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Zeromus_X

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Everything posted by Zeromus_X

  1. ^By orb do you mean Habaya/236A/electric spark thingy? It's actually risky for Mu to use it in pressure vs Noel as you can 2D over it or 3C under it if you react in time. Don't be afraid to run up and bully Mu with Noel's runspeed and dash up 2A/5B/5C; you will at the least force the Mu player to watch out for this and change their gameplan, and at most get a CH combo into Noel damage. By all means don't just carelessly YOLO rushdown at Mu, but carefully moving in with dashing barrier and the proper pokes will help a lot. Her 5C has an early extended hitbox which means properly spaced, your run up 2A/2B/5B will beat it out, and if you have a good read, your 3C can slide under it if done early enough. Her Sword of Decimation is another good poke that leads into big damage on CH, but if you block it, she is at a disadvantage (-2 uncharged, -9 charged) which is your cue to go in. Optic Barrel from fullscreen is good; you won't get much by hitting with it but you will interrupt Mu from going ham with steins at fullscreen and at least force her to block it and stop the steins from firing. Just don't overuse it as Mu can run up and punish you if you use the B version multiple times. Bullet Rain super is another option Mu has to respect once you get 50 meter. It's hard for Mu to really punish it and you force the Mu player to start looking out for it when you have meter. If Mu fires off Totsuka/236D and you aren't already blocking it, probably the best thing to do is attempt to throw/airthrow her if you are in range. If your throw is successful, the laser will pass through your throw animation and you'll be unscathed. The Mu player can always break the throw if they anticipate this but this is usually better then letting Mu gain the advantage. On the ground, your 6A is really good to keep Mu from going crazy in the air. Should beat out j2C and poorly spaced stein placements. Don't be afraid to poke with jA or airthrow Mu either, just watch your spacing so you don't get CH by Mu's jC. If you're having trouble getting in from the ground, deep jC is difficult for Mu to anti-air when it's spaced right. You can jump in barrier to bait Mu's anti-airs, or use jD to CH or sometimes clash with them. On offense, when you get a knockdown, your 4D should eat Mu's DP for free and catch her rolling or not teching, saving you the trouble of baiting it on wakeup. I guess the only downside to this is you commit to drive pressure early, but if you have 50 meter for RC you should be good to go into the "real" mixup. Other than that, during blockstrings you have to bait Mu's DP like any other shoryu, and try to use low profile moves like 2A/2B to go under Mu's Counter Assault. On defense, you pretty much have to respect Mu's oki, but your CA is pretty good to get out of her pressure. If you have the right read/mad reactions, you can 4D through her overhead or throw attempts, just don't get blown up if they bait this with stagger pressure. Hopefully my ramblings from the perspective of a Mu player can help a bit in this matchup. This has always seemed like a pretty even, if momentum-based matchup to me.
  2. GGs. Yeah, the lag made some silly stuff happen so I don't blame you.
  3. GGs to demonwindbomb. I had fun but I kept dropping Mu's EZmode combos, which made me sad.
  4. Apparently netplay became Noel Central so I have a little more exp in this matchup. -Be careful using Habaya as Noel can 3C under it or 2D over it if it's close enough (like say during a blockstring). -When blocking her drive chains, it may be more profitable to default block high and react to her low drive attack (d6D), as it is slower than the high (24F vs d6B 18F) -Noel can meaty 4D you to catch roll, no tech, and go right through your DP, so you need to respect her oki if they do it right. -SoD is good to throw out in footsies to catch Noel running up and 2A/5B/5C'ing you, as it moves Mu back a little bit. If it hits, Noel gets blown back fullscreen where you want her to be, if it CHs you get a free combo.
  5. Here are some basic setups, buried deep within the thread: http://www.dustloop.com/forums/showthread.php?15423-CP-%C2%B512-Gameplay-Discussion/page27&p=1571594&viewfull=1#post1571594 http://www.dustloop.com/forums/showthread.php?15423-CP-%C2%B512-Gameplay-Discussion/page29&p=1595900&viewfull=1#post1595900 C0R's post is a great place to get started. In general, you can end corner combos with j5D and then do 2B~5B as an option select against rolls/delay getup for a basic okizeme, using the laser to keep your mixup safe and extend pressure. Against characters with good DPs or other fast reversal options, make use of safejump setups and punish them hard for DP'ing. Once you've conditioned them to block, you can go crazy with more elaborate setups.
  6. GGs to everyone I played today. I for one, welcome our new scumbag overlord.
  7. GGs to AntiTidus. I-no mixup is 2spooky4me.
  8. http://www.nicovideo.jp/watch/sm23022231 Video showing some combo applications with jA IOH > air A Fangs > OMC/OMB combos.
  9. Apparently Google Fiber may be coming to Phoenix as well. Get hype for better netplay...? Also yeah, it sounds like her Astral will just be a normal hit now, so you can just combo into it normally instead of going for a tick setup.
  10. GGs ayybuel. Abuse Wild Throw moar.
  11. I wish I could go back and see what I did during my stream matches, but it appears they were unrecorded. Sadness. I did get to see Lorenzo get pretty far though, good shit.
  12. I'm glad I went, I had fun and got to play a lot of casuals with different people. Shout outs to Luke for driving us there. Also apparently the +R patch is finally out on NA PSN: http://www.dustloop.com/forums/showthread.php?19004-R-patch-finally-out-for-NA-PSN
  13. I suppose I will volunteer for team Naoto.
  14. It doesn't exist anymore; it was introduced in AC. Kind of lame that Ky can't get knockdown off air combo anymore, but at least the ground VT gives hard knockdown and he has #R VT loops again.
  15. You were Noel? GG. Just try to approach from the ground more.
  16. It's all about that DUH DUH nahnahnahnah DUH DUH nahnahnahnah
  17. So apparently if you block Arakune's 2C during the later active frames, it becomes neutral on block. Something to keep in mind if you block a YOLO 2C from across the screen, it's not always a guaranteed punish.
  18. GGs Wild Candy, Chaosenninja, and Tetora_desu (your Arakune was fierce, but when you one-and-done'd, I died inside ).
  19. I'm kind of glad they kept the old SFX, makes it sound nostalgic. It would've been nice for them to remix the music, but I still like the new BGM and they all fit the characters at least. And yeah I don't really get how it sounds like BB music either.
  20. GGs Tesnologic. I still don't know what to do against Valk, other than try and YOLO harder than the Valk player. How I feel when I DP in vain vs Valk oki: www.youtube.com/watch?v=lDK9QqIzhwk&t=1m30s
  21. Yeah Faust looks really good. Stop giving characters black holes Arcsys.
  22. Wow that new stance move for Axl looks annoying lol. Now I know what everyone was complaining about. Omg dat Venom pressure, was that N-O?
  23. GGs Omni. Makoto 6A will haunt me in my dreams.
  24. Faust IK on everyone (except Sol/May), I'm dying: https://pbs.twimg.com/media/Bg5L7lnCIAAySNx.jpg
  25. So how bout dat Xrd footage: https://www.youtube.com/watch?v=9ZDUy7JLPHA Edit: Venom's new ball super is...super cool.
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