IxisNaugus Posted March 15, 2013 Posted March 15, 2013 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.
Tecta1Eastside Posted March 21, 2013 Posted March 21, 2013 (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 March 21, 2013 by Tecta1Eastside
DarkRios III Posted March 21, 2013 Posted March 21, 2013 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?
HiagoX Posted March 21, 2013 Posted March 21, 2013 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.
Tecta1Eastside Posted March 21, 2013 Posted March 21, 2013 BBCS EX C0r u-12 Labwork 720p HD The Full 1hr&22mins of u-12 tech Music cuts on at the 6min mark before everyone ask BBCS EX FT5 C0r (u-12) vs Huey (Bang) 720p HD Huey and C0r play an offline FT5. All taken for here: http://www.twitch.tv/c0rtv/b/379927874 Enjoy
pochp Posted April 1, 2013 Posted April 1, 2013 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.
Zeromus_X Posted April 2, 2013 Posted April 2, 2013 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.
bakahyl Posted April 2, 2013 Posted April 2, 2013 (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 April 2, 2013 by bakahyl
Tecta1Eastside Posted April 2, 2013 Posted April 2, 2013 (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 April 2, 2013 by Tecta1Eastside
bakahyl Posted April 2, 2013 Posted April 2, 2013 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.
Tecta1Eastside Posted April 2, 2013 Posted April 2, 2013 (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 April 2, 2013 by Tecta1Eastside
C0R Posted April 2, 2013 Author Posted April 2, 2013 (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 April 3, 2013 by C0R
bakahyl Posted April 5, 2013 Posted April 5, 2013 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?
Lord Pwnge18 Posted April 5, 2013 Posted April 5, 2013 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
Zeromus_X Posted April 6, 2013 Posted April 6, 2013 (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 April 6, 2013 by Zeromus_X
Lord Pwnge18 Posted April 7, 2013 Posted April 7, 2013 Holy jesus that Habaya distortion is fucking cool
TPPR10 Posted April 7, 2013 Posted April 7, 2013 One thing I noticed that Tsurugi is the normal version but can be charged up to be the Unl. version.
Tecta1Eastside Posted April 9, 2013 Posted April 9, 2013 (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 April 10, 2013 by Tecta1Eastside
bakahyl Posted April 10, 2013 Posted April 10, 2013 For the people who have seen the data: how many frames startup has her crush trigger and how long can it be charged?
skd Posted April 10, 2013 Posted April 10, 2013 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!
TPPR10 Posted April 12, 2013 Posted April 12, 2013 One thing I found out about Unl. Mu is that her new DD is replacement to Celestial Jewels.
Kuraudou Posted April 12, 2013 Posted April 12, 2013 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.
bakahyl Posted April 12, 2013 Posted April 12, 2013 (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 April 12, 2013 by bakahyl forgot to add a dash after SoD
Lord Pwnge18 Posted April 12, 2013 Posted April 12, 2013 I think it's really cute how you fill out the "reason" field when you edit your posts, bakahyl~
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