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Everything posted by Remius
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Yeah i forgot about that. She can crawl poke and basically CH any air attempt you try with Mu, PERHAPS unless you try j.B. but im sure it wont matter.
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Mu is slow and litchi's reach is ridiculous. CH's aren't very uncommon with her, she can combo you from any position she hits you at, and if she catches you you've pretty much lost 70% your life, if not the match already. I say zone her and get her to a corner.
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Zoning is difficult if the Tager is persistent.
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If you cant get any space to Stein, you can always throw some out after hitting her in a combo, since most of her combo enders (and all her decent Counter Hits) give like a full second or two of hitstun across the screen. She doesn't have a DP, but her Distortion is most definitely a very dangerous substitute. j.C is my friend here. Does anyone know if her Crawl goes over 6C?
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This person speaks truth. Bang just taps that shit all night with no remorse for tears. My only stragety with this guy is to play chicken, stay out the corner, and punish him when he (and he will) jumps in at you with a slash. However, even that stops working, because when they're smart either they'll try to make you wiff or just God Hand you for a counter attack. It's all guesses and whatnot, but either way with Hakumen's damage and health vs. you and all that skin, guessing incorrectly and getting hit just doesnt work well. He also just laughs at those lasers. You better read him like a book and squeeze all the damage you can out those combos.
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My biggest issue with these combos are me inputting the commands wrong, or buffering the moves too quick, which is a huge problem for me. For the life of me, on a PS3 remote i can NOT consistently High Jump. And it kills me. As for these combos, yeah, spacing is important. The combos are NOT easy to perform, otherwise this wouldn't be challenge mode. Yeah, they seem easy, but they require precise timing and usually spacing. They're very good combos, but they aren't the only ones in the game, as you can find multiple variations to each combo in challenge mode to make it easier / harder. Some characters dont even incorporate Rapid Cancels into their combos. As such, Challenge Mode combos aren't always practical, as it's very rare you'll get a bang to stand still like that and take all that punishment. The point of challenge mode is 1) to give you something to do, and 2) give you ideas of what your character is actually capable of. Nobody expects you to rely on them, unless you're just godlike and can pull them off consistently in-battle (which IS possible online, to an extent). Unless it's somewhere around half-second delay, which is where it's annoyingly noticeable, you can condition yourself to just input it faster or slower. Once you have a combo like that down though, your brain almost automatically does the inputs at the correct time in the move. (seriously, by the time i finished Mu's #9 i was able to almost do the combo with my damn eyes closed, going off the sounds alone, and I instantly knew when it was going to drop. The timing is that precise, incorrect spacing or timing by an iota ruined the combo.) My advice is WATCH THE DEMONSTRATION. The timing/spacing on some of these are so near perfect that you'll really need to watch the computer do it, as sometimes it's the only way its going to even get done, especially if it involves wallbounces or going from midscreen > corner in one combo. Yes, the combos are hard and almost impractical, but thats what training mode is for -- every character has far more than 10 combos in this game, use what you learned about how the moves affect the opponent in hitstun to make your own.
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Ragna...is just annoying in this game. Playing Ragna now almost feels like playing Jin from CT, hes just annoying and gets easy damage off you from almost nothing. Once he gets you in a corner, you pretty much lost already. What's worked for me? Keep your manageable distance, and dont let him rush you into a corner else you're screwed. Know where to get out of his blockstrings, and hope his Berial combo drops somewhere during the motion. I guess i just suck at Mu's DP for SOME reason, sometimes i'll miss-input and end up 6Cing in his face and getting raped. Funny, because i rarely ever screw up Inferno. Other times, it'll just wiff completely. If blocked, you're also screwed. 2C seems to work, but every now and then, his j.C seems to beat my 2C, and I have a very angry look on my face. IMO its just whoever gets the wheel rolling first. Dont get caught doing anything stupid or you're going to die. You're corner game doesn't have as much pressure i dont think, but if you can get him in a corner Melee, his HP will drop just as quickly as yours would.
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I posted this in a Ragna vs. Bang matchup thread for CT. Ragna isn't Mu, but they both are made of tissue paper, so i figure something might carry over. I find that for blockstrings, finding a good spot to jump might be a good idea. I haven't played any bangs where this has worked against me, so i still do it. Why? Well, because Bang's strongpoint is getting to you and keeping himself in your face. However, his combos seem to drop if you're hit in a spot he isn't agreeing with, which is in the air during one of his blockstrings. So, in a nutshell, if you're going to get hit and take a combo, it's better not to be where he wants you. Getting hit in the air (during a regular blockstring) will (usually in MY experience) make him drop his combo. You have range, but you're slow and oh-so very easy to punish. He has ranged tools that are fast, HES fast, and worst of all...he has a 5A that goes through absolutely everything. I need to get trampled by a few more bangs before i find a good tactic for even holding your own against him. Most of my damage from bang comes from counterhits on me trying to GET counterhits or retaliate against him. His 5A is just too damn good.
