]Gold Burst > Dash Under :5c > 2c > 6c > Charged~SoD > 66~6b > 66~6a > 5c > 2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > (66~6a > 632146c) = 5044/41(43-50) 1 Stein [*]GC > [burst > Burst > 5c > 2c] 6c > SoD~ > 6b > 5c > 2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > j.d > 2b > 5c > 2c > j.2c > 66~6a > (5c > 632146d > j.2c) > 632146c = 6852(7648)[8467]
  12. There are of course, other options, and depending on the starter you may be able to do a very damaging combo if you're aware of other resources on the screen, such as incoming lasers or steins at usable placements, so be sure to experiment and use all of your tools creatively during a match. From my observations the stein hitstun and air untechable time has been slightly increased, so where timings may have been tight to impossible in the past, new options and possibilities are now open to the character. 2a > ... > xc (> SoD) 2b > ... > xc (> SoD) 2b (Crouching) > 5c > 2c > 6c > RC > 66~6b > SoD > 66~(5c >)2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c = 3884(5181)/10[-50]+26(+2-50) 1 Stein 5b > 5c > 2c > 3c > RC > 66~6a > 5c > 6c > Habacan > 66~6a > :6b > SoD > 66~(5c >)2c > j.c > j.2c > j.6d > 2b > 6a > j.c > j.2c > (3c > 632146c) = 5226(6507)/9[-50]+29(-50)1 Stein Air hit 5b > 5c > 6c > Habacan > 66~6a > :6b > 66~6c > SoD > 66~(5c >) 2c > j.c > j.2c > j.6d > 66~2b > 5c > 2c > j.2c > 66~6a > 5c > 632146d > j2c > 3c > 632146c = (7333)/(53-100)1 Stein 5c Air Hit > (Link into another 5c on CH) > 6c > 6d > 632146d > 6b > 66~5c > SoD > 66~(5c >)2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > (66~6a > 632146c) = 5432(7011)/50(52-50) 1 Steins j.c (AtA CH) > j.xd > Dash 2b > 5c > 2c > :j.2c > Dash 2b > 2c > 6c > 5d > j.c > j.2c > SoD > 6a > 6c > 214d (hit) > j.2c > (Omohikane) {j.xd}x2 = 3685(4885)/47(-50), 2(0) j.c (AtA CH) > 6(6)~:5c > (2c) > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~(5c) > 2c > j.c > j.2c > 2b > 5c > 2c > j.2c > (66~6a > (5c > 632146d > j.2c > 3c) 632146c) = 4822(6126(6816))/45(47-50(53-110)), 1(0(0)) j.2c [*]CH/Crouching 5c > 6c > RC > Dash 6b > Dash 6a > j.2c > Dash 3c > SoD > Dash :5b> 6a > j.2c > j.5d > Dash 2b > 5c > 2c > j.2c > (3c > 631245c) j.x[d] = 4686/29(31-50) (5986) 2(1) [*]3c RC > (66~)5c > 2c > :6c > Habacan > 66~6a > :6b > 66~5c > SoD+ > 66~5c > 2c > j.c > j.2c > j.6d > 2b > 6a > j.c > j.2c > 2c > (5c >)632146c [*]CH 3c > (66~)2c > (:)5c > :6c > Habacan > 66~6a > :6b > 66~5c > SoD+ > 66~5c > 2c > j.c > j.2c > j.6d > 2b > 6a > j.c > j.2c > 2c > (5c >)632146c [*]214d > [*]214d > [*]623c CH > RC > 66~~~5c > 6c > ~SoD > 6a > j.2c > j.d > 2b > 5c > 2c > j.2c > 3c = 2515/-50+19, 1 Stein [*]6a/2c CH > (66~) 5c > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~6a > j.2c > j.5d > 2b > 5c > 2c > j.2c = 4183/40 2 Steins [*]6a/2c CH > (66~) 5c > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~(5c >)2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > (66~6a > 632146c) = 4483(5779)/45(47) 1 Stein
  13. Contents: 1. Midscreen Combos 2. Corner Combos 3. Throw Combos 4. Fatal Counter Combos Notation Legend () - Optional, used mainly for Super Enders or Editor's 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) When reading µ's combos, some keywords may apply, the most notable being Habacan. Short for Habakiri-Cancel, this is used as shorthand for 214d(no hit/whiff). A reoccurring combo mechanic. Damage and Proration Data INPUT - P1/P2 - DAMAGE/HEAT (Note) *Repeat Prorate* 5A - 80/84 - 130/.5 2A - 80/84 - 150/.6 6A - 80/91 - 620/2.6 j.A - 90/84 - 180/.75 5B - 100/91 - 450/1.9 2B - 80/87 - 350/1.5 6B - 70/94 - 680/2.8 (Hits two times) *60% Repeat Prorate* jB - 90/87 - 440/1.8 5C - 90/94 - 650/2.7 2C - 80/91 - 650/2.9 3C - 90/88 - 600/2.5 6C - 100/96 - 820/3.4 (Fatal Possible) *50% Repeat Prorate* j.C - 90/91 - 600/2.5 j.2C - 70/88 - 750/3.1 xD - 75/92 - 300/1.2 [x]D - 75/90 - 470/1.9 (Hits three times) 236D - 100/91 - 500/2 (Multiple hits prorate individually) j.236D - 100/91 - 500/2 (Multiple hits prorate individually) 214D - 100/91 - 600/2.5 (Hits three times) 236A - 60/60 - 400/1.6 (Hits five times) 623C - 60/80 - 500/2 63214C - 90/95 - 920/3.8 (Fatal Possible) *20% Repeat Prorate shared on all levels* - 90/95 - 1020/4.2 (Fatal Possible) *20% Repeat Prorate shared on all levels* - 90/95 - 1120/4.6 (Fatal Possible) *20% Repeat Prorate shared on all levels* - 90/95 - 1520/6.3 (Fatal Possible) *20% Repeat Prorate shared on all levels* 632145D - 100/95 - 800/1.8 (Multiple hits prorate individually) 632146C - 2555 Base / 1100 Minimum Damage 222D - DEATH
  14. I just might, 40 minute line for the single setup. These guys block too much.
  15. Nah bro, PNW got dem JP 360's yo. We're all at Spark's right now.
  16. She's out, you just can't change the system settings to v1.03.
  17. Yo damn, this is a really, really crowded template, I doubt stuff will fit. Hmm.
  18. Roger. Anything else?
  19. Oh right, same thing. brb.
  20. Too pink? Aww you logged off. Ah well, there was more I was going to do anyhow. What was your template again?
  21. It'd be pretty godlik. Oh another side note, the most optimal combo in cs1 in the corner with a 3c starter is (2b > 6a > j.2c) x3 > 2b > 6a > j.c > j.2c, it does 12 less damage then the other one and generates 11 more heat.
  22. ch j.c > 6a > 6b > walk 6a > 6c > habacan > dash 6a > 6b > 6a > j.c > j.2c > (2b > 6a > j.c > j.2c)x2 > 2b > (5b) > super for 6300~ In other news. SoD4 FC > RC SoD4 > 6b > dash 6a > 6b > walk 6a > 6c > habacan > 6a > 6b > 6a > j.c > j.2c > 2b > 6a > (I think 2c is possible here) > j.c > j.2c > 2b > 5b > super 8500~ for 50 meter.
  23. It says "FKRZ j.C starter" at the top.
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