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Afro-Demon

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Everything posted by Afro-Demon

  1. Actually overheat I'd say mid range is around tie. Both have fast moves in that range, lamby relying on drives again and mu with her c moves. A counter on either side equals big damage. I'd still say lambda has overall advantage though. CH 5D is just too good and her pressure is enough to make anyone cry. Plus she gets meter almost as easily as ragna. I'd say 6:4 lambda adv. This is still all just speculation though. I'm betting within the week we'll find some 6k long range meterless combo with Mu lol.
  2. Lol yeah. Omohikane does 3k if it's first hit and does 1.5k no matter how many hits in the combo. I would always use that as an ender if possible. The thing why I say we need to find damaging mixup is because otherwise what's to keep them from block low ALL THE TIME? I know that 6B only leads to 623C without meter, and she doesn't exactly grow meter out of her ass like ragna does. That only leaves a short hopped j.2C and if that can't combo if it hits a crouch opponent, I say it's going to be rather hard for her to get damage without using 50 heat to cancel her 6B. I understand if you hit them crouched you can usually combo to 6c, but if they block crouched it's difficult to get above even rachel tier damage without meter. Also I've been thinking, maybe 236A can be used as a sort of keepaway strategy. 5DD>236A>copy/pasta until satisfied? It's slow trajectory kinda prevents people from getting in and the arc easily prevents air dashes. Of course characters like lambda/hazama could easily get around this and others obviously have ways around,(nirvana as shield, ara teleport) but I'm sure rushdowns could easily have trouble with this move. Does it have long start-up/recovery?
  3. Also, what do you mean by 6C wallbounce to 214d air combo? Is that with steins previously set or is that with setting the stein for the 214D mid combo?
  4. I didn't think so. It seemed like it just hits the opponent to low to combo off of. But we seriously have to find some other way to combo other than getting either a 3C or a lucky CH 5C, otherwise the opponents will literally have the same ease as with CT Hakumen with his lack of mixup. Is is possible to combo off a low j.2C if the opponent is attempting to crouch block?
  5. Are there any ways to combo after a CH 623C without using meter? A reversal that does crap damage doesn't seem like it would do any good in BB except for the sake of having a reversal. Maybe CH 623C>66>5C>6C>2D>jc>j.C>j.2C>j.DD>j.6DD?
  6. I asked that. Thanks for confirming. That is going to make her a goddess at mid range zoning. The only real problems now are finding some more reliable setups for combo. Most of her decent combo's form after her 3C, and that isn't exactly the greatest of ranges nor the follow up for the combo.
  7. I know that the yellow laser are highly ineffective for that kind of spam. But blue lasers seem to have the same amount of hit-stun as lambda's drives. Considering they auto aim and don't require anything on your part other than summoning, I would think that most characters besides lambda and hazama would have a hard time against them. On a side note, don't you think that Mu would get completely thrashed against lambda and hazama only her short to mid-range normals have any speed to them, and I'm sure both characters could counter hit you doing drives on reaction.
  8. Oh dear god. Would the following be possible due to being able to jump cancel her drives? 5DD>2DD>jc>j.DD>j.2DD>jc>j.DD>j.2DD I remember I saw a laser spammer video at one point, but I don't think he did it to that extent. If this truly works, then I might regret ever facing a Mu online. The yellow lasers basically have no block stun, but if a spam of blue lasers was constant, idk, do you think it would be difficult to get past?
  9. Does that increase the speed of the move at all? Also, looking a match video showed that 6D is also jump cancellable. Hey Mizzet, 2 questions. 1. is it possible that say 2DD is also jump cancellable instead of just 2D? 2. Because you say you can only set steins in pairs of 2s, does that make 6D>2DD impossible?
  10. 236D also seems to have a lot of untech-able time if it hits them in air. I'm sure there would be a way to set up combo with it after a 6C if the opponent were high enough.
  11. I think Mu-12 might end up getting as many guard breaks as a lambda. Blue lasers take a primer and they are easy to get on oki. 63214 takes 1 primer uncharged, and apparently 3 if charged. Also can someone check some thing about her 214D. I think that the amount of hits it has to do with the amount of stones in the steiner. Same thing with that move taking primers.
  12. I honestly want to if there's any tech traps we can pull off to land a fully charged 63214C, hit or block. Hit it wall bounces and according to the combo thread it can take three primers if blocked.
  13. First question. 5D just sets a stein right in front of Mu. If you use 5D later on, it will just set another stein directly in front of her. If she happens to be in the same spot she set the first, I believe they would overlap, but I 'm not sure. Second question. I don't know if it fires immediately, but the first stein of the 5DD then becomes a blue laser, which has more hit stun, hit stop, block stun, and even breaks a primer according to Mizzet.
  14. I wouldn't think its safe on block. The move is pretty slow and pretty bad out of combo from what I've seen. Her meter gain isn't bad but not great. From a throw combo into 1 rep of corner loop it looks like she got somewhere in between 30-40% meter.
  15. Her 6B actually combos really well if the opponent is in the air, and it also is 1.1k by itself. But still, as a mix-up it is rather a slow overhead.
  16. Nice findings on the blue laser. That will really help her oki. Who has/getting the JP version? That way we can ask them to try combos and the like. One combo I'd like tested is 2B>3C>2B>5C>6C>2D>jc>IAD>j.C>j.2C>j.2DD. Should net her around 2.7 k plus oki and 3 steins, one blue one. Maybe even try jump canceling 2DD so we could get 4 out and 2 be blue lasers.
  17. I'm gonna copy-pasta the move list on the guide thread and give a brief explanation of what they are.
  18. Sorry, meant her 236D, which is the one where she sends a laser from herself to all of her steiner. I got to get to bed. I'm only running on 4 hours sleep for the past 2 days.
