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pulsr

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Everything posted by pulsr

  1. You can troll 214d with 236a
  2. I respond with http://www.youtube.com/watch?v=L_fCqg92qks
  3. Hmm, I guess I'll address everything since these were actually issues I've had before. I think people really don't understand that the steins aren't really meant for damage but they will force the opponent to do something and thats what makes Mu really annoying. As for her Oki, I'll respond to what you said about 236D cause I can't share all my hype secrets :P. Mu can actually change the D formation while you try to jump and you'll have to block it and fall back on the floor. I've been running this for awhile since the mentality of BB is If I jump I'm safe... well yeah you jump and then land into a level 3 SoD or in some extremely lucky cases you end up getting hit by an unblockable lvl 3 SoD. Trust me on this, I've had to deal with this and from all of my experience depriving people of jumping was my main goal and I think I got that figured out :P AA's I'm really surprised you said that her 6A is bad its definitely fast enough to spam to avoid double jump fake outs and the damage off of it isn't bad at all. As for 2C, I'm a bit iffy on this move I tend to use it when I really need to reach that "height" but it's death prone if they juke it out though. Now for poking. This is an interesting topic because its a given fact her pokes are slow but you know what? Hakumen's are slow too but that doesn't stop him from zoning you out and what not. It is just about playing that range game and It took me awhile to get over the fear of using my range vs speed but you have to learn it eventually or you'll get ran all over. Oh, guard crushing primer remover: Well I'm actually considering trying to lean more towards breaking primers because she definitely has the ability to rape the primers and her guard crush combo is freaking 6k. The real threat about Mu is that you WILL lose primers just dealing with her. Well I think poked a little bit at what Zidane said, but what I really wanted to say is that she definitely isn't bad she requires a bit of thought to actually take advantage of everything she and definitely has a lot of answers. I mean seriously just look at the stuff that was listed. She literally has a bit of everything. A character with that much can't be that bad.
  4. Tager vs Mu is pretty free for Mu so I won't comment too much on that one. You let up a free Lvl 3 SoD on the guard crush that was painful to watch. What you really want to do in that match though is 6D 4D 214D, that string is very difficult for Tager to navigate around. As for Makoto vs Mu... Pretty sure thats in Mu's favor too. As long as you seriously just run away with J.c she'll never be able to hit you. You really have to authorize her with your range. There were so many times you were standing in Mu's strongest range and weren't hitting anything. Of course you have to be slightly paranoid of 3C going under, but what you actually want is her to 3c when you want her to so you can punish it with a fatty combo. Harassing her at those ranges gives you those opportunities. Oh right, block on wakeup and confirm your DP clashes because that move WILL clash a lot. General Critiques would probably be... why are you using 2A when her 5A hits both characters crouching? Stop doing J.c (blocked j.2c) you really should be hit confirming that.
  5. Never do DP on a blocked chain-follow up. NEVER EVER. Any smart Hazama player will cut their momentum short to try and bait this kind of stuff (Yes, he can do this. It is in his trial mode). What you can do about it though is literally mash 5a and walk out the champion if he did do a follow up because he needs to be a bit closer for any of those hits to hit. Besides, the combo off of 5a or 6a is way more devastating than the 500 from her DP. Oh, I guess the biggest factor for this is you have to know how to IB..
  6. I kinda do like it when he gets the orb, gives the Mu player time to start mashing 6Ds on him because they want to sit there and be like dur dur i'm building meter. And you go dur dur i'm going to take away 4 Primers. Mu has a lot of ways to make Haku move. Mu's mobility can take advantage of this quite well.
  7. I've been running that string forever and ever now, I call it the D wall. However, I really recommend that you do 2D,5D, J4D, J.D. Finishing off with a 5D is actually faster than the rest of her Ds, by how much I really do not know though.
  8. I'm even skeptