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[CSE] µ12 Moe~Moe~Kyun~Kyun Discussion - Storymode v3


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Posted
she doesnt sound as pissed as before... but it is most certainly mu12~

Her Steins go in different directions now (some the same some different) For example she seems to have her unlimited stein of 4D that settles right above her and some steins places while crouching go to the other side of the screen

EDIT: steins appear to be CS1 style speed (fast pew and charge)

Her normals are looking kinda slow again

SoD doesnt not wall bounce/stick from what I saw (might still be wrong on this ) SoD has a ground skidding effect like... full charge (kinda?) was hard to see

6C still has Fatal effect

The range on her new special is..... godlike... can connect after 6C hit easy

fast as shit too

From a standing position it takes her to nearly the other corner of the screen -- im kinda exaggerating but cant explain it better at 5:50

youll <3 it tho

was so afraid of noel voice... but its all mu12 ~relief~ JP mu still sounds like she needs a glass of water

hopefully we will get some new dialogues with her supers~

update on Mu12 OD

from what I saw it causes all of her steins to fire repeatedly - very dangerous if x4 steins on screen (how hard is that?)

Seems like a perfect suppression or OhShit technique

Sucks that I cant find the archive on ustream but seems she got somewhat reverted back to cs1 with some guilty gear dizzy mechanics maybe. Well happy thanksgiving

Posted (edited)

someone translate this. Bing translater sucks.

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1341404673/l50

I'll post it in bbcp translate thread. Its has some combo changes.

Thrown > 5 C: 2 C > 6 C > ct > 6a > 6B > 5 C > 6 C

1300 from 6C

Try out some information I've seen yesterday

6B > 6 C was connected

貯めなくて tsurugi was even slide down

2 CCH passive shorter non-empty da so pick up somehow in the JC

6 ACH even lower float

Tosca and ハバキリ faster?

6 C. lost the use of two or more times is painful....

6 A6B ハバキャン after 5 C > 6 C > 5 D > tsurugi > 6 D > ハバキリ-Totsuka finish quality and is not

6 C unable to W ハバキリ 3 times too

There's so other stuff. I'll search through the other pages for cp and see what i can find

Edited by Tecta1Eastside
Posted

There's some changes on here but I cant even get a halfway translation. shows known ex-cp mu-12 changes

http://www26.atwiki.jp/myuu12/pages/98.html

6a, 2c, 6c, 2d, 4d, 6d, j4d, j2d, j6d all have japanese text on them. There's other sections that got a japanese writing but this all I could find on CP mu. I guess all the areas with writing are known mu-12 changes perhaps. If not ignore this.

Posted
someone translate this. Bing translater sucks.

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1341404673/l50

I'll post it in bbcp translate thread. Its has some combo changes.

Thrown > 5 C: 2 C > 6 C > ct > 6a > 6B > 5 C > 6 C

1300 from 6C

Try out some information I've seen yesterday

6B > 6 C was connected

貯めなくて tsurugi was even slide down

2 CCH passive shorter non-empty da so pick up somehow in the JC

6 ACH even lower float

Tosca and ハバキリ faster?

6 C. lost the use of two or more times is painful....

6 A6B ハバキャン after 5 C > 6 C > 5 D > tsurugi > 6 D > ハバキリ-Totsuka finish quality and is not

6 C unable to W ハバキリ 3 times too

There's so other stuff. I'll search through the other pages for cp and see what i can find

6B > 6 C was connected - This implies that either 6b is 1f more untechable on air his or that 6c is at least 1f faster, as this connected on fc in cs

貯めなくて tsurugi was even slide down - SoD Slides on hit

2 CCH passive shorter non-empty da so pick up somehow in the JC - "2c ch has less untechable time, requiring j.c to continue a combo"

6 ACH even lower float - "6a floats lower on ch"

Tosca and ハバキリ faster? - "Totsuka (236d) is faster"

6 C. lost the use of two or more times is painful.... - "Not being able to combo into a second 6c hurts her combos"

6C unable to W ハバキリ 3 times too - "Repeat Prorate on 6c does not allow for a 3rd to connect"

Posted

so wait... 2C no longer picks up or something?

and 6C cannot be used more than once in a combo or twice? cause x2 6c is still pretty acceptable ( i guess)

Posted

Ive been watching some CSEX matches of Mu-12. I'm considering using her in CP but, I don't really understand the whole Stein mechanic to be honest (I already read the main thread). Also, is Mu a char who allows you to be really creative? since I like those characters.

Posted

@Diveman maybe in terms of oki set-ups and zoning you can be somewhat creative.

