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Everything posted by Remius
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Mu vs Hazama As annoying as it can be, nothing is more funny than to watch Hazama's try to chain their way in, only to get hit with Arrows of Heaven constantly. It's like the trajectory of that move was perfectly fitted to catch bitch ass hazama's chain attempts. I hate all jins, and im starting to learn to hate Litchi again as well.
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how is mu looking is she going to end up flooded like noel and makoto when CS2 hit?
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Hehehe...HAHAHA.... .......BWAHAHAHA See an attack coming > lol5D -> CH combo It was hard to get right because only the starting frames were invul, but if you timed it right, it fucked people over because many people always seem to forget at crucial moments that noel could do that. Basically, it was the source of CT Noel's "noobcannon" status.
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Honestly, the FC really only makes me happy because it's much easier to not drop a combo. Can't mention how many times ive gotten a J2C counter hit and didn't dash in time when i hit the ground to pick it up. Now hopefully i can try some more creative stuff with it.
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I pretty much lose all tension in a match when someone actually lets me steinlock them. It's the funniest shit on earth. I guess they want to limit Mu's rushdown? I mean, it doesn't do much aside from remove a crossup, but alot of people seem completely borked and almost start to panic when i decide to rush them down with Mu after a bit of zoning.
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Stein Popper nerf >: 0 2C no longer jump C. on block >: 00000 j.2C Fatal Counter Everything went better than expected
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Tsubaki's ability to punish you from fullscreen is the most annoying part of this matchup to me. Oh yeah, and her stupid 5B. Seems like most of Mu's matchups consist of "get the momentum and keep it going or die". One wiffed/baited DP and Mu is in the corner getting dat ass waxed. Tsubaki has a pretty decent AA as well (although that shouldn't worry mu all that much). Arrows is always amazing for buying some time for steins, although i cannot remember if it snuffs her fullscreen special attempts. I usually either go with touska to get a safe approach, but if i find the tsubaki is especially dash happy, setting some 5D's between us and haba is wonderful damage if you manage to get it off. But boy, setting steins anytime but when shes 1) on her face or 2) getting combo'd pretty much insures she'll be in your face by the time you're finished/hit the ground.
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Yeah i JUST edited my post regarding that. Literally mindfucked me. I thought i had ruined a GB combo attempt and he was damn good at picking his combos back up.
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Agreed...a simple statement and everyone feels they have to be the professor of ANTI-SCRUB TACTICS 101. Calm down, please. God forbid i ever say something like "FFFFFUU 720" so the Tager activists can start spewing justifcations like I asked for them. nnnneway people usually burst prematurely (lololol :3) in my experience when they're either a) raging or b) about to end up in a corner (with around 50% or less health), and thats usually when mine get baited. And i usually intentionally burst during a part of a combo that im confident the person will be hit by...unless it's a life-or-death situation with a few hits being the determining factor. When im fighting someone in that situation, i usually crystal ball my rapids and barrier it. I mean, when it's life or death...someone would have to be pretty godlike to know i'd rapid my attack when they were a jab away from death and actually take advantage. Defensive bursts and punishing them is a good bit luck, IMO. Just like anything else, really. You can anticipate it, but you can just as easily be off depending on how the other player is anticipating you. Then that goes back to that whole "respect" argument. Sidenote...I dont know if it's the players or the game itself, but Bursts seem feel way more detrimental in this game. Against some characters it really almost puts you back in that old CT state of defenseless ness because you can be guard crushed so easily if you aren't paying attention. And how like every other normal in CS2 is AUB (which I ASSUMED they did to encourage more use of barrier block), it's easier to reach Danger State...which i rarely ever saw happen in CS1. I personally like the change, as i rarely felt like I was at this particularly dangerous disadvantage for bursting early in CS1. It always just felt more like a "get out of this combo free" move. Regardless, i've just plain stopped bursting against characters like Lambda unless im on my death bed. But yeah, most of the people i see burst punishing use rapids. Played one guy who burst punished me with a Gold Burst. (didn't see that coming.) I played a Hakumen once who was particularly efficient at it without burning any meter. I assume he was using the OS method the OP mentioned? (because Hakumen has alot of 5a's in some of his combos)
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I was just (as in 15 minutes ago) playing my bro who uses her. It really is no different than Jin's Ice Car. I just forgot about it since aksys realized it was a gay idea for him to have the move in the first place. The REAL issue with heartcar for me was the fact Platinum has a dashing command grab that you cannot break out of. But the moment i realized hitting her out of heartcar = air juggle then i stopped having issues punishing it at all.
