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Everything posted by Cryingvoid
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Man, you really have not forgotten you play Mu? Her IADs and run speed shouldn't leave room for such fears... Just don't stein when she can catch up. Wait a bit when she is further or whiffs smth
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It is actually "don't let him hitconfirm you twice a round, or die". And I heard in Japan it reads even "don't let him hitconfirm you once a round, or die".
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Every char wishes to see his opponent in the corner and wishes not to see there himself. It is not this matchup specific, it's just the mechanic of the whole game. I personally don't see so much threat in his uroboros. They CAN be read. Their trajectories, I mean. While he snakes, and you've read that, you have time to set one or two steins. Also Hazamas are not so hard to block in terms of pressure, so I don't think there is a reason to be desperate. Mu's very mobile which makes this matchup pretty much equal in my opinion... if not in her favor. Try to observe him and you'll be able to read and punish every his uroboros flip midscreen, making them respect your space. UPD: I've just confirmed the superiority of our 6A against his pressure strings. 6A beats his rassenga for good. I've been IBind, but I guess it would work on normal block also. Maybe thing is head inv? It also seems to beat his zaneiga most of the times. Our 6A is just faster on startup. And jabaki is also beaten. AND 6A should defeat his elbow overhead obviously. So it seems to be very fruity to block low his first hits and wait for his charge or overhead link special to crush it with 6A. After seeng their main pressure route being broken Hazamas become pretty discouraged. However better Hazamas seem to use dirtier tricks and better mixups, meaning crossups with uroboros, jump cancelling etc. far more often that the said string, so be on guard.
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That's where I started thinking of some meatier anti-rassenga way. 6A head invul... But guess it's still impossible or too risky then...
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Can you 6A his rassenga of the pressure?
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Such a sad matchup... you try hard and then get manyK after one wrong guess... though they might say the very same thing :D
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A matchup in Mu's favor in my opinion. All the zoning patterns work relentlessly in neutral for him, and he doesn't have many tools of stopping the Evil Noel from setting her pace. And his Ignis From Behind and Wheel Ignis moves are also pretty easy to avoid...
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Basic ragna matchup rules work for me. Decent mix of zoning and spacing. Never had any special problems with noels around. Maybe just haven't played against strong ones, dunno.
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What about dealing with her 'wheel' oki? This is where you get hit and reset. Is there a hole for DP?
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All Tao's d's are DP'able and 5/2a'able. Also her d's are unsafe on normal hit and block when she crosses you up with her ~b cancels. Use as many 2a's and 2c's as possible on reaction, they all beat her drives, but look out for famous Tao's baits. Use more habaya. It seems o be a decent basic tactic to set few normal steins - habaya (for safety) - 236d - rush at her. I've had some problems with Valk approaching me in his wolf form. It is a bit similar here. You have to watch out for her movements and don't rush without backup.
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Her assault is hard to block at times. What are the holes in her pressure blockstrings? She dies quickly when you touch her, but good la's don't let you touch them. In my opinion it's the worst mu's matchup... for my mu at least so... -_____-''
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ok, I'm now in the training, trying to figure optimal midscreen 6C (FC) combo with and without meter. Would be glad if anyone's willing to help! So far I've done this: [midscreen] 6c (FC) [wait for 6c recovery end] - dash 6a - (optimal jc GB!!!) - 6b - dash 6a - jc - j.2c - dash OTG 2c - 5c - SOD - [corner bounds] - dash 2c - jc - j.c - j.2c - j.6d - 2b - 5c - 2c - j.2c - j.d - dash 2b - 5c - 2c - j.2c - [oki/single/double super ender]. *i do no habacans in the beginning to make it easier to confirm on random 6c spacing attempts. It is too inconvenient and risky with habacan input when situation is not clear, as it actually is most of the time you space your opponent. *major question: off 2c - 5c i failed to connect yata super after high loop - into mid loop. this part: 2c - jc - j.c - j.2c - j.6d - 2b - 5c - 2c - j.2c - j.d - dash 2b - 5c - 2c - j.2c - 2c - 5c - yata that lowly placed j.d stein behaves somehow tricky when yata'ed. Is it me, is it jin, I used for this session, or is it NOT meant to connect normally at all? Anyway, I tried to use j.4d instead of just j.d, and it seemed to connect. sorry for the mess, please help clarifying, pointing my mistakes and improving, if possible! PS: too tired of my bnb only mu. Wanna settle stuff in my head once and for all.
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But doesn't work with too many hits in the combo than required. When I know I ploughed many Bs and Cs before the said 6B - I use 6a into mid loop route...