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I've been kind of what and what with Hakumen. Im no great Mu player, but it seems every other hakumen i play, i have to change a stragety. I USED to be able to just 2C CH them out of dashing at me + rush, but it depends on which attack they use. If they're ignorant to Hakumen's barrier capabilities, however, i find this matchup to be very, very easy. For anyone decent though, this matchup is hell. I hate hakumen. IMO depends on the Haku's playstyle.
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My biggest problem with this fight is Lambda's new 236 moves. Really, the only issue.
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Absolutely. My thoughts exactly. She has some of the same approach strageties, and can put out retarded amounts of damage on counter hit. Yeah alot of mu matchups that go in my favor seem to go that way when you find ways to actually make them scared of you. You have to find ways to let out Steins -- dont be obvious with them, it's only going to get you killed. But the moment they hesitate, Stein them to hell. It isn't long before they're eating damage and have no primers left. If getting in is becoming difficult, i always throw in a 263D for insurance.
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6A. 6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A6A seriously it makes Litchi so much more managable. Her air moves are overwhelming, once you dont have to worry about them as much her danger level drops a bit, especially since a hit from the air = giant combo which will likely land you in the corner which will likely take all those scrumptious little health points from ragna.
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After losing in a room 17 times in a row before finally winning, this is what i've learned about fighting bang with ragna. 1) watch him, Know his strings. If you dont know what will and wont work with bang you're never going to win. You're just gonna try to punish him or poke him and get a CH -> combo. 2) Make him waste his nails. Basically everything you hate about him is because of these, im pretty sure. when you block his strings, he needs nails to keep it going with the pressure, which means he can do this 4 times. However, if he actually hits you, he wont need them anymore. Also, its a high probability if they notice you're blocking alot on purpose then they'll stop doing this. running out of nails puts a pretty decent hamper on their pressure and approach abilities. And it keeps you off the defensive the whole match. Of course blocking the whole game is just gonna get you killed. Unless ur some kinda IB god. The guy i played wised up after a while, and besides this is really horrible advice to play by because a misblock is going to get you hurt. I guess the point should be, "watch his nail count". Similar to how you'd watch Tager's magna ball or anyone elses Heat meter. ....yeeaaaahh...But once Bang's nails are gone, i usually notice their aggression is severely lowered. The bang i played never really used the Air Nails though, so i dont know how useful this advice is. 3)Jump. Yeah, jump. Bang is most dangerous on the ground. If you can learn little spots to jump during his combo strings, you'll be able to disposition yourself and get out of the string. His gay little downwards kick is pretty annoying, but once you stop getting smacked with it all the time you'll notice he really isnt that dangerous in the air. At least not nearly as dangerous as Litchi or someone. I remember Litchi was always hard for me because i'd never learn to block and stay out of the Air, which she absolutely dominates. Bang, however, dominates the ground. Even if you jump and still get hit, its WAY better than getting hit on the ground. The point of this is to not play into his strengths. Unless you're beating on him, dont give him such easy damage. 4)Punish his foolish drives. And yeah, they almost always jump on a block, so just know that. His drives are almost never an issue for me though, its his mixups. 5) most importantly...oh lord, know how to wakeup correctly. You will NOT get a wakeup attack on any decent bang, no matter what you try unless he effs up. His 5A seems to poke through absolutely everything ragna has, and the shit's annoying. Maybe i just suck worse than i thought, but you're better off running from him after waking up then trying to ID him. It will not work. Maybe during some kind of counter, yeah, but not when hes rushing you off wakeup. Get OUT of his face if you're on the defensive. Also, know how to spot his stupid little "over the head" input mixup trick, because it SEEMS to hit me randomly no matter what i do, even if i am pushing the opposite direction in anticipation. Maybe its lag? I dunno. Its annoying regardless. And finally, like with any character, learn to stay out of his comfort zone. Not much you can do with ragna about that, but learning when to get in the air and how to block his strings exponentially increased my effectiveness against bang. His nails are VERY annoying and almost assure a blockstring for you (unless he jumps in and you just 6A his ass) Im about maybe a more than average ragna player, no pro or anything. If you see anything in here laughable, then by all means correct me. This is just what helped me stop getting curbstomped by him all the time. : 3