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C0R

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Everything posted by C0R

  1. http://en.wikipedia.org/wiki/Othello_%28manga%29 This makes sense too IMO.
  2. You! You're that Litchi on PSN I used to fight. I have a replay to boot!

  3. Nothing official, mostly speculation. I HOPE Platinum comes out november, but I would not be surprised if she was lumped in with the CS2 patch/content update. Think it would be too much to ask for CS2 console release to tie in with the arcade one?
  4. I don't think it's out of place. Not necessarily required, but there are a lot of people who come to this site looking for art / official content packs / character sprites / arcade stick designs, so it's called for to a degree.
  5. The wind whispered that someone needed something about something something Photoshop. I'm actually a little suspicious of Plat's console release. I heard it was going to be a co-release with cs2 for consoles, but that has yet to be confirmed to my knowledge. I know arcades are getting it December 7th, but besides that...
  6. I would assume Tournament Winner / Content Contributor / Strong Player kind of thing.
  7. Didn't quite get your Mu Oki until you posted the vid, wonderful stuff!

  8. I can't do it if it is. Valk seems to have a faster travel time when damaged, throw > 5c doesn't link when I tried either, though throw > 2b seemed reliable. When I went to training mode 6a juggle never resulted in a 2 hit 6b.
  9. C0R

    Learning the Game

    Of course, can't disagree with you there. Seems it's always, learn the combos, which in turn leads understanding of how they work. I think I was clearifying the comment below the most part. I don't think there's a core concept or mechanic that you need to focus on, which seems to be what you're asking about. Really it just comes down to experience and practice.
  10. C0R

    Learning the Game

    Every complex combo is a compilation of much smaller combos with small filler in between. I think the source of the issue is that you don't fully understand the character's core mechanics due to lack of experience. It's important that you understand WHY a combo works instead of that it simply does. Combo A works only because of the large hitstun on move X for example, which allows me time for a follow up. Understand how the character links. If [X] means I can [Y] and [Y] means I can [Z], then X>Y>Z is a combo, in pretty much every case. An example of this is is Tsubaki's 22D, which causes wallbounce on hit. Wallbounce means 6CC. 6CC allows for a jumping C, jumping C allows for 236A>214C. Instead of looking at a combo as either "simple" or "complicated", I think it's important to identify what links you cannot execute and understand why. It may be that you misjudged a cancel that can come much sooner, or that a different directional jump is required. Saying "this is hard" doesn't help you. Understanding "I can't perform this" is easy to fix.
  11. That's an excellent suggestion, and I think you should make a new thread for it. I think this one is just about done.
  12. At least we can agree to have different opinions on that linguistic matter. Just the chain, hmm. I would imagine lambda's swords and such also work (durrr) I guess what I'm curious of is if the bubble will actually take the hit, act as a moving shield for snuffing antiairs and zoning tools. SLEDGE BUBBLE
  13. I hate to sound like a dick here Cirno, but no matter how you pronounce it, it's still spelled Platinum. I'm pretty sure people read the forums instead of speak them. On a related note, bubble may be the next CT George; Does anyone know what the pop properties are when destroyed by her enemies as opposed to when it hits them?
  14. Just gonna have to trust the design team, I'm sure they'll make it work in a balanced fashion. ...
  15. Well think like Start with fan, combo to next item, deal damage, Sugoi drops current and picks up next, empowered version is probably big or fast enough to link, stuff like that.
  16. I'm trying to imagine that Opponent is placed between two steins, 236d connects before consuming second stein, hitconfirm for Gallic? That sounds very interesting.
  17. 10500 isn't really that high to my limited knowledge. Who's Platina? I thought we where talking about Miku. (Can't stop lawling at known color palettes) In other news, I'm very interested in what kind of attacks you could link together with the random factor of her D. It seems, from a gameplay standpoint, that most of the D's wouldn't link very well at all, most of them seem to be either starters or enders. But I'm sure on CH somewhere off one of the starters you could swap items for a higher grossing combo, midcombo. So... Isn't it logical that a Platinum could just have lucky draws? I'm not opposed to this directly, it seems for every two aces there's three fives in a hand of cards. But I can just see something like 5D.CH>Bnb>Sugoi!>More bnb>Random ass heavy ender. All theory of course, but I can just see the shitstorms a brewing if the X>Y>Z combo shows up every single round and lands easy 5ks or something.
  18. I'm pretty sure he means everything for post-combo setups. I did not know you could actually fit in a level 3 SoD after a quad gallic > 6c though... Or do you mean hitting with 6c during the lasers, then charging SoD during the laser hitsuns? Won't they be too high?
  19. Well that's just the thing, that bit of delay is breathing space for you and not your opponent. Plus 214d has such a loooooong lasting hurtbox you could pop your stiens pre-ukemi, dash after the 214 and play with their shield in a really hard oki game. Those are just the types of concepts that I find rather interesting, whether or not I can find a way to apply it effectively is a different thing entirely.
  20. I was thinking you'd end a combo with 4 stien Gallic instead of omohikane, relying on the potential oki damage from a 4 stien setup as compensation. *shrug* Who knows, 2x (214d) + SoD could land a crush, 3c>x, I'll have to try and implement it.
  21. I rofl'd that one. New Stiens during Yata no Kagami remain untouched to my knowledge, I've never actually had a good reason to try something like this before. Even without the cs2 speed increase, I'm pretty sure you could use the extra hitstun from multiple steins on cast to drop two more stiens (6d>4d?), 66>superj.C>j.c>j.2c Follow up with aerial 2d>5d>236a... I'll have to see what the pressure's like when I get home.
  22. ...I hadn't thought about the range on burst actually, that's quite a good point. I suppose FlyingVe did... I guess didn't read the clause fully. My mistake.
  23. I reflexively throw the 6d, challenge mode burned it into my brain. Zzz, it just seems like such a waste, seems like there should be a significant benefit. The minimum damage on Omohikane is just too good and it's too easy to land. Maybe with faster stien placement in bbcs2 we'll see some more applicable combos.
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