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Zeromus_X

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Everything posted by Zeromus_X

  1. I am. She's so fun. =)

  2. I dunno man, Ragna's mixup is pretty awful...nothing makes you feel worse than trying out every blockstring you can think of only for the opponent to be like "lol whatever I'm gonna block everything, good luck with that 6B". Alot of his stuff is still very unsafe too, Ragna's pressure ends very quickly if you're trying to be safe, he still needs meter to have a worthy mixup against someone who can block. If Ragna didn't have his meter gain and higher return from hits in this game, I doubt he'd be more than A or B tier again. I mean just compare it to Bang (fast overhead, dumb command grab setups), Hazama (invincible command grab, safer pressure than Ragna's), and Litchi (), it really doesn't seem that impressive to me.
  3. I noticed there wasn't a Mu mirror thread yet...so this thread is for discussion on the Mu vs Mu matchup. I played a few mirrors with Glirandly a while ago, it seems this matchup is very momentum based. Often whoever got the first knockdown literally rode the momentum to victory. Although Mu's oki is monstrous, it seems she can't really handle it herself. If you get under pressure, don't neglect DP + Rapid, Counter Assault, IB DP, or even bursting if you have to, it can be very hard to escape once the other Mu gets in. Know the holes in her pressure (6C/Sword of Decimation up close or steins in blockstrings are no-nos), and use safe pressure yourself with 2A/B staggering or Rapid Cancelling to continue pressure off unsafe moves. Summoning anything other than fullscreen away is risky; asking for a 5C, 6C (Fatal!) or jC/2C to the face if you just go about summoning steins carefree. Most of the match will probably be spent poking and spacing before anything truly gets setup.
  4. That's why I said use it after you've got them scared, and it will probably only work in the corner. You can always mix it up by doing SoD after 6C, or jumping after the stein to discourage a punish...I just thought it was cute how the stein goes right above their head lol.
  5. On the note of blockstrings into steins, I've been messing with this blockstring into 4D/214D setup: 5B 2B 5C (2C if normal block) 6C 4D 214D If you do it right the 4D will send a stein right over their head for you to immediately cancel into an explosion. Depending on how much they're using Barrier, you'll need to use more or less normals before the 6C for it to push them back enough so that 4D will go right over them. The explosion will let you do a nice combo if it hits (if they mash/jump away or something), and let you continue pressure if they block. It's rather gimmicky since they can IB the 6C and backdash/jump away or something, probably won't work too often midscreen. And some characters can hit Mu out of it (like Ragna dash 5B or Hakumen 4C for example) when she sets the stein and tries to detonate, so be ready to bait this by jump cancelling the stein if they start to recognize this setup. Once they're afraid to counter, go for stuff like 4D, xD, 214D (cover more space to prevent their escape), or iading to continue pressure to save the explosion for later (if they block your next mixup, pop it and do another).
  6. Fatal 22C is easy mode Doing regular double 22C combos is
  7. I'M A MAGICIAN SPENCER. A FURIOUS MAGICIAN MY MOTHER TRIES TO MAKE ME GO ON DATES. DO YOU HAVE ANY IDEA WHAT THAT'S LIKE? DO YOU KNOW HOW HUMILIATING THAT IS SPENCER? That video was pretty amazing.
  8. Now that there's no dumb loop that takes out all of your life for making one mistake, I find this matchup much less stressful, actually kind of fun. Be patient at first and don't rush in...don't jump predictably or you can get nailed by his iad fastfall grab. You can poke Ada with jump cancellable moves and react to what Carl does. So you can do something like 3C, jump away, or 5A xn, 6A if he jumps towards you, jump away if not. Or 5A, 3C if he attacks from the ground, etc. Of course he can bait this with Ada's moves with super armor, you can still stop her by gatling into more moves and possibly hit Carl if he's close enough. If you get sandwiched, definitely Burst/Counter Assault/ID rapid out of there asap (it looks funny to ID Ada really quick then fly away). Heck if your ID CHs Carl you can go into combo and practically gain the heat from the rapid back. I think I saw Spirit Juice do something like ID CH Rapid, dash 2C 5D double BE combo for around 3k. His j2C isn't an overhead anymore so it's a lot easier to block his stuff but his mixup is still ...j2C is still a great crossup, pay attention to his distance from you on JC-able moves. When you get in on him, try not to let him go...burn up RCs to get past his guard if you must, since you'll take out a ton of his health or at least get him to burst. He only has like 4 primers so a using guard breaking moves isn't out of the question either (2D Rapid mixup or Dead Spike rapid mixup are nice). If he tries to Fueco on your wakeup to get you to guard, you can roll in the other direction. I imagine a better Carl would try to use something to stop you from rolling though. Even if you guard it you can mash back to IB the hits and gain some extra heat, could be enough to get you a CA.
  9. What exactly makes this matchup so bad for Mu? I know Hazama's pressure can be scary when done right, but (at least from my scrubby point of view) it seems pretty easy to keep him away with jC, 236A, and LAZORZ. Most of the Hazamas I've played have a hard time finding a way past Mu's zoning and lolnetplay so I'm just trying to understand why it's so bad for Mu.
  10. SN: Zeromus_X PSN: Neo_Zeromus_X Name: Erik Location: Phoenix, AZ GG: Total GG scrub but I like BB: I haven't really introduced myself in this thread or post here that often. I believe I met some of you guys at Devastation, at least I remember Ray the guy with the bandanna. I was the guy with the peace t-shirt playing BB. It'd be cool to chill with you guys and play at PCP sometime.
  11. Thank you so much. Blockstrings are probably the hardest thing for me to learn with a character...too often I go autopilot and do the same strings over and over. So that helps a lot lol.

