-
Posts
2,140 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Zeromus_X
-
The simple display is really good (last two in the options at main menu), I can run the game in smooth 60 fps even during metaworld now.
-
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
Gasp, I can finally play with someone who hasn't been playing for four years already...get at my crappy Dizzy and Venom. CS2 PSP is really hype (I can Mu on the go), and the graphics look a lot closer to console than CT PSP. -
Since you mentioned GP breaking setups tempest, here's some I did on accident was messing with today. Other than the obvious, SoD at end of blockstring or 5D,6D blahblah, SoD fully charged. x[D], SoD (charge) If you have time to set out a charged stein, cancel into SoD. You can just let it go if they run/airdash towards you, and the laser cover you if it whiffs or add on some extra damage if it hits. If they see it, stop, and block, you'll eat off 2 primers, and you can run in for a blockstring after x[D] and can possibly use 214D and then SoD for a total of 3-4 primers (this works best with 6[D] as long as it doesn't go offscreen). If they're further away or aren't trying to actively get in on you, the charge stein will keep you safe and you can mix up how long you hold the SoD if they decide they want to get in. ...5D 4D 214D SoD In zoning or after 6C oki. If they block the 214D, you can SoD for at least 2 total primers depending on how long you charge it. ...236D (laser passes through final stein), xD, xD, 214D... After the final laser passes through from 236D, if the opponent blocks it, summon 1-2 more steins (which one you use depends on what will overlap the opponent) and 214D. You can SoD right afterwards. Dash up 5D 214D after 236D can work every now and then too, but this can be mashed out of. You could mix that up with 5D JC... or 5D SoD, same with the xDs.
-
Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
Zeromus_X replied to furix's topic in Misc Fighter Central
I love walls of text too, but I just suck at the game lol. -
Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
Zeromus_X replied to furix's topic in Misc Fighter Central
Wind - I love the extra airdash and jump, and JC'ing E moves for meterless launcher Water - The extra block/hitstun on E moves is cool, and the orbs kind of remind me of Aoko Tone - It's like I'm really playing Mu-12 Time - I like the oki options it gives, and ZA WARUDO -
I perfectly agree, but I think Mu's pokes and how Lambda has to commit to an angle with her sword are what prevent it being too hard to set up in that match. While we're at it, here's my list of (imo) matchups in terms of how hard it is to set up in neutral: Matches where you should only set 1 stein at a time very carefully, and judge situation carefully if you want to set more (emphasize movement and "running away" more than anything): Taokaka, Bang, Litchi, Lambda, Hakumen, Hazama Matches where you should be careful, but you can generally set 1-2 steins at a time with proper spacing/judgement: Ragna, Jin, Noel, Carl, Mu, Makoto, Valkenhayn Matches where you can almost do whatever: Tager, Rachel, Arakune I'm not sure what's happening on the screen: Mu
-
For Hazama, there's definitely no competing against his dumb normals up close (though 5C-jC is still good poke midrange), but if/once you get set up, you can actually zone him for awhile. Not as hard to easily run away from him though, unless he already commited himself to flying somewhere with the chain. I feel it's the same for Litchi, but much easier since you can outrun her fat thighs quite well. Same thing for Bang unless he really wants to burn all his nails at once. I think the ability to outmaneuver characters, how much you can safely set up, and the threat you have before/after setup are things to consider too, though my understanding of "neutral" game is still a bit tenuous.
