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Posted

Could I please get some direction on preferable TK ball usage? Now that I can reliably do it

Posted

Is this in CSEX? TK Habaya is good in blockstrings, pretty safe if you space it right, can extend your pressure or do throw bait shenanigans. Not sure about CP since it looks noticeably slower but we can probably get away with using it occasionally.

It's also good to mix in your oki, like knockdown > charge stein > TK Habaya. At this point, the habaya forces them to block, while allowing you to still recover in time to block if they commit to a reversal, and a charged laser giving you a chance at mixup. This is just one example, you can get really creative, and again, this may not work as well in CP. Airthrow > TK Habaya is pretty good too, gets them scared after you've already been doing 2B meaty/crossunder(or not) setups. If they neutral tech, the Habaya is super meaty and you can do whatever you want.

Posted
Could I please get some direction on preferable TK ball usage? Now that I can reliably do it

*in the corner for oki

*if you believe your opponent is going to IAD into it from full to mid screen.

*if you are trying to set extra steins.( have a stein bit ready to cover you when you do this)

All i can think of atm

Posted

I really like using it to mix things up in my pressure against opponents that rely on their anti airs a lot or tend to respect too much. Ex: 2a 6a 2b 2c 3c j.236a (though in that case I prefer not TKing the input) If they get hit you might have enough time to go in and get a small combo (2a 2b 5c 3c ish, depends on situation), on block it feels like it's plus.

You can also airdash forward after the recovery of j.236a, good when you're low to the ground.

Posted

Ikutachi is stein cancellable. Well atleast on hit, but can you do that on block? If so, then this move might be slightly safer than expected (but i don't think so because i haven't seen anyone do it)

Posted
Ikutachi is stein cancellable. Well atleast on hit, but can you do that on block? If so, then this move might be slightly safer than expected (but i don't think so because i haven't seen anyone do it)

It was shown to be stein cancelable on block in one video, but I can't remeber the link.

It's likely that the stein set from that cancel is not jump cancelable, but we'll see.

Posted

A stein set that is cancelable into a jump from Ikutachi would be pretty great

Is this in CSEX? TK Habaya is good in blockstrings, pretty safe if you space it right, can extend your pressure or do throw bait shenanigans. Not sure about CP since it looks noticeably slower but we can probably get away with using it occasionally.

It's also good to mix in your oki, like knockdown > charge stein > TK Habaya. At this point, the habaya forces them to block, while allowing you to still recover in time to block if they commit to a reversal, and a charged laser giving you a chance at mixup. This is just one example, you can get really creative, and again, this may not work as well in CP. Airthrow > TK Habaya is pretty good too, gets them scared after you've already been doing 2B meaty/crossunder(or not) setups. If they neutral tech, the Habaya is super meaty and you can do whatever you want.

I actually went back and watched the few games we had (since it was you i recorded them) and to my surprise (well it shouldnt surprise me ) you basically enacted in those matches exactly this form of your advice - really it was quite helpful

Posted (edited)
It was shown to be stein cancelable on block in one video, but I can't remeber the link.

It's likely that the stein set from that cancel is not jump cancelable, but we'll see.

The stein set after Ikutachi on hit is jump cancellable (i think), because otherwise how else do people use a backwards airdash and j.c to combo from it?

Edited by bakahyl
lol @ my horrible english
Posted
The stein set after Ikutachi on hit is jump cancellable (i think), because otherwise how else do people use a backwards airdash and j.c to combo from it?

That's on hit, µ actually does have move specific restrictions for jump cancels vs airdash cancels on hit as opposed to block.

Posted

I wouldnt go for ikutachi outside of combos besides using it to escape the corner; unless i know my opponent is going to block it. I've seen Jin's 5c anti-air beat it out and it doesnt look that hard to dp on reaction.

Posted
I wouldnt go for ikutachi outside of combos besides using it to escape the corner; unless i know my opponent is going to block it. I've seen Jin's 5c anti-air beat it out and it doesnt look that hard to dp on reaction.

