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C0R

[CS2-CSE] μ-12 Combo Thread (Updated 9.23)

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That's implying people will think clearly in a match, which is really not the case for a tournament. I can't count how many times I've blocked a burst after airthrow RC 6B (2), or 6B (1) (react to the burst animation) RC. 6C FC 5D 214D dash forward wait is also effective.

I'm talking more about when you think you've read your opponent and are positive they'll burst. Maybe something like this (though I don't know if the combo actually works) :

(frametrap/reset, opponent is around 4k hp, has a burst) SoD FC in corner, 2C j.A j.B j.C j.2C 2B 6A j.ABC2C 3C omohikane. You OS j.4AB so if they burst you just block. Opponent will likely burst either on the first way up, because they want to make sure you're not going to fail your hitconfirm first, or on the second way up, because they think "oh shit he's going for the kill, and he didn't bait the first time so he prob won't bait now". If he bursts at the wrong moment, you win. If he bursts at the right moment, he would have gotten it anyways. If he doesn't burst, you win.

And yes this is a situation that is likely to happen in a match, I really like to use resets ex : 2A 2B 5C SoD 5B 5C 6C 5D j.B j.C j.2C ]D[ resets, mash tech out SoD fatal! and it usually consumes a burst.

disclaimer : I'm not 100% sure about what is above. please correct me if I'm wrong.

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All I can say is that I've played in a lot of tournaments, against a lot of good people. I've asked Spark about his burstsafe combos, and I've asked other people about theirs. The conclusion that I've come to, and the advice that I've been given is that it's just not worth the damage loss.

You can do your best to block bursts mid combo by hold 4 during your combo, which is what Spark does, and Hakumen's combos just work out being burstsafe regardless. I've poured over the options, but it's a simple case of frame data, unless you blow a Rapid Cancel, it's going to be unrealistic to bait a burst due to the extensive startup and recovery on µ's moves.

(frametrap/reset, opponent is around 4k hp, has a burst) SoD FC in corner, 2C j.A j.B j.C j.2C 2B 6A j.ABC2C 3C omohikane. You OS j.4AB so if they burst you just block.

That combo does not work, and is a good reason why that combo can't be burstsafe. In order for the combo to work you have to do j.b j.c j.2c, j.a will juggle them above the hitbox of j.c when it does come out. So that OS doesn't really work.

However using that situation as an example;

My opponent is at 5k, well within kill range of getting clipped by a normal near the corner, has a burst, I have 50 meter.

My options are to complete the combo and kill my opponent, or to rapid cancel when I think they are going to burst.

My reward off killing my opponent is that they will die.

My reward for doing a "burstsafe" combo is that they will likely burst anyway, and there's nothing you can do about it because you're stuck in the startup of a move, and not in a rapid cancel window.

"SoD FC in corner, 2C j.A j.B j.C j.2C 2B 6A j.ABC2C 3C"

They can burst SoD, j.2c startup and 6a startup on reaction, it's not something they have to think about, the windows are so recurrent and huge that your opponent is probably going to beat your burstsafe combo by accident. Even if they know nothing about µ's combos or where they should burst.

On the note of 'knowing' your opponent:

A lot of times in tournament you're fighting against someone you've never played before, for a limited amount of time and you don't know what they're going to do, you never actually know. In casuals against your sparring partner, maybe, but never in tournament against other competitors.

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Now I don't like to shut down on discussion, and I encourage you guys to talk about stuff like this, because if it had never come up, I would never know to give my advice on that particular aspect of the character.

Nor do I like to set myself up as some kind of omnipotent deity, and I don't expect you guys to take everything I say at face value or to trust it completely.

Just know that when it comes to µ, it's very rare that I find something I don't know, or something I haven't spent a lot of hard work and time on. Practice and research have always been my greatest strengths, and it's my hope that you all take what experience I have and benefit from it.

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So, i was screwing around, and found some random FC combos. These dont do maximum dmg, but are just fun to pull off.

