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Posted (edited)

As a community we would like to create simple character introduction/tutorial videos for the various characters.

This idea was proposed by SJ and the thread can be found here:Community Project: BBCS2 Character Tutorials

I will list the accepted information in the OP and update as necessary. Obviously since few of us actually have access to BBCS2 please do not post any speculation, many things can be discovered in greater detail once the game launches stateside.

1) Introduction

Character breakdown of play style, strengths, and weaknesses

Breakdown of normals

Breakdown of special moves

Changes from CS1 to CS2

2) Combos

Basic combos

Advanced combos

Counter hit and Fatal Counter combos

Character specific combos (if needed)

3) Strategy

Mixups

Pressure

Okizeme

Misc. tips/tricks

Edited by FlyingVe
Posted (edited)

This will contain information to be included:

1) Introduction

Breakdown of normals:

5A - Standard jab. Relatively slow, wiffs on most crouchers.

5B - Mu kicks. Has okay range but wiffs on many crouching opponents near max range. Jump Cancelable and has may gattling options.

5C - Mu swings her blades forwards. Fairly fast, very long range poke. Great for zoning, terrible recovery on wiff.

6A - Mu pokes forward with both hands. Has early head invulnerability and is her fastest AA, but has a tiny hitbox. Jump Cancelable and has many gattling options.

6B - Mu does a cartwheel. Mu's only overhead, moves her forward slightly. Does not have any gattlings.

6C - A large spike juts out about 3 character lengths away. Fairly slow, used mostly for punishment and counter-zoning. Leads to titanic damage on counter-hit.

2A - Low jab. Average speed but has a large hitbox.

2B - Mu kicks low. Fantastic poke. Good range and many gattling options. Leaves Mu with frame advantage when blocked.

2C - Mu swings her blades upwards. Huge hitbox with AA invulnerability. Is slower than her 6A but is much bigger and leads to good damage on CH. Jump Cancelable

3C - Mu sweeps with her blades. Standard sweep, nothing particularly noteable. Jump Cancelable.

jA - Jumping jab. Fast, small, okay angle.

jB - Mu kicks in the air. Very fast and has a deceptively large hitbox. Is the preferred jump-in in many situations.

jC - Mu swings her blades forwards in the air. Mu's best attack. This move has a large hitbox that few characters can compete with. Leads to great damage on both regular and counterhit.

j2C - Mu does a large downward chop with her blades. This attack covers a huge amount of the screen but is very slow and dangerous if blocked.

Forward Throw (A+B) - Mu impales the opponent with her blades and lobs them forwards. Can follow up.

Backwards Throw (4A+B) - Same as forward throw but toss them backwards

Air Throw (jA+B) - Mu pile-drives the opponent into the ground. Great damage but can't follow-up without a RC.

Breakdown of special moves

Sword of Decimation (63214C) - Mu swings her blades in a huge slash. Mu's standard combo ender, corner-bounds from a large distance. Can be charged through 4 levels for increased damage and frame advantage. First two levels break 1 GP, last two break 2. Fatal Counters.

Divine Wrath of Punishment (236D) - Fires a laser that travels from stein to stein in the order they were placed. The laser does not disappear if Mu is hit. Can lock down huge portions of the screen and makes attacking Mu very difficult. Can be preformed in the air.

Divine Wrath of the Heavens (214D) - Detonates all steins. Each explosion breaks a GP and leads to huge damage if the opponent is hit.

Arrows of Heaven (236A) - Fires a static orb that travels in an upward arc. Hits 5 times and crushes other projectiles. Can be preformed in the air, however, the air version launches the orb in a downwards arc.

Origins (623C) - Mu covers herself in a shield. This is Mu's dragon punch, has lots of invulnerability and blows the opponent away on hit. Highly punishable if blocked.

Distortion Drives

Wisdom of the Divines (632146C) - Mu traps the enemy and impales them with her 8 blades. This is a standard combo ending super, has a high minimum damage.