Since it moves Mu's hitbox, it might allow us to deal with a few specific things. Even though it doesn't work in this case, it still shows the potential : http://www.youtube.com/watch?v=4r1fiTslpLs&feature=youtu.be&t=23m25s I'm usually too slow on reacting to spike chaser with 6c, and both projectiles just cancel each other out, don't know the actual data yet, so this is just speculation.

Posted
Since it moves Mu's hitbox, it might allow us to deal with a few specific things. Even though it doesn't work in this case, it still shows the potential : http://www.youtube.com/watch?v=4r1fiTslpLs&feature=youtu.be&t=23m25s I'm usually too slow on reacting to spike chaser with 6c, and both projectiles just cancel each other out, don't know the actual data yet, so this is just speculation.

Come to think of it, what level projectile is Mu's 6c? Because some of Nu's projectiles (like spike chaser, because habaya does not cancel it anymore) have been boosted up to level 2 in CP.

Posted

6c should destroy every projectile that can be destroyed and null 1 hit off the ones that cannot be destroyed. It is level 5.

Posted
Come to think of it, what level projectile is Mu's 6c? Because some of Nu's projectiles (like spike chaser, because habaya does not cancel it anymore) have been boosted up to level 2 in CP.

Do you have a video showing that? I know that Luna Nu's projectiles are level 2 but I hadn't heard about any of Dia Nu's projectile levels outside of her super being level 2.

6c should destroy every projectile that can be destroyed and null 1 hit off the ones that cannot be destroyed. It is level 5.

That is its attack level, not projectile level. There are only 3 projectile levels. Mu's 6C had a projectile level of 1 in Extend.

Posted (edited)
Do you have a video showing that? I know that Luna Nu's projectiles are level 2 but I hadn't heard about any of Dia Nu's projectile levels outside of her super being level 2.

edit:

http://www.youtube.com/watch?v=4r1fiTslpLs&feature=youtu.be&t=12m28s

when i made this post

@12:28 of that link

Wow, spiker chaser seems to be atleast a level 2 projectile now seeing that habaya did not stop it. Which will make this match even more annoying than it already was

6b still seems to cancel into 5d on block, not sure if this will make it safer against characters who can stop the new 6b, 6c blockstring like tager who can sledge through it.

@23:30 Ikutachi was used to escape nu's blockstring with spike chaser. Interesting , seeing that habaya no longer stops it.

Spike chaser and habaya seem to go through each other , but in extend habaya stopped it. Habaya probably went through because of the sheer amount of hits it has.

Edit: a possible different explanation is that each spike is a seperate hit in CP instead of that spike chaser was one hit in extend

Edited by bakahyl
because of my bloody horrible english
Posted
That is its attack level, not projectile level. There are only 3 projectile levels. Mu's 6C had a projectile level of 1 in Extend.

lol, this is new to me. l thought it was all the same shit. it would be worthwhile to know the projectile level of every projectile then...

Posted

Anyone here not in the skype group and want in? Here's some information from it I thought would be useful for everyone.

Cor: Starting pressure with meaty 2b on oki

stephen awesome: right ok

Cor: Stein allows a gapless reset into Linking another dash 2b

Cor: So now you're in their face, you have your 2b and 5b chains remaining

stephen awesome: oh wait you mean stein cancel from 2b?