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...Really? I don't really think so. I haven't played platinum too many times, but isn't she still in the air for like most of the recovery frames? The thing that bothers me about the heartcar (when i use Mu, anyway) is that it goes through EVERYTHING she does. I've never been confident enough to try to DP it, but unless im already doing her 2C on her startup, it's a counterhit. Shes in the air when she does the move, but it even eats her AA up. So even if i see it coming, im forced to block it. Most of my damage from platinum comes from me raging trying to find a move to CH her out of it. I started doing better when i simply realized there was nothing i could do about it but punish it. I've been hit out of superjump -> air dash foward by heartcar with Mu. Then i had someone buffer platinum's command grab during my blessed mirror distortion. Went through like 7 trillion lasers and killed me. I mean, that move sucks anyway, but....:vbang: Then i realized that even Mu's fully charged lasers are eaten by any form of Platinum's projectiles :vbang::vbang: o course this is from like, what, 8 matches of playing her, sooooo
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I hate platinum. It's like absolutely everything she does revolves around that move. Either using it to knock you to the corner or scaring you by not using it. There are like no counters for that move aside from letting it wiff or block+punish. I was playing a friend who knew i was anticipating the move, so he would just switch up between using heartcar and her dash command grab. So annoying
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I've started to find that this works for lots of things, actually. The idea of "respect" sometimes goes far enough that you'll actually begin to let things happen that you usually wouldn't. Like, near the end of a match, both of you a hit from death, in a corner when you'd expect that hazama to counterDD+rapid out of your pressure, and instead he just gets up, grabs you and kills you. This would easily get you killed, if only the other person wasn't expecting you to do something a bit safer. You can go very far with this with some characters. Especially characters like Ragna, where people can tend to judge you based on which moves you decide to throw out or approach with. This can be used to your advantage if you've been playing your cards right throughout the battle. It can lead to some extremely scrubby or risky tactics working way better than they should because the person expects you to react a certain way.
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Very very sorry. I got Arrows of Heaven and Divine Light of the Heavens mixed up. Next time ill just say the hovering circle. I'll change it.
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Arrows of Heaven will eat her swords. You're welcome.
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If you're in on Noel, throw out 6As in your blockstrings if you know shes 2D happy. Nice air CH for you. 2D is really the enemy here. It'll CH you out of 5C, 6A wiffs it, and if you dont time 2C just right, it'll still hit you too. Her drives are immensely annoying on this damn game. DP's work well against them, but god forbid you let her CH you with a drive move, which will PROBABLY happen if your DP clashes with hers. She's at Ragna CS1 status with the simplicity of her combos, except they're even easier to pull off, HARDER to drop and do WAY more damage. She can make almost any drive combo dangerous with Fenrir, and you should expect NO LESS than 5k damage if you're in the corner. Stay away from it. Mu's attacks are too slow up close to deal with Noel's speed and drive invincibility frames. AA moves are wonderful against her, though. AVOID HER 6C NEAR THE CORNER AT ALL COSTS. I sware to god it's the easiest damage you can even achieve in this game if you're corner bounded by Noel. 5k damage easy. And Mu doesn't have much to spare. Careful on Oki with her. Her shitty D moves like to ignore attacks. But if she has no meter, i THINK 6A is a good starter. I think it CH's her out of a 3C attempt and will definitely CH her if she attempts a 2D. Not sure 4D though. While zoning, avoid her Optic Barrel, which any good Noel will undoubtedly use to her advantage to stuff stein lasers / get in close. At close range she gets a free combo -- at long range, you're going to wakeup to a blockstring. Avoid getting hit with it, please. At full screen, it can't hit you, though. But anywhere else can be dangerous. Watch for her retarded 6C part 2 range while in the air. It's either hard or easy depending on how safe the Noel plays. But honestly, i dont see much reason to be safe with noel on this game, nor have i played too many who are. Noel gets to attempt alot of tricky stuff here without much trouble. She's fast as hell and has lots of damaging tools. Don't let her scare you / troll you into doing dumb shit. Edit: her 4D is invulnerable from the knees up from the first frame. Mu's 2C has a 14 frame startup but Noel's 4D is invulnerable for 19 frames. So 6A will stop her from 2D on wakeup, but you'll get CH'd if she tries 4D. if you try a low attack on wakeup, you risk a 2D. My main oki game consists of either setting steins or popping the ones near her to force her into blocking. I dont think you should be physically rushing her down (unless its SoD for primers/corner pressure) anyway.
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Jin's range is what kills this matchup. You can outzone him if you can keep him away, but he has tons of options that will CH -> corner rape you from a decent range, so you'll never be able to safely zone him. And once he gets in close to you, your options of getting out are slimmer than usual. His jump cancel mixups during his blockstrings are extremely hard to react to because his air moves usually beat out (or clash with) mu's AA attacks...which baffles me. Watch how you try to punish his Air moves. Don't try to battle him in the air -- getting CH'd into a combo just isn't worth it, and is far more likely than you doing any real damage to him off a jC. His moves are faster and average more range than yours, and im pretty sure his j.C has just as much range as yours does, with a higher payoff. Arrows of Heaven is good for stuffing his projectiles / air attempts and giving your Steins time to set/fire. Use this move, people; it's great. No, seriously. Use it. It can take the pressure off, or even flip it if you use it correctly. A few seconds to get in position is wonderful. Just like anything else though, dont get it baited. I can't find too great a use for 6a here. 2C is much more likely to stop him from jumping in on you. His air moves are wonderful though, so getting 2C baited = Counterhit combo to the dreaded corner. Need to play more Jin's. But overall, i find that mixing up my zoning and rushing (rushing when he thinks im going to zone, zoning when he thinks im going to rush) works best against him. But if he doesn't fall for it...well, im screwed. People say Jin has tons of holes in his pressure, but by god if it isn't some of the most dangerous pressure in the game. You gotta stay on your toes against it and pray he screws up too many times. But if you get into the habit of just NOT REACTING and blocking everything, he's going to eventually freeze you / grab you to death.
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Keep note of the methods he can use to get to you. To stuff his 3 nail approach and give you some time to set some steins up from long range, be sure to use Arrows of Heaven. Very useful ability; will eat all his nails, keep you safe and probably hit him too. Don't get predictable with zoning or anything, because he can use his guardpoint teleport to his advantage. (Although it's pretty risky, IMO. I haven't met too many who do this.) Watch your DPs; dont get them baited, because we all know how fast that 5a is and what it does to people. Be aware that his 3C has no problem hitting you from a decent distance, and that daifunka has a retarded hitbox. Throw some 6a's out there. If you're successful, he may become a bit more lenient with his jump-ins. But honestly, stuffing his nail approaches seem to be the #1 thing to make this easier for me. IMO this matchup (like most of Mu's) seem to be about who can get the pressure and keep the fire going. Once he gets you in a corner, your chances of living drop pretty damn sharply.
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Oh yeah, most definitely. Ive started looking at it myself for the first time ever because i didn't feel like finding stuff out for myself for everyone AGAIN when the CS2 patch hit.
