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Posted

That's quite surprising and disappointing, I was hoping to have more tools to use. Wonder how this will work in combos tho.

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Posted

While it is a bit disappointing (losing options = less fun), they've pretty much nerfed Habakiri every version to the point where it's almost strictly combo filler now. Hopefully this new move will replace the functionality of Habakiri or surpass it.

Posted

OK probably some tweets about Mu-12 (not sure if it's entirely correct or final since it's the first loctest but it cant hurt to post)

 

2c is jump cancelable even on block

Mu's new "homing steins" edit: does seem to track the opponent on their location upon activation

6b is unchanged

Ikkutachi has probably even more recovery to the point you cant seen to combo from it. On block it seems to have a large pushblock

 

Mu's EA seem to look cool but only does 2k damage (that new DD that uses up all of your OD)

counterhit Sword of decimation doesnt seem changed (probably no wallbounce on the uncharged version on CH, just like the nerfed cpex's version)

 

https://twitter.com/asttar765

Posted

From http://www.dustloop.com/forums/index.php/topic/10979-cf-blazblue-central-fiction-news-and-gameplay-discussion/?p=926062

 

Thanks Zephyr07

 

 

Mu:

2C is jump cancelable. Untechable time remains long, so it's still useful midcombo. 5C->6C connects on aerial opponents, so her pressure at midrange to prevent opponents from jumoing out has increased. Her new move Kuninorokotachi causes her set steins to home in on the opponent. Using it to chase the opponent while closing it will give her a safe chance to set up an attack.

 

5C > 6C on air hit is back. Yayyy :)

Posted

Loving the 5c 6c is back. I can remember at least 50 times I've tried to use that gatlinf just for the oponent foward teched and punished me. I'm curious about the properties of this new move.

1. Does it have a hurt box. I hate projectiles with hurtboxes

2.How, When and will I be able to abuse this

3. Is this going to make Nu-13. Easier to do battle with. I think Nu has the edge for sure in this version.

4.if I block will they stop their homing.

5. If I get hit will they stop homing.

To me if they kept homing even when I blocked or got hit it would be to strong of a defensive option. But I'm praying it still keeps homing on block so I can get in on Nu and even Bang.

Honestly even if the move is useless it will probably be more useful than the current 214d.

And i kinda like that 2c is jump cancellable now I don't have to commit if I use all my Stein gatlings and have already used 3c

Posted

For me, having 5C > 6C working on airbone opponent and 2C jump cancellable will make my love for her rise again. I guess there is low chance she will be worse than she is in BBCP EX. 

Posted

She could be worse, if Ikutachi isn't combo-able then it's pretty useless and her combo routes leading to dmg take a hit with no other tools being added (along with no bomb route). I really hope this is not the case tho there's still plenty of time for changes to happen and info to come out.

Posted

She could be worse, if Ikutachi isn't combo-able then it's pretty useless and her combo routes leading to dmg take a hit with no other tools being added (along with no bomb route). I really hope this is not the case tho there's still plenty of time for changes to happen and info to come out.

I really like ikatichi in this version it has little recovery and works very well in pressure plus setting up a Stein to cover its small recovery was easy.

It would suck it ikatichi wasn't combo ok but honestly she doest needs it now that she can use Sod full charge in a most and 6c ok combo.

But my thing is if it's not useful in combos what's it's purpose it was really only a gimmick in neutral aand on wakeup

I mean even in her current state she's still considered a strong character. Its weird that they are forcing this rush down stuff on her but I think no matter what as long as she retains her godlike mobility and has projectiles she'll still be considered a hybrid

Posted

https://twitter.com/dbeard_maguro

 

Mu's combo rate apparently dropped from 70 to 60

Wait, Is it just me or I thought Mu-12 combo rate was 80%. Even her wiki is telling me it is 80%. I am not sur e about your information. Something I was sure is that she had the same proration rate as Bang, Noel, Valk wolf form or Izayoi crazy form.  

Posted

I mean I really don't find proration to be a game changer.

Also is it me or do people burst automatically when they get hit with a counterrhit 5c. I'm just trying to figure when I should expect oponents to burst and can try to bait it without losing the momentum.

Also I'm looking for a combo or Stein setup that will reset the oponent if I purposely drop the combo. I noticed that most of the jin I fight will tech straight and come out mashing 5b if I drop a combo and I'm just like is he mashing or is this a tactic. Basically I'm looking for something that will leave me plus to catch the mash With a counter hit. I hope this isn't confusing.

Posted

I mean I really don't find proration to be a game changer.

For how long have you been playing Blazblue? It is a game changer for the character affected. Ask Tager players... Now his combos are longer and he does more damage than he used to do in CS. Having a lower proration rate means short combos and less damage. For a low health character like Mu-12 you have to work harder. And BTW, her damage is not great compared to most of cast, it is low I should say. Last example, did you noticed the difference of damage when Kokonoe proratio rate get lowered from BBCP (80%) to BBCP 1.1 (70%). It is big deal. 