(D without direction means any stein will work)

Midscreen:

6C(FC)>5D(2)>j.2C>662B>2C>backwards jump>Airdash forwards>j.5C>j.2C>662B>5C>6C>D (6D is preferred for a non distortion ender)>You can do either:

63214C (3.9K)

632146C (5K)

jump>j.2C>j.D>j.236A (3.9K, Opponent must block or DP on wakeup)

6C(FC)>5D>2B>5C>Wait>6C>5D>j.2c>j.D>j.236A

Corner:

6C(FC)>5D>2D>632146D>66B>5C>2C>j.5C>j.2C>2B>5C>2C>j.5C>j.2C>3C>63214C>6A>632146C (7.5K)

(5 stein on opponent, 2 right above, 4 and 6 out of sight in corner)

6C(FC)>632146D>j.5C>j.2C>2B>5C>2C>j.5C>j.2C>3C>63214C>6A>6B>632146C (8K)

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Yay CSX:

ALL CS2 COMBOS STILL WORK JUST FINE

Important changes:

j.2c > 2b > 5c > SoD is no longer optimal for all combos

j.2c > 2c > 5c > SoD is the new string

214d proration has been heavily rebalanced, with ~70 effective p1, adjust accordingly.

(Filler 214d corner combo): 214]d[ > 5c > 6c > SoD > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > 2c > 214[d~]

214[d] Oki is now very strong when combined with 2c otg and slightly spaced steins, I'll record an example when I get the chance.

Example of the new damage scaling:

Old 5b crouching combo - 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)

New 5b crouching combo - 5b > 5c > 6c > SoD~ > 6b > 5c > 2c > j.c > j.2c > j.6d > 66~2b > 5c > 2c > ]d[ > j.2c > j.5d > 66~2b > 6a > j.c > ]d[ > j.2c > 2c > 5c > 632146d > j~.2c > 2c > (5c) > 632146c = 8190

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C0r I've been looking but I can't seem to find a j.throw combo can post an optimal? CS2 pls but if you know of a new optimal for CSX I'd be interested in seeing that too

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C0r I've been looking but I can't seem to find a j.throw combo can post an optimal? CS2 pls but if you know of a new optimal for CSX I'd be interested in seeing that too

CS2

Far from corner: RC > 66a > 5c > 6c > habacan > 66~6a > :6b > 6~5c > 6c > xd > j.2c > (SoD)

Close to corner: RC > 66a > 5c > 6c > SoD]~[ > 6b > 6a > j.2c > j.5d > 2b > 6a > j.c > j.2c

I can't quite remember for CS2, been working on something really hot for csx.

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Anyhow.

There might be a way to combo into j.2c after a full combo off anything.

Experimenting with 2b 5b 6a > xxx enders.

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Anyhow.

There might be a way to combo into j.2c after a full combo off anything.

Experimenting with 2b 5b 6a > xxx enders.

zzz too hard.

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C0R, whats the new optimal corner 214D combo?

I've been using 214D > 6B > 6A > j.2C > j.D > 2B > 5C > 2C > j.2C > (j.[D] / 2C > Omohikane) 2.9k, 4.3k with super.

Can we get more off it other than just doing double supers?

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C0R, whats the new optimal corner 214D combo?

I've been using 214D > 6B > 6A > j.2C > j.D > 2B > 5C > 2C > j.2C > (j.[D] / 2C > Omohikane) 2.9k, 4.3k with super.

Can we get more off it other than just doing double supers?

214]d[ > 4~5c > 6c > SoD~ > 66~6a > j.2c > j.5d > 2b > 5c > 2c > j.2c

Is what I'm using now, basically just do what you would via 6b starter for prorate.

I'll let everyone know if I find a better one.

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Thanks. How about Midscreen 214D?

I got 214]D[ > walk forward 5C > 6C > Habacan > 66A> 6B > 66A > j.2C > 662C > 6C > 5D > SoD 3.3k.

Tested it out, it's definitely optimal midscreen, nice.

Also Makoto's hitbox is indeed easier to deal with.

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Are there any noteable combos for extend with mu that changed? All the OP combos seem to work in training. Any specific sections that should be changed up? The only thing i really seem to see different is 2c otg instead of 2b.

