FlyingVe Posted August 9, 2011 Posted August 9, 2011 traitor... your gameplay is illegal P: pssst am not Amarican Neither am I, but I am American...
SolarMisae Posted August 9, 2011 Posted August 9, 2011 Then when all else fails, rage and blame netplay. Even when you're playing offline. Cause netplay is just that free.
YukiBlue Posted August 9, 2011 Posted August 9, 2011 Starting to Improve my Mu now. The combo's are "Almost" nailed, Now it's just getting some experience. Thanks to SolarMisae, Aginor and the rest of you, Great little Character Forum here. Also, Tager is horribly free. Laser Bait sledge into Fatal Counter Combo? YUS
Halcyone3 Posted August 10, 2011 Posted August 10, 2011 Starting to Improve my Mu now. The combo's are "Almost" nailed, Now it's just getting some experience. Thanks to SolarMisae, Aginor and the rest of you, Great little Character Forum here. Also, Tager is horribly free. Laser Bait sledge into Fatal Counter Combo? YUS tager match-up is quite in your favor, but dont let it get to your head, the second u get overconfident and a competent tager gets close he will shove every one of those pretty blades up your rectum. If only there weren't so few competent tagers out there >_>
YukiBlue Posted August 10, 2011 Posted August 10, 2011 Rest assured, I'm talking about Netplay Tagers. 2D for Movement 360B on Wakeup Jumps towards me and 720's Yknow?
SolarMisae Posted August 10, 2011 Posted August 10, 2011 Jumps towards me and 720's I love Tagers that do this. Also...purple 720s are fucking gdlk..
pochp Posted August 10, 2011 Posted August 10, 2011 To have fun? Not hard at all. Her combos are easy compared to some other characters, and she has a good variety of tools to play around with. To play the character to it's maximum potential and win major tournaments consistently? Too hard for anyone, maybe.
YukiBlue Posted August 10, 2011 Posted August 10, 2011 Mu is for the player who enjoys Strategy games. Am I wrong?
Kayahtic Posted August 10, 2011 Posted August 10, 2011 I have a question. Why is Mu so hard to learn exactly? I just started playing Blazblue, and I picked her for my main. And I see she's like second from last the hardest to learn. Well people say she's hard to learn. Anyway, I picked her because in a way she has mostly three buttons to attack. And D is just placing the things. Plus not only that but both of her distortions are both the same way but of course one C and one D. Anyway, is it because of Combo wise? Because I dont see why people say she's hard to learn. lol. Also, people asked me if I had a sub yet and I said no because I want to get good with Mu first and just wanna focus on her.
pochp Posted August 10, 2011 Posted August 10, 2011 Mu isn't that hard to learn to play roughly, she's just very hard to learn to use everything to it's maximum potential. Combos relevant to steins are hard to take advantage of. Let's say you place a few steins. Go in for pressure, opponent blocks, you go for a mixup. You catch them standing with a 2B, and then cancel into 5C 6C because you know that a stein will allow you to 5C-6C on a standing opponent. Remembering which steins are where and in what order when you send out a command laser is another thing to keep in mind, you want to know where that thing is going so you can take advantage of it. (for a sweet tick throw, safe overhead-overhead, ambiguous crossup, etc.) You also kind of want to know the timings of your steins so you don't fuck up your combo. You want to know how close you are to the wall, so after your j.2C in combo, you can go 2B 5C SoD and get a wallbound for a rep of the corner combo instead of going into 2C 6C habacan and dropping the combo because you were too close to the wall. Or when you combo 6C into a stein explosion at some point, you kinda should know if you can extend it into j.C j.2C dash 2B 5C 6C or if you should just to another 6C because the proration is too high. And that's just for combos. The way I think many of us see Mu's moves, is that she has good tools for many different situations, but each tool doesn't cover many other situations and you have to know when to use the right one. Once you place a stein, it's good to know when the laser will come out to cover your approach at neutral, when you place more than one it's way too easy to lose track of it. You kinda should know when it's a good time to place a stein, what you should cancel it into, often depending on your opponent's reaction. You should also know her options for cancelling normals and use them. For example, cancelling 5C into 236A is ridiculously effective for pushing towards the corner and restarting pressure when your opponent isn't expecting it. Her DP doesn't have a lot of range, so kind of have to know when to place it, because it's really easy for your opponents to make you whiff so you can't RC it to be safe. But I think the hardest thing of all, for me, is to avoid losing focus on the game itself because you're thinking about everything I posted above. Suddenly that noel just ran up to you and 6A'd you out of your j.236A and you just lost the match. But hey, I could be wrong, and I'm still an average player who can't deal with tournament nerves yet, so maybe someone else has a better way of explaining it. TLDR: too many possibilites makes you lose track of the essentials.
