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Everything posted by Zeromus_X
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I actually enjoy Mu mirrors. Really tests the Mus' ability to avoid 6C spacing. Noel mirrors have to be one of the most fucked up. GGs to everyone I played today. Lol sorry to sort of ditch you Dave. I didn't know Jyosua's room would be only 3 people. Although I definitely had far beyond my recommended serving of Arakune for the day.
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Double bomb combo off of ...3C RC: 5B > 2B > 3C > RC > 66A > :5C > :6C > 5D > 214D > (walk) 6A > 6C > 5D > 214D > 6C... (3.6k, 18 MG, 21 Mg w/SoD or j2c enders) ...xD super ender (4.8k, need 68 meter at start) 3C RC double bomb combo that Maguro used in BBRevo vids. If you have enough meter, you can kill a character from midscreen confirms near the end of the round. Works even with normals like 2B or 6A as confirms, and in fact the combo will be even more meter efficient (building around 30 meter w/ SoD/j2c enders) if you used more normals near the beginning. The dash 6A should be close to immediate; the 5c and 6c may need to be staggered depending on distance and character hitbox, but just grind it out because it's not too hard. After the first bomb connects, walk forward until the explosion finishes, then do 6A > 6C.
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GGs again. And I can add you.
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Now I want to know who Maguro lost to lol... Love those jB confirms. And wow I didn't know you could double bomb off 3C RC. You pretty much gain 30+ heat back from that.
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GGs Jyosua's room. BGs to mosquitos.
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GGs stayfree, diospyros, mysterious godly Makoto player, and anyone else I played today.
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Random laser super can be good if they're really low on health. It does a load of chip damage and if they twitch, they die. If you have 100 meter you can RC it and go in for a mixup (who needs to bother with that troublesome "neutral game"?) But yeah, use 236D more when you have steins out. It'll get people to respect steins real fast since 236D has P1 100 (on air CH, you can easily confirm with jA > jC > j2C > dash 2B > combo) You can use the time the laser is out to go in, or set up more steins to further keep them out. You can keep people out for a long time if you mix it up really well with steins, 236D, and Habaya. When people are low on health, those only annoying steins suddenly become major concerns for the opponent and they'll have to play Ikaruga to get up to you. Also when setting up steins, don't forget you can airdash cancel air steins if you haven't jump yet, to mix up your movement (plus it's fun to play like Dark Phoenix and fly around in the air). At the end of your airdash you can set more steins, use Habaya, or jB/jC to keep them out.
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Thank you for joining the most fraudulent dark side Shyn. Get ready to feast on haters' tears. Zombeh Mu palette the best. But I wish she had an actual red hair color palette.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Lol you should've come Nam. GGs to Marq, Brian, and John. Shoutouts to Cheyne being gdlk at PuyoPuyo and Tetris Attack. Shoutouts to Safeway, the Onion, ____.MOV, and Jiz and the Mammograms (goddammit Ray). shoutouts to shoutouts Thanks to Ruben for hosting yet again. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Sweet. And you can bring a setup if you want, but there's not many of us here right now. Just Ruben, Brian, Ray, and I watching dumb shit on Youtube while eating food from Safeway. Shoutouts to 50 fucking cookies for five dollars -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Marq are you going to Ruben's tonight? I want to play BB offline so bad. I can teach you Mooo stuff. Also get at my pro Tsubaki. Just ask Jimmy. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I'm pretty sure if I practiced with Ragna he'd be way better than my Tsubaki too lol. (although I used to play him so maybe that doesn't count) Also I don't know if you guys have seen this, but there's a cool thing on mmcafe that lets you make your own tier list for a bunch of different games, kind of fun: http://www.mmcafe.com/tiermaker/bbcsx/index_customize.html#ya0-trkg9chr9cn89g9rd2lv3o9s3nhahh769bned4753na59doh3od49ecdd3hgd6d4hhjc3nco3nkkd4-bkf-tiTier%20Chart%20for%20BBCSX-ct999999-c1000000-c2000000-tvFF7101-thDD3C3C-d1S%20Tier-x110-d2C%20Tier-x210-d3B%20Tier-x310-d4A%20Tier-x47 -
Is Aigis considered top tier because of her Mahvel mixups? I need to watch more Aigis vids. Edit: That tier list maker is pretty fun lol.
