Spark Posted July 5, 2010 Posted July 5, 2010 Dunno if anyone has already done this, but here's the static difference for some of Mu's normals and specials. Note* All were tested using Hakumen's moves. 5A = At best -1 2A = At best -1 6A = At best -6 5B = At best -5 2B = At worst +1 6B = At best -1 Note: IB punish with 6F atk will CH 5C = -9 Exactly 2C = -15 Exactly 3C = -15 Exactly 6C = -20 Exactly 63214C = -10 Exactly 623C = -20 Exactly I'll update as I find more.
Afro-Demon Posted July 5, 2010 Author Posted July 5, 2010 oh yeah. hmm. is it better then to just block sledge and follow with back-dash? As long as he doesn't predict your backdash with a spark bolt, it should be safe from everything else.
Afro-Demon Posted July 5, 2010 Author Posted July 5, 2010 good job spark. I'll start adding these to the front page. Also, for 63214C is that for both no charge and fully charged?
Overheat Posted July 5, 2010 Posted July 5, 2010 I'd say so. It's either back air dash, or back dash. Staying around to poke is not a good idea. If the Tager predicts a back air dash or a back dash, he could punish it. That's why it's risky blocking against Tager. The safest thing to do, I think, is to Counter Assault. Who expects a Counter Assault? At least 75% of players don't even use it. The unfortunate thing is that it takes 50 Heat, though...
Spark Posted July 5, 2010 Posted July 5, 2010 No, 632146C fully charged is very plus on block. I'm not sure if there's a partial charge on it, and if there is I'm not sure what the SD is on it. Edit: Oops yeah I meant 63214C.
Aginor Posted July 5, 2010 Posted July 5, 2010 632146c fully charged? Don't you mean 63214c? If so, there are 3 versions. One fully charged, one partially charged, and one is the initial. They break 3, 2, and 1 guard primers respectively.
Mizzet Posted July 5, 2010 Posted July 5, 2010 Yup, it has 3 charges, one if you instantly release it, one for full charge, and one for a half charge. All but the full charge one are negative on block, full charge is quite advantageous on block.
Mizzet Posted July 5, 2010 Posted July 5, 2010 Hm, a rough guess would be a second or so, it's not something you can use to end blockstrings or anything (would be pretty ridiculous since full charged 63214c takes off 3 primers on block lol). Maybe as a frame trap under the cover of laser fire or against a cornered opponent.
Wokker Posted July 5, 2010 Posted July 5, 2010 5A = At best -1 2A = At best -1 6A = At best -6 5B = At best -5 2B = At worst +1 6B = At best -1 Note: IB punish with 6F atk will CH 5C = -9 Exactly 2C = -15 Exactly 3C = -15 Exactly 6C = -20 Exactly 63214C = -10 Exactly 623C = -20 Exactly I have no clue what this means. Could someone link a wiki or something that explains this?
Antihippy Posted July 5, 2010 Posted July 5, 2010 They're the frame advantage/disadvantage on block. It means how long you recover when you do a move measured against how much block stun the move does. For example, +5 means that you've completed the move's animation while the person blocking still has to wait 5 more frames for the block stun to wear off, while -5 means that the person who is blocking is now out of blockstun while you're still in another 5 frames of recovery, and if they do a move where the execution frames are under 5 frames they can hit you and you won't be able to block. Hope that I've explained that coherently enough... :P Doesn't matter for some of them anyway, seeing that you can gatling into a blockstring that will leave you pretty safe. Hm, a rough guess would be a second or so, it's not something you can use to end blockstrings or anything (would be pretty ridiculous since full charged 63214c takes off 3 primers on block lol). Maybe as a frame trap under the cover of laser fire or against a cornered opponent. Hmm good to know.
Afro-Demon Posted July 5, 2010 Author Posted July 5, 2010 @Wokker I can link a page on dust loop, but that page can still be just as confusing. I'll try to summarize. If a move is blocked, depending on the strength of the move, there is a certain amount of block stun. Then, depending on the length of the move, it could end before the blockstun, giving you an advantange to move first, or the blockstun can end first, giving the opponent advantage to move first. These numbers represent the number of frames of advantage you may have. Negative values mean the blocker has the advantage. Positive is the attackers advantage. The way block strings work is a string of generally negative frame adv. moves that can cancel into each other through various cancel types to make attack strings safe. Then you generally want to try to find either a postive adv. block string ender, a move that is cancellable to a safe option (like jump cancels), or a move that has so little disadv. frames you're able to react defensively to any of their actions. http://dustloop.com/guides/ggac/data/hitstun.html this is the link. Character specific frame data can be found in the guides section.
