FlyingVe Posted December 2, 2010 Author Posted December 2, 2010 Sad thing is, they'd still just jump out...
Shockna Posted December 2, 2010 Posted December 2, 2010 Sad thing is, they'd still just jump out... 236D for Mu air unblockable! Won't happen, but if it did, the results would be hilariously imbalanced. But coudn't you put a 5C somewhere in there to prevent jumpouts? The loketests seemed to imply that they wanted jumpouts to be much more risky.
C0R Posted December 2, 2010 Posted December 2, 2010 I think giving more characters air unblockables was their solution to easy jumpouts, but jumping barrier is still overpowered.
FlyingVe Posted December 2, 2010 Author Posted December 2, 2010 They also made it so you can't barrier straight after getting off the ground I believe? So actually jumping out of the oki will be a bit harder. Still, there are lots of anti jump setups, it's just that we'd really rather land a ground hit mid oki than an air one.
C0R Posted December 2, 2010 Posted December 2, 2010 I'm going to like JC'able 3c. I end up using the gatling after 2c for some reason even now, nice to know it'll be safer in the future.
Urichinan Posted December 2, 2010 Posted December 2, 2010 But being able to do 6C > 5D > 214D > xxx means hitting the opponent out of the air might give more reward and better Oki set-ups.
TD Posted December 2, 2010 Posted December 2, 2010 jump barrier has 5 frames of startup. 5c is air ub right? this is a really good too considering the hitbox, and it's pretty safe at the appropiate range. 236d setups look like it's gonna give so many legit +frames now. no more ib sj, pplz!!
FlyingVe Posted December 2, 2010 Author Posted December 2, 2010 (edited) I'm most excited about faster 2C and 5C. You could safe jump (intentionally or accidentally) the 2C quite easily, and if 5C is a few frames faster, I will feel alot better trying to use it as a spacing tool. As it is now, to many dash-ins are to fast to ward off with 5C. Also, the longer 2B will make the 662B links easier. I might even be able to to them consistently online! (I know online sucks, but still, less frustration is good). Also, the problem isn't hitting the opponent out of the air; that's great. It's doing it mid oki. Your lasers will oft times mess up your follow-up combo and your 'vortex' will end prematurely. Edited December 2, 2010 by FlyingVe
SolarMisae Posted December 2, 2010 Posted December 2, 2010 5D > 6D > 236D > (5D > 6D)xN would be so hilariously broken lol. The lockdown on that would be so dumb. xDD Seriously though I think I'd ragequit Mu if that ever happened, but I know it won't so I'm not worried. Still funny to visualize though. XD Longer 2B reach is what I'm looking forward to the most, I can only land 662B around 75% of the time, I won't be comfortable until it goes up to 90% of the time. Also JCable 3C sounds nice, I know I shouldn't but I've got such a bad habit of using it too often and too predictably in my blockstrings. Still working on breaking that habit. But, with it being safer I'll feel less dumb while teaching myself not to do it so much. xD
MainG_Jago Posted December 3, 2010 Posted December 3, 2010 (edited) + Furu no Tsurugi corner bounds. + 3C now jump cancelable, even on block + seems like D moves got some guaranteed frames + j.2C is once again untechable. + 5C and 2C's startups are faster. - 3C is techable again - 6A has shorter untechable time - Stein Gunner's lasers take longer to fire. - Stein Gunner's charged laser does not break Guard Primers any longer. Edited December 3, 2010 by Aginor
VickyC REmix Posted December 3, 2010 Posted December 3, 2010 5D > 6D > 236D > (5D > 6D)xN would be so hilariously broken lol. The lockdown on that would be so dumb. xDD Seriously though I think I'd ragequit Mu if that ever happened, but I know it won't so I'm not worried. Still funny to visualize though. XD If your idea works, then I'd definately use it to troll people online XD
MainG_Jago Posted December 3, 2010 Posted December 3, 2010 + Furu no Tsurugi corner bounds. + 3C now jump cancelable, even on block + seems like D moves got some guaranteed frames + j.2C is once again untechable. + 5C and 2C's startups are faster. - 3C is techable again - 6A has shorter untechable time - Stein Gunner's lasers take longer to fire. - Stein Gunner's charged laser does not break Guard Primers any longer. thanks Aginor
C0R Posted December 8, 2010 Posted December 8, 2010 I can't find anywhere saying. 3c will still combo into 2b on counter-hit right?