  • 2 weeks later...
Posted

Ok guys i think i found my groove with mu 12. I no longer do dumb stuff my nuetral is solid with room for improvement. I know a thing or two about certain match ups.  but no w im finding that my problem that keeps me from actually being good is my terrible defense. And i dont mean blocking high or low. I mean like getting locked down in the corner and not being able to asses the situation. Im sure it happens to everyone but it happense to me far to often. When im in a block string all i want to do is back dash, which i dont think is a bad thing but i juat mash it no thinking no timing no nothing and i end up getting hit. Then i had a conversation with a friend of mine who ia and amaazing taokaka and Aigis player who told me that in blazble simpley blocking and barriering isnt enough, and upbacking will get you no where. He told me i need to get character specific with my defense and said that with Mu-12 backdash i should be able to instant block alot of characters pressure and back dash he said i could also instant block dp. He said i need to learn how to fuzzy jump and learn when to look for fuzzy gaurd.

 

Problem is i have no idea what to instant block and i dont know the first thing about anything  "fuzzy" .  i guess im just fishing here but does anyone have any info about instant blocking charcter specific pressure. And this fuzzy stuff.

Posted

No reason to not instant block everything. Should be less of a question and more of an action. Don't worry about fuzzy defense yet.

 

IB window is 8 frames. What he means by character specific pressure is learning which of your opponents move's chain into each-other and at what timings / what your opponent's frame data looks like. Some characters feel like they have really dumb moves that have really simple answers. A good example would be Relius 5b, very good move, but on barrier IB it becomes pretty useless because he has to spend 3-4x the normal amount of doll meter to blockstring with it effectively.

  • 2 weeks later...
Posted

CF Mu downright looks hilarious right now. That new move is the coolest and looks very versatile

Posted

Well it looks like we are back to our rightful neutral controlling place. Unless the devs they think it's too good.  I honestly see a nerf to this in the near future. 

I will say I wonder if the 6b bounce works on standing opponents. I couldn't tell if it was crouching only/ or if the oponent was trying to jump out. If it's on anyhit does this mean we have a launcher for full combos now so we don't have to 3c RC.

 

Posted (edited)

Lol, new move is a downright knee-slapper. It's even sillier than I imagined. It looks like Mu should be pretty strong barring any last minute nerfs

Edit: It definitely looks like 6B launched without air hit. And Habaya looks like CS2-CSE speed! Is this real life?

Also not gameplay-related but the new hit SFX are really cool/satisfying. Also it seems like there's more/less hitstop on a bunch of moves

Edited by Zeromus_X
  • 2 weeks later...
Posted

Uhmm can anyone get me some insight on Litchi vs Mu 12. I have realized I struggle with this Matchup but now I'm going to focus on learning the matchup.

I Ussuallt have specific tactics to deal with specific characters or play styles but in this Matchup I just feel like it's just a bad matchup. It almost reminds me of the bang matchup.

And when I ask this question I mean specificsfor example I don't think I can win neutral if I don't play passive against her but even then she gets in or stay a away I never feel that I have an advantage. Also when I get a knock down and try to keep momentum it's difficult because she has that gaurdpoint, dp, good back dash and even if I get a blockstring started as soon as I set a Stein during pressure she sends the stick flying and it let's her get out. HELP!

Posted (edited)

Although weeks old, for the people who havent seen it

14m 34s , timestamp seems a bit wonky on the new board

 

Also 5c>6c seems to work on standing without needing a CH in the 2nd loketest

Edited by bakahyl
  • 2 months later...
Posted

Her prorations according to 鮪 海王

 

comborate 60 (significant drop)

move/damage/p1/p2

5A 300  100 80

2A 300 100 80

6A 700 90 89

5B 600 100 89

2B 560 90 85

6B 600,600 90 89,79

5C 860 100 89

2C 880 90 92

3C 820 90 89

6C 1000 100 94

JA 300 80 80

JB 580 80 85

JC 840 80 89

J2C 900 80 89

laser 500 70 92 ※ bonus? 110

laser' 850 70 92 ※bonus? 110

Throw  0,1500 100 50

CT 1000 80 60

CA 0 ? ?

Habaya 360*3 80 89 (once) ※smp 30

Totsuka 750 80 89

トコタチ (i guess her new tracking steins) 800 80 89

Tsunugui (dp) 1200 60 92 ※smp 30、air and ground are considered to be seperate moves

Ikutachi 1100 100 74 ※smp 30

Furu no Tsurugi /Sword of decimation 1000 100 82 ※smp 30 , charged and uncharged counts as the same move

SoD ' 1500 100 94 ※smp 30

OD Totsuka 900 80 89
OD トコタチ 800,700 80 89,94 (which means that the OD tracking steins hit twice)

Yata no Kagami  640 80, 92 ※minimum damage?
Omohikane 1200,400*8 100 92 ※minimum damage 880?

OD Yata no Kagami  760 80 92 ※apparently 760 damage from the fired lasers and 640 damage from the reflected lasers from the steins
OD Omohihane 1400,250*24 100 92 ※minimum damage1480?

Dボタン以外の必殺技に同技補正一律30%  > Does this mean that there is a nerf to her lasers?

 

Posted

For those who still care about Mu's CPEX OD combos:

 

I didn't know that her OD habakiri had become just as stupid as in bbcp 1.0 before it got patched. no wonder that the damage on it has nerfed in CPEX

 

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