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Zeromus_X

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Everything posted by Zeromus_X

  1. Ggs WallJumpMan earlier. Sorry I went afk something came up that I had to take care of asap. Ggs Necrosic sorry if my Ragna pissed you off but I could not get you to block with any other character lol. So jelly of everyone on my friend's list with Tales of Graces
  2. Any tricks for this matchup? In the corner it might as well be game over since her oki pretty much swallows all of Mu's defensive options while Rachel can actually disrespect most of Mu's pretty easily with tech + wind. I'm not sure where to burst in this matchup since bursting too early is a waste but Gold Bursts are just about useless. Playing lame the whole match sounds ideal, but once Rachel gets pumpkin out she gains a huge neutral advantage and she can play around steins with her lobelias pretty easily.
  3. Oh shit, I thought your screenname was familiar. And you don't have to apologize. Lol 1 bar connection.
  4. Airdashes can't be cancelled into barrier, only ground dash. (Unless you're Arakune)
  5. I seem to be playing a lot of Platinums lately so I figured I'd do a little writeup. This matchup definitely seems like Mu's favor but there are still some things to watch out for. Plat definitely loses the range battle so she's going to try to get in and prevent you from setting up. Be mindful of her spacing and what weapons she has available so you can adapt to her gameplan. I say Plat loses the range battle but her 5B and 3C have deceptively good range on the ground, and her 6A is a decent anti-air. Her air options against yours are risky (236B or airthrow) but can give her a decent reward, so always watch out for them. I like to 5D > IAD back or jD/j[D] > airdash cancel back or forward to kite her while using jB or jC depending on how they choose to approach. Harassing her with max range 5C or SoD is effective too. 236A aka Air Persia/pogo stick - this move has some projectile invulnerability after startup now so it can hop right over several 236Ds and 236A. Keep your zoning fresh. 236B - Random Heart Car doesn't do as much damage as before but still pretty good; watch out when they have 50 meter to RC it. If you block it and they don't have meter to RC though, you can get a free 3C CH punish. It's always possible to anti-air or airthrow this move if they're really predictable as well. Missiles - Get ready to high jump or double jump over them because Platinum is pretty much getting in + equipping her next item if she gets to use them fullscreen with 214D. They go through 236A and several stein bombs, so any of your projectiles will just get swallowed by them. Ideally, be more aggressive at midrange to prevent her from using them to begin with if you can. Bombs - Not as commanding as the missiles but you still have to kind of stop what you're doing when she throws them out. The can throw them in three different arcs or 3-at-once with 214D version. Occasionally used for oki with some hard to see mixups because of the explosion. Bat - Pay attention when Plat has this as it's pretty much her only reliable reversal. Be ready to bait it even in more airtight strings since it's pretty mashable. Also be aware she can use it to run up and slam through your stuff to get in; same thing with the air version. Cat - Watch your spacing when she gets this. On CH she can confirm into a small corner carry combo and the jD version is also an overhead now so you have to block it high. You can call it out with preemptive 2C or 6A AA if they're too obvious though. Frying Pan - This gives Plat another instant overhead option. It's not very rewarding damage-wise but she gets you to the corner with it. Hammer - This gives Plat a deceptive crossup and it can break your guard primers, also + on block. Loli Install version breaks more guard primers and gives her unblockable fullscreen "Slidehead" attack. If Plat gets in it can really suck because she has staggers, instant overheads, and command throw for days. Playing lame is effective but eventually Plat is going to get in if she can get Bombs or Missiles and/or plays smart with her approach. Don't panic when she gets in but use smart Counter Assaults and DP RC. Plat's basic mixup is 5A stagger with throw/throw reject/command throw and TK Swallow Moon > high jB > empty jump low 2B > empty jump throw or Barrier to bait your reversal. Her 6B (butt slam) is an overhead that's + on block but spacing dependent to combo. Watch out for fuzzy guard j2C too. Her command throw has some startup and a telegraphed animation but can be tough to react to if used unpredictably (but if you do, DP, or Gold Burst into 5k). Remember it fills up her current item or gives her the next one if she's empty.
  6. I would hope at least Teddie and Aki get some more stuff discovered when the console version gets released. Teddie seems like he has potential but is probably limited by what item he gets like other RNG-based characters.
  7. He says "Colonel Relius...that's gotta hurt!" but the first part gets cut off. Now that I go through the gallery sound clips for Hazama v Relius, it sounds like there's some HoYay subtext going on there...
  8. I'm surprised Naoto is only mid tier with everyone crying that she's broke. I guess the JP players just figured out how to get around/avoid dropping the fate gauge. Well, it's still only the first month so the game should still have plenty of development (hopefully).
