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Posted

Only vs crouching though. With RC's in extend, BAM, 6k mudscreen combos regardless of crouching/CH or not. Though 3.5k average is still better than 2.1k in extend.

I dislike it when my wakeup backdash doesn't even come out. I'd still get a bit angry if it was baited, but at least its knowingly my fault xP

Posted
hey mu isn't that easy. ok OPTIMAL mu combos aren't that easy.

Mu is lots of fun (and Noel) but even their optimal shit is pretty easy. To be fair I guess, there's not a whole lot that is difficult about BBCP combos.

If we are going to talk about faceroll nonsense; fuck characters that get combos/oki off of DP. More so if they don't even have to RC. That's always bugged me.

Posted (edited)
I'm not saying it's a problem fighting against them. I just feel like the character is braindead. I usually do decently. I just want to quit the game when I see it on the screen.

If you are facing a braindead Mu when you are using Nu, then you are doing incredibly stupid things

5c, j.2c should be the least of your problems seeing that Nu can easily stuff both with her stronger mid-range

edit:

I just hate mus that know how to use their 5C, it's SO ANNOYING! It's too good against Bang

Wait? Too good vs bang who can use his drive with guardpoint (seriously, if the Mu mashes 5c what keeps you from using it ), nails and his extra airdash with jump in's to get in on Mu?

Edited by bakahyl
Posted
If you are facing a braindead Mu when you are using Nu, then you are doing incredibly stupid things

5c, j.2c should be the least of your problems seeing that Nu can easily stuff both with her stronger mid-range

The only things I could do to face a braindead Mu would be to sit down at the station and challenge them or accept when they sit down at mine. I could see this being an "incredibly stupid thing" if I had prior knowledge of their character/playstyle, but otherwise I'd say it's chance.

As far as easily stuffing a 5C, the only normals I have with that range are my 5C/6C and the startups are a little lacking to go against Mu's 5C. Like I said, I'm not having problems fighting them, I just dislike the nature of their combos. No offense to anyone that plays them as I know there are skilled individuals that do so.

Posted (edited)
The only things I could do to face a braindead Mu would be to sit down at the station and challenge them or accept when they sit down at mine. I could see this being an "incredibly stupid thing" if I had prior knowledge of their character/playstyle, but otherwise I'd say it's chance.

As far as easily stuffing a 5C, the only normals I have with that range are my 5C/6C and the startups are a little lacking to go against Mu's 5C. Like I said, I'm not having problems fighting them, I just dislike the nature of their combos. No offense to anyone that plays them as I know there are skilled individuals that do so.

Then it lies with your matchup experience because Nu is a bad matchup for Mu. Because if you are in Mu's range then you have messed up in your zoning.

Fighting Mu as Nu should be like fighting Ragna, her steins should not be an issue because Nu can hit Mu out of it or at worst force Mu to block and the stein won't fire

Besides trying to challenge Mu's 5c with your 5c and 6c is stupid, better to run up and use 2a, 2b or 3c (faster than Mu's 5c by 1f)

Edited by bakahyl
Posted

I'm well aware that it is in my favor and I'm well aware that for her to be there, I could have kept her out if I did everything correctly. However, I think you're missing the point of my statement. I'm not sure how to word it in a more understandable way, so I can only reiterate that "I just dislike the nature of her combos" and leave it at that. The conversation was originally about Noel and I have the same disdain for her combo routes as well, thus I expanded on my similar feelings regarding Mu's combos.

Posted
I'm well aware that it is in my favor and I'm well aware that for her to be there, I could have kept her out if I did everything correctly. However, I think you're missing the point of my statement. I'm not sure how to word it in a more understandable way, so I can only reiterate that "I just dislike the nature of her combos" and leave it at that. The conversation was originally about Noel and I have the same disdain for her combo routes as well, thus I expanded on my similar feelings regarding Mu's combos.

That's like me saying that i Hate Nu's drives, because it nearly covers the whole screen

Posted (edited)
-takes a deep breath- DDDDDDDDDDDDDDDDDDDDDDDDDDD...and D.

I hate the way some people use her too. Like I fought this Noel in arcade lobby and no matter how many times I punished him with Mu's normal, he kept trying to do the same stupid nonsense that didn't work the first three times.

I started to play Relius because Lanto countered D spam so well. (I liked how he played so I kept going with him)

The link in my sig is symbolic of that fateful day.

Edited by Myoro
Posted
That's like me saying that i Hate Nu's drives, because it nearly covers the whole screen

And that would be your opinion and not an uncommon one. My dislike stems from the simplicity of their main combo routes..and yes they sometimes stem from a very resourceful move like Mu's 5C. Everyone has things they dislike about certain characters. Hence the "pet peeve".