Cor: No like the stein you set from the j.2c/6c for knockdown hits then

stephen awesome: ok

Cor: allowing you to reset pressure

Cor: So you have them blocking

Cor: And you do some staggered late chains

Cor: Hopefully catch them jumping

Cor: Maybe use a nasty karathrow

Cor: But they don't fall for it

Cor: And they keep holding downback

Cor: And you're like, hmm I need to open this guy up

Cor: Time for

Cor: Late chain max range 6a

Cor: into TK BALL

stephen awesome: like...

stephen awesome: \2a 6a 2b 6a

Cor: More like

Cor: Dasing 2a :5b :6a 2b :6a

Cor: dashing*

stephen awesome: oh my

Cor: Her early chains don't have much pushblock, and if you confirm their barrier block you can just end it before you whiff

Cor: 1 frame dash doubles the horiztonal range

Cor: think about that

Cor: double range omohikane

Harukasan: I know for certain I've done such a thing before

Cor: Immune to Malboro Man

Cor: Litchi has only one setup that beats dashing omohikane

Cor: One of µ's biggest gaps in her blockstrings is between 2b and 5c

Cor: This is when 720, abuster and hakudrive show the most

Cor: However, 2b also has a 10f late chain window

Cor: Which, when coupled with the 9f startup of 5b

Cor: Leaves a total range of gapless > 24f gap

Cor: adjustable at your discresion

Cor: So he's hitting 2/6d

Cor: and you leave a gap to bait it

Cor: Your reward of 7k off 5b CH, is THREE TIMES the reward of his drive landing

Cor: Therefore the risk reward is highly in your favor

Cor: Thus, massive late chains are favorable in the hakumen matchup

Cor: If he smartens up, and attempts to IB 5a you

Cor: simply adjust the timing to CH the 5a

Cor: If he tries to jump, 5b is air unblockable, and you force him into blocking j.aaaaaaa > unblockable airdash mixup

Cor: TK hotaru gets trashed because he gets hit out of jump startup

Cor: All by adjusting the timing of one simple gap in your pressure string

Cor: and mu has these gaps EVERYWHERE

Cor: So you can apply this matchup knowledge to every single normal

Cor: due to her excessive late chain presence on her huge gatling table

Pedro: lol I just read a lot of that, I feel kind of dumb about the late gatling into 5b... I'd just late gatling into 2c since the reward is good anywhere, but I really should go into 5b instead when I'm close to the corner for the extra damage or mixup options on block

Cor: The ability to continue pressure after 5b is the big one too

Cor: Like if you go into 2c you're done

Pedro: depends, 3c into j.236a lets you continue if you don't abuse it

Cor: 3c is good too

Cor: I pick 5b because it is fast

Cor: and is easier to make smaller gaps

Cor: and

Cor: BIG DAMAGE

Pedro: dat damage

Cor: 5b > 6b > Sod > 6a > 5c > 6c > ynk

Cor: into all the damage

Cor: > high > mid > omo

Cor: it's like 7.2? I think

Cor: maybe higher

Pedro: dayum

Pedro: I actually hit 5b ch 6b sod loops in a match the other day

Pedro: with that combo would you do like ynk > 5c > 2c etc

Cor: 5c 2c highloop

Cor: midloop

Cor: ynk 2 hit ideally

Cor: any more and it's not worth it

Cor: have to remember the stein count

Pedro: yeah

Cor: 7746!

Pedro: I actually like using 214d sometimes just because I can't remember where all my steins are (shame on me)

Cor: That's why they do tachi by the way

Cor: instead of habacan

Cor: Because you lose stein net via habacan

Cor: whereas tachi you keep it

Cor: so you lose damage but gain better tostuka after knockdown

Pedro: I don't know if I agree with that in the long run

Cor: It's up to the player

Pedro: pretty sure 4 stein setups are going to be easier with the added level on them

Cor: But with totsuka nerf we'll have to see when we get it

Cor: Yeah there are already 3 stein nets off throw

Cor: so we'll see

Pedro: yeah totsuka nerf is sad, the damage part too

Cor: p1 nerf

Cor: on the other hand

Cor: 5a 2a sod 5c 2c

Cor: 100p1

Pedro: I guess it's so we can still do some damage with that sad p2 on 6c and ikutachi

Cor: SoD starter is now better than 6c was

Cor: Even though it's not fatal

Cor: So max damage could be higher

Cor: especially with bomb change

Cor: And charge stein speed

Pedro: oh yeah do you know anything about stein speed changes?