-
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
tubazooo -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
What time are you guys going to Coco's? -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I'm trying to start out with Kamui, but I'm thinking of playing Petra or Maori instead. I wanted to play Scharlachrot but her style wasn't really what I expected...plus she kind of dies in 1 1/2 combos I really like Wind, Water, Time, and Tone arcana so far (Tone = Mu-12 lol...). I love how low the round time is and how much damage everyone does, hardly any time out in this game. Is everyone going to PCP this Friday? I finally got a new metro card (it's only been like 2 weeks, but it feels like forever haha). -
Yeah. Spacing and strategies are different not only against every character, but even different situations and persons. Mu really forces you to treat each matchup differently, and really think about things like spacing, positioning, and analyzing your opponent. Not that you shouldn't try to do this with every character obviously, but I really feel Mu requires it, add that to learning how to use her tools and she's not really "pick up and play". As for some basic spacing stuff, check out the wiki, but here's a really quick, really general list of keeping people away: 2B - close ground poke, use this for "pretty cool guys" who just run up and 2A or whatever 5A/6A/2C - anti airs, 5A is shortest/fastest, 6A is a little farther but a little slower, and 2C is much farther but much slower 5C -midrange ground poke, but make sure you're not too close or you can get stuffed. jC - great midrange air poke, hitting with the tip if this can be very annoying for the opponent SoD/236A - these can be used after you set up one or two steins. SoD for people that are close or try to run in, and 236A for people that are faraway and to kill projectiles. They can still come in from directly above you or try to cross you up, so mix it up by jump cancelling the steins or with 236D/214D 236D - Use with steins far apart from eachother so the laser "bounces" longer 214D - Use with steins closer to eachother for bigger explosion area But yeah, keep learning Mu! there needs to be more than ten of us If you can learn the spacing, matchups, setups, and combo parts now, it'll only be easier in CS2 since she looks a LOT more solid in that game. It's true her midscreen combo and setup opportunity took a hit, but her stuff in the corner looks sick, her pressure looks a lot safer, and of course we all know her zoning got better.
-
To add to the above posts, once you get a life lead and break some primers (lol4primers), don't be afraid to just up and get out of there. If he green bursts, all the better. Really, don't even be afraid to win by time out. When you get stuff set up and get fullscreen, you CAN zone him, and lame it out rather well, and with lower health/primers he has to come to you and take a risk. Before he gets 50 meter, you can go wild with your pressure, but once he has 50 meter your blockstrings basically end at 2B. You can bait the houtenjin and try to continue, but I'd just rather not take a risk and go back to neutral. This matchup can be annoying, but I'm not sure about worst...Tao can crawl under everything but 2B and generally just does whatever the fuck she feels like. You can still make Hazama take a risk and force a situation on him. But maybe I'm just salty against Tao...
-
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Zeromus_X replied to Chumaralupa's topic in West Coast
I ordered mine from YesAsia and got it 13 days after release...maybe not everyone's idea of "reasonable time" but, free shipping -
There's a list of blockstrings and general ideas in the Mu wiki. Regarding 6B, it's very unsafe on instant block, so you'll usually want to wait until you have 50 meter to use it against better opponents. But you can do some gimmicks by cancelling the first hit with 236A, SoD, or 214D with stein nearby. Or DP when they IB the 2nd hit and try to punish lol.
-
Arcana Heart 3 - Out Now, Best Fighter Ever
Zeromus_X replied to MouseWonder's topic in Misc Fighter Central
This is the exact same problem I have. I wanted to learn her first because I heard she's one of the easier characters, but I'm having a hard time hitting people. I have no idea what to do in blockstrings without using up a bar for HC. I ask for advice on homingcancel and they're like "lol she's pretty basic, just figure out a playstyle that suits you" I think I'll just learn Petra (heard she's REALLY ezmode) or Maori instead since they at least have repeatable As. -
http://www.youtube.com/watch?v=j_iV--FKYeQ#t=18m20s Possible oki with j236D and j214x?! CS2 Tsubaki hype has increased.
-
Yeah, don't worry that much about the 214D whiff combos. I personally only do them consistently on Ragna, Jin, Haku, and Tager since you can just dial in the 6B after 6A without having to worry about not only doing the dash out of 214D correctly, but also delaying the 6A, 6B. I mean, the extra damage is great, but I'd rather do the combo I can do consistently on everyone and get them closer to corner/setup oki than worrying about a harder combo that I might drop due to lag or just messing it up. If you want to practice it, this is the method that worked for me. You have to dash after the circle under Mu disappears. Practice just dashing out of 214D by itself, then practice 214D, dash 6A by itself. Then practice with someone like Ragna as the dummy, and do something simple like 3C, 6A, (delay) 6C, 214D (whiff), dash 6A, 6B, whatever. Then when you can do that consistently, practice on someone you have to delay the 6B after 6A like Lambda or Carl. Like said, if you can do them, that's good, and it does give a big damage increase on confirms like CH jC and 214D. But if you can do 6A, 6B in regular BnB on everyone along with Fatal, guard crush, and corner combos, you should be good to go on combos so just focus on stuff like different oki setups, zoning, and spacing. Edit: for 214D dash 2B, unless it started with pure 3C (maybe with 2B/5B before?), you're not going to get a noticeable damage increase, so it's just to make it so they can't disrespect 6D 5D.../5D 6D...setups so easily.
