FlyingVe Posted August 17, 2011 Posted August 17, 2011 Yeah, because Mu's midrange is strong, but it's still a neutral state, even though Mu will often have the stronger neutral
pochp Posted August 17, 2011 Posted August 17, 2011 Just cancel into 5D or 236A on block. Or 236D if you're feeling greedy. Assuming they don't slow down the startup on these moves.
FlyingVe Posted August 17, 2011 Posted August 17, 2011 Just cancel into 5D or 236A on block. Or 236D if you're feeling greedy. Assuming they don't slow down the startup on these moves. The reason your not at an advantage there is that nothing you can do "should" hit the opponent. What you can do is zone or set stuff up to do shit again. 5D and 236A fall in those categories, though I think going into 3C and then JCing would be the best option.
YukiBlue Posted August 17, 2011 Posted August 17, 2011 I think Cancelling into 5C would almost negate losing the JC. Of course it's still going to make us all fuck up in a few games for a while, But I think overall, Going into 5C / 236A would be almost more beneficial.
Aginor Posted August 17, 2011 Posted August 17, 2011 Not until people realize that you start doing that and mash buttons. And then you try to cancel into 3c but you whiff and screwed yourself over! :D I guess maybe SoD would work since they'd be fairly close to max SoD range. Though, that can be punished too. It just feels a lot more risky compared to just jump cancelling.
YukiBlue Posted August 17, 2011 Posted August 17, 2011 Too true, But I guess we just have to make the most of that bad situation. Holy shit, The thing we are most worried about is a move losing its JC. WE HAVE IT GREAT
FlyingVe Posted August 17, 2011 Posted August 17, 2011 Yeah, and the loss really isn't that bad at all. It's not like Tager losing the JC on his 6A a while back.
C0R Posted August 17, 2011 Author Posted August 17, 2011 (edited) 2c > 5c is gapless even on Air IB due to the required Barrier Block. If they start mashing buttons they instantly die to the 5c 6c gatling, as barrier blocking 2c and 5c will push them into range no matter what. In terms of the 2a > 2c OS, I'm finding this to be less and less applicable compared to the optimal 2b timing for Oki, 2a just loses to too many thing that 2b beats for there to be any real argument. Edited August 18, 2011 by C0R
Mu Nova Posted August 18, 2011 Posted August 18, 2011 Too true, But I guess we just have to make the most of that bad situation. Holy shit, The thing we are most worried about is a move losing its JC. WE HAVE IT GREAT Yes, I'm so glad to be a Mu main. T3T I'm really loving the look of all this. Losing jc on block 2C... Eh, I see how this may be troublesome, but 3C, SoD, 5C or 5D sound like nice alternatives. As for DP... I am hype, I can't wait. xD As well as the stein changes, of course... Like someone else said, I'll gladly give up some Habakiri damage for a better lockup. I love you, Mu. <3
YukiBlue Posted August 18, 2011 Posted August 18, 2011 Moar Mu people <3 I played some Mu against Hakumen today and kept spamming 6D 2D all round and he didn't have a clue what to do. He bailed out eventually so I - 4IAD > j.5D > Land > 2D > 214D > Dead Hakumen. Moment's like that make me love Mu.
Remius Posted August 22, 2011 Posted August 22, 2011 I pretty much lose all tension in a match when someone actually lets me steinlock them. It's the funniest shit on earth. I guess they want to limit Mu's rushdown? I mean, it doesn't do much aside from remove a crossup, but alot of people seem completely borked and almost start to panic when i decide to rush them down with Mu after a bit of zoning.
Gemakai Posted August 23, 2011 Posted August 23, 2011 Relatively new Mu-12 player and only just recently realized the strength of her changes. Really excited for CS2+ (or whatever they end up calling it), but yea, Mu is look really nice right now. Makes me glad I picked her up.
FlyingVe Posted August 25, 2011 Posted August 25, 2011 System: Burst -No longer has the 25% heat mechanic -While bursting, the burst is invincible to all other attacks (I assume this means projectiles, as projectiles used to clash with bursts) -Green bursts has faster startup Barrier Guard -(in a nutshell) Using Barrier to block stuff costs more meter -Barrier gauge usage when only 1 primer left has been lowered -Other Mechanics are the same Counter Assault -Aside from characters who already could, now all characters can follow up from a Counter Assault -Using a counter assault permanently reduces your Guard Primers by 1 Throws -All characters(?) can follow up a throw midscreen now A attacks -All characters with self-gatling A attacks can only do it up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2) Grounded, Jump As -All characters(?) are evenly 300 (I assume this means damage, but it could be something else) Mu + j.B's attack hitbox is longer - Furu no Tsurugi (Sword of Decimation) can only break primers from level 3 and on - 4 guard primers Just putting this here for completeness sake. Credit goes to Xie for posting the changes. My thoughts. I don't like the direction of this loketest personally, it seems very extreme and knee jerk. Mu was good last loketest, so nerf the fuck out of her. I don't like people getting combo's off throw's all the time, and I don't like the sheer amount and strength of the buffs getting thrown around. This seems like the loketest where they are just throwing everything against the wall to see what sticks.