  9. I like 5C/jC a lot in this matchup too, it gives juicy damage on CH to show them that they can't just herp their way into derp mixup for free against us. SoD (variable charge) can be funny if they try to charge in on you while setting up steins too. And definitely, if you get him into the corner, keep him there, since Valk has poor reversal options and only four guard primers. I think this is one matchup you should really look out for Counter Assaults and try to bait them. Zoning is great when you can get it set up but there's always that chance he can fly in like super wolf out of nowhere; at least in the corner Valk is generally there to stay. Definitely grind 6A > 6B (delay) against him because it sucks when it gets dropped and you missed out on damage or have to do a weak 5B > 6A... combo instead. I dunno what's up with his hitbox but it looks like Mu's feet go right through his tall-ass legs if you don't delay it enough.
  10. I think this might be in Mu's favor too, just don't get caught... Also I think it's worth noting that Relius isn't tall enough for 5A to hit him crouching, but if you go into a blockstring on him crouching with 2A, you can gatling into 5A and it will keep him in blockstun. I found this out by trying to do 2A > 5A (whiff) TRMs on him, but the 5A ended up hitting his crouch blocking hitbox for some reason. So feel free to make him your bitch in the corner with silly 5A mixups/frame traps.
  11. PSN ID: Neo_Zeromus_X State/Province: MST Main: Mu Sub: Rachel, Tsubaki, Noel Availability: Usually late afternoon/evenings
  12. GGs Ted. Ragna and Valkenhayn are retarded, and I have yet to see a Jin, Tsubaki, or Makoto win a tournament, but the game is a little more balanced than CS2.
  13. GGs to everyone tonight. I don't know if it gets said very often, but we really appreciate everything you do hosting for us Ruben. I hope we can all come over again sometime. Hope to see most of you guy's at Hazem's tomorrow for the GG side tourney.
  14. 6A would definitely be more rewarding but I think it has too much startup. Would probably be baller to punish a charged Ressenga though.
  15. I would just DP out of rassenga if you can react to it (until they start doing stance cancel or something to bait it)
  16. Anyone want to run through this matchup again? His damage isn't as bad which is nice, and 236A and mobility are good, but it seems absolutely impossible to punish his jump-ins now (not to say it was easy before). It seems like he can just derp himself in with chains + jB any time he pleases, even at max range, definitely annoying.
  17. Definitely respect wheel oki if they do it right (it'll eat DP for breakfast and be meaty enough to catch jump out), just tech and block incoming mixup. If they do it wrong (like after combo where you can air tech) you can sometimes airdash towards them and catch them during the wheel's recovery.
  18. Just play lame seems to work really well. Noel has to do some work or take risks to get in. 236A and SoD are really effective at keeping her out (SoD can hit her out of 3C), and she still has to deal with our humongous normals. I think SoD is really good in general if you space it right. You can semi-charge it and release to frame trap them and potentially FC any drive shenanigans. If I ever get her in the corner I try to break as many of her primers as I can asap (even better if they CA or green burst). On pressure, be smart and use safe strings and frame traps; I would kind of treat it like Tager matchup unless they're really that scared of you. I would try not to commit to a C move in a string because she can CA through them and you won't have enough time to punish it.
  19. I'm pretty sure TK Crescent can be DP'd or poked out of with 5A if you react, but watch out for feints. Also watch for them to charge up Spike Chaser during pressure. It's plus on block but can be poked out of startup similar to our SoD. I think you can punish with a 3C CH (DAMAGE) or at least a quicker poke like 2B or 5B (need to test). Oh yeah, her 236C (tackle with retarded hitbox) is -6, so poke her out after that, even better if you IB it. They can either backdash (dash after them with a 2A or something), jump/airdash back (yomi airthrow them), or try to continue pressure after it (just mash), but they're still at a disadvantage. You can even poke them out of it (just mash 5A) if you read or react to the startup. Try to keep them honest but be honest yourself. I think this matchup is even but it really depends on who gets the advantage first. Neutral game is really important here; you have to be really patient. You can't really set up much because Lambda can easily CH you with swords if you try to put out steins. Try to be mobile and use 236A (it can pop Spike Chaser if timed right) with some aggressive spacing; you want to get her into the corner and try to keep her there. Make Lambda aware of your superior normal range and 5C/6C her out of stuff if they get too comfortable zoning you. Of course, good Lambdas will have solid neutral game as well and will try to avoid you as much as possible. Basically, just set up one stein at a time when it's safe (whenever they whiff a D-sword is a good opportunity) along with 236A and slowly get them towards the corner. But yeah. Hopefully this makes sense/helps. This matchup is weird and a lot of work for both sides.
  20. Regarding Jin DP after 6C dash cancel, you can throw out a 2A and block if he tries to C DP because it's so slow. Otherwise, your 2A should hit him out of anything he tries after dash cancel. Just watch his meter because D DP can catch that into tremendous damage.
  21. which part is dropping? The 6A or 6B? Don't forget to delay 6B after 6A for the chars with weird hitboxes (Litchi, Carl, Valken, etc)
  22. For me a good visual cue for when to dash is when the circle below Mu disappears for 214D and the enemy is starting to bounce back at you. Also they have to be the right height to have enough time for dashing 6A to connect (but they should always be with 2B > 2C > 6C and 2C > 5C > 6C combo routes). Keep practicing and you'll get it down to muscle memory.
  23. Any ways Tsubaki can catch Kune's backdash?
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