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Frame data honestly doesn't prove anything that practice mode or experience can't. It's good to know that Bang or Rachel is definitely going to win in a mashing contest, but other than that, you can really gauge these things on your own. Frame Data is just a reinforcement, really. It doesn't take studying a sheet to know when a move is safe or unsafe, or when you should or should not use a move on wake up. Frame Data certianly makes it easier, though. Honestly, this is something that's so situational that you're going to have to look into it yourself. My general gameplan is to NOT be predictable, whatever I do. You really have to learn to read how people play. Great example is how you react while you're in the corner. People who know that you're going to try and roll behind them are going to hit you low for another combo. People who know you're going to try and jump out may respond with an air grab or command grab. Sometimes stalling works, but sometimes it just gets you picked up off the ground and thrown into more damage. And sometimes, there's just no choice but to emergency and eat another blockstring. People who know you DP or Burst at the first sign of pressure are going to act accordingly...but in order for them to react to your DP attempt, they're either going to have to block it or avoid it -- this gives you a chance to use it to an advantage. (You can use your DP without actually using your DP...get it?) Neat experiment: I suck serious ass with Ragna, but i've found that if i throw out random DPs in the middle of a match (regardless if i hit, wiff, or get punished or not), people anticipate my DPs far more often than if i ONLY used them on wakeup. It makes it alot easier to get people to do what i want them to do. Just an experiment. You just have to gauge it, IMO. Conditioning, Mindgames, Respect, whatever people call it. It all comes down to scaring your opponent into not trying dumb shit against you, in my opinion.
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You should take my rants with a dose of "lol not really". I dont have a personal problem with the game, and ive even mentioned that most of my issues come from not knowing what to do in most cases. My issue with 2D isn't that it's "safe", it's that it's so easy to hit with. It isn't as bad as it was when it was an overhead, but you can get tons of damage off it now, and it USUALLY isn't very difficult to bait people into getting hit with it, or getting hit while trying to counterattack with it. There are obviously ways around it -- it doesn't make her invincible. It's just annoying. It's becoming obvious why she's considered "S-tier" now. And i only got about 400 or so matches out of CS before CS2 came out, thanks to school. I guess people were just running into them. Well THAT'S useful information, it should make life alot easier now. I keep wondering why i'll get 5B/5A'd out of my moves one time, and then CH the very same move later on. Another funny observation....Bluebeats seem to be alot more common in this build of the game, or do i just not mash correctly anymore? Anyway in more upbeat news, Tsubaki is a bit more scary on this game, and Litchi seems to have been given the "corner treatment" like the rest of the cast. Im slowly starting to see why Hazama is considered so good the more i play him, also.
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Question...did they change amount of invincible frames on wakeup rolls now? I get hit with obvious ass moves while trying to buffer a DD on wakeup these days. Am i just inputting wrong, or what? ...Or am I too used to MvC3 or something? I know for a fact i used to be able to wakeup > Wisdom of the Divine or something. Ive been getting hit into resets attempting this forever now. Edit: remember my Arakune rant, how i have no respect for people who use him? Well, im starting to get less respect for Noel players, which is SAD since she's pretty much been my on-off main since CT. 2D goes through everything, and has to be one of the safest moves in the game. Her drive is just ridiculous, and i sware to god Assault Through is damn near unblockable online. I dont even use her anymore. After playing someone who uses her and having them trash me (then picking noel and winning using primarily drive moves with EASE), shes just so easy to use now that when i win with her, it feels like i cheated. Her damage is so easy to get it's ridiculous, and her combos come easier than they ever did in CS1. Like seriously, i cant tell if the person using her is decent or just average anymore.
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I think thats the guy. So far, Carl is the most annoying matchup, and Arakune is the most hated matchup. I can never find any decent players who use them though, and when they DO, they always seem to destroy me. Thats probably because i cant find any on the inbetween mark...
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5C sledge, 2C jump-in's, block spark bolt, lay steins, pop them, laugh your ass off. If he catches you, you're in trouble. Your job is to never let that happen. Never risk starting with 6C, because it's suicide. When spark bolt is charged, only lay Steins in the air out of reach. It goes without saying, if you're magnetized, dont do anything that would put you in his hands.
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I dunno, i went straight to challenge mode and her combos are pissing me the hell off. Then i went into training mode, and had a very nice grin on my face. The loss of Floorbounce CH j.2C sucks, but oh lord im enjoying her new stein speed and placement combos....