@pochp I would go to NEC but not enough money. maybe final round 16

イクタチ is flying on a forward slant in front of and below fast slashing attack effects, speed and blew

About 1,300 from the 6 c? Was

Consecutive pitching I'm sorry, still not accustomed to sumaho

6c into ikutachi does 1300 i think that what it said

Posted

Stein mastery is a difficult thing but you can be quite creative with it Diveman-- granted your mind allows for it

Posted

If you read my earlier post i notified everyone that stein placement has changed -- so yea its not you

Posted

Saw mu-12 in noel's arcade mode as final boss. ustream doesnt have an archive so u gotta wait again for another noel

SOD wallbounces midscreen on CH Lvl1 i think

236a animation seemed faster maybe

Ikutachi links after any combo with 6c at least. knocks opponent down directly in front of mu-12 for oki.

laser super starter still prorated good over 3k with 3-4 steins i believe. U can still combo after it. AI ended combo with 236a

Mu-12 went into OD but nothing new

236a seems like an ok ender for combos as it keeps your opponent in air a little higher after they tech.

Posted
Saw mu-12 in noel's arcade mode as final boss. ustream doesnt have an archive so u gotta wait again for another noel

SOD wallbounces midscreen on CH Lvl1 i think

236a animation seemed faster maybe

Ikutachi links after any combo with 6c at least. knocks opponent down directly in front of mu-12 for oki.

laser super starter still prorated good over 3k with 3-4 steins i believe. U can still combo after it. AI ended combo with 236a

Mu-12 went into OD but nothing new

236a seems like an ok ender for combos as it keeps your opponent in air a little higher after they tech.

So confirmed then? seems like combos wont be too different for us then ... wall bounce or wall stick?

wait.... midscreen.. what?

Posted

770:In the previous question is tsurugi wall Pan > 6a > (J2CJD2B-) > J2C sump vinyl finish out I came

From previous work as tsurugi weakened combo if you not put 2 B not

Slide down > 2 B > 6a > (J2CJD2B ~ ) > air little more at the J2C J2C sump PVC finish it impossible situations more often

J2C sump vinyl finish if you want to then just-fired would be lowered, sharpening the combo :

767:No combo firepower is lowered.

Tsurugi from weakened at the side of the screen from the wall-bound to slide down

In previous extended distance away after tsurugi's dash from 5 C and 6A and in others I

CP tsurugi is near as long as isn't very much pick up in 2B, carrying power is cheaper

762: EXで検証

ビーム>オモヒで2127

オモヒかビームの火力上がってる

763:2Cの頭無敵は変わってないんかね?

あとCHしたとき5C>6Cで拾えるかどうか

CTバリガされたときのフレームも気になる

The 762 post mentions EX beam into super for 2127.

763 mentions something about 2c head I-frames being changed maybe.

@C0r can you translate this post when you get free time

Posted

@nememis

U said when you watched some mu-12 gameplay you didnt see SOD wallbounce or wallstick right?

Was SOD used in the corner or midscreen or both?

I only saw SOD used once in the fight i saw and it wallbounce midscreen on CH.

I need to know since we may still have a SOD corner wallbounce or wallstick on Non CH

Ignore my post about are corner combos being different.

I think we have SOD wallstick but we cant use 2b to pick it up are combos anymore i think.

Gotta get my previous post with jbbs translated.

Posted

was napping~ and the SoD was I believe a-non CH "around" Midscreen... the player went skidding on the ground

And your translations are so derp ~_~ I cant make heads or tails of em

Posted

Sod has always had groundslide property on normal and ch, for levels 3 and 4.

Posted

Its not my fault. Bing,google and babylon are all bad translators. What we know

Charged Beam dmg up to 985-from 976

236a has a different arc

214d might be one hit instead 3hits??

6a/2c dont launch as high on CH

6C has less range?? still FC, can only be used once per combo

Ground throw dmg 1400 instead of 1000

5d and j5d are the only steins that dont appear in different places

smaller laser from stein got a dmg buff??

Is Tsunugui her dp?? Then it slides on CH

SOD wallbounces midscreen on CH, might wallbounce of wallstick?? Proration nerf??

236d is faster

OD mode: distortions do more damage, lasers shoot faster, SOD changes to unlimited mu SOD

Ikutachi: new move, crosses up, can be used as a combo ender with a combo that has 6c in it

known dmg output/combos

Throwing 1400

Beam >> beam 500 aka small laser from stein

Infuser beam 985 aka charged laser

Ch 5c >> 6 C >> イクタチ 2026??

5 C >> 3 C >> tsurugi 1929

5 C >> 3 c 1318 (? )

3 C >> tsurugi 1412

2 B >> 5 c 952

2 B >> 5 C >> tsurugi 1412

6B 1132

6 B >> 6 C >> イクタチ 1926??

6 C >> イクタチ 1512??

Beam >> オモヒカネ 2136??

Whatever has ??marks on it i'm not sure and i'm still waiting on a better translation

Sources:

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1341404673/l50

http://www26.atwiki.jp/myuu12/pages/98.html

Noel's 8th/Final battle from arcade mode with Mu-12

combos are shorter off anti-air starters, RC combos, maybe corner combos too.

Overall DMG from anti-air combos, RC combos, corner combos will be less

The small percentage of ppl that play CP mu-12 will be fine I believe atm.