TD Posted August 10, 2011 Posted August 10, 2011 noel has a 6a? o.0 l thought she only had one move. I find her midrange to be the hardest thing to learn, and neutral game. knowing when to stop setting steins and not being predictable your post-stein summon options. not being free with your spacing. basically, knowing how to control the screen with your big normals and go-anywhere lasers. l think one will eventually get used to the character design, but spacing is something that takes alot more skill to learn - at least imo, partly due to the freeness that is my neutral game :x
Kayahtic Posted August 10, 2011 Posted August 10, 2011 Mu isn't that hard to learn to play roughly, she's just very hard to learn to use everything to it's maximum potential. Combos relevant to steins are hard to take advantage of. Let's say you place a few steins. Go in for pressure, opponent blocks, you go for a mixup. You catch them standing with a 2B, and then cancel into 5C 6C because you know that a stein will allow you to 5C-6C on a standing opponent. Remembering which steins are where and in what order when you send out a command laser is another thing to keep in mind, you want to know where that thing is going so you can take advantage of it. (for a sweet tick throw, safe overhead-overhead, ambiguous crossup, etc.) You also kind of want to know the timings of your steins so you don't fuck up your combo. You want to know how close you are to the wall, so after your j.2C in combo, you can go 2B 5C SoD and get a wallbound for a rep of the corner combo instead of going into 2C 6C habacan and dropping the combo because you were too close to the wall. Or when you combo 6C into a stein explosion at some point, you kinda should know if you can extend it into j.C j.2C dash 2B 5C 6C or if you should just to another 6C because the proration is too high. And that's just for combos. The way I think many of us see Mu's moves, is that she has good tools for many different situations, but each tool doesn't cover many other situations and you have to know when to use the right one. Once you place a stein, it's good to know when the laser will come out to cover your approach at neutral, when you place more than one it's way too easy to lose track of it. You kinda should know when it's a good time to place a stein, what you should cancel it into, often depending on your opponent's reaction. You should also know her options for cancelling normals and use them. For example, cancelling 5C into 236A is ridiculously effective for pushing towards the corner and restarting pressure when your opponent isn't expecting it. Her DP doesn't have a lot of range, so kind of have to know when to place it, because it's really easy for your opponents to make you whiff so you can't RC it to be safe. But I think the hardest thing of all, for me, is to avoid losing focus on the game itself because you're thinking about everything I posted above. Suddenly that noel just ran up to you and 6A'd you out of your j.236A and you just lost the match. But hey, I could be wrong, and I'm still an average player who can't deal with tournament nerves yet, so maybe someone else has a better way of explaining it. TLDR: too many possibilites makes you lose track of the essentials. Yeah I see what you mean now, pretty much timing and what not. I'm still trying to learn basics still along with other things, but that is indeed good advice for me now, and later on in the future. So I thank you. :D
FlyingVe Posted August 10, 2011 Posted August 10, 2011 Funny, midrange is where I'm most comfortable, but that could be because her midrange normals and tools are somewhat similar to Ragna's which is where I came from.