Blessed Mirror (632146D) - Mu fire a laser to each stein and then those lasers bounce toward the opponent. This super can be used to extend many of her midscreen combos, but it also great for creating space or forcing the opponent to drop what he's doing and block.

Astral Heat

Sword of the Godslayer (222D) - Mu engulfs the enemy in a force field and then slices them with the Godslayer sword.

Changes from CS1 to CS2

+Faster C series normals

+Faster stein placement

+5B, 6A, 6B, 5C, 2C, and SoD all air unblockable

+Sword pf Decimation corner bounds

-3C techable

-Charged steins no longer break GP

2) Combos

Basic:

2A>5B>2B>5C>2C>63214C

6B>63214C

jC>j2C>Dash2B>5C>6C>6D>63214C

63214C>Dash6A>jC>j2C>jD>2B>6A>jC>j2C>3C>63214C>6A>632146C

Advanced:

Counter Hit:

FC 6C>5D>214D>dash5C>2C>jC>j2C>63214C

>Dash6A>Delay6B>Dash6A>j2C>j5D>2B>5C>2C>j2C>3C>63214C>632146C

CH 2C>(JC)>DelayIAD>jC>j2C>Dash2B>5C>6C>6D>63214C

CH 5C>6C>6D>63214C

3) Strategy

Edited by FlyingVe
Posted (edited)

Thanks! I'm gonna organize all my thoughts and data and post everything I could come up with later. Then people can add/modify/bitch about it so we can get it right. Feel free to mention anything that I might forget in the first pass.

Also, I posted this in the SJ thread to, but I think we're goin for something along the lines of this:

Option-Select Presents: Cody

@Arginor: How advanced do you figure the strategy should get? Should it get into ambiguous j2C, option-selects (Mu has a good one), or other advanced stuff?

Edited by FlyingVe
Posted
As a community we would like to create simple character introduction/tutorial videos for the various characters.

I think it shouldn't be too detailed. But I'm planning to put in some intricate stuff. I don't want to make things too complicated.

Posted

Nothing like match up related. But ambig. j.2c is ok, option selects, and just in general about pokes and their properties/hitboxes. Key things to note. From what I saw in the video, it seemed like a general understanding of fighting games was required. I wouldn't put too advanced combos on there like habacan (jp terminology for 214d whiff) combos.

Posted (edited)

I've been sifting through videos trying to come up with the optimal combos for situations. Is anybody sure what the best combos (CS2) off of a 214D hit and CH jC are in CS2? Also, has anybody seen a great guard crush combo, I thinks it's the same as the 214D followup, but I might not have seen otherwise.

@Aginor:I just posted that because it seemed similar to what SJ was going for. SF4 is also more dependent on OS's ad such so it makes more sense to include them in a vid. But some OS's and stuff would be neat for the tricks section. Mu has alot of tricks.

Edited by FlyingVe
Posted

Added a breakdown of all the moves and the CS1>CS2 changes. I tried to add a description of how each move looks and keep the description simple. Also, I tried to keep the CS1>CS2 changes to just the most obvious and important ones.

  • 2 months later...
Posted

Those of you with CS2 PSP, if you have anything you would like me to add or edit in the near future, it's getting time to get this thing wrapped up. There's a limit to what I can do at the moment (I don't have the game), but if you have optimal combos, setups, or anything fairly basic/essential you could save me alot of time trying to figure it all out myself. Thank you.

Posted

Don't have a PSP :(, but missed your last update, just have a few things you could add for normals. 5A is used as a very fast anti air. j.C is easy to whiff on crouching opponents, so a very bad tool for jump ins (I think it's important to note, it took me a while to realize this). Might want to add that 6B cannot be stein cancelled, and that Omohikane has a lot of invincibility and a big hitbox making it a decent reversal, while Mirror has none and should not be used as a reversal.

