Jump to content
Dustloop Forums

Recommended Posts

Posted

I'm not sure if this has been picked up on by you guys, but did anyone else notice that all deployed steins vanish when Mu's OD runs out? From what I observed, it doesn't seem matter when the stein was deployed; if it was active during OD, then it will disappear when OD is over. Likely not a big deal, but I find it odd.

Posted (edited)

H.H doing combos for about 15mins

H.H doing combos

He does his combos kind of funny and uses the same format for each starter

http://www.youtube.com/watch?v=XlJOmSkY8cU&t=12m06s

SOD Starter 4.2k. he dropped the 2c<distortion at the end

http://www.youtube.com/watch?v=XlJOmSkY8cU&t=4m8s

2B starter 4.5k 50 meter/3.9k no meter

http://www.youtube.com/watch?v=XlJOmSkY8cU&t=7m48s

5c<6c starter 4.2k the opponent died before he could finish

well he tried something kind of different

http://www.youtube.com/watch?v=XlJOmSkY8cU&t=10m21s

CH 2c starter 3.7k he dropped the combo

Thats all I got from him in that 13mins of him doing arcade mode

Edited by Tecta1Eastside
Posted

Hey guys, been reading the forums for a while and as a mu-12 player this forum has helped me out a lot so first let me say thanks to you guys.

One question though, I looked at Mu's CP move list on the first page and there has never been an update for the command to use Ikutachi. Has it not been discovered yet?

Posted
Hey guys, been reading the forums for a while and as a mu-12 player this forum has helped me out a lot so first let me say thanks to you guys.

One question though, I looked at Mu's CP move list on the first page and there has never been an update for the command to use Ikutachi. Has it not been discovered yet?

It's 63214B.

  • 2 weeks later...
Posted

Kurushii started uploading scans of the mook (thanks, kurushii!), the data should be up in the wiki eventually when the notes and everything are translated. Until then, here are some of the changes I've noted. There may also be some typos in it. Backdash is exactly the same, jump is mostly the same, but duration in the air after a normal jump is 1f shorter. Not sure if this means the jump isn't as high or if it moves faster. I'm not going to go over untech time, as the system is different. For damage and proration, you can check it out here : http://www26.atwiki.jp/myuu12/pages/97.html

5b startup 9->8

2c level 3->4

6b only RC or gatling into 6c (no super or special cancel), recovery 18->23, frame advantage -1->-6, no mention of foot invuln (currently 8-23)

stein shots level 1->2

236d startup 46->40, recovery total 63->81

j.236d startup 47->40, landing recovery 5->10

236a startup 23->17, recovery total 54->64

j.236a startup 23->30, recovery total 54->66+3 landing

623c startup 10->14, active 9->8

j.623c active 9->5

SoD (1) startup 19, active 5->7, recovery 24->22, frame advantage -10 -> -8

SoD (2) startup 41, active 5->7, recovery 24->22, frame advantage -8, has fatal (current levels 2&3 have a startup of 26&33, frame advantage of -10 & +3)

SoD (3) startup 61, active 5->7, recovery 25->26, frame advantage +10 -> -12, has fatal

214d (1) level 4, startup 35 (same), active 14, recovery total 42->41, frame advantage +38->+16

214d (2) level 4, startup 41 to 59, active 7.15, recovery total 47 to 65, frame advantage +23

214d (3) level 4, startup 60, active 7.7.7.9, recovery total 66, frame advantage +37

j.214d (1) level 4, startup 31, active 14, landing recovery 5

j.214d (2) level 4, startup 37 to 55, active 7.15, landing recovery 5

j.214d (3) level 4, startup 56, active 7.7.7.9, landing recovery 5

ikutachi startup 33f, level 4, active 4, same move proration, recovery 2 + 16 landing, frame advantage is -22

overdrive versions have startup of level 1 minimum, can be held, and active frames of level 3

yatanokagami total recovery 70->140

Frame advantage nerf on SoD, as well as habaya and totsuka nerfs make me sad, but I understand that these specials are very strong in CSEX, and that combined with the buffs it sounds a bit too good ;) Most normals didn't change, so I'm pretty satisfied, but the nerfs on the specials are going to force me to actually play footsies or something.

Oh wait, steins are dumb now.

Anyways, don't look at this as a comprehensive list of changes, I probably missed/ignored/couldn't read/misread a few, and things such as SoD's midscreen wallbounce on CH are missing.