YukiBlue Posted August 10, 2011 Posted August 10, 2011 I prefer Close range. Which is usually not the place to be...But, I guess Makoto does that to a man. Mu's combo are not hard, but using everything she has to Max potential every single game is damn near impossible. So, Mu doesn't have a skill ceiling, We're only going to keep getting better and better.
xntrikcat Posted August 10, 2011 Posted August 10, 2011 Can somebody teach me how habaya works, exactly? I'm trying to make sense of it reading the frame data, but is it really -7 on block? -7 on which block? Apparently the move hits 5 times, and it often feels like I'm at + instead of - (which is how we tend to use habaya to begin with, to set up steins while the opponent is blocking).
C0R Posted August 10, 2011 Posted August 10, 2011 Can somebody teach me how habaya works, exactly? I'm trying to make sense of it reading the frame data, but is it really -7 on block? -7 on which block? Apparently the move hits 5 times, and it often feels like I'm at + instead of - (which is how we tend to use habaya to begin with, to set up steins while the opponent is blocking). It basically works, frame advantage wise, the same way as Rachel's Lobelia. At point blank, it's very minus, which is what the frame data calculates, it hitting on the first active frame. However at any range besides point blank, it becomes better and better on block.
xntrikcat Posted August 10, 2011 Posted August 10, 2011 Ah, thanks, C0R. BTW, I noticed that the Hazama board has a thread for discussing neutral/zoning. Should we maybe have a thread dedicated to such topics? Or do you think it's too matchup specific to warrant a general thread like that?
Kayahtic Posted August 11, 2011 Posted August 11, 2011 Just though I'd share these with you guys. Their were uploaded pretty recent, not sure if you guys are subbed to this person. http://www.youtube.com/watch?v=WBA7XAnjxxo&feature=channel_video_title http://www.youtube.com/watch?v=5ks4VOQtxQ0&feature=channel_video_title Looks pretty sweet.
pochp Posted August 11, 2011 Posted August 11, 2011 Wow those videos were pretty cool, and holy shit that channel has some stuff, thanks for sharing
Zeromus_X Posted August 11, 2011 Posted August 11, 2011 (edited) Looks like some of the character changes for the CS2+ loketests (from this thread: http://www.dustloop.com/forums/showthread.php?12216-BBCS2-new-version-loketest-8-11-11-UNHELPFUL-POST-TEMPBAN ) Anyone with some Japanese knowledge care to help translate (C0R)? For Habakiri, I think it says something about holding down the button is now possible...could it be? Can we hold down 214D now? Edit: Wow that was some hot stuff in those vids, can't believe those weren't posted before. Edited August 11, 2011 by Zeromus_X
pochp Posted August 11, 2011 Posted August 11, 2011 (edited) I asked a friend to check it out, he said it has to do with using in the air. I'm confused though because DP in the air WAIT WHAT. edit : he also says also says they all finish with "is now possible" Edited August 11, 2011 by pochp
Zeromus_X Posted August 11, 2011 Posted August 11, 2011 Found some stuff on BBS. Turns out all I had to do was scroll down /derp http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1300684561/l50 ・空中ツヌグイ追加 Tsunugui useable in the air ・空中ヤタノ追加 Yata no Kagami useable in the air ・ハバキリ溜め可 Habakiri can be held down DP and light show super useable in the air sounds pretty wacky, I can't even imagine what that looks like lol. If 214D being able to hold down is correct I will be so hype. Motherfucking Aoko star bombs.
SolarMisae Posted August 11, 2011 Posted August 11, 2011 Can we hold down 214D now? Omg I want it..I WANT IT. ;w; And wait....AIR DP? Wha?! Air Yata? Holy shit wha...
BloodyRootBeers Posted August 11, 2011 Posted August 11, 2011 Wonder how the hold down mechanic would work, but Air Yata is Hype if it has less delay than the ground version. mid air tsunugui... I can chickenblock while DPing woo
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