Wokker Posted July 5, 2010 Posted July 5, 2010 Thanks for explaing Antihappy and Afro-Demon:yaaay: Now I understand what those plus&minuses meant.
Afro-Demon Posted July 5, 2010 Author Posted July 5, 2010 Actually that charge time doesn't sound bad for 3 primers. Think maybe a setup after 6C is possible? Something like... 2B>3C>2B>5C>6C>6D>5D>63214C(charge) It's only about 2k damage, but it gets you 2 steins and hopefully that will keep them locked down on wake-up to crush the primers. Anyone want to test? Also if that doesn't work, maybe doing 236D before 63214C will keep them locked down a bit better.
Spark Posted July 5, 2010 Posted July 5, 2010 Ok now that I've had more time to test with multiple characters, here is an updated list of SD and start up frames for her attacks. The numbers are exact on less noted otherwise. SD: 5A = -1 2A = -2 6A = -7 5B = -6 2B = +1 6B = -3 5C = -9 2C = -20 3C = -16 6C = -26 63214C = -10 623C = -20 // Not in CH state for duration of move 632146C = At best -31 // Not in CH state for duration of move Start Up: 5A = 6 2A = 7 6A = 11 5B = 9 2B = 10 6B = 22 5C = 14 2C = 16 3C = 14 6C = 20 j.2C = 21 At worst (Calculated assuming Mu's jump start up is 4 frames) 236A = 31 At worst (Kind of hard to test) 214D = Between 36-38 (Kind of hard to test) 623C = 10 63214C (Fastest) = 19 632146C = 14
Afro-Demon Posted July 5, 2010 Author Posted July 5, 2010 I think we may need a frame data thread. I'll post all the frame adv. here but maybe if someone could start compiling info like this into a different thread, we could probably start making better block strings.
Toasty Posted July 5, 2010 Posted July 5, 2010 I think we may need a frame data thread. I'll post all the frame adv. here but maybe if someone could start compiling info like this into a different thread, we could probably start making better block strings. I agree with this. That way the frame data could be on the first page for easy reference.
GenoWhirl Posted July 5, 2010 Posted July 5, 2010 According to the combo thread 6C has 50% same move proration, just nothing that And while I agree we need a frame data thread, we need to get the startup, recovery frames, and that stuff before making a thread...unless we create a "Mu-12 Frame Data Discussion" thread?
A.X.I.S. Posted July 6, 2010 Posted July 6, 2010 thanks ryokoalways. Mu Frame data- DMG/P1/P2. Not sure if combo rating is also applied. 5A 130/80/84 5B 450/90/91 5C 650/90/90 2A 150/80/84 2B 350/85/87? 2C 650/80/88? 6A 620/75/91 6B 680*2/90/91*2 6C 820/90/95 (50% same move prorate) jA 180/80/84 jB 440/90/87? jC 600/90/91 j2C 750/70/88 (113%? bonus prorate) 3C 600/100/88 HurunoTsurugi 920→1020→1120→1520/90/95 Tsunugei 500/60/80 Amanohabakiri 600*3/100/91? Yata no Kagami 800*n/100/91? Throw 1000/100/60 Air throw 2000/100/60追加分 5D 300/100/84 5D(Charge) 410/1/0.91 Amanohabaya 400/0.4/1
Ragiroth Posted July 6, 2010 Posted July 6, 2010 Before the DLC, I'll probably use the Green hair, tan skin, and black armor one. Once the DLC comes probably the Dizzy one, and I think there was another I liked. Wish there was a KOS-MOS color.
germanturkey Posted July 6, 2010 Posted July 6, 2010 just for conversation, do you guys think her lasers should be stopped if she is hit or is forced to block while they're flying around? think Litchi's stick. i think its BS when you CH her and start doing your thing, only to be hit by an off screen stein bounce.
GenoWhirl Posted July 6, 2010 Posted July 6, 2010 What are you talking about, that's the best part of using Mu
Mizzet Posted July 6, 2010 Posted July 6, 2010 Actually, that only applies to her 236d bouncing laser, which is fair game imo since it takes some time to execute. Also it adds some depth to her gameplay, smart positioning of steins can increase the time that laser is out and bouncing around. Her normal lasers on the other hand are subject to this. If she summons a stein and you catch her in a blockstring in time, it won't fire, which is fair enough, if not you would never be able to pressure her.
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