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Everything posted by TD
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Neither is actually useful in footsies. lf you're not setting them up, don't even use them. ln fact l save mine for CA now. And thanks sten
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Thx fv. l have trouble harassing the opponent with strings and usually just go into mixup. lt's a bad habit. Hmm, a basic string? Well, Mu is one of those chars that lie about their difficulty. ln her case she's more difficult than she looks. l started out with 2b - 5b - 5c - 5d - 63214c. Was hel'ful as a blockstring.
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No, it's true. Online jayakou is VERY srs bsns. Mu shouldn't be using raw 6c against haz. And l was completely unaware of 6a... l believe it has inv. frames. Maybe..
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Well said. And, yes her dp is clash city. l don't even recommend it against Ragna, his D clashes constantly. uuuuugh! About her mixups: What are some strings into overheads and whatnot? l got 5c - 2c - 3c into stein - j.2c... or 5b - 6b... How can l make myself safe after a failed mixup? l know steins/meter helps.
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l believe that is a corner combo? Yeah l use it. Met a good Tsubaki today, karasu something. He was one point behind me in games won, and in many rooms l usually have 10+ wins. lt was just amazing, l hardly ever compliment people but, l like him. I wish my d card worked... Do any of you guys record, omg.
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l see. l was afraid to say B tier, but now l wholeheartedly agree. Arcsys made sure not to make another Nu (gameplay wise.)
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So guys, given the developing matchup information, as well as general playing and your own experience, where would you put Mu on the tier list, currently? I give her mid - A tier. Solid damage, zoning and rushdown make her a good candidate for high tier. A lack of really great normals up close and dependance on steins (and their placement) lower her scores, more or less. She's also a bit slow. Well, what do you guys think?
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l use 236a. lt's a good move tbqh. All the more options to keep op in check. And it stays out, l love it. 5a seems a bit short though. Perhaps just 2b and set off steins it it screws up. Or if they block, tick throw. That's another thing. Mu's tick is sex with meter.
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l actually find Noel easy. This matchup is all about Mu's specialty: mindgames. Don't do anything like stein stein stein stein without checking your surroundings. Condition her to stay precautious of approaching you, then summon until she tries to run you up. And that's how l approach this matchup. l like 3c in this match, it catches an approaching Noel. Not to be abused though due to 2d, if at all but it works for me. Mu is turning more and more into CT Rachel.
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l've been hit by it before, thank goodness no followup. Ok, gotcha. There's one more thing. How do l counter his chains? (Not move, l actually want to counter them if possible.) Not predictably of course, but l know 2c and 6a clashes at least. l don't want him following up thinking it's free pressure.
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love you too sweety! ^.- Ok, here's my problem, besides the case of the musteriously unblockable sweet chin music... >_> Zoning and running away seems like the best strat so far. lt works... but then l get struck by a d chain, and he really puts me in a big dumbass bind that makes me really scream all sorts or wtf at the tv. So during pressure. do all Hazama's do 3c in their strings into his stance? lf so, l believe l can escape with dp/backdash.. right? Basically, when is the best time to move/strike?
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Really? News to me. Well uh... it's definitely like CS Rachel's spike crossup... but much better. Either way, it's very unexpected and a free 2.8 - 3k on hit, which makes the reward good (for someone like Tsubaki ) l like how Hakumen's counter is useless against crossups. Well anyway, l want to see if it could deal with those occasional "chicken blockers"... goodness, l find chicken blocking a serious pet peeve of mine.
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Not that one, the iad j.d one. The snowflake thing. lt's as safe as that (not safe)
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Most of the time, no. But for the times it is... buffer the 2c. I found that 5c also punishes... but 2b gives advantage, so i'll try it.
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You don't need RC to combo! You need the meter to make it safe. You can just do 236c - 214a if it hits, then finish with an air combo. l don't know how much of a disadvantage you are at if they block, so the meter is just safety precaution, or if you think they'll block, to continue pressure. lt's about as gimmicky as Jin's crossup, more or less. Just be careful.
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@Sten - After a 236c it becomes a guessing game. A smart player can use their gdlk pokes or dp's right out of it. Do you pressure, or bait? Use your CA at the start of new pressure or non jcable move. EX - carl does 5b, 5c (5d) dash 2a. (You might want to see if it connects in training, Carl is tiny.) Or 5b, 5c (5d) jump j.c. Anytime after Nirvana's punch and Carl's next hit. Be sure to bait those throws! ^.-
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Your right fv. That makes it imortant to always mix it up. Mu can have long blockstrings, but from my experience none of it is actually inescapeable unlike CT Rachel, so playing mindgames should be second nature. Speaking of that though. During a knockdown 5d setup, and l know my op will forward tech, how do l deal with it and keep them in check/guard so they'll know not to try again?
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lt's worth a shot at least. :P Could save your ass. Or my ass o.0 I dunno about Makoto. l think tsubaki's 5b pure outranges her? lt seems to be in tsu's favor frn.
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l do mash steins alot... lol For j.2c, welll there are instances where l was able to cancel the recovery with 5d... don't know if it really works. l do know that you can do ame no habaya during a hit or a recovery.
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Not the fireball ginseng... the charging eagle thing o.0 l believe in the air it would be j. 214d (my mistake). lt's actually quite fast. And yeah, the cc air thing l was saying... don't do it. lol But ya... dive not wings. And yes it is good to have meter... just in case they block it. But it really is fast, and 214d (rather, the crossup) can be comboed from even midscreen.
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Nah l mapped the buttons. D is L1, and A+B+C is R1 (for easier barrier blocking/bursting... and yeah l play pad still :P). That's the problem though! The barrier is SHOWN during the super flash so l know l did it, but l still get fc'd!!!!!! raeg But l never thought about dping it... hmm, now a few ideas come to mind. l can blow up steins, dp, maybe even do mu's gdlk backdash!
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Thanks sky. l have to remember that she's a zoner and that close range is bad in many situations for her... l started doing 3c - 5d last night btw instead of fishing for a combo only. l'm going to try your way. And wow, explosions... work... niiiice....
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Found another one that dosen't use charge. Looks extremely gimmicky. jcable move move - iad - cc - j.235c - 5b... Once you land the 236c, it's free pressure or combo. It's the cc part that scares me. There's more than enough time for op to move. Sorry for double posting btw, thought l pressed edit.
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You need a charge though, but it's a good reset. The iad is tricky (for me :P). l'm experimenting with crossup cc shenanigans now, if anyone finds anything with it...
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@Ginseng - No not that, l mean (Insert jcable move here) - iad - j.236d -236c - 214a - 5b - sjb - j.c - dj.cc - j.236a - j.214c Everything after j.236 d is after hitconfirm. But yeah, was thinking about ct carl's crossup while training and... got this!