Posted
SoD (3) startup 61, active 5->7, recovery 25->26, frame advantage +10 -> -12

I guess SoD is a ghetto frame trap/combo filler only move now. =( I am sad, but at least 214D is all classy now.

Posted (edited)

Eventhough not mentioned, 6b still cancels into steins

http://www.youtube.com/watch?v=2WPk0qgMmMM&t=2m51s

Even if 6b doesn't cancel into normals or special, it still seems possible to combo from it with normals like 5c if the opponent is airborn (just like in extend) despite the increased the recovery on it

http://www.youtube.com/watch?v=2AzAVnNLc40&feature=youtu.be&t=10m38s

Also any news on j.2c? Because the japanese players seem to throw out j.2c alot and i can't imagine them doing that if j.2c has not changed seeing that it has 10 frames landing recovery in extend.

Another question that i would like to ask if the higher levels of SoD have extra properties (like wallbounces or something)? Because if it has , then it will have some use for it incase we score a 6c FC

edit: i kind of suspected that 2c had a hitstun buff because of an earlier combo video with 2c > IAD j.b or j.a > j.c > j.2c loops

http://www.youtube.com/watch?v=ENvKb2_pl8E&t=1m2s

later edit: interesting to know that 6b is -6 on block. Her 6b needed a nerf anyway because it can be combo'd from it at midscreen for over 3k damage now

Edited by bakahyl
Posted (edited)
Kurushii started uploading scans of the mook (thanks, kurushii!), the data should be up in the wiki

stein shots level 1->2

Most normals didn't change, so I'm pretty satisfied, but the nerfs on the specials are going to force me to actually play footsies or something.

Oh wait, steins are dumb now.

Anyways, don't look at this as a comprehensive list of changes, I probably missed/ignored/couldn't read/misread a few, and things such as SoD's midscreen wallbounce on CH are missing.

All I do is play footsies and the stein lvl buff makes it better lol.

I like the changes though

Im gonna list some stuff i've noticed but it might be old though

Also any news on j.2c? Because the japanese players seem to throw out j.2c alot and i can't imagine them doing that if j.2c has not changed seeing that it has 10 frames landing recovery in extend.

Another question that i would like to ask if the higher levels of SoD have extra properties (like wallbounces or something)? Because if it has , then it will have some use for it incase we score a 6c FC

On CH or non-CH close to the ground for j2c on a grounded opponent:

we get 3k and even CH j.C>j2c>etc works

CH 5c midscreen leads into at least high 3k and max i've seen is 4.4k meterless lol

http://www.youtube.com/watch?v=YNc58YHBUYE&t=7m10s

CH 6a/2c still do 3k and might break higher maybe meterless

Her hurtboxes are worse on:

5c,jc,2b

6c horizontal reach is smaller

I didnt know TK j.236d has less recovery in Extend also than 236d.

I wished i knew that.

http://www.youtube.com/watch?v=4_GrNFX2jkc&t=5m42s

Good setup for 25meter 4k from 2b starter

Edited by Tecta1Eastside
Posted
All I do is play footsies and the stein lvl buff makes it better lol.

On CH or non-CH close to the ground for j2c on a grounded opponent:

we get 3k and even CH j.C>j2c>etc works

That wasn't exactly my point. In extend even with a FC j.2c, you couldn't always combo from it on a standing or crouching oppponent if you were not that close to the ground, unless j.2c has become more reliable (as in less recovery) i can't imagine why it is being used so much all the time in CP.

Posted (edited)
That wasn't exactly my point. In extend even with a FC j.2c, you couldn't always combo from it on a standing or crouching oppponent if you were not that close to the ground, unless j.2c has become more reliable (as in less recovery) i can't imagine why it is being used so much all the time in CP.

Oh I didnt read your sentence correctly. I dont know why they throw out j2c that much now.

The jp mu players might be over concerned with hitting someone for dmg maybe.

Edit: I think j2c just has more hitstun now but I'm not sure

Edited by Tecta1Eastside
Posted (edited)

J.2c forces crouch now, giving it more hitstun. This, combined with her new ability to get actual damage on crouchers, makes it one of her most reliable starters.

Her hurtboxes are worse on:

5c,jc,2b

This is misinformation I've seen repeated quite a bit from several different sources, so I'll try to be as clear and possible to fix any confusion.

A worse hitbox directly refers to the actual dimension of the hitbox. What has been changed in cp in regards to Mu's strong pokes is not the hitbox dimensions, but the early and lingering windows that those boxes are contactable outside of the active frames. In cp, this window is larger.

