YukiBlue Posted May 21, 2011 Posted May 21, 2011 Played it once. Thought 3/7C was really useful. Bails the lasers anywho.
Chazmobile Posted May 21, 2011 Posted May 21, 2011 I would say that this is probably in Bang's favour. At least for me it's one of my more winnable matchups. Though the range on her c normals can be a little annoying, IB them is really easy compared to the rest of the cast, leading to you getting in and starting your pressure.
TD Posted May 21, 2011 Posted May 21, 2011 (edited) lt's alot harder for mu to pin bang down than most others due to his extra airdash, and although 2c is good the recovery is lol. his nails are also something that is hard to deal with if command laser isnt near enough to beat them. her j.c is pretty fast and it outranges his normals if he tries to get in with no support. from what l tested, mu may have a slight advantage midrange where she's good at (5c is pretty bs now). when command laser is out it's even worse, he cant really 2d out for free because of random lasers (good mu's confirm!), and 5c recovers before she can be hit for some more hitconfirms. 5b gives her problems as well as tk nails (beware of 5/6c of course) l feel that if he can get her in his clutches he can run dat ass just like in cs, only she can zone him out a little better. lf he can confuse her with ground/aerial approach and not allow her to set up, he'll be alright, from what l played/tested. Edited May 21, 2011 by TD added stuff
Mr. Kimura Posted May 22, 2011 Posted May 22, 2011 I was always told to guardpoint her C normals if possible.
TD Posted May 22, 2011 Posted May 22, 2011 l know 5c recovers fast enough if done early enough. 6c is pretty free though. maybe l need to test c vs guardpoints a little but more soon.
C0R Posted May 22, 2011 Posted May 22, 2011 I was always told to guardpoint her C normals if possible. She can late chain into 3c and get big damage off the counterhit, unless you're teleporting away. Guardpoint is strongest on wakeup in my experience, if she dp's you win, if she blocks you jump cancel 2d, anything else (not sure about quick tech) and it counterhits her.
Mr. Kimura Posted May 22, 2011 Posted May 22, 2011 I forgot about her 3C, its pretty good. I usually do well if I manage my movement well against her, and be agressive (but watch for DPs). I don't think the matchup is too bad, I don't think it's changed much from the last version apart from Bang's pressure being nerfed. Just don't get trapped in lasers...
C0R Posted May 22, 2011 Posted May 22, 2011 I think it's in Bang's advantage, if just slightly. D nails force her to block, and makes the small lasers dissapear, giving him room to break her open. If you play it similar to the Lambda matchup there should be few problems.
tataki Posted May 28, 2011 Posted May 28, 2011 Guardpoint is strongest on wakeup in my experience, if she dp's you win, if she blocks you jump cancel 2d, anything else (not sure about quick tech) and it counterhits her. Bad idea. If she throws on wakeup you can't tech and you eat a corner combo.
Justice7541 Posted May 28, 2011 Posted May 28, 2011 Bad idea. If she throws on wakeup you can't tech and you eat a corner combo. OS it.
IburntTheToast Posted June 22, 2011 Posted June 22, 2011 option select during a guard point? is that even possible?
C0R Posted June 22, 2011 Posted June 22, 2011 Bad idea. If she throws on wakeup you can't tech and you eat a corner combo. Just because there's an answer to the move doesn't mean it's a good one, if you did a slightly earlier 2d, throw on wakeup would get destroyed by a strong Ch combo. option select during a guard point? is that even possible? Not to my knowledge, you'll eat a Counter Hit throw.
