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Everything posted by Mizzet
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Yeah, 22b really plays a big role in CS haida loops. 22c hitting an airbourne opponent causes their bounce trajectory to go wild, 22c hitting a grounded opponent always bounces them at the same height. 22b hitting them as they fall to the ground this keeps them in hitstun for the subsequent 22bc or 22c to hit them on the ground. Edit: There's something weird that happens on crouching characters. 5d d.6b won't combo if 5d is the first drive move you use, i.e you run up and 5d d.6b them. However if you do it mid combo, like 5d 6a 6c 5d 6b, then it will combo just fine. Very odd, I'm not sure why this is the case.
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Nu and Lambda's air grabs have always been doing 2000 damage too. I read somewhere in passing that murakumo units weigh like, 200kg with all that gear on, no surprise it hurts like hell getting piledrivered by them lol. The trade off is that you can't combo after it without RC.
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That's true. The way things are looking right now, summoning steins and detonating them mid combo doesn't seem like it'll be a big part of Mu's game. Kind of a pity imo, it's flashy, excellent damage, and has the potential to add some depth to her game. I'm holding out on something being discovered to allow this, but I personally can't find any way to do so.
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That's just the reality of haida looping. From a point blank 3c, most characters will be too close for 22b to hit, only on fat people like Tager can you really rely on 22b hitting. What you can do is add more 22b reps to push them out further, like sanshiki said, or wait a little bit and 22b them when they're closer to the floor (does not always work). Regarding the second option, 22b has a more generous hitbox near the floor so you'll be able to nick them with it in some cases. For all those cases where your 3c is not point blank, you'll have to judge the distance for yourself and make a judgment quickly, with experience this will become easier and more natural until it's second nature.
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Mu is kind of like Noel, in that her high damage options are mainly unlocked by counterhits or crouching hits which allow her to combo 5c/2c into 6c. Try to avoid putting yourself in such situations. Also, she can detonate her steins with 214d, the explosion has a lot of active frames. If you get hit by this prepare to eat a big combo because it hurts and scales very generously. Her stabby super 632146C does 3063 damage raw, probably the most damaging distortion drive in the game that isn't 720/DBD. If you spam drive too much on block against Mu you're asking to get nailed by this as a reversal. That's all I got now, the matchup definitely feels like it could go either way at the moment. Mu's still like Hazama when he was brand new, the real damaging stuff hasn't really been discovered yet. It's quite true as well, Mu relies a lot on setups and strategic positioning, so someone rushing you down is going to ruin your day.
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Hm, a rough guess would be a second or so, it's not something you can use to end blockstrings or anything (would be pretty ridiculous since full charged 63214c takes off 3 primers on block lol). Maybe as a frame trap under the cover of laser fire or against a cornered opponent.
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Oh, it's 6a j.2c 2b 6a j.2c, sorry, I read it wrong. Looks about the same damage as the normal loop, normal one is around 3k as well, give or take a little if you omit the last 2b 5b 623c in favour of oki.
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Doesn't work, they tech out between the second 2b and 6a. Probably some moves don't prorate as well (j.2c?) so it's not advantageous to put them early in a combo. 6c seems to have very bad same move proration as well, CH 6c 5d 214d++ does more damage than CH 6c 5d 5c 6c 214d++, doing 6c more than once in a combo seems to hurt it's damage very badly. You can see this for yourself by doing 6c Rc 6c RC 6c, the first one deals 800, second one 200'ish, and last one only a 100, it scales down very quickly. Also, CH 6c gives you enough time to summon two steins and still be able combo into Yata no Kagami, for example, starting from zero steins, CH 6c 5d 6d Yata no Kagami 66b 5c 2c j.c j.c j.2c [5175] I'm kind of hitting a wall at this point, would be nice to have a way to combo into stein summon + detonate reliably, but only CH 6c/2c allow that and I'm not finding anything else atm. Without that her damage seems rather gimped and seems to revolve around being aware of your stein placement and capitalizing on opportunities that open up, more reactive than proactive.
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Yup, it has 3 charges, one if you instantly release it, one for full charge, and one for a half charge. All but the full charge one are negative on block, full charge is quite advantageous on block.
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The stein summoning aspect of Mu really reminds me of Juri's fireball game in SSF4, controls space well when it's out but needs to be set up. Likewise, if you summon steins/store fireballs willy nilly without paying attention to your spacing you're going to get punished for it.
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I forgot to post this in my post in the guide thread along with the frame advantages, but Mu's 5c, 3c, 2c, j.c, and j.2c all count as physical attacks (guessed as much), they will counterhit Tager through his sledge. 6c counts as a projectile. Even if you accidentally 6c a sledging Tager though, I think you can cancel into 63214c to save yourself and knock him away. I forgot to test if 63214c was considered a physical or projectile attack, my gut feeling says it's physical.