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Guys, you aren't going to pollish the 1st post? Is it true to say that Tao can do guaranteed corner carry combos from almost anywhere midscreen (half the screen = 100%)? Since Tsujikawa seems to use only carrying combos when starting midscreen.
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Thanks a lot!
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CoR, thanks a bunch for the tutorial vid, it is very helpful to get someone back into business after quite a gap, like in my case! Gotta do some practice. THX!!!
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Guys, help identifying this Mu: http://www.youtube.com/watch?v=kWHblTVrVF4#t=28m50s and more vids of him! Very effective option select utilizing, every spare moment is utilized for a worth.
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Thanks for response, C0R, I'll try exploring these points. Also, I personally hate X-move combos stuff too. But since Mu has always paid much attention to distance, it would be pretty much if divided into distance tags/groups with CH tags. EG: 0.5) optimal B'n'Bs into optimal setups (look for setups in that thread) 1) midscreen to corner *optimal standing combos (CH/non CH) *optimal crouch combos (CH/non CH) 2) midscreen to midscreen *optimal standing combos (CH/non CH) *optimal crouch combos (CH/non CH) *RCed midscreen combos 3) corner *optimal standing combos (CH/non CH) *optimal crouch combos (CH/non CH) 4) All optimal GB-starter combos variations 5) all throw variation combos 6) optimal GC and FC ways + GB in combo ways. This kinda grouping is best in my opinion. This is easy to follow and get a grip of what you really feel like training for this session. Also, this is most common structure on DL so far, I guess, Must be for a reason. PS: I want to use some vids in thread above as a guide for time being... I really enjoy watching HH playing, but are his combos best to copy? It feels like he's not using everything new buffs had to offer... I'm not the one to talk though.
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Guys, is H.H.'s corner 2 super combo optimal? Is there basically a sex combo vid so far?
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Hi there guys! Why is the combo thread closed? Is it to keep things clean? Even if so, I'd dare say it is painfully legible. Mind reworking it to be less pain in dat ass to make things out? I mean, it's a mere letter sheet now... come think how much better it would become if reasonably grouped and sorted! It would make it much clearer for the newcomers to find out which combos to practice first, which are optimal and so on... I mean now there is no other way than do those 30+ lines in a row in practice yourself... c0r-sensei, you might find your ascetic structure really cool, but it is bit hard to perceive, generally. Sorry. Anyways, I'm now trying to get what changes do we take after CS2... is there basically a summary of some sort so, say, I could just upgrade parts of my old combos? e.g.: now for max dmg output you change your every 2b with 2c etc.?
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[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
Well, yeah... no standing/disadvantageous zoning... But you can stein + totsuka him on snakes whiff. And you can bait/space his IADs with j.Cs/j.2Cs. But I agree, good Hazamas are very careful and baity themselves. Tricky, hard to read through... and quick. Very quick. -
[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
Hazama is not that different from them in terms of approach in my opinion. You just watch precisely for his snakes' trajectory. All spacing tools work perfectly the same and zoning is not much limited when out of snakes' trajectory. The problem is experienced Lambdas. You can turn the table with a successful IAD, but if it fails... it is very hard to regain advantage out off block. Her normals are faster than yours too. And almost impossible to stein. Hakumen is yes, lots of fun. -
[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
Of course you are not supposed to zone him only. But when you properly made him respect your space, he'll try to zone instead. This is the time when you should show him, that your tools beat his arrows and create some advantage for you. When Jin is aware of your spacing, you should safely zone to provoke his rushing. Then - simply mix some spacing attempts into your zoning and you'll be rewarded. Best Jins (worst Jins for Mu) are calm and cool ones. And it is really fun to play zoning'n' guessing with them. e.g.: you make a Jin see your pattern of 6d SoD 6d Habakiri -setup, and make him IAD at you on wake up. Then you do 6D -> 4D (or 2D) -> Habakiri instead and watch him BURNNNN! Love Jins and Ragnas. They are fun against Mu. They are fun to block and CH too. Who is no fun - this is Lambda. -
[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
Yeah, Jin is not a big deal to block also. His only overhead is dangerous when RC'ed into a combo only. His crossups and grimmicks can be tricky, but one must learn how to block them on reaction. Also, get a habit of IB'ing when connection is nice. Seed anxiety into your opponent with your solid blocking, and they'll stop blockstringing you themselves. Mu shouldn't be afraid of blocking. She's cool. And Lythium is cute. -
[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
You actually are supposed to outzone Jin with very few rushes, when a Jin player is experienced against Mu. Try exploring your advantage creating options, because since people get to know Mu's hitboxes and her reaches, they stop dying that easily.