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C0R

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Everything posted by C0R

  1. Huey gave me 253.
  2. You should indeed, we're always hype for bb. Send me a PM or something, anytime, it's simple enough to pick anyone up. In other news, 3c Ch (2b>6a>j.2c)x3 > 2b >6a > j.c > j.2c > 2b > super for style points, extra heat, 13 extra meter, and only 24 less damage than (2b > 6a > j.c > j2c) x3
  3. I remember the first week I started using 214d whiff combos at Digipen, even Spark and TSK where like, "Your character gets 5.2 off throw midscreen with 12 meter? Nah dawg, ubanned?"
  4. I'm making a list of things that I need to update in the other thread now that I've fooled around with the character. If possible, can anyone confirm if the untechable time on j.2d[H] is set? (Ex- Hakumen's 5c.)
  5. Dash 2b is considerably easier due to the new falling property on j.2c effectively reducing it's recovery, 214d whiff combos are also quite a bit easier to time due to the better hitbox on 6b.
  6. You can do 6a > 6b > 6a > 6c > 214d(w) > 6a > 6b > wall reps for pretty optimal damage after gold. As for completely top end damage, I sometimes style with Sod4 [fatal](RC) > Sod4 > 6b > 6a > 6b > 6a > 6c > 214d whiff > 6b > blessed mirror (9 hits) > 6b > Omohikane I forget how much damage it does though. If you're near the corner and want really strong oki, the same 7JC you mentioned earlier 2b > 6a > 7JC > j.c > j.2c > 2b > 5c > 6c > 5d > j.b > j.c > j.2c > 2d > 236d meterless.
  7. I knew there was a way to get 2c > j.2c to link non fatal! That video is a great refresher now that I can actually play the game.
  8. Well, we use the psp's and computers and sticks and pretend they're arcade cabinets. On a side note, has anyone been able to link 6c 5d 214d in a combo? I thought that was one of the things that worked in cs2. P.S. 3c> 236a midscreen is reminiscent of Spike Chaser oki, very strong.
  9. PNW crew has multiple arcade setups going, still trying to figure out new combos though, everything seems to work. It's really just PickThatShitUp into freestyle big damage all over the place.
  10. You can advance input before actually jump canceling to get perfect timing as long as the gatling doesn't previously exist.
  11. Most likely, damn the internet. Also, trying to do SoD on the psp1k pad is suicide.
  12. Ah, I was thinking of 2b's startup. According to the frame data SoD4 doesn't wallbounce midscreen, could probably still dash-push them near enough to the corner and get it off though. For Guard Crush pickup.
  13. Bat is the best item, no joke.
  14. 5b is the best starter in neutral these days looks like, especially now that it's 8f.
  15. Shtkn, Polka and I finished the Mu frame data tables! http://dustloop.com/guides/bbcs2/frameData/mu.html Have fun
  16. Ehhh, I don't necessarily agree with Ve's match-up listings, but we play against different players so you can never know. I don't actually think Hakumen is that much in his favor, maybe just slightly because a perfectly spaced 2b will clash with her DP, plus Spark is the only Hakumen player I've ever felt at a disadvantage fighting. I also don't feel Tao is that threatening due to Mu's abundance of antiair normals and high damage output, in addition, airgrab in that matchup is... too good. IMO she has nearly all solid matchups with one or two hard ones.
  17. For a lot of Kockdown-Pickup combos the knockdown hit needs to be delayed to that you're closer to the ground (recover faster), like Litchi's j.c > 5c or Mu's j.2c > 662b
  18. The Carl data has been up for a while. http://dustloop.com/guides/bbcs2/frameData/carl.html
  19. Blazblue's biggest fan plays on a small portable television.
  20. I've been meaning to get it switched for quite a while, but I never had a real reason until I entered BNCI under this handle. Everyon calls me Cor anyone, so why not.
  21. People will say Hazama, but with a lot of matchup experience it can go either way. Bang is rough, Litchi is always scary. Besides that it really comes down to how well you adapt to the match, her tools are pretty globaly applicable.
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