Cor: All I know is air stein set is much faster

Cor: Overall firing speed is roughly 2/3 that of cs2 firing speeds

Cor: + increase of game speed makes them look like they fire twice as fast

Pedro: yeah

Pedro: hard to tell exactly

Cor: Need to get my hands on it to crunch numbers

Cor: I know the matchup really well now

Cor: Maybe like

Cor: 5.1:4.9

Cor: Valk favor

Cor: Even really

Cor: He has some stuff

Cor: Mu has stupid uppercut

Cor: and kills him in 1.25 combos

Pedro: oh yeah

Pedro: I just don't like neutral against him that much, I haven't really found a strategy I can rely on

Cor: stein set jc j.2c

Cor: ball

Cor: j.aaaaaaaaa mash

Cor: j.a so good

Cor: I'm using so much now

Pedro: j.a huh, I'll have to try that in the matchup

Cor: j.a is good against the circus act characters

Cor: valk

Cor: haz

Cor: tao

Cor: bang

Cor: cause whiffchains

Cor: They can't bait j.c and kill you

Pedro: I don't like j.a that much against bang :\

Cor: It's all you have that beats j.b

Cor: And j.b is dagawd

Pedro: j.b is indeed dagawd

Pedro: I just try to avoid it

Cor: Yeah

Cor: Rising airthrow works against him

Cor: As a low to high air to air

Cor: Similar to how you fight kune j.b

Pedro: but yeah back on valk, reason I hate fighting him is even though I'll probably win most of the time, I'll still lose every now and then and I'll have trouble seeing what I could have donne better

Pedro: kune j.b omg souji is too good with that -_-

Cor: mu/lam can backdash it for free

Cor: Easy fix

Pedro: hahaha

Pedro: no

Cor: wuuut

Cor: 5a beats every height backdash loses to

Cor: Cause of the extended hitbox

Pedro: we're talking about kune j.b right?

Cor: http://www.dustloop.com/guides/bbcse/hitbox/arakune/ar251_05.png

Cor: 5aaaaa dat nigga

Pedro: oh he doesn't jump in with it

Cor: You mean the fuzzy?

Cor: Or the iad stuff?

Pedro: can't remember exactly as I don't have too much kune exp, but I think it was something like jcable normal into rising j.b ad j.4b

Cor: The iad pressure then

Cor: you iad j.b

Cor: as in

Cor: something > jc > jb > IAD > barrier cancel > j.b

Pedro: yeah, backdash didn't deal with that

Cor: What backdash fixes is the gap between the pressure

Cor: when he picks low j.c or land

Cor: After you block j.b

Cor: Kune's only callout for backdash is 2c

Cor: After he hits the ground from j.b

Cor: Cause he can't run

Cor: It's a little weird to explain

Pedro: nah I can see it

Pedro: I thought that might be gapless or something

Cor: Yeah but he's like +4 after he hits the ground from j.b

Cor: His 5a is garbo slow

Cor: So he can't gapless you into anything

Cor: 2c is only viable chaser to punish backdash

Cor: And wild 2c eats dirt on block

Pedro: yup

Cor: Well sorry, he does have 1 other option

Cor: air special cancel j.b final hit into air b teleport

Cor: From which he will catch respect and backdash

Cor: but will not beat mash

Cor: Someone ask me a question

Pedro: cor you still there? how do I fuzzy

Cor: you can do it off any blocked 6a

Cor: where they block it standing

Cor: or any deep j.b

Cor: but for j.b you need to actually hit the ground then do a rising j,b

Cor: you can't jc into rising j.b

Cor: else you can't do a real combo afterwords

Cor: because you need to airdash

Cor: j.b is also a really gay instant overhead on tager

Cor: in case you ever want to cheese out brice

Cor: lol

Cor: Record mu doing 6a > j.b j623c on HIT

Cor: Like they get hit standing by 6a

Cor: then after you have the recording do the blocking and fuzzy yourself

Pedro: so, first of all, thanks :D

Pedro: I've been playing around with this for a couple hours in the lab, loving it