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Yay CSX:

ALL CS2 COMBOS STILL WORK JUST FINE

Important changes:

j.2c > 2b > 5c > SoD is no longer optimal for all combos

j.2c > 2c > 5c > SoD is the new string

214d proration has been heavily rebalanced, with ~70 effective p1, adjust accordingly.

(Filler 214d corner combo): 214]d[ > 5c > 6c > SoD > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > 2c > 214[d~]

214[d] Oki is now very strong when combined with 2c otg and slightly spaced steins, I'll record an example when I get the chance.

Example of the new damage scaling:

Old 5b crouching combo - 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)

New 5b crouching combo - 5b > 5c > 6c > SoD~ > 6b > 5c > 2c > j.c > j.2c > j.6d > 66~2b > 5c > 2c > ]d[ > j.2c > j.5d > 66~2b > 6a > j.c > ]d[ > j.2c > 2c > 5c > 632146d > j~.2c > 2c > (5c) > 632146c = 8190

^^

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starting position 3c CH dash 2c 5c 6c habacan 6a 6b 5c SoD 6a j.2c j.d 2b 5c 2c j.2c (4778)

sometimes you need to dash between 6b and 5c if you're too far from the corner, but man dat corner carry

slight improvement on the 214d corner when you're far enough

corner 214d 6c SoD 6b 6a j.2c j.d 2b 5c 2c j.2c (3572)

might be possible to add j.d 2b 5b 6a ]d[ j.2c enders but gee that thing is too hard for me atm, I only got it once in 3 sessions of training mode. Is there a trick to it? I remember CS1 habacan at first I could hardly every get it but then I started getting it more consistently towards the end, so maybe eventually I'll figure it out.

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starting position 3c CH dash 2c 5c 6c habacan 6a 6b 5c SoD 6a j.2c j.d 2b 5c 2c j.2c (4778)

sometimes you need to dash between 6b and 5c if you're too far from the corner, but man dat corner carry

slight improvement on the 214d corner when you're far enough

corner 214d 6c SoD 6b 6a j.2c j.d 2b 5c 2c j.2c (3572)

I don't know if I've updated it, but if you're close enough to link 6a after SoD wallbound then the optimal combo would be.

3c CH > (66~)2c > 5c > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~5c > 2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > 66~2c > 5c > 632146c

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in corner

6C(fC)>5D>2D>632146D>6B>66A>j.gold Burst>gold burst burst>5C>2C>j.5C>j.2C>66dB>5C>2C>j.5C>j.2C>3C>63214C>6A>6B>632146B

100% meter, 8332 damage.

Must have no steins out beforehand.

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What are you writing about? CS2? If so, there had already been a burstless 9k corner fatal combo.

If by any chance you mean CS:EX, then check this stuff out:

I've been thinking about an optimal corner fatal combo, and it seems there is one decent variant which I've worked out as a mixture of C0R's CS2 combo and of CSEX's mission 15. Here it is:

(corner) 6C (FC) > 5[D] > SOD > 6 > 5C > 5[D] > ]D[ > 9JC > j.C > j.2C > j.6[D] > land > ]D[ > 66~6B > 5C > ]D[ > 2C > high loop > mid loop > low loop > double super ender. = ~9850.

I don't know if it is possible to improve it further, it seems to be the optimal way, but take a look for yourselves.

Also, I'm stuck with bursts implementation into this combo. I can't get the general mechanics or principal of the burst boosting the dmg output. I get either only 300 - 400 boost or no effect at all. Where are the GB's best added generally? In which part?

http://www.dustloop.com/forums/showthread.php?13644-%CE%BC12-War-Room-Tactics-of-Terror-v1000&p=1290529#post1290529

High loop: 5c > 2c > j.c > j.2c > j.6d

Mid loop: 2b > 5c > 2c > (stein hit) > j.2c > j.d

Low loop: 2b > 6a > j.c > (stein hit) > j.2c

Double super ender: (66) > 2c > 5c > 632146d > super jump cancel j.2c > land > 2c > 5c > 632146c

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