BloodyRootBeers Posted August 25, 2011 Posted August 25, 2011 and the next update, the barrier gauge has been officially removed and combined with the heat gauge nvm.
YukiBlue Posted August 25, 2011 Posted August 25, 2011 CS2+ Xtreme Ver. You can use distortions with 0% Heat with the sacrifice of half your health bar. You buy primers from the PSN Store / XBL Marketplace. Bursts now Guard Crush instantly If you get slashed by a sword you die. ADDED REALISM
pochp Posted August 25, 2011 Posted August 25, 2011 I don't see the problem with this version, don't really get what you guys have problems with. Throws are sometimes hard to land so when you finally get one, it's good that they balance out the reward you get from it, they're slowing down makoto's 6B which was unfairly only 2f faster than most other overheads that people don't complain that much about. (if this game had 1f throws this change would be pretty stupid, but that's not the case) I think the change to SoD might be mistranslated it doesn't really make sense if they're trying to even out the tools, like everyone getting damage off throws. I really like the change to counter assault, 50 meter was too little of a cost for what it gave you. By the way, I think you may have made a mistake in copy pasting, but : -Aside from characters who can do so via system mechanics (Carl, Arakune) now all characters can't follow up from a CA. The fact that we have 4 primers combined with all this in my opinion just keeps mu from being way too good, but with the changes to barrier guard, it's like there will be a point where you'll have to learn to instant-barrier, or have to make the choice between pushing your opponent away - backdash or preventing a guard break... but I dunno I think only time will tell how this will affect gameplay.
YukiBlue Posted August 25, 2011 Posted August 25, 2011 Mu's character design could never be "Too good" I understand why they have done it. But all the S Tiers have Been characters with Hax Mixup, Oki and raw damage. Mu has 2. And we have to work for it unlike lolcs1bang. Maybe I just want to feel the top tier goodness with Mu, on the level of Makoto or CT Rachel..
pochp Posted August 25, 2011 Posted August 25, 2011 But all the S Tiers have Been characters with Hax Mixup, Oki and raw damage. Not really, IMO a top tier character just happens to be the character with the best matchup chart. With the nerfs to certain characters and buffs to Mu, she would have been a very probable candidate for that. Though now with the guard primer and CA changes, she might have trouble keeping herself from getting guard crushed late in a game against a character like Arakune, Rachel, Ragna, or Makoto (loketest versions). Not necessarily meaning that these matchups will be really bad for either side, but it will do some good to keep them closer to being balanced. by the way, in your joke post... blocking a gold burt was auto guard crush in CT. (but you couldn't kill off of it)
C0R Posted August 25, 2011 Author Posted August 25, 2011 Not really, IMO a top tier character just happens to be the character with the best matchup chart. With the nerfs to certain characters and buffs to Mu, she would have been a very probable candidate for that. Though now with the guard primer and CA changes, she might have trouble keeping herself from getting guard crushed late in a game against a character like Arakune, Rachel, Ragna, or Makoto (loketest versions). Not necessarily meaning that these matchups will be really bad for either side, but it will do some good to keep them closer to being balanced. by the way, in your joke post... blocking a gold burt was auto guard crush in CT. (but you couldn't kill off of it) Meaningless nerfs, imo. Mu's the one doing the guard crushing. And having 4 primers makes me feel like an assault mech monster.
BloodyRootBeers Posted August 25, 2011 Posted August 25, 2011 フルノツルギがLv3からガープラを削るように translates roughly as SOD lv3 primer breaking reduced I think that really reads as SOD lvl3+ only breaks 1 primer, lower levels still break primers as well.
FlyingVe Posted August 25, 2011 Posted August 25, 2011 I still, think the direction of this loketest (Mu aside), isn't very good.
C0R Posted August 25, 2011 Author Posted August 25, 2011 I still, think the direction of this loketest (Mu aside), isn't very good. I actually really like it. Primers are now a valuable resource, instead of something you barely have to pay any mind to. Barrier is now a valuable resource, instead of something you barely have to pay any mind to. I mean it's been proved countless times that blocking is too good in BB so long as people have so many ways to avoid getting guard crushed, I think these system changes will make offense a lot more dynamic, instead of guard crushes being so rare.
FlyingVe Posted August 25, 2011 Posted August 25, 2011 It's not that I don't like, it's what they are doing with the characters. THey are ramping everything up (for the most part), in large part, this was one of the big problems with CT and CS1. It's a little hard to tell why the Loketest rubbed me the wrong way, I just got a bad vibe from reading all the changes. But who knows, I could be all wrong.
C0R Posted August 25, 2011 Author Posted August 25, 2011 It's not that I don't like, it's what they are doing with the characters. THey are ramping everything up (for the most part), in large part, this was one of the big problems with CT and CS1. It's a little hard to tell why the Loketest rubbed me the wrong way, I just got a bad vibe from reading all the changes. But who knows, I could be all wrong. Ah, I see what you mean. Maybe they want it to be like two gods punching each-other with the power to create realities more than two street rats wrestling over the last shot in their pieces. Dare I say, like GG.
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