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Less free than Makoto since Tsubaki has more neutral options once she gets stocks. If she gets you into the corner, she can stay on you for a long time but doesn't much reward for doing so outside of specific starters and her overhead/throw damage isn't that good. Be on the lookout for unblockable 22[D] attempts as they are the main source of her damage. There is a whole thread about them in the Tsubaki forum, but the basic ones are during variable points of her blockstrings, as resets during her bnb combos, or after a 6A otg at the end of her bnbs in the corner. You can DP or Gold Burst out of unblockable attempts, and late neutral tech to avoid attempts after 6A (otg) at the end of her combos. At round start, be aware of 22X series. On CH she can do a small combo and get you closer to the corner. Walk back or IAD back is usually a good option at round start. Habaya is good in neutral, and lasers will pretty much force her to move where you can react and move or set up accordingly. You can make her uncomfortable with 6C during her charge attempts since she's in CH state. No more safe 236X dashes so you can zone a lot more freely now, but watch out for 214B and 214D through your stuff. With that said it is likely that she'll be able to get quite a few stocks in this matchup if you try to play completely lame; so don't be afraid to be aggressive every now and then since her reversal options are poor. I feel pretty bad Gold Bursting her into more damage than she did to me for the whole round. =(
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I haven't really played an awe-inspiring Makoto yet but to be honest this matchup seems pretty free for Mu. While quite annoying in CS2 the poor squirrel got over-nerfed and just gets zoned all day now. It's really difficult for her to make a comeback after making a mistake because of the damage disparity. 2B her 3C for approach, and anti-air and poke her appropriately, while setting up your laser fortress. If she gets you cornered, her pressure can be scary, but she'll have to reset you about 3 times just to take the round, while giving you meter for CA or DP/RC the whole time. Maybe a really good Makoto will blow me up and change my mind about the matchup. But until then...
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Don't really get to play this matchup too often either. Still seems in Mu's favor but you have to play lamer than ever and not make any mistakes as Carl's overall damage got buffed with Volante combos. He still has some unblockables although they don't loop into eachother anymore (afaik?). 2C is actually still really good here to hit Ada while doubling as an anti-air that's hard for Carl to punish (2C is still jump-cancellable if it hits Ada). Habaya will straight up swallow Volante at neutral, if you're on the ground you can just use it on reaction. Other than that, watch out for Ada's moves with armor; Fuoco for the ground (IB this for free meter, watch your primers), and Brio for anti-air. The Carl will likely use a combination of these and moving Ada forward manually to get you closer to the corner and limit your movement, where you'll have to watch out for airthrows, jA, jB, 8D, and Brio. It's still pretty easy to outmaneuver him by jump cancelling steins and hitting Ada with jump-cancellable moves though. If you get caught, pay close attention to Ada during his blockstrings in order to block their well, non-unblockable mixups at any rate. Watch out for IAD j2C > Allecancel crossups (or non-crossups depending on spacing), and his slide cross ups with Ada pressure, especially during Rhapsody of Memories. Getting sandwiched is scary but the longer you can block the more gauge you'll force Carl to expend, forcing them to use suboptimal combos to recharge the gauge if you get hit, or their retreat if they get overzealous and you're able to block their whole mixup. On his wakeup, prepare a meaty 2B to catch roll and wakeup slide out of your setups. Also be ready to bait Counter Assaults, one of Carl's few reliable reversal options. If they ever Green Burst or CA and you can get them into the corner, one guard crush setup should give you the win.
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I don't really get to play this matchup that often but it's a shame to leave a matchup thread barren. This matchup is more in Mu's favor now that Litchi's damage was nerfed, but you should hardly sleep in this matchup. You still need to play a very patient neutral game and kind of run around with her a lot but one mistake against her isn't always the whole round anymore. Since Litchi's Daisharin got nerfed, you'll see a lot more Thirteen Orphans and Four Winds on oki now. You'll mostly see Daisharin to discourage zoning when they have a surplus of meter. Also watch out for All Green as an anti-zoning maneuver as it can lead into 4k + corner carry on CH. If they just do "6A > 5D (set) > Thirteen orphans" as their combo ender, you can reversal Omoikane them. If you have 50 meter while you see them Daisharin at neutral, you can use Yata in response to the superflash if you have 50 meter. When she has the staff, be careful setting up steins, or using 236D or ground Habaya. She can CH you 6B[m], 6C[m], or 3C[m]. If she sets the staff and tries to approach with staff launch, Air Habaya is pretty good to nullify both vertical and horizontal launch thanks to its downward arc. Litchi has a very low-profile crouch which can go under a lot of things including jB, jC, and even 214D. You'll have to use airdash j2D's to get steins low enough to use 214D in pressure safely against her. I recommend more 5[D] or j5/2[D] setups against her in the corner, but that's not to say you should never use 214D. Moves to look out for: jB - Her primary jump-in, horizontal bar of denial, difficult to anti-air except with 6A 6B[m] - Great poke, 100 P1 starter, leads to 4-5k+ on CH, please don't get CH by this move Itsuu (63214D w/staff) - Guard point with three different followups, loses to throws and lows, got buffed in Extend so you'll see it a lot more often now. Leads into corner carry on hit and can be tough to play around. Be mindful and don't get your 5C or 6C caught by it, no matter how tempting that CH may be. If the Litchi player just likes to use this move at the start of the round a lot, dashing 3C them and derp them into the corner for their troubles. 