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mundus

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Everything posted by mundus

  1. 2C beats out sledge on reaction and if Rachel is sitting on 50 heat that can actually lead to "decent" damage (3k). The problem though, is when Rachel got a life lead, its hard for Tager to even hit her if she is played right. I still say its slight favor for Tager though, due to specific combos and she is pretty much helpless when magnetized.
  2. I'm confused are you behind that wall of text you posted in the suggestions thread or was that just trolling? Since seriously most on that list where bad changes, Rachel less health? Tager less throw damage? The list goes on and on, the only throw that needs change is 360A make them land closer so you can magnetize everybody from that throw, seriously a regular throw is better.

  3. You can't buffer dash cancels unless the move is dash cancelable Lambda's throw and Jin's shoryu isn't, so you just need to learn the timing. Also if you want to land a move like Jin's 5B release the stick after you hit 6 2 times, if you want to do 6A like in Lambda's dash cancel do not release the stick.
  4. It beats out every normal pretty much and its safe on block, doesn't get much better than that, only drawback is that you have to be airborne for it to come out, so if your opponent has a precise blockstring or is Carl it will be hard to pull of, you do have a parry for those situation though. 360s doesn't cost heat though so it is reliable more often and 720 actually has faster startup than Houtenjin so it can punish pretty much the same stuff, the difference is that 720 can't punish air to ground attacks if your opponent still got a jump left.
  5. I swear that Rachel when played right, is harder than Tsubaki and Noel for Tager.
  6. Just buffer the motion before you do the last 2B like this 632B146C.
  7. Steel Rain is always good to use in the corner now when it doesn't go away when Bang gets hit. The exception would be vs characters with a fast backdash and Hakumen also if you are facing away from the corner most characters can just dash out, but they still have to deal with Bang.
  8. Also sales mean nothing for fighting games, hell VF5 has sold more than BB. Also look at Melty Blood, its arguably better than most fighting games and it sells like some indie game (yeah i know it is technically an indie game but still).
  9. ^ Mu defense is nothing special imo, her zoning is good, but as far as defense go she is as bad as Lambda but with a better DP. However Lambdas DP is safe on block Mu's isn't. Both have about the same options other than that, reversal distortions and backdash. IB 720 and 360s should not be forgotten they are about as damaging as Hazama.
  10. The only way a game can be perfectly balanced is if the whole cast plays exactly the same. Even VF has tiers and that is probably the most balanced fighting game series. 2D fighting games are also harder to balance that 3D fighting games. Anyway a game will never be 100% balanced tiers will always exist. Trying to get it close to balanced is what people should aim for, also keeping the game diverse (not 5 characters who plays the same like in other series who shall remain unnamed) and fun to play.
  11. The black beast is when Ragna and Nu fuses, his arm by itself isn't the black beast. If you are referring to *Spoilers* the fact that Nu's soul is with him in the end of CS. I think that for them to be merged into the black beast, both the grimoires has to be combined in a cauldron and Nu's body is not with Ragna, just her soul. *End Spoilers*
  12. Don't forget 720, it is also great after an IB. Smart players will do messed up block strings so that they are hard to IB or bait it and block. Its a good reversal nonetheless, but it can be played around.
  13. Ragna defense? "OK" everybody can outzone Ragna even Tager (spark bolt) he cant be defensive ever, except running the clock for the last 20 sec and so can everyone. I would say Hakumen> Tager > Jin > Bang > Rachel, i don't think Hazama is that "defensive" he can zone and run away yeah, but once you are on him he only got IB> Jayoku Houtenjin.
  14. If Mu is in the air spamming steins Tager will advance, thats exactly where we want to be and we have the spark bolt. Basically when Tager has spark you will get hit by it or he will get close you can't dance around it unless the Tager's you fought all suck. For example if DP makes you immune to spark he can just do it after and counter hit you with it.
  15. You can't play around the spark bolt with Mu except just standing still and DP when he does it (unless you get magnetized anyway not sure how her DP works). Since the moment you are in the air you will get sparkbolted before you touch the ground again, staying on the ground will also get you sparkbolted. I think i have missed like 1 spark bolt ever vs Mu and it was cause it got interrupted by a laser. Remember as long as you get magnetized it has already done its job. Also even if your DP really makes you immune to the magnetism, just standing there doing nothing will just make Tager gain ground by walking, if you do anything he can spark bolt on reaction.
  16. S-tier usually equals that the character have all good or even matchups. Arakune has some bad matchups so he is S- or A+ at the most. However that doesn't change the fact that outside of those bad matchups (Lambda, Litchi and maybe Hazama) he is fucking broken.
  17. Never use 6C in a block string, as Heroic Legacy explained even if your DP clashes and you do another one Tager will most likely just block it and get a free 360B or 720. If you do 6C in a block string and you fight a decent Tager player you will get punished every time, so just don't do it.
  18. You saying she Tager tier? I think she is pretty good, her damage is really high. Her normals aren't all that great, but land one and it hurts, her reversal DD is the most gay thing in the game after her reversal astral. Also the parry is pretty good, i fought a Makoto that knew how to use it.
  19. You forgot Taokaka, but apart from that you and i think pretty much alike, you can watch my "tier list" a few pages back, but i do not think that Makoto is that low however, i don't have enough experience with either her nor Mu to say tier, but from my experience Makoto feels pretty good.
  20. I find his pressure strings one of the best cause of that command throw and that overhead. It doesn't lead to much damage unless he is sitting on 50 heat, but he always does. Ragna is also great, but imo his mixup is easier to block and he cant zone. His defense is much better than Hazamas though, but while on offense i find Hazama much more annoying to deal with, unless i play Hakumen.
  21. I just find it funny how you say Tager can't do anything when every time you jump a spark bolt is guaranteed to hit at least your guard if Tager knows what he is doing. This matchup is in Mu's favor its no denying that, but i still say its a better matchup than Lambda for Tager since you know her zoning actually hurts. The Tager player can just be patient and get spark meter if you zone after that you will be magnetized whatever you do, unless the Tager fucks up, once magnetized 2D will beat just about everything you can do except melee attacks and air attacks, you don't want to be in the air while magnetized. Also if any melee hit whiffs its a free 5D counter hit.
  22. Are you saying that you can backdash and then jump from 720? Since you can't you will get caught mid animation, unless Mu's backdash is better than Lambdas which i doubt or are you saying that you wait and see what Tager does and then backdash? since that pretty much ruins the point with backdash now does it? Also if Tager has a spark he can just wait and then spark your backdash on reaction.
  23. Both 5D and 720 beats the backdash, so i wouldn't say 90% safe.
  24. Both of those DP's was after gadget finger.
  25. DP is very very very risky, i punished a Mu that did DP twice with a 720 the first time i just blocked it 720, 2nd time i know he was gonna try and rapid cancel it so i backdashed 720. Also you will get magnetized unless the Tager player sucks hard.
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