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Posted
hes probably used to you playing one way and didnt adapt to the changes.

I hadn't played him for a long time and if he still remembered my habits, I give him a lot of credit. I can't even remember someone's habits a couple of hours after I play them.

Wake-up supers, you threw the dice and it worked more than necessary lol. Isn't 214A barely -2 on block? Guard break resets are legit, I'll drop combos just for a chance to break someone's guard and go for a 5.5K combo lol.

214A has some bad range and it is easy to stuff it. It is only really useful for throw set-ups or frame traps if people start pressing buttons after 3C. But I was just doing random 236A/dash up 214A and it was working. Then again, it worked against you too so maybe I am not giving it enough credit.

Posted
Oh yeah, with meter most DPs can be used to start pressure. Jin's 5C has the reach to tag her after I bait the DP with a backdash or with a j.C if I dodge it in the air. lol, that's the beauty about it being a guard-point DP if it goes through Hotaru but I didn't know that it negated Counters as well.

Yeah, I'll call it out with a counter then just stand there like a retard when the followup misses. It puts you back to neutral though, but that's not really worth the risk of using the counter. Hotaru can clash with it if you time it right, but she can follow up with 2C or 5B way quicker than you can do anything, so she actually wins from that.

It's easier to deal with Ragna RCing Inferno Divider since if he's in the air he has some ways to fall before he can hit you, so there's a gap. If he does it on the ground though it's a different story. It's not as big a deal with Ragna (and Jin) though since he's a rushdown character that's going to be on you the entire time anyway, as opposed to Mu who you might finally have cornered only for her to DP and then escape even if you block it.

Posted
Yeah, I'll call it out with a counter then just stand there like a retard when the followup misses. It puts you back to neutral though, but that's not really worth the risk of using the counter. Hotaru can clash with it if you time it right, but she can follow up with 2C or 5B way quicker than you can do anything, so she actually wins from that.

It's easier to deal with Ragna RCing Inferno Divider since if he's in the air he has some ways to fall before he can hit you, so there's a gap. If he does it on the ground though it's a different story. It's not as big a deal with Ragna (and Jin) though since he's a rushdown character that's going to be on you the entire time anyway, as opposed to Mu who you might finally have cornered only for her to DP and then escape even if you block it.

Wouldn't Hotaru > Tsubaki beat the shit out of them after Hotaru clashes?

Posted

236A>214A with Lambda is actually legit if you train your opponent to always look for the grab.

They get CH'd and then Lambda does massive damage because seed leads to pain.

Posted (edited)
214A has some bad range and it is easy to stuff it. It is only really useful for throw set-ups or frame traps if people start pressing buttons after 3C. But I was just doing random 236A/dash up 214A and it was working. Then again, it worked against you too so maybe I am not giving it enough credit.

It might have bad range but you're aware of that range and you're not gonna have it whiff. I do remember getting frame trapped after 3C because if I don't do something after 3C, you're just going to get away or a free pressure reset. I usually IB 236A so I'm not worried about that but 214A is a threat when I'm about to get guard broken.

Edit: Oh wait, you said 236A and my brain said 236B. Yeah, I don't know what to do against that thing lol. Other than being on the lookout for the grab.

Edited by Moy_X7
Posted
Isn't Mu's 2C faster than Tsubaki?

Edit: Ninja'd

I just got 5k with mu doing 5C after the Hotaru lool

Posted
I wonder if Kyo has a full-screen carry HD combo. Time to check that shit out.

He does, i made one up though. use that wierd ass command grab and then cancel to TK.LK, rinse and repeat lol. it's cheeezzzyy as fuck.

Posted
Yeah, if I block it and she has no meter to rapid, I can punish it easily. What I meant was the people I always fight, like Nemesis, always have meter to rapid after it, so even if I bait it, I'm still on defense. She can follow it up with 5C to make an airtight gatling and basically regain pressure even though she got baited. The only way to really make her hurt for it is to make it whiff, and then you're too far half the time to punish it effectively. It also is invincible to counters and goes through Hotaru.

Also, even her shotgun super beats Hotaru. My jaw dropped when I saw that.

http://www.dustloop.com/guides/bbcse/hitbox/mu/623C.html

Just stand a distance away and don't throw out an attack, she will whiff and you can easily do like 5C CH with Haku after that.

Posted
He does, i made one up though. use that wierd ass command grab and then cancel to TK.LK, rinse and repeat lol. it's cheeezzzyy as fuck.

Just so you know, that command grab Kyo has is blockable and really unsafe on block.

Posted
ARGGHHHH, I still have trouble with certain inputs with Seimitsu HAAAAALP ;__; Makes online play too frustrating.
cant react gotta predict, and that depends on the player
Posted
Is that why you always dodge me when we are online?

If we log in online at same time, I never notice ;__;

and the very few times I do, you're playing other shit ;__; I don't mind playing you, but since now I'm trying to learn with a Seimitsu, I'm sucking like 50 times more. Making a Houtenjin or a Yukikaze takes me forever.

Posted

*gasp* l though you were talking about lambda's 4b kyo. since she says 'seimitsu' but then l went back to read the post again and you are talking about something completely unrelated :psyduck: my bad.

Posted
*gasp* l though you were talking about lambda's 4b kyo. since she says 'seimitsu' but then l went back to read the post again and you are talking about something completely unrelated :psyduck: my bad.

Stop thinking about your waifu all the time and read the post you're replying to.

Posted
Well thanks for reminding me. I haven't really touched that game in ages lol.

The EX version is an actual, unblockable command throw.

I'd rather use RDP D to end combos than the command throw since it sets up his cross-up hyper hop j.2C oki.

Posted

@toan - I'm so free to lambda it's kind of embarrassing

@zeron - lol 6d

Btw who is justeen_biever?

@mu haters - Good players play the matchup and figure out mu is a fraud character with slow normals and gimmicky zoning. Bad players mash 5b and complain when it doesn't work.

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