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AndyG

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About AndyG

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  1. AndyG

    [Xrd] I-No Gameplay Discussion

    thanks matt. wish Xrd had come out before I moved so I could've learned from you!
  2. AndyG

    [Xrd] I-No Gameplay Discussion

    edit: doublepost, sorry
  3. AndyG

    [Xrd] I-No Gameplay Discussion

    not a question for the stream tutorial what's the best use of j.D in pressure? it seems like there are two meterless confirms off of it: 1 is corner j.D VCL, which is unsafe if blocked, and 2 is j.D jc j.S/j.H xx whatever, which A: can't be used if you already airdashed and B: seems like it puts you in an awful position if they blocked. I guess you could VCL YRC to try and navigate your way back down to the ground. neither of these seems that great, so it looks like maybe 80% of the time you should be landing into 2k until they're convinced you aren't going to do the j.D. that about right?
  4. I'm super busy at the moment. I didn't expect the tournament to be so far in the future. Sorry.

  5. Yo, are you still in for the team Mu in the 3v3. I want to make sure everybody can still play before I give Kyle our teams.

  6. Hey Andy! I wanted to message you on Facebook but I forgot to add you and now I can't find the GameFAQs thread you gave yours to me :P PM it to me! Me and Arcade and LK are still up for getting together this Sunday. We were wondering if you're going to be around or if you're gonna be at that NYC tournament?

  7. I would die for CS biweeklies near me, and this is only 2 hours away. I will be at every single one trying to make sure it is biweekly depending, how easy is it to find parking?
  8. AndyG

    [CS1] Mu-12 General Discussion Thread

    Void's mu is fun and good. I'd love to play too, I should probably practice a little and make sure to level my mu up more before the tournament, but I'd like to think I'd make a solid player already. If pulsr doesn't want to play, who would the A-team be at this point?
  9. AndyG

    [CS1] Mu-12 General Discussion Thread

    My GT is Viva La Rocann.
  10. AndyG

    [CS1] Mu-12 General Discussion Thread

    I'll step in.
  11. AndyG

    Blue Beat Issues and Teching

    No rules regarding teching change after a combo is blue beat. All that means is that you could HAVE teched at some point (the numbers under the hit counter tell you which hit or hits didn't really combo after the previous hit.) If you don't tech and a combo goes blue beat, all normal combo rules regarding proration and techable time still apply, so if somebody just messed up a BnB and now it's blue beat, they'll still be able to finish the combo, unless the mistake they made also messed up their positioning.
  12. I love the can drive idea. I'll be there for BB.
  13. AndyG

    [CS1] Mu-12 Oki and Setups Guide

    That vortex is really neat. The 2b cross-under seems a little too slow to actually catch somebody blocking the wrong way, but coupled with the possibility of either a low or a high, it might overwhelm people. Have you tried it in matches? After you condition them to tech or die by 2b, doing the 2d (also has the option to cross-under) seems like a decent option. It's reallllly open to all sorts of things after your opponent sees the 2d-> jump cancel, though. There's a lot of time mu isn't doing anything, but you can use j.2C to CH anti-airs, and if you do cross-under -> jump cancel 2d backwards to cross-up, it's really obnoxious to try and actually do a 6A, let alone a DP. Unfortunately, the timing on the laser serves less to cover your landing and mixup attempt and more to mess up the combo if you hit them Not every time, though, it can be made to work. More experiments tomorrow. Edit: last test for the night: if you do XX > 3C > 2B > 5C > 6C > stein > 66 2D cross-under > jump backwards, 236D, you land right next to them with a laser hitting them twice. Still really open in the air, but if you can get someone conditioned enough to freeze them up, it's another option.
  14. AndyG

    [CS1] Mu-12 Oki and Setups Guide

    Depending on where I am in relation to the corner at double jump height, I use 236A. If you're too far away from the corner they can just step back and do whatever, if you're too close it goes over their head, but if you're at the right distance it does a decent job of locking them down. At one jump height it really depends on my opponent's options. If it's Ragna or somebody with a big DP I might do one stein > backdash, or if it's Noel I might do two steins. It's a really awkward angle though, because you're usually in the corner when you're hitting with that to end a combo, so nothing is really guaranteed to work every time. j.2D > 236D (or 214D, maybe) isn't too bad. Another thing it depends on is whether you did one of the 6C > stein> j.B > air combo setups, because if you have a stein there already, it makes the setup a lot safer.
  15. AndyG

    [CS1] μ-12 Combo Thread (Updated 10.30.10)

    I've been doing this combo on 6C fatal from midscreen on Hazama, haven't experimented with who else it'll hit: 6C > 63214C (fully charged) > dash 6B > dash (delayed) 6A > 6B > dash 5C > 2C > j.2C > dash 2B > 5C > 6C > 2D (or whatever) > 632146C (6676 damage, 50% meter needed, from midscreen, +1 stein) if you're just a little closer to the corner (like, if you're 1p and he's 2p, he needs to take like 2 steps back from where he starts), you can instead do: 6C > 63214C (fully charged) > dash 6B > dash (delayed) 6A > 6B > dash 5C > 2C > j.2C > dash 2B > 5C > 2C > j.C > j.2D > 2B > 632146C (7032, 50% meter) you can pretty easily judge which one you can do, they both do a ton of damage and as long as you're not completely backed into a corner you can do them. edit: whoops, the 2nd combo here (http://www.youtube.com/watch?v=0AFVh2NUYxU) does a little bit more damage and it seems you don't need those 2 steps back toward the corner. I'll leave mine here as an alternate choice, maybe they're easier to perform if you have issues with those in the video.
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