Cor: It's good to know

Pedro: but I've been finding a few other things that maybe you knew or didnt

Cor: shoot

Pedro: j.b jc rising j.b DP works on a lot of characters :D

Cor: The reason you don't do jc rising j.b is because the jc consumes your air option

Cor: and you can't do the combo off fuzzy jb

Pedro: ah but in the corner, just DP rc etc

Cor: In the corner jc is fine

Cor: but midscreen you need the airdash

Pedro: I find it really tight to get so

Pedro: midscreen I think I'd stick to crossups

Cor: It's a little tough

Cor: certianly

Pedro: but yeah so far I've gotten it in the corner on ragna, jin, tager, litchi, haku, valk

Pedro: I thought it would only be like tager/litchi/haku

Cor: Fuzzy j.b only whiffs on like three characters

Pedro: the fun part, I'm guessing you know this, is that DP whiffs on most after the second j.b

Pedro: unless you just dash on the ground before jumping

Cor: do you know how to do the tao rising j.b combo off 5c?

Pedro: nope

Cor: Basically, it only works if you microdelay the j.b to hit them when they start to stand back up after the hit recoil

Cor: same precept can be applied to j origins

Pedro: oh didnt try that

Cor: Fixes the problem on some characters

Pedro: so this other thing

Pedro: I was trying to get a setup, kind of hard to do and requires them to tech immediately, corner combo > j.2c j.5d land j.b rising j.b ]d[ j.c j.b etc.

Pedro: but then I realised that j.2c j.5d neutral jump falling j.c is a safejump, that makes ID whiff

Pedro: which is more interesting

Pedro: because I was always doing whatever jump without steins to get some kind of safejump, but with this one you actually have a stein

Cor: neat

Cor: I figured the jc landing recovery would mess it up

Cor: does it hit crouchers?

Pedro: no, but since you're in the air I'm assuming they'll be blocking standing... else j.2c j.5d jump forward j.b is also a safejump

Pedro: I'll have to test it out on the guys to see how they react, and which one seems more stable

Pedro: loses to rolls obv

Cor: So do all the hakumen fuzzy j.b setups

Cor: people still block them

Pedro: ah you just crouch to avoid the first j.b? sounds like a hard callout though :\

Cor: No like

Cor: You beat hakumen's corner j.b setup by rolling

Pedro: ah yeah

Pedro: I almost always late tech or roll against haku

Pedro: our local hakus have been nah for a long time but they started coming back so I'm learning the matchup a bit more now

Pedro: oh yeah, also random thing, I think I remember brice telling me you'd told him Mu's should do j.c j.d more when he came back from bbr, I didn't think much of it at the time, but I've been working on that recently too

Pedro: it's soo good, just kind of hard to time sometimes, but like, (blocked) j.c j.d 2a 6b (hit) ]d[ 2b 2c 5c 6c etc....

Cor: Yeah dude

Cor: people just don't know

Cor: ye

Cor: My favorite after j.c j.d is

Cor: 2a 6a 2b 5d ]d[ j.236a dash 2b > xxx

Pedro: ah yeah that looks solid

Pedro: got this long one, but people usually get hit or DP at some point so I've only done it fully once or twice so far : j.c j.5d 2b 5c 6d j.c j.5d 2a 2b 5c 6d (236a) 236d 2a 6a 2b 3c (if 2b hits) j.b j.c j.2c

Cor: Advanced pressure strings

Cor: wooo

note : dash j.b j.b DP¨fuzzy works on ragna, jin, tager, litchi, haku, valk, haz (hard: tsubaki, relius)

combo : (dash j.b) dj.b DP RC 6a 6b 5c 2c j.c j.2c 2c 6c 6d SoD 2c/6a j.2c (3c super)

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