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C0R

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  1. The shorter resulting combo does about the same damage as CPEX due to the twiddling of the damage #'s As for 6a, it's big, and is also jump cancelable, so in hit confirming situations it's going to give you more options then 5b (not jump cancelable/less chains), and more range in spacings where things like 2a tip > 5c would whiff. Losing the reverse prorate/combo segment, but gaining a 'real' utility normal, I find the new version more practical.
  2. C0R

    [CP] µ12: Combo Index

    Information: - [table=width: 700, align: center] General Notations Used Guide Specific Notations Used [table=width: 350, class: grid, align: center] j Jump sj Super Jump ad Air Dash iad Instant Air Dash jc Jump Cancel sjc Super Jump Cancel CH Counter Hit FC Fatal Counter RC Rapid Cancel [ ] Hold Input (N) Attack must deal N amount of hits. [???] xN Repeat ??? N amount of times. [/table] [table=width: 350, class: grid, align: center] DM Damage HG Heat Gain % Text Net Stein Change x Input Replaceable : Delay following input for a small peroid of time. 66~ Dash until within range/As far as appropriate. 4ADC/6ADC Stein recovery Airdash Cancel. }{ Stein Laser Fire, used to link normally impossible routes. [/table] [/table] Midscreen: Resourceless - S - Crouching/Air Confirm to SoD Ender: (/HCA (Extra 5c/2c Excluded)) > 5c > 6c > Tachi > j.(6/5)d > ABDC > j.c > j.2c > 66~2b > SoD = 2276-2782/16-19 - N - Crouching/Air Confirm to Charged Route - 6b/5b CH: > 6c > Tachi > j.2d > ABDC > :j.c > 662b(/5b) > 5c > 5[D] > j.b > j.c > j.2c > j.5[D] > ADC > j.c > 665c(/6a) > 2c > j.c > d.jb > j.2c = 3515-4624/25-33 (Spacing specific) Throw - (j.)(4)BC > 662b(/5c/6a/5b) > 2c > j.2c > 66~2b > 6a > 6b > 6c > x.d > j.2c (/SoD) = 3094-3363/22-24 - (j.)(4)BC > 5c > 6c > Tachi > j.5d > ABDC > :j.c > 66~5b > 6a > j.2c = 3139/22-24 (Character specific) Corner: Resourceless - S - (/HCA) > 5c > SoD > 66~6a > 6b > 5d > 623c - N - 5c(/6a/2c/3c) > SoD > 66~6a > 5c > 2c > sj.2c > j.5d > 662b > 5c > 2c > 5[D] > j.c > j.2c > 3c > sj.2c - 6b > 6c > SoD > 66a > 5c > 2c > sj.2c > j.5d > 2b > 5c > 2c > j.c > j.2c = 3304/23 - 2C/6c Ch > 5[D] > SoD > 66:2c > 5[D] > ]D[ > CT > 5c > 2[D] > ]D[ > j.b > j.c > j.2c > j.214[d~] > 6c > 5d > Omohikane = 7609/50-25+25-50 OD + 50 Meter - N - (/HCA) > SoD > 66~6a > 6b > 4d > 623c > RC > OD > 5c > 2c > 214d > 4d > 214d (Add 1x(5d4d > 214d > 4d > 214d) for every 25% extra OD value) > j.2c > 632146c Throw - Back to Corner: j.BC > (4/6~) 6a > 6b > 5d > SoD > 5c > 214d > 6c > Tachi > j.2d > ABDC > j.c > j.623c = 3760/27 (Character specific) - BC > (66~)5c > 2c > (7)sj.2c > j.6d > 2b > 6a > 6c > 5d > 7sj.2c > 663c > sj.2c = 3404/24 - BC > (66~)5c > 2c > sj.2c > j.5d > 2b > 5c > 2c > j.c > j.2c = 3311/23 (Character specific) For other combos, check the wiki, for now: http://www.dustloop.com/wiki/index.php?title=Mu-12_(BBCP)#Combos
  3. 5Hs with sword is a surprisingly applicable normal. It comes from the ground, which allows her to crush some very important low pokes at a range. Mainly Sol sweep, even on normal hit you get a full combo off H as you can link rising j.p or airdash j.k
  4. If there's a hole in your spacing it's probably j.d as a poke. J.d has one of the biggest hitboxes of any air move in the game, and almost none of it is vulnerable. With the added ability to aim it, and full dustloops off RC on normal hit, it's very very strong in neutral.
  5. It's a process of elimination, if it's not coming out do it later, if you're getting 6p make sure the stick returns to neutral. Practise a lot.
  6. Just a note, if your execution is up to it, Gdauro > (no sword) H > Gdauro > (no sword) H > j.8d adds some damage in the corner. It also autotimes to hit when the launch from dauro is at its lowest, letting you get two greens on not-feathers easily.
  7. If you toranashi in pressure gaps you get full corner carry and mixup ... on block!
  8. But that damage. Q - no wake-up is a preset time unaffected by anything except some characters have non-standard timings. Don't know how much that has changed since AC
  9. It floats them higher, the normal one badly lifts them, so the untech time runs out after they lands.
  10. Can do the challenge mode combo splat > c.S > H > tk j.2H > c.S > 2s > IAD j.H > tk j.8d > ppp
  11. Dauro dashing rising j.p is really hard even dauro pk dashing rising j.p is hard Not to my knowledge, I just hold down 9 after iad as a habit for not double jumping with up directional normals
