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C0R

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Everything posted by C0R

  1. XD Maybe a blue or something would work.
  2. I'd like to restate this, because it's very applicable against Hazama in general, and the advice that I always found the most useful. I find 2A and 5A on pretty much every character stuffs blocked chain approaches universally, though the Hazama player really shouldn't be diving in on a blocked chain. I guess I didn't emphasize it enough, my bad.
  3. That's her 4d, I forget the name though, I think it hits low then mid. (Grammer gland acting up. Brio)
  4. I'm pretty sure all of Nirvana's actions are guaranteed to come out after X frames of startup. Which is probably what you where running into.
  5. How so? Teleport in or her confloco'ing across the screen or simply being there?
  6. I'm up for some games now, Gamma is in a room with me, Look for SenaXLuna in Us Westcoast

  7. Was playin with a friend, he just brought me console back.

  8. 63236 is how I used to input 623 when I played on pad, and it most definitely works, due to BB's input mechanic of reading 63236 [x] Similar to how the TK motion works.
  9. The 623 motion is most optimal when it's 6523, not 6323, because the second sequence takes more time overal at high level play. Circle and Octo gates make specifically inputting 1,3,7 and 9 all a bit more vague and less dependable. The idea isn't necessarily not to ride the gate, but to make your input clean and precise.
  10. Why would you use SoD if they're within range to hit you anyway? 6C should only be used after as many gatlings as possible to increase distance. So that even with an IB'd sod, the -15 doesn't help them much due to the amount of time they have to spend closing the distance.
  11. I'm going to bet it's coded something along the lines of a two stage rocket. Contact midair results in damage and removal of all contact properties, then collision with ground/player initiates the second set of active frames.
  12. Small updates, I'll have some time later tonight in which I'll add what is known and suspected about specials and distortions. Remember kids, post 400.
  13. Cirno do the bombs ignore or collide and win with other projectiles, to your knowledge?
  14. I know it's useless now, but 3c combos into 236a. So keep your eyes out come patch day. Which is hilarious.
  15. Cirno you mind highlighting the changes you updated so I can reconfigure the general guide?
  16. 2c > 6c is a pretty clean frame trap, and the on-block stein cancel from 6c to 2d IAD.b works great for me. Other then that, SoD is pretty safe, and should be at the end of the vast majority of your normals. Is someone punishing SoD at midrange?
  17. Sledge is still sledge, I mean it beats Rhapsody of Memories, and that has wayyy too many hits and armor. That would be hilarious though.
  18. Cirno, on that video I actually see three damage instances, two of them airborne, which leads me to believe that the bombs have a "shell" code of multiple hit instances similar to Jin's 236d. So it would probably still get gobbled by void.
  19. An unofficial source said the deal MAY be ending December 1st, but it's unconfirmed.
  20. Tek Innovations does full prints for $10~ So that might be sooner than you think.
  21. You troll. I actually liked those movies as a kid.
  22. I'm really the only Mu player in the local Pacific Northwest Scene, from what I can tell, and I just started taking baby steps into top-end play. As a result I get quite a few people looking to play me for matchup experience in casuals. I've definitely taken steps to become less predictable in general from playing him. I feel like there's gaps and easily punishable problems with my gameplay, yet that's not what I hear from feedback in casuals. The biggest issue I keep dying to is that I feel conditioned to attack in a certain way, one that gets me killed. I'm not sure how to avoid this, though I started breaking away from that in the later matches. I feel like I have "sticky fingers" most of the time, and working out the rough patches will definitely help. The one bit I did learn from him, when we talked about the matches, was that while Hakumen can deal with Steins, he can't actually punish them. The matches I did win where very dependent on jumping out > j.5D > airdash away after a failed blocksting. The stein tracks Hakumen if he IAD's to follow, and you're out of range of Hotaru if you space it right. Edit: Sorry, I edited this like nine times while you might've been posting, it just never came out right.
  23. I just lost to the fabled downback xN himself for an hour straight. Totalled something like 6-31 Help. No seriously, the critical component that kept blowing me up was that Spark is bloody impossible to break. Everything from Voiding bursts to enma'ing through lasers. Block. More Block. I know the guy is one of the best Hakumen in the field, but ouch. My matchup experience against Haku is just straight zoning, Magatama doesn't help if he can't close to use them. Maybe I need to use more grabs, because it felt like my entire normal game was a collection of wet noodles against the great wall of china. My usual scheme is to force Hakumen to move through zoning, then capitalize on the fact that the only place to move is a deathtrap. Yet every single application of pressure or guard primer destruction just got gobbled by 2d, void or enma. I'm rather lost. Kinda feel like I got mega trolled. I wish I had videos to show you guys, but we didn't stream.
  24. j.2d > j214d = best jumpin ever But enough of my wishlist. Posting in matchup subform, brb.
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