  19. Also, can you cancel 6C on block with drives? That would insta-buff her zoning game if that move is safe on block. If it's not cancel-able on block then that move is really punishable. I saw a ragna normal block and turn it into a 2C CH for up for 4.5 k, which isn't healthy, especially for a Mu.
  20. You can place up to four orb on the screen at a time. Every time she sets a steiner, all steiners out gain a stone in the middle of it. For instance, if there is already one steiner on the field, it should gain a stone. If you create another steiner, the first steiner will have 2 and the new steiner will have one. Also, for her 236D, the laser she sends through the steiners end up traveling from the steiners with the least amount of stones to the most and lastly aiming towards the opponent.
  21. Also, at times there are two different types of automatically fired lasers, one a small yellow one and the other a decently sized blue-silver one. Does anyone know if this is random or is there a way to make this consistent? I have a feeling those blue-silver lasers are much better in pressure games than the yellow ones.
  22. In the guide thread, there is a list of her drives that state what angle they aim at. Other than that they try to aim for the opponent automatically. Edit: Can someone please confirm some of the things noted in the guide thread about this? Although I don't own the game, all of the footage I've seen of Mu doesn't suggest that certain d moves aim at different angles. All I've seen is it just changes their position and it's angles are then set to the opponents location once a stone in created.
  23. I'm not sure. Those who have played the game say the projectile is just terribad in for just about everything, but maybe someone with the game can try to find some good properties for it. And after j.2c, I'd say it would be better to just do j.DD to setup oki.
  24. I haven't seen the full palette yet, but of all the videos I've seen of her, dark colors don't suit her character well in my eyes.
  25. Discuss general combos, strategies, ect. of Mu-12 here. Move list Specials: Ame no Totsuka: After setting Steins Gunner, (mid-air also) 236D/She sends a laser from herself, through all her steiners and then finally at the opponent. Once started cannot be stopped. Ama no Habaya: (mid-air also) 236A/ Small sphere that has slow trajectory. Sends upwards if grounded and downwards if in air (Note: Beats most projectiles. Only projectiles lost to so far is Tager's Spark bolt and Noel's 236236D) Tsunugui: 623C/ Reversal. Creates diamond around herself Furu no Tsurugi: (chargeable) 63214C/Similar looks to /\'s 6C. Breaks 1 primer on block, 2 primers halfway charged, and 3 primers if blocked fully charged Ame no Habakiri: After setting Steins Gunner, 214D. Explodes steiners currently out on the field for 3 hits. Breaks 1 primer. Distortion Drives: Omohikane: 632146C/ Stabs the opponent and then goes into special sequence. Minimum damage of 1500. Yata no Kagami: 632146D/ Sends a laser to each of the steiners out on the field and 1 at the opponent. Each laser sent to the steins then auto aim at the opponent. Astral Heat: Kamigoroshi no Tsurugi: 222d/ Creates a small ring in front of her. ---------------------------------- DATA: Life: 10,000 GP: 5 [Name/Input | Damage | Guard | Note l Frame Adv.] Normals: 5A 130 ALL -1 5B 450 ALL -6 5C 650 ALL -9 2A 150 ALL -2 2B 350 L +1 2C 650 ALL -20 6A 620 ALL -7 6B 680+472=1152 H -3 6C 820 ALL -26 3C 600 L -16 jA 180 H jB 440 H jC 600 H j2C 750 H Forward Throw 1000 Backward Throw 1000 Air Throw 2000 Counter Assault 0 (6A animation) Drives (Steins Gunner): (please confirm about the angles, because there is significant proof against the angles being set to the D moves.) 5D 300 ALL (90 degree angle stein, close range, jump cancellable) 5D(2) 1015 ALL (90 degree angle stein, close range) 2D 300 ALL (15 degree angle stein, mid range, jump cancellable) 2D(2) 1015 ALL (15 degree angle stein, mid range) 6D 300 ALL (70 degree angle stein, very far range, jump cancellable) 6D(2) 1015 ALL (70 degree angle stein, very far range) 4D 300 ALL (45 degree angle stein, mid range, jump cancellable) 4D(2) 1015 ALL (45 degree angle stein, mid range) jD 300 ALL (90 degree angle stein, close range, jump cancellable) jD(2) 1015 ALL (90 degree angle stein, close range) j2D 300 ALL (120 degree angle stein, mid range, jump cancellable) j2D(2) 1015 ALL (120 degree angle stein, mid range) j4D 300 ALL (45 degree angle stein, mid range, jump cancellable) j4D(2) 1015 ALL (45 degree angle stein, mid range) j6D 300 ALL (90 degree angle stein, very far range, jump cancellable) j6D(2) 1015 ALL (90 degree angle stein, very far range) [4 steins limit out at once on field] DD 410,727,1015 (3 hit) Specials: Ame no Totsuka [236D] 500 ALL Ama no Habaya [236A] 672 3hit ALL Ama no Habaya (air) [j236A] 672 3hit ALL Tsunugui [623C] 500 ALL -20 Furu no Tsurugi [63214C] (chargeable) 920-1520 ALL -10 Ame no Habakiri [214D] 1485 3hit ALL Distortion Drives: Omohikane: [632146C] 3063 9hit ALL -31 Yata no Kagami: [632146D] 800 + stein count ALL [note: damage depends on directions of steins and how many on field] Astral Heat: Kamigoroshi no Tsurugi: [222D] 115 2hit ALL Info by Kurushii, Heroic_Legacy, Spark, Mizzet Color Palettes http://www.dustloop.com/forums/showthread.php?8287-BlazBlue-Continuum-Shift-Sprites&p=666315&viewfull=1#post666315
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