-
I just finished adding some more stuff to the wiki, so now it looks a lot better. Added the damage/meter gain on most of the combos, added some more detail to the zoning section, and added the corner 6C 5D 214D 2B setup (so godly, how could I forget?).
-
I want to go, but I probably won't be able to get another metro card until next week.
-
I'm pretty sure Jago meant 632146C for WoD ("Wisdom of the Divines"). Like Ve said, fullscreen and in setups are good places for [D]s. Near the corner you can use them in pressure after you knock them way with SoD, like x[D] then 236A or SoD when they're getting up. You get to control their space and possibly break a primer at the same time.
-
Welcome! Have fun with Mu; she's kind of hard but we can always try and answer any questions you have.
-
That SoD chart was there before I started editing, since I never really messed with the different levels of SoD I just assumed it was correct...I'll have to correct it later. For 5B, I honestly don't really use it/know how to use it for spacing so I didn't put it in yet...how do you recommend it be used? Thank you for the feedback, I'll be sure to add/change that stuff.
-
Hey everyone. I've been writing up stuff for the Mu section on the Mizuumi wiki instead of studying, so I'd like to hear your feedback: http://bb.mizuumi.net/wiki/Mu I added stuff for spacing/use of normals, zoning strategy, oki setups, and some combos that I still have to finish (thanks LK for the template), since "datASS" isn't too informative. I hope it'll be a good reference of stuff to print out for my own use for players that want to learn Mu. Most of this stuff is already available here on Dustloop, but is scattered among the Guide, General Discussion, Video, Combo, and Oki/Setup thread and can be hard to find. Most of it should still apply to CS2, though obviously the 3C 2B bnb is gone and our corner combos will be a bit different. Maybe we can add tempest and Ve's matchup strats someday? Also regarding Mu vs Jin, I think Jin's 2D deserves a mention. He can go under your lazers and bombs, and it's pretty fast and good to punish you setting up.
-
Pretty basic, but here's a nice setup after combo into j2C with only one jump: ...j2C, j6D, land, 2B 2B will catch rolling forward and refusing to tech, and you can go into 6A, jC j2C, dash 2B...etc or corner loop near the corner. Timed right, the 6D laser will miss if you caught them rolling, preventing it from messing up your combo. If they neutral tech and reversal, you can always block or jump/barrier block after 2B because of frame advantage. This is a good way to condition people to just get up and block. Midscreen, it's not as powerful since they can try to roll back, but this isn't necessarily a bad thing, since they may get closer to the corner or you can just fall back and zone. If you want, you can dash 2B to catch rolling back or as a meaty or crossunder. Once they're conditioned, you can mix it up after j2C with: ...j6D, airdash back, setup stuff (zone) ...j6D airdash forward jB (depending on if you do airdash immediately, or if/how long you delay it, can hit cross up, hit with meaty jB, or whiff jB, land, and do an empty jump 2B or 6B). ...236A ...j6[D], airdash back, setup stuff (zone) ...j6[D], airdash forward jB (same as earlier but more blockstun from j6[D]) ...j6[D], 236A, land continue pressure ...j6[D], land 63214C (level 2 or 3) ...land, dash 2A/2B/2D (crossunder) ...land, IAD jB/C (crossup) etc This is also good way to go into oki after a corner loop, if you don't gain enough meter for super or want to conserve it, and possibly do more damage if you reset the opponent.