Other important notes in regards to frame data:

Steins now start up micromentally faster, similar values apply to charged steins.

5d 116>115

xd 122>120

Origins Startup is only 10f in Overdrive as opposed to 14 normally.

Normal stein hit air untech time is 21 frames, an increase of 6 frames over csx's 15. Air counterhit is untechable for 44 frames.

Crush Trigger is 30~60f startup and is neutral on block. Being able to charge it is VERY STRONG, even though it does not change any properties of the actual crush trigger.

Edited by C0R
Posted

This is misinformation I've seen repeated quite a bit from several different sources, so I'll try to be as clear and possible to fix any confusion.

A worse hitbox directly refers to the actual dimension of the hitbox. What has been changed in cp in regards to Mu's strong pokes is not the hitbox dimensions, but the early and lingering windows that those boxes are contactable outside of the active frames. In cp, this window is larger.

I couldn't understand this part, but is that supposed to be a good or bad thing?

Posted

Lol it's a bad thing, baka.

Basically our hurtbox (not the hitbox) is active for more time before and after the move, so we can be hit out of it well, more now.

I feel like I repeated myself 3 times there too lol

Posted (edited)

Unlimited Moo: http://www.youtube.com/watch?v=no2Gkwcx0xc

-Habaya back to CS2/X speed

-One of the steins fires off a spread shot

-Habakiri and Omoikane always OD versions

-"Soul Satellite" Distortion where four Habaya encircle Mu (YES)

-Crush Trigger is much bigger, can use without meter?

-Ikutachi has additional animation, looks like EX Ky's flipkick

Edited by Zeromus_X
Posted

One thing I noticed that Tsurugi is the normal version but can be charged up to be the Unl. version.

Posted (edited)

Gilgamesh #1 u-12 atm

http://www.nicovideo.jp/watch/sm20565453

http://www.nicovideo.jp/watch/sm20565491

http://www.nicovideo.jp/watch/sm20565746

Edit:

BBCP - Gilgamesh *Hoan (μ-12) VS Film (Hakumen)

[4/9/2013] Gilgamesh µ vs Film Hakumen

[4/9/2013] Gilgamesh µ vs Film Hakumen

[4/9/2013] Gilgamesh µ vs Film Hakumen

Edited by Tecta1Eastside
Posted
For the people who have seen the data: how many frames startup has her crush trigger and how long can it be charged?

30-61 startup!

Posted

I wasn't quite sure where to ask this, but I figured it would be fine here. If not, I apologize.

I seem to be having trouble placing a Stein after a HJC.2C...For example, the most basic one; Throw > 5C > 2C > HJC > j.2C > 5D. I never seem to have enough space to place the Stein and if I delay too long then it's a recover.

Posted (edited)
I wasn't quite sure where to ask this, but I figured it would be fine here. If not, I apologize.

I seem to be having trouble placing a Stein after a HJC.2C...For example, the most basic one; Throw > 5C > 2C > HJC > j.2C > 5D. I never seem to have enough space to place the Stein and if I delay too long then it's a recover.

If you were talking about corner combo's, it also depends on your proration and your height. Like because of the bad p1 of throws, you can't do the high loop with "5c>2c" but you can use the "mid loop" with 5b > 6a > j.2c > j.5d . Eventhough this version is not even the most optimal corner throw combo.

See this thread more on her throw combo: http://www.dustloop.com/forums/showthread.php?11490-CS2-CSE-%CE%BC-12-Combo-Thread-%28Updated-9-23%29&p=1016533&viewfull=1#post1016533

Likewise if you added too many hits while using an "weak or average starter" like for example 2a>2b>5c>2c>3c> SoD > 66 6a > 6b (i think this combo has turned into a blue combo mid way for me a few times) , the "high loop" 5c>2c won't work but you can settle for a different loop. Like with the socalled "low loop" SoD > 66 6a > j.2c > j.d > 2b > 5c > 2c > j.2c > 3c

As for height, you can use the 5c>2C version when your opponent is somewhat high in the air like after ( some hits ) > SoD> 66 6a > 6b > 5c > 2c or (some hits) > SoD> 66 6a or 5b or 2b > 5c>2c . The latter one is a less optimal version but i use it when i am not sure if i am able to reach the opponent with 6a when he was close to the corner but not completely in it

Edited by bakahyl
forgot to add a dash after SoD

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...