C0R Posted August 11, 2011 Posted August 11, 2011 (edited) Tsunugui - Now also usable in air. Now wall bounds. Usable in corner combos. Hitstun increasedj.2c - Is now a fatal counterj.b - Active longerAme no habakiri - Can be charged. Proration increasedYata no kagami - Now also usable in airFuru no Tsurugi (63214C) - Removes guard primers only at level 3+Guard primers reduced to 4 (from 5)Habakiri - Damage nerfed2C - No longer jump-cancelable on block Edited September 1, 2011 by C0R
pochp Posted August 11, 2011 Posted August 11, 2011 Barrier guard - Larger knockback on moves with a higher attack level Instant barrier guard - Knockback is even larger, making it easier to get away How do you think these barrier changes will affect Mu?
C0R Posted August 11, 2011 Author Posted August 11, 2011 Projectiles are not affected by Pushback, and we can always late chain into 6c 5d if they think they're getting smart, not a huge deal. More importantly it's encouraging you to barrier IB during your opponent's blockstring so they gatling into, and whiff a normal, allowing you to punish them.
SolarMisae Posted August 11, 2011 Posted August 11, 2011 What kinds of advantages do you think air yata will bring? It seems like an interesting change.
C0R Posted August 11, 2011 Author Posted August 11, 2011 j.2c supercancel yata should otg them and allow for new combo utility, it is also possible that tk yata may be different/better in some ways than the ground version. You should also be able to confirm into very high damage combos off j.c normal hit/ch yata supercancel.
SolarMisae Posted August 11, 2011 Posted August 11, 2011 Absolutely beautiful. What of charged Habakiri? I really like where this is going. <3
C0R Posted August 11, 2011 Author Posted August 11, 2011 The biggest utility I see in the new habakiri would be with habacan, because now with negative edge you can combo into that bomb later, such as... 2b otg 2c 6c 214[d] 6a 6b SoD(start charging) ]d[ (release max level sod as bombs finish) dash 2b (picks up and combos off ground slide) 5c 6c oki
Absinthe Posted August 11, 2011 Posted August 11, 2011 I'm sure I'm talking for everyone when I say: who would expect tsunugui to be air usable? I'm pretty excited to see how this new feature will improve her "get away from me kyaaa" game Can't imagine how many setups will come out as soon as we discover how 214[d] works
YukiBlue Posted August 11, 2011 Posted August 11, 2011 With the IBG introduced and dependent on the knockback, It's entirely plausible that Rushdown characters are going to have a bit more trouble getting in. Also, I approve of all of these new features. Hyped.
Toaster Posted August 11, 2011 Posted August 11, 2011 I suppose it's not likely 3C 2B link will be returning? That combo was the reason I played BB :<
SolarMisae Posted August 11, 2011 Posted August 11, 2011 I doubt it, but she doesn't need it honestly.
YukiBlue Posted August 11, 2011 Posted August 11, 2011 (edited) The 3C nerf was across the board, and in a way I prefer it. + Hazama was annoying as fuck. Edited August 11, 2011 by YukiBlue
Halcyone3 Posted August 11, 2011 Posted August 11, 2011 ・ハバキリ溜め可 Habakiri can be held down what does it do though? make a bigger explosion with slower start-up like a charged laser? or is it a feint?
C0R Posted August 11, 2011 Author Posted August 11, 2011 Dunno yet, change was listed in the effect log posted by Arcsys.
FlyingVe Posted August 11, 2011 Posted August 11, 2011 (edited) I read the changes and only thought... Booyah! Also, Cross-up DP all day. Edited August 11, 2011 by FlyingVe
YukiBlue Posted August 11, 2011 Posted August 11, 2011 Half the Character forums are really picking and digging at the new Nerfs/Buffs and most don't like it (LolJin) Meanwhile, At Mu HQ. Not a single fuck was given.
FlyingVe Posted August 11, 2011 Posted August 11, 2011 We didn't really get any real changes, just new toys. We don't even know if they really mean much of anything. I'm happy, because I think CS2 Mu is really close to perfect, and I wouldn't have changed much at all.
YukiBlue Posted August 11, 2011 Posted August 11, 2011 I think CS2 Mu is pretty much perfect, Too. But some new toys with no Nerfs? (So far) I am extremely happy.
FlyingVe Posted August 11, 2011 Posted August 11, 2011 This just showed up: Mu - Tsunugui now wall bounds It ain't huge, but still neato. Like I said, cross-up DP all day.
pochp Posted August 11, 2011 Posted August 11, 2011 Or just when you're keeping someone in the corner placing steins and they think they can catch you off guard... bam corner combo?
SolarMisae Posted August 11, 2011 Posted August 11, 2011 Meanwhile, At Mu HQ. Not a single fuck was given.
BloodyRootBeers Posted August 11, 2011 Posted August 11, 2011 I'm more interested in the new blocking system, it only benefits mu because she doesn't have long block strings, making it easier to safely pressure and gtfo as well as getting out of pressure. I think charged Habakiri will work more like SOD, because being able to store a random habakiri at neutral would be a bit much. It'd be great if fully charged habakiri breaks 2 guard primers though lol
C0R Posted August 11, 2011 Author Posted August 11, 2011 I think charged Habakiri will work more like SOD, because being able to store a random habakiri at neutral would be a bit much. I completely agree with this, the function by itself is already very strong, being able to time it interdependently of the startup would indeed be overpowered, at least from a design perspective.
FlyingVe Posted August 11, 2011 Posted August 11, 2011 It could work against her too, alo of times even now, you'll just barely touch with 2C or 3C, since Mu uses alot of high attack level attacks, the new barrier could push her out worse. Bang will benefit alot from the new defensive system.
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