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C0R

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Everything posted by C0R

  1. I know this is a ridiculously late reply but just for reference it actually works on everyone in both games.
  2. Hoobie Train is a comin for EC
  3. Kokonoe IS a DLC character.
  4. With movement inputs I believe it's only stored for 3 frames, button actuations are 5.
  5. People play Valkenhayn because they like Black Butler. People play Litchi cause they like tits. People play Hazama because he's a troll. It's an anime game, no one's going to go towards a character as a new main based on balance alone. Unless they're a tool.
  6. C0R

    [CSE] Rachel vs. Mu-12

    It's not going to hit on the first active frame. Here's it in plain text. If 236a hits you within the first 4 active frames, its going to be minus. If it is summoned at a distance where it would be plus, you can dodge it.
  7. Shoutouts to Unlocking Mu via storymode on 11 unique consoles.
  8. C0R

    [CSE] Rachel vs. Mu-12

    It shouldn't matter how plus it is if she does it off 2b, there's like a 17 frame gap, even with the worst runspeed in the game rachel can dash 3c counter hit or something.
  9. I think she has time. Good game.
  10. C0R

    [CSE] Rachel vs. Mu-12

    If she summons the ground version far enough away for it to be plus, it's far enough away for you to dodge its initial arc with either a jump or ground movement. It does cover a lot of space, but it does it slowly.
  11. C0R

    [CSE] Rachel vs. Mu-12

    You can punish tk.236a in most blockstring situations, the gap even off her highest level jump cancelable normal (3c) is still 12 frames on normal block, throw an IB in there and you have 15 frames total to say, 5DB over there and mash away for a counterhit. If we're talking about like a tip of 5c > 236a thing well yeah, but no one's doing anything about that.
  12. http://www.dustloop.com/wiki/index.php?title=Mu_Frame_Data_(BBCP) Stein cancel numbers however, have been changed, though they are not listed in the mook scans. Though a cumulative -3 on 6b -> earliest stein cancel window seems a tad too fast, as she is continually jabbed out of the stein after it's set, I have yet to see someone super or origins cancel the stein set to beat out a punish.
  13. 6b > 6c is a 4 frame gap on IB. Its just a more extreme guessing game. If you don't ib and immediately punish she jumps away, if you do she can 6c fc you.
  14. Ughhhh but its punishable noooooo
  15. When are you coming up John? I should polish my setups.
  16. Huey and Spark are both going, have fun duking it out with the evo champs.
  17. If you're looking for top players and optimal combos, those eggs aren't in the same basket when it comes to µ players in matches. They just don't go for them. Keba keeps telling me that they're "too scary".
  18. 5C is 12f, there's a perfect 0 frame gap on air instant barrier. Also the optimal combo off 2c non ch is the same as the ch one.
  19. In what situations are people punishing air barrier blocked 5c? The gap is only 5f until 6c hits, which isn't enough time to hit her with anything, as they'll be pushed across the screen from air barrier blocking 2c5c
  20. The tachi-iad j.2c stuff barely pushes the combo timer, when we get our hands on the game the question will be what starters we can get charged steins off of.
  21. It's more noticeable when your character has a lot of really high level moves.
  22. All of µ's primary pokes that allowed her to dominate neutral now have early extended hitboxes before their active points. 2b also has an additional lingering hitbox after it loses its active frames. Hakumen has always kept up in the matchup with his dominant normals and diagonal attack trajectories, not because of counters or his specific anti-zoning mechanics. It's his buttons that make the character strong and tough to fight. In the new game, µ's buttons have seen the wear and tear of time, especially with the loss of match-converting damage off major starters, whereas his damage mean has raised. This means it's going to be tougher for µ in neutral, and tougher for Hakumen on kockdown. I would say the matchup should stay about the same.
  23. Hakumen matchup looks about the same in CP. With the slight restrictions applied to µ's neutral tools in the trade off for stronger steins, he's going to have an easier time crushing normals, which was something he always excelled at. On the flipside her knockdown is oriented to shorter, stronger mixup, which he has always had problems with, especially with the counter nerfs.
  24. CS1! CS1! CS1!
  25. I don't believe it's mentioned in the cp mook. Can't access the scans atm.
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