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Zeromus_X

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Everything posted by Zeromus_X

  1. Aerial omoi would be nice to tack on some air combo damage I suppose. Would look weird but I thought DP in the air looked weird as hell in EX so I guess I'd get used to it lol. While we're still dreaming, it'd be pretty cool if they gave her the unlimited Mu cmd throw super that spawns four steins. Would be fun to setup into the "Mu Buster" and continue pressure afterwards. =)
  2. GGs Loli_Pop_Star. I adore your Rachel. Nice to see more types of mixup than just IOH/fuzzy guard xN.
  3. Regular Naoto new autocombo is nice too. 5AA is great for pressure, moves her forward, can stagger to reset pressure, tick throw, delay chain into anything, etc etc. It also automatically does Hamaon if the opponent has 0 fate, which is nice for convenience's sake. I think her sweep and AoA are pretty much the same? Regarding 2B CH confirms, I'm pretty sure I got 2B CH > 5C > IAD jA > jB > 5C to work. I guess if it's done early enough in the combo it will still work, or perhaps it depends on the starter. Second IAD didn't work but could do B Fang > shots for decent damage. Shots are great now since they are completely untechable knockdown so you can run up and C trap oki or do a safejump no problem, while adding in that extra damage, meter gain, and taking away fate. Another nice thing was the addition of air Fangs for air-to-air conversions and corner carry. You can end combos in j236A for extra corner push. It lets them air tech, which isn't the best, but a much more controlled situation than letting them just tech across the screen with jD before. You can go for a tech trap with airgrab or attempt to pressure them in the air depending on what they do. Alternatively, spending 25 meter for EX air Fang gives you even more corner push and you can attempt to combo afterward. With 50 more meter, can combo into Mudoon for IK.
  4. We'll have to wait and see if they'll be doing any balance changes with 2.0. They could just add Celica+Lambda and rebalance later in v2.x or w/e. But I personally hope they make some changes with the newcomers. Some new moves for Mu would be nice. maybe a 214d feint or some other move that interacts with steins.
  5. I remember double supers being mentioned before but never messed with them until now. Seems pretty good with charge stein route, you can get about 4-500 more damage with Yata after 3c when 5[D] hits, then do Omoi right afterward. I'll have to keep it in mind since I tend to forget to use save my meter lol.
  6. Don't worry. They'll be super broken so they can sell the next balance update.
  7. Celica and Lambda playable before Phantom or Saya? What. I guess after Rise became playable, anything is possible. Hopefully with these two characters, there'll be one more rebalance to CP.
  8. Got to play a little bit of Naoto at the P4U2 booth at EVO. Naoto definitely feels a lot more complete, competent, and more fun to play. Traps feel like they have a bit more recovery; the timing for airdashing after setting an air trap is a bit later than vanilla. I think this was always the case in the loketests, they just never looked like they visually had more recovery in the videos. I thought the bullet recharge timer would be annoying but I don't mind it so much. She has enough zoning tools now to make up for it. Definitely will take more getting used to though, as I kept trying to refire the gun despite running out of bullets lol. The new 2B is da gawd, looks noticeably faster and has a better hitbox. Venom Zapper is a good situational anti-air as well. No longer can people just derp in at Naoto from the air as hard; felt good to AA Narukami and Aigis on reaction. One thing I noticed though is that it felt like the window to gatling into 5C was shorter. If I waited too long to confirm 2B CH > 5C, the opponent could tech out. IAD combos still work but they feel character-specific/corner only? Swear I got airthrow > RC > jC > 5C > IAD jA jC etc to work on Narukami but couldn't get it to work on the other characters I play against. Will have to mess around in training mode when the game comes out. EX Hamaon auto tracks to where the opponent is. Good if you just need to get in once for the kill. EX Gun super feels dirty. Prevents them from bursting and lets you set up a jC safejump where you can throw/throw bait mixup or go for a fear fuzzy guard. Tried out Shadow Naoto a little. Shadow characters definitely require a different mindset to play; need to save your meter for S. Berserk mode. Dunno the optimal Shadow routes so just tried to do stuff > Berserk > spam EX gun super lol.
  9. Oh okay now I remember. Yeah that was unfortunate about the super, I thought I was dead too but then I saw I had like 1 HP left and I was like "this is my chance" Yata doesn't have invul but it could have shrunk her hitbox just enough to dodge the 5D: http://www.dustloop.com/guides/bbcse/hitbox/mu/632146D.html I was surprised I didn't get whacked too. If you see me Yata I think reaction Massenga or the 100 meter super (did NOT know that had projectile invul lol) is better though.
  10. GGs. Which BS was that? (I legit don't remember lol...I was too in the moment). Yeah I think both Terumi and Jin are pretty even against Mu.
  11. GGs AJxDL. Jin tentacles will forever haunt my dreams
  12. GGs to badmoon0519. Getting dat Jin and Koko experience. Edit: Apparently that's stunedge's PSN. This explains a lot. I know this feel. Seems like everyone I play against lately wants to go ham on me, but then delay tech or jump out every which way when I actually get the advantage. Just gotta grind out my setplay and be more confident with meaties I suppose.
  13. http://www.dustloop.com/wiki/index.php?title=Notation
  14. Yeah, 2C is usually too slow to actually react and anti-air; I feel like the opponent really screwed up if they actually get hit by it. It's really a judgment call depending on spacing and the opponent's jump-in hitbox whether to use 6A or 2C. Don't forget to use 5A, 2A (low profiles depending on the jump-in and spacing), airthrow, and jA as occasional anti-airs as well. And if you're really not sure what to use, remember you don't always have to challenge people in the air, it's a good idea to just not commit and run underneath the opponent as well (ex: vs Tager j2C, Hazama air chains, etc).
  15. Brosuke in S-tier? I mean I know he got buffs but is he really so dominant to stand in the same tier as Crystal Dragon Jesus Narukami?
  16. If you do forward jump cancel jC > j2C immediately after the 5[D], you should always be close enough to connect the 3C. I mean, I suppose you can do a microdash 3C too but that's just making the combo needlessly complicated.
  17. So apparently RF is in my pool now. Didn't know he played BB. Anyone know who he plays?
  18. That playstyle for Noel makes my head want to explode lol . GGs though. Also GGs to Relambrian.
  19. GGs to everyone. Thanks to Ryan for organizing the event, nice to see so many people playing this time. Sorry for dipping out early but it was getting late. Hopefully next time the reservation is all squared away so we can start on time.
  20. That shit is pretty annoying, especially online. Even worse is when you get scumbagged by 2D into an OD combo for 7k+ (it's happened to me before ). Thankfully you can attempt to meaty with a mid and then jump cancel it to block a potential 2D; but netplay can always fuck up your timing. But yeah, hate getting "mind gamed" by gimmicks like wakeup Hotaru (NOT a reversal) or jD when I try to run up and throw after they've been clearly mashing counter every wakeup. Oh well. I'd still rather fight CP Haku then EX Haku anyday, Unit Cookie Dough notwithstanding. Part of the reason these gatlings exist is to help hitconfirm air-to-air chains and make air-to-air pressure and jump-ins more safe. Granted, it is especially obnoxious with Koko because her jA hits a million times and automatically hitconfirms for you, but for other characters it is nice to have so you don't get IB > DP'd every time you go for a jump in string without the absolute perfect height
  21. Rematch option confirmed for P4U2 console. All of my hype.
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