Maybe add a small section on improvising combos. Like, when you get an air hit (ex: j.B or 236D CH), you go whatever->j.C j.2C land dash 2B 5C 6C... and that revolver action works in the air as well (j.A->j.B->j.C)

Something similar for the corner would be a good idea too, example, if you're far after the SoD, pickup with 2B 6A, as opposed to closer, 6A 6B 6A. (this is just from looking at videos, maybe there are better options out there)

Midscreen steins after 6C to extend combos, ex: (crouching/CH) 5C 6C 214D dash 5C 6C... or iad j.C j.2C if the explosion was too high. (definitely not optimal, but since it's sometimes hard to know how much longer you can extend your combo after 214D, might as well the simple stuff that will almost always work)

Slightly advanced combos that would be good to have would be stuff->3C RC dash 2B..., stuff->6C RC dash 6B... (it's good to know how to get more midscreen damage with meter, IMO)

Posted (edited)

Agreed, but I don't want to waste space, I need to know what the best combos to do off common hits are, and in the case of 3C>RC, what is the best combo there. Stuff like that which needs testing. Will add the stuff you mentioned though, thanks.

Edited by FlyingVe
Posted

Was going to forget, but about J.2C being unsafe. I dunno, it's being used so much by JP players that I think it got a lot better on block or they'd get punished way more that what I'm seeing. Really going to have to wait to see how this one turns out, because it could become a very useful tool.

Dunno if it's considered a normal or a special or if it's just worth adding, but there's also the counter assault.

Last thing, dunno what you had in mind or how deep you were going to get into oki setups, but I was thinking about doing either a "slightly advanced setups" video (have equipment) or just a post with those that are so far in the JP vids. Going through older stuff so far and some of it is interesting, here's a few examples. corner j.2C , midscreen 6C , this one I'd have to try to see if there's a way of getting it work . I think they're worth going for now that our overhead is no longer punishable on instant block :)

Posted

It's safe at a completely optimal height and timing.

Posted

Regarding the video tutorial, if the PSN store gets up again sometime on or before the 12th, I can record footage for the video tutorial. Considering best case scenario, I'm hoping to release it some time between the 16th and 20th of this month. If not, we'll work something else out.

Posted

As a note, the store does not need to be accessible in order for the patch to be downloaded and installed, software updates are still possible even with PSN in its current condition. However I doubt that the mainframe update that contains the CS2 patch will be added while the store is down.

Posted

Interesting....we'll see. Hopefully I can get it on the 12th then since that is when the JP version is supposedly patched.

Posted

PNW crew also has access to JP PSN, and I'd be more than willing to help out with footage. Just let me know.

Posted

Sure thing! Lastly, does anybody know how to edit videos? I could probably do it granted not a very good job lollll. So yea...please let me know. I don't know who will be doing the editing as of yet but I want to see if anybody is interested in that.

Posted

I have quite a bit of video editing experience as well as the software required to handle it. I could also borrow the HDPVR for a week or so from Spark to capture in HD.

Posted (edited)

I'v got editing experience and a capture card too, but COR is probably much better (from everything I've heard about him) and that capture card is also much better. So, I vote COR and the PNW crew.

COR you have the PSP version, maybe you could start us off with some optimal combo's off normal hits (hit's you would expect to get in a normal match), and maybe some basic oki stuff (don't need to give away personal secrets, just the simple stuff). Also, j2C was pretty safe at the optimal height in CS1 too, and the frame data for it is better. I still wouldn't throw it out there as you're stuck blocking after, but it's not super unsafe anymore I don't think. (Again you have the game, feel free to correct me).

I'll update the OP in a day or two after I've had time to do some preparation.

Note: Wasn't SJ gonna do the recording? and use these threads as the outline? I'll have to get clarification on that.

Edited by FlyingVe
Posted

As far as j.2c goes, there's an easy way to make it safe, any blockstring ending in a long range 3c can be 7JC'd into j.2c for the "perfect" spacing, it's a nice trick.

I'll do a bit of recording and post it this afternoon.

Posted

Nope, it'd whiff through the emergency tech, I think there might be an option select for it though with 632147, you can let it jump if blocked, then actively do j.2c, or quickly tap C if it's not blocked for SoD.

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