623D - Tsubame Gaeshi/Litchi's DP. A very effective reversal but cannot be RC'd. It's somewhat difficult to optimally punish this move with 6C after you bait it, but you should usually have enough time to at least 5C or 3C CH it. When in doubt, dash 5B to punish. Litchi's basic pressure: Staff cancelling - Litchi can cancel her attacks into her staff placement allowing her to reset her pressure. This actually isn't completely safe; like Tsubaki's charge cancel pressure, you can poke out of this if they do it too often. 6D- Breaks a primer, +3 on block. If you don't IB, you'll lose a primer and she'll get to reset her pressure for free which is lame. If you IB, the move becomes neutral and you can 2A or throw her and force her to jump in order to continue pressure. 4D- IB to make it -7 for a free 2A or throw punish. j2D - Crossup low (not an overhead!), breaks a primer, +19 on block (!!), sets the staff for further pressure or a corner-carry combo on hit. Watch out for this midscreen. It does have 17 frames of startup and is easy enough to react to but it's difficult to DP against due to the crossup. Itsuu- On normal block, Litchi gets to pretty much do what she wants afterwards. If you IB the first hit of the B or C followup, you can poke out with 2A. The second hit of the B or C followups are +19 on block, but since Litchi is usually a good distance away, you can usually backdash after IB'ing the second hit anyway. j623/421D without staff - Litchi players will often use this to halt their descent in the air for mixups after air normals while the staff is set. Get ready to block high and watch out for a landing low, throw, or overhead. Thirteen Orphans oki - The basic mixup is 6A for overhead, and 3C for a low, which both reset into the same situation if they hit. Litchi players will use the Thirteen Orphans animation along with 5A (whiff) to mess with your reactions; nevertheless, focus on Litchi, and "block low, look for high" still applies here. Under pressure, it's important to have good blocking and be patient, but don't let the Litchi player just bully you into the corner. Keep them honest with their pressure since Litchi actually has a lot of holes.
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I hardly fight any Plats that don't just heart car awl day lol.
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GGs. But man, I swear we used to get a better connection. =( Lol I had no idea Plat got so much damage off of bubble. Better respect that move now. That's some CS2 Mu bomb level damage right there lol.
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Thanks, and that would explain why I'm not getting it right lol.
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Any tips for midscreen DP Whiff > jC > jCC > j236D > j214B combos? They seem like a nice way to get some midscreen damage with one charge but I can't get the 6C after the j214B. It seems like they can tech before there's enough time to 6C, or I end up diving behind them.
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GGs to Huey. BGs to lag.
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Tsubaki's pressure is pretty decent but she gets like, no reward for it at all unless you like, frame-trapped them with a CH 5C. So then you have like, throw, 22D setups, and a lucky 3C or 3CC hit for her only decent damage. So it's like, okay, I got damage because the opponent made a mistake and/or actually respected me...sweet. Why does her overhead prorate so much? Her jumping resets with the jBB loop or jCC fuzzies are really cool though. But you know, I wouldn't mind Tsubaki having such low damage without resources, if it wasn't so hard to get them. Her meter gain is pretty good (midscreen magic series combo is like what, 20 meter? 30+ in the corner without stock) but it feels like such a gamble to get charges in neutral without your opponent mauling you. Like against some characters like Ragna, you have to charge to get them to give a single fuck about you (if any), but then you backdash twice and get negative warning. Yeah okay Arcsys. Get ready for BB3: Tsubaki's revenge. S-Tier Baki and C-Tier Ragna.
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I see what you mean. And yeah, adapting to on/offline and the chars where you really have to delay the 6B is a pain (ffff Valkenhayn). I find doing a dash 6A like for midscreen throw combo helps to get it more consistently in the corner. It's way better than CS1 though imo. Maybe I've just grinded it so much but I swear it was a lot harder in that game because everything was so floaty. You had to delay the shit out of the 6A and 6B on so many characters but I feel like I can just "do it" against most of the cast outside of 3-4 chars nowadays.
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Nice setup pochp. And lol I can't do kara throw 100% either. MUST TRAIN HARDER