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Dumping a little more stuff. If for any reason you find yourself doing 3c > Omohikane, you can do 3c 5d Omohikane and it will still come out in time to combo. Nets you an extra stein you can detonate after the super ends to lock them down immediately on wakeup. Mu recovers slightly faster after the super so it's good for detonating the stein. The same thing applies to 6c wallbounce into Omohikane when your opponent is cornered. If you manage to tag someone who was in a crouching position, 5c/2c combos into 6c so you don't need to rely on a 3c 2b relaunch to land 6c in this case. The normals you use before 5c/2c in this case could be anything, up to you to confirm your opponent is crouching and react accordingly. Example, 5b 5c 6c 6d Yata no Kagami (dash) 5c 2c j.c j.2c [3856]
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Off the top of my head, 3c 2b is a tight link you'll need to get familiar with, Mu uses it in lot's of things. Also low altitude j.2c on airbourne opponent into (dash) 2b relaunch. One other slightly tight link would be throw to 66a, same as Lambda's. It's not too difficult but takes getting used to. "If you have a steiner set up 3/4th screen, and land CH 2C. wait for character to begin descent and do 214D to explode, follow up with combo. (Currently trying to get a better version of this)" Saw this back on page 6, CH 2c stuns for so long you actually have time to summon a 4d stein and detonate it, into 2c > air combo. I think one of Mu's challenges had a better combo off CH 2c though, so I haven't mentioned this.
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If I recall correctly, because I was thinking along those lines as well, 3c doesn't stun long enough for you to summon a stein and then 2b them off the ground. About 90% sure of this, I'll be glad to be wrong though, I'll check it out next time I play. Would be really great if it was possible, because then you can 2b 5c 6c, and already have a stein to detonate after the wallbounce.
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Tried that, but unfortunately it's still not enough time for 214d to detonate. 6c into 5d 236a will cause them to get hit by the electric ball, but it doesn't really unlock any options. 236a in general doesn't seem to mesh well with her moveset at all, hopefully there's something huge I'm missing.
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Both actually, they hit the ground and tech out, there's not enough float time on normal 6c hit.
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It's a pity, normal hit 6c is almost able to combo into 5d 214d, just a few more frames of hitstun needed and you won't need to worry about having steins already in the right place if you land a 6c.
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I'm just dumping some combos I came across, might give some people ideas. CH 6c is able to combo into 5d 214d, don't need a prior stein to be there, you have enough time to summon and detonate one. CH 6c 5d 214d (dash) 6b 5c 2c j.b j.c j.c j.2c [3986] CH 6c 5d 214d (dash) 6b Omohikane [4746] 3c 2b 5c 6c 6d Yata no Kagami (dash) 5c 2c j.b j.c j.c j.2c [4285] Can start from 2b 3c, damage lowered to [3261] From the first post, "Throw > 6A > 5C > 6C > 5D > Yata No Kagami (Damage Unknown, 50 Meter required)" can be followed up with (dash) 5c 2c j.c j.2c for [3577]
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I'm still quite perplexed as to what use it has. The only thing I can see right now is after j.2c air combo ender to lockdown the guy while you summon more steins on the way down, or as a preemtive AA to give some cover on the ground. When I saw it for the first time I thought it would have some interesting effect if it contacted your steins or something, you know, like a detonator fuse lol, but unfortunately not.
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Has it been confirmed that 2d is faster than all the other steins? It seems to me that they are all the same and all jump cancellable.
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Haha, I've been wondering too, haven't had a chance to fight a Tager yet but it doesn't look good for him.
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That's her 5b.
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"and if the lasers fire enough times you could theoretically have a lot of mixups that are supported by your steins with 236d" That works, the 236d laser doesn't get consumed by hitting something, it keeps on going, so if you have your steins set up something like this, (You) 4 2 (Opponent) 3 1 the laser will basically keep bouncing back and forth locking them down rather well. *6b also leads to 63214c without meter, 1.7k, not exactly very good, but better than nothing.
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It's kind of like Noel actually, you can't do much if your opponent isn't crouching. If they are, you can combo into 6c and do a short air combo, or 214d if you have steins placed right for big damage. 2b 3c into 2b relaunch++ nets around 2k? It's a tricky link like Jin's 3c 2b, got to get used to it, Mu uses it a lot. Also her supers are really good I feel, Omohikane hits like a truck, Yata no Kagami likewise if you have steins out, plus you can combo after. I'll try out that j.2c thing when I fire up the ps3 again later. *6c cancelled into 214d immediately will cause your opponent to bounce back nicely into the explosion, provided the stein was in the right place - that is to say you must already have a stein there, unfortunately. It's not as impractical as it sounds, though, generally your steins will be all over the place, smart horizontal placement can ensure at least one hits. After which you can simply run up, 5c 2c and go crazy.
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Seems like much of her damage potential is unlocked by having steins positioned properly. 6c wallbounce to 214d air combo hurts pretty bad, stuff like 6c into stein xx Yata no Kagami can be followed up with a dash into 5c 2c air combo also, decent damage I guess. Didn't really try out CH 623c much, but I don't think you can do anything after.