MainG_Jago Posted December 8, 2010 Posted December 8, 2010 I can't find anywhere saying. 3c will still combo into 2b on counter-hit right? well i guest that we will just have to 4 CS2 to find out to summarize my research with in CS 2 her combo patterns are starting to look more in more like Unlimited Mu this is goin to be sweet lol
C0R Posted December 8, 2010 Posted December 8, 2010 Yeah I'm loving the changelog, especially 236a combos and 3c being jump cancelable. 3c > j.B is sounding wicked.
TD Posted December 9, 2010 Posted December 9, 2010 between increased gravity and ib nerfs mu's mixup game during her setups is looking dangerous. she might even have double overhead setups if she falls fast enough. anyone know how much +frames you get for one hit of 236d?
FlyingVe Posted December 9, 2010 Author Posted December 9, 2010 Faster gravity will improves laser oki mixup greatly, but it will also make her 2C an even worse AA. Also, I still hold that x[D] not breaking primers is a bigger nerf than you guys are giving it credit for being.
SolarMisae Posted December 9, 2010 Posted December 9, 2010 I'll miss secretly nomming on people's primers by occasionally throwing in that lonely unnoticed charged stein~ Not the greatest tactic but works for a n00b like myself against my n00b friends during casuals lol. Ah well...
FlyingVe Posted December 9, 2010 Author Posted December 9, 2010 (edited) I've already said it, but the reason I think it's a big deal is that it doesn't give people a good reason to actually dodge the lasers. Not so much that you'll actually guard crush someone with them. EDIT: THE GAME IS OUT NOW. So I'll be updating with the actual changes as I see them. No reason to speculate any more. Edited December 9, 2010 by FlyingVe
FlyingVe Posted December 9, 2010 Author Posted December 9, 2010 Mu-12 - Omohikane minimum damage decreased to around 1100. - Throw follow-up combo dealing around 1800 instead of 2800. o (Something about enemies falling faster after an air hit, please someone translate this for me.) o Corner combo should be "6B > 63214C > 6A > j.2C loop" o Her loop apparently remains the same.
Zeromus_X Posted December 9, 2010 Posted December 9, 2010 (edited) - Omohikane minimum damage decreased to around 1100. Kind of saddening...but guaranteed 1100 is still pretty good. o Corner combo should be "6B > 63214C > 6A > j.2C loop" Awesome, no need to rapid to do combo off overhead in the corner. Edit: Hiago posted some more changes in the main changes thread: - "6C > 5D > Habakiri > Dash > Omohikane" is possible. - Can't follow up after 3C (it may be possible on CH). - j.2C can be followed up with 2B Wonder if we can still dash up 6B> stuff after 214D. Also if the 2B after j2C is the same dash 2B we already have, or we can just do 2B after straight up j2C (would be AWESOME) Man I can't wait for CS2. Edited December 9, 2010 by Zeromus_X
Shockna Posted December 9, 2010 Posted December 9, 2010 (edited) Mu-12 - Throw follow-up combo dealing around 1800 instead of 2800. Does that imply a direct nerf to throw damage or worsened proration on any of the normals/the throw itself, I wonder... Edit: ・j.2C - Looks like there's some recovery after she reaches ground. + 2B > 2C has been added. + Ame no Habakiri deals 5 hits, can be followed-up. 2B - 2C we already knew about. Not sure what the point of j.2C having added recovery is if the loop is, as they imply, still intact. And I'm not sure if he means Habakiri or Habaya on this one, but if he actually does mean Habakiri, isn't that a pretty big damage buff for Mu? Edited December 9, 2010 by Shockna
Aginor Posted December 9, 2010 Posted December 9, 2010 Looks like you can still do 6a 6b in some combos. "J2C>2B>6A>6C>ハバキリ(空振り)> 2B>5C>6C or 6A>6B>5C>6C" Probably depends on the hitbox and the new 6b properties.
C0R Posted December 9, 2010 Posted December 9, 2010 And I'm not sure if he means Habakiri or Habaya on this one, but if he actually does mean Habakiri, isn't that a pretty big damage buff for Mu? He means Habaya, but we knew that had followups since a few loketests ago.
Andru Posted December 9, 2010 Posted December 9, 2010 Jump cancelable 3C and it's techable. So you get j.2c crossup/fake crossup (But if it has recovery, ehhh) variety of crossunder, stein catch rolls, etc..? I'm interested.
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