Posted

オモヒカネ = omohikane (632146C super)

イクタチ = ikutachi, her new move

yes, tsunugui is the DP

updated the video thread look, trying out the new template to get ready for bbcp footage. shoutouts to kurushii

Posted (edited)

Important information from first link (up to post 779 :名無しさん:2012/11/24(土) 18:09:22 ID:8oJgtHfc0). I only included the confirmed stuff, and left out everything that was just speculation/theorycrafting.

- (720) For Ikutachi, she flies forward diagonally upwards, and then slashes forward diagonally downwards. It's very fast. Does around 1300 from 6C?

- (735) μ's new AH locks them in Tsunugui, and then finishes with a powered up Omohikane. It's "super cool".

- (737) To add to >>720, Ikutachi is sort of like an Act Parser that follows a similar trajectory to Gauntlet Hades.

- (743) Tsurugi seems to cause a sliding down. I didn't see it myself, but I hear that we can probably pick up after with 2B.

- (744) Things I saw yesterday:

6B>6C connected.

Tsurugi causes sliding down even without charging.

2Cch untechable time shortened, airdash JC seems to just barely connect.

6A launch isn't that high, even on ch.

Totsuka and Habakiri got faster?

- (745)

Tsunugui ch also causes sliding down.

2D set location is far away just above the ground, 4D(?) is close to right above you, and 6D is slightly farther away than in EX.

AH connects from the same routes as before.

- (747) More additions to >>745:

During OD, set bits will fire at a constant interval and then disappear once OD ends.

However, the bits will not fire if you are currently taking damage.

JD is probably unchanged.

- (748)

6C hitbox is smaller

Habaya's trajectory now goes forward for a while before curving upwards.

(Sort of like an upwards-pointing crowbar, seems easy to pass over with air dash)

3C>AH connects

- (758) I tried fighting her, and attacks aside, it felt like her regular lines were more Noel-like. If you haven't heard it yet don't expect too much, or you'll be disappointed. I was...

- (759) Since break just started, I went to check my wife out.

Habaya - goes about 1.5 character widths forward before rising. Lasts longer?

Totsuka - beam sped up, it's really fast.

Habakiri - Changed from boomboomboom to a single hit bang. T-this has got to be a joke...

Ikutachi - Causes bounce on ground hit. Trajectory might make it usable as crossup?

CT - Launches them vertically upwards on hit.

- (760)

Voice - Destructive lines removed? It's more Noel-like, with "Kyaa-!" and "This is the power of the Azure...?" here and there.

OD - Charged beams hitting high was, as expected, false information.

Throw 1400

Beam>Beam 500

Charged beam> 985

5Cch>6C>Ikutachi 2026

5C>3C>Tsurugi 1929

5C>3C 1318(?)

3C>Tsurugi 1412

2B>5C 952

2B>5C>Tsurugi 1412

6B 1132

6B>6C>Ikutachi 1926

6C>Ikutachi 1512

Beam>Omohikane 2136

Regrettably, I wasn't able to get μ-chan's raw Omohikane...

- (774) Opening dialog for vs Ragna:

μ - "Please don't stare at me like that!"

Ragna - "I'm not!!"

It's totally a couple's quarrel.

2nd link is mostly a compilation of stuff from the first link, but with a little extra here and there.

They had a nice summary of system changes, so I included that too:

System Changes:

Overdrive (OD) -

Overdrive icon added, can be used with A+B+C+D when not blocking or taking damage. Temporarily powers up certain abilities. While activated, the timer countdown is stopped, and DDs have altered animations and properties. OD duration is inversely proportional to health, and canceling into OD activation reduces the active duration. After use, 3/4 of the OD gauge is depeleted and the OD icon becomes unusable. The OD gauge recovers with time, and OD can again be used once it has fully recovered. The OD icon starts as usable in Round 1, and carries over to successive rounds without recovering.

Break Burst -

Gold burst removed. Changed from stock-system to time-recovery system, and shares the same gauge as OD.

Using Break Burst completely depletes the OD gauge.

Startup is faster.

Crush Trigger (CT) -

Usable when having more than 25% heat with A+B.

Guard primers removed. "Crush Trigger" added as new guard-crushing method.

Does a move which crushes the guard of a blocking opponent.

Blockable with Barrier Guard, but depletes a large portion of the barrier gauge.

Amount of barrier gauge depeleted varies between characters.

Teching -

Teching can now be done by holding the A/B/C button.

Proration/Other -

Repeat proration is more severe, and "same attack combo" appears on the screen when repeat proration is applied.

Starter affects the amount of time you have to combo with.

Hit stop is decreased.

Astral Heat (AH) conditions changed.

Stylish mode controls changed.

Character -

New voices recorded. Due to story, attack-type lines decreased, and Noel-like lines increased.

BGM changed to an arrangement of "sword of doom"

Moves -

Forward/Back throw: Damage increased to 1400

Steins: Location changes?

Beam: Damage or proration improved

Charged beam: Damage on 3 hits went from 976 to 985.

DD - Omohikane/Yatanokagami: Damage improvements during OD.

AH - Kamigoroshi no Tsurugi: Burst icon no longer needed as an activation condition, animation changed.

<3Hakimiru<3

Edited by Nemesis
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