  12. Off cmd grab I've only been able to squeeze out- 236k>cS>j9D |>IAD jK:S:9D |> IAD LATE jK:Sj8D |> Max dash pp:p> dash > wait cS> :fS 6S 66:cS 6H 66cS IAD :j.H |> 2d (tk j.2s oki) So a total of 3 for that starter, I think for almost every situation it's: (stater dependant - potentital dauro) c.S > j.8d > Two iad loops > splat Have yet to test the viability of splat > 2s/2h routes with how funky they are, don't seem to get as good knockdown compared to [Enemy Crouching after splat > 2d], but comboing into super is a strong potential option.
  13. 1 dauro equals 1 dust from what I can tell. You get at max 4. So double dauro into c.s j8d into iad once. Also
  14. Cmd grab optimization - [sH+] 236k > c.s > j.8d (> iad j.ks8d)x2 > ppp > c.s > f.s > 6s > c.s > 6h > c.s > iad j.h > 2d Should be univsersal, tested and confirmed on sin(all mediums) pot, bedman, millia, ino, ram. Don't have elphelt. Notes for timings: Heavies- can do j.kps8d on the second rep if you think they're too low. Feathers- try to get them low on the very first c.s, and with every follow up iad do j.k as late as you can. You can do the j.k's later if you get a good j.8d late chain, letting you recover faster. It seems you can simply add the double Set iad ender whoever people were instead doing splat>iad j.s stuff or 214k knockdown.
  15. J.p xn will blockstring them back into it, a lot less committal compared to j.d as well. J.p is also fast enough to beat pretty much any button they hit in the air.
  16. If the opponent is stuck high on the wall you have to coax them down. You can accomplish this by letting them fall a bit before c.s and then late chaining into f.s. hitting high with ppp doesn't change your ability to combo in my experience
  17. The only knockdowns that I can think of that aren't 2d with a set out are 2kk or ppp non splat. When the swords are held, 6s/6h have identical timings as set 2s/2h. This means you can replace rising j.2s with 6s for a pretty good meaty after 2kk. Ppp I dunno I never get that one cause I always super after hahaha.
  18. Frame data - https://www.evernote.com/shard/s392/sh/b17eeec4-0832-41d4-a374-04b7744eda60/978f9859845f8353 http://www.dustloop.com/wiki/index.php?title=Ramlethal_Frame_Data_%28GGXRD%29 The air version is actually slower. In knockdown this is important because sword activate asap can be too quick entirely to use for Oki. The jump plus the extra summon time leads to the ideal timings for Oki. For neutral it's great for stopping air momentum and pausing yourself in the air, especially because you can air dash or throw out a normal afterwords. It's dual purpose in giving you control over your movement on top of setting the sword.
  19. There are multiple safe jumps in daiji's Oki video. 2d sjc j.2s falling j.k being the most universal one
  20. The lighter characters are less forgiving when it comes to her combos, for instance on Sol getting c.s f.s 2d Gdauro delay c.s Gdauro works. But on millia getting double green floats her too high. Additionally, when you're close to the corner you can squeeze in a j.8d loop from c.s before going into ppp, which may be his goal. Normal dauro into pk loops works fine on the light characters, but if you accidentally get green pk j.p > airdash stuff is your best bet conversion wise Let me rephrase that, midscreen j.8d loops are higher damage, and if you can execute them, definitely pursue them, pk loops are more of an easy stable option.
  21. For Oki you're looking mainly for 2d knockdown. 2d instant j.2H sets up a late meaty, fast enough to catch jump start up, but slow enough that meaty 6k or 2k will connect first. The other option is j.2S, Slash Set will hit later, but will still combo off meaty 2k, however it is not fast enough to catch jump startup on its own. Slash Set is usually better for more extreme mix up as it allows you do do things like meaty 5s IAD (slash hits) into mix up. Its also good for going into command grab before the sword lands. There are plenty of good examples in the Daiji setup video in the video thread.
  22. C0R

    [CP1.1] µ12: Video Compendium

    Yes, please. We'll export the posts into a CP2 thread when the volume is more realistic. Sorry for the lack of activity!
  23. C0R

    [CP] µ12: Gameplay Discussion

    I'm not sure why people are wondering if the game will receive a balance update, they have never added a new set of characters/stages and had it not balance update.
  24. C0R

    [CP] µ12: Combo Index

    Actually the j.c > j.2c > j.5d > j.2d setup gives you the best overall oki, allowing for not only a safejump, but also guaranteeing a reliable mixup, in the addition to the considerably respectable damage upgrade.
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