Posted
And that would be your opinion and not an uncommon one. My dislike stems from the simplicity of their main combo routes..and yes they sometimes stem from a very resourceful move like Mu's 5C. Everyone has things they dislike about certain characters. Hence the "pet peeve".

5c only combo's from CH or when in the air (or blocking low, which is unlikely in the case of raw 5c)

Posted

the odds of reward and the risk on autopilot 5c>6c is relatively low. for example as tsubaki, fishing with ch with 5b>6c only combos on counter hit. on air hit, straight up get punished as they tech through 6c. on block, can be jabbed out. no combo on crouch. ok on whiff, but not that much range so only ok. fishing with 5c>6c results in 60+ frames of recovery on whiff, and the rest is the same.

also has massive range, a fast startup, and hits pretty high in the air too. so yeah, you really have to be careful around that move, and well, duh of course it's going to be used a lot.

Posted
I'm pretty sure her drive is for combos, not evasion.. She's supposed to be the character that's easy to get into the game with, for beginners who don't know combos, while at the same time still being a viable character to use at a higher level. She shouldn't be able to cancel into her other drive moves on whiff, she can still have the specials though. Cause assault through is the move designed for evasion. If this was the case, Noel's would have to get smarter about their general playstyle

So what do you call the high profile 2d, the low profile 6d/3c, the crossover, and all the drive moves the move her in all sorts of different directions?

the character is designed to correctly predict and punish many of your options while in drive. Yes, it is useful in combos. But it is also useful due to its myriad of options. If you see a top[\i] Noel play you will see her able to do things like evade a dp, go through/around a burst, mixup, all of that and more while using chain revolver.

if this wasn't the case, the character would not have been able to whiff drive normals at least once in these past 5 years.

That is why "d spam" was once a decent strategy and can still be gimmicky one in cp. Noel is a strong character, and at higher play you will see only the most innovative ones placing in tournaments.

the key to beating drive strings are to wait. Get ready to block the overhead, low and crossup. Ib everything else, which will come with more experience vs the character. Having a dp makes your options stronger, but of not, most characters can rps a mash/back dash/jump after ibing something. Knowing what she'll do next is important for maximizing your chances to choose the right thing and punish her.

Posted

Another thing just came to me, I hate it when a person tries to use time to their advantage via Ice Sword spam, optic barrel whatever. They then proceed to run away and use whatever long range capabilities they have in an effort to win by time up. I don't have a problem with that, I often use j.236a orbs in the same manner. My problem is when they act butthurt after losing, while using their "foolproof" strategy. I even had a guy send me hate mail for not running into his projectiles and pursuing him.

Seriously, you knew the risks of playing tag, so why be mad?

Posted
If you are facing a braindead Mu when you are using Nu, then you are doing incredibly stupid things

5c, j.2c should be the least of your problems seeing that Nu can easily stuff both with her stronger mid-range

edit:

Wait? Too good vs bang who can use his drive with guardpoint (seriously, if the Mu mashes 5c what keeps you from using it ), nails and his extra airdash with jump in's to get in on Mu?

It stops jump ins cause it's air unblockable, and it's really fast. And what I meant by mus that know how to use it, I meant ones that don't just throw it out predictably

Posted (edited)

Losing to mash happy characters like Terumi in bad lag. Not only can I not do anything about it, but they can just press all the buttons they want and get away with it because the Netplay lords deem it so. This is why I stay away from ranked, you never know what the conditions will be.

Edited by Stellarcircle5
Posted
Losing to mash happy characters like Terumi in bad lag. Not only can I not do anything about it, but they can just press all the buttons they want and get away with it because the Netplay lords deem it so. This is why I stay away from ranked, you never know what the conditions will be.

He's stupid in a 0 bar, trust me. -__-

Another pet peeve of mine? When netplay dicks me over and refuses to give me moves.

Posted
It stops jump ins cause it's air unblockable, and it's really fast. And what I meant by mus that know how to use it, I meant ones that don't just throw it out predictably

I am not going to exaggerate here, but Mu's 5c should not be used as a ghetto anti air to stop jump ins because of it's extended hurtbox that the move has before it comes out. Rather as a move to stop you before you jumped

Posted
I am not going to exaggerate here, but Mu's 5c should not be used as a ghetto anti air to stop jump ins because of it's extended hurtbox that the move has before it comes out. Rather as a move to stop you before you jumped

the extended hurtbox coming before the attack is a CP thing right. does help a lot against mu compared to last version.

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