  12. I think I could have donea little better if it weren't 3 in the morning lol. I don't know, sometimes I can just think "maybe he'll do this, I should do this" or "this might be the best in this situation"...but most of the time I'm like hurr durr and just can't think of what to do and when I fight someone who can actually think ahead all the time they play I get bodied.

  13. Thanks. And yeah, I don't think I'll ever stop playing Ragna, I like him too much to just drop him. Plus I don't think they'll ever make him as bad as say, Rachel...I hope lol.

  14. Pretty sure that her Unl. form "Gamma Ray" distortion is 632146A...unless Ginseng is trollin'.
  15. If they're just autopilot crouch blocking, try a 6A on their wakeup. Or at least it works on me lol. Hm, someone else who actually knows Jin should offer better advice.
  16. I have AIM "Neo Zeromus X" though I usually only talk to a few friends of mine irl, I'm usually on the PS3 while it's running.

  17. I've actually had it for awhile, just been lazy about learning it. =/ It's like I'm really playing again for the first time! =(

  18. I'm curious about that as well. That's probably the weakest part of my game, I spend most of the time going "hurr durf jC 6A"...=/
  19. Dude...you have no idea how much this helped me! I wasn't sure on the exact timing before and now I can do it much more often...So thanks lol. Doing double 22C combos online feels good man.
  20. Question for Litchi players, what exactly am I able to punish of Litchi's (in regard to blockstrings)? Whenever I fight her it seems that if I get under pressure, I'm blocking for 10-20+ seconds until I fail to block a mixup or get guard crushed. I once had a Litchi use a blockstring that carried me from midscreen to the corner. Is there anything I can do to punish her or am I forced to take her S-Tier boobiness?
  21. Slow down and take things one step at a time. Try to do the quarter circle back motion and then carefully press A, and keep practicing until you can do it faster. Same thing with combos. Take them one move, then eventually parts at a time, until they become muscle memory, then try another part. Then try to practice the whole thing.
  22. Your avatar is adorable, where do you find this Bridget artwork?

  23. Some recent replays: http://www.youtube.com/watch?v=gEIFNicJ3zs http://www.youtube.com/watch?v=lfRpoMGoVB8 http://www.youtube.com/watch?v=61GM4zs4aeA Any tips?
  24. BE is unsafe on block so you should probably only use it every now an then as a pressure tool...though if you have 50 heat you can do whatever you want really lol. TK GH is a nice mixup tool every now and then. You should usually always go for the axe kick for the oki it can provide. You should have an second jump or air dash left after axe kick, safest option would be to jump/airdash away and get out of there...but if they're just doing Tager Buster every time after, try to descend with jB or jC to stop them from doing that (but then they can do 2C/Atomic Collider if you do this every time, so mix it up). Also to note, If you have 50 heat after the combo there's a nice setup you can do with jB and C Inferno Divider to keep them from tech rolling, check out the oki thread for that.
  25. ^ID is a great choice...if you have 50 meter. Then you can ID > Rapid to get out of the dumb guessing game for free. Otherwise it's a complete guess. Just try to mix up your options the best you can so that you make the Tager player have to guess too. More info on GF is on page 2 of this thread. TK BE/GH stands for "Tiger Knee Belial Edge/Gauntlet Hades". You execute a Belial Edge or air version of Gauntlet Hades from the ground with the input 2147/21479 C or B.
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