lolRee Posted September 27, 2011 Posted September 27, 2011 (edited) Her 2C is an amazing anti-air. The lasers stress me out since they're like a free combo breaker if those canons are floating already. Her Floating up-orb is a decent cover for her to dash in and begin pressure, it seems similar to D-Nails. Those explosions man, don't treat them lightly, they hit multiple times and stick you in stun for a while, not to mention they take primers. Don't try to roll out of them or you'll get snagged and reset....And is her full charge "Swords of Decimation" (not 6C) unblockable? She's a difficult character to understand and I think that's the overall issue with this matchup. I figure if we go use her a bit in training, we'll be able to see what's high damage, what traps in block stun, etc. and bring the Hammer of Justice down on her head. I personally don't think she's that strong of a character. EDIT: Thanks for the command correction Arik! Edited September 28, 2011 by lolRee
Airk Posted September 28, 2011 Posted September 28, 2011 Mu can't hold 6C; You're probably thinking of Sword of Decimation, where she rears back (holds) and then slashes forwards overhead. It's not unblockable, but you really don't want to block it, because it leaves you in blockstun for like a week, and breaks two primers. Backdash out if you're not in range to hit her before she lets go. If you're in the corner...uh... you might be able to jump out, but you'll probably want to barrier block while you do since it hits significantly above her.
Zeron_X25 Posted September 28, 2011 Posted September 28, 2011 Mu can't hold 6C; You're probably thinking of Sword of Decimation, where she rears back (holds) and then slashes forwards overhead. It's not unblockable, but you really don't want to block it, because it leaves you in blockstun for like a week, and breaks two primers. Backdash out if you're not in range to hit her before she lets go. If you're in the corner...uh... you might be able to jump out, but you'll probably want to barrier block while you do since it hits significantly above her. Do you mean an overhead? 236C is not an overhead. Just a quick note.
C0R Posted September 28, 2011 Posted September 28, 2011 Mu can't hold 6C; You're probably thinking of Sword of Decimation, where she rears back (holds) and then slashes forwards overhead. It's not unblockable, but you really don't want to block it, because it leaves you in blockstun for like a week, and breaks two primers. Backdash out if you're not in range to hit her before she lets go. If you're in the corner...uh... you might be able to jump out, but you'll probably want to barrier block while you do since it hits significantly above her. Reactively 5d through it, like you would Sledge, 5d or 2d in the Tager Matchup.
lolRee Posted September 28, 2011 Posted September 28, 2011 You can 5D/ 2D sledge in Tagers blockstring? Where and how? Do you need ib or what, because I'm pretty sure you can barely 6C out of that... Anyway, if you miss the timing with that 5D against Mu because either of you adjust, get Fatal'd. I'm not sure about that.
lolRee Posted October 19, 2011 Posted October 19, 2011 Played this match-up a bit more. It's causing me to look at the fight a bit differently. She can run away pretty easily, system data says she (along with Lambda) is just about immune to negative penalty. All the while she runs, she can set canons. If you don't hit her before the canons open, they fire and could reverse momentum. I figure nails are most useful in these moments. On a separate note, her DD lasers will are pretty much guaranteed to come out if you don't hit her immediately on startup (I may be reading the Frame Data wrong, if I am, someone correct me please). Also, her overhead 6B hits twice, both hits must be blocked high. This leads into an interesting mixup if she decides to RC the 6B, causing an immediate 50/50. Poison nail air dash...maybe? The best I can do in this fight is get in, bait the DP. But stay patient, she knows you're going to chase her and she'll use j.C's and 2C's to keep you at bay. Stay smart about how you approach.
Airk Posted October 19, 2011 Posted October 19, 2011 Do you mean an overhead? 236C is not an overhead. Just a quick note. Oops. Sorry, yeah, that was ambiguous. I didn't actually mean that it hits high, I just meant that she slashes from over (her) head. It was a description of the animation, not the attack properties, sorry for the confusion. This is an awkward matchup but her zoning game isn't ACTUALLY that good as long as she can't predict where you're going to go. Stay patient on your approach - it's okay if she lays down a few steins, because steins by themselves aren't really very powerful, she has to do Divine Wrath of the Heavens/Totsuka Blade/Blessed Mirror for them to really be dangerous, and then you should react to what she's doing. Also, I presume that C0R meant 5Ding through Sledge when NOT in a blockstring. Though why Tager would Sledge towards Bang from neutral escapes me. (Aside from the fact that a lot of newbie Tager players don't seem to know that they can move forward WITHOUT jumping/Sledge/2D.)
C0R Posted October 20, 2011 Posted October 20, 2011 You can 5D/ 2D sledge in Tagers blockstring? Reactively 5d through it, like you would [his] [sledge, 5d or 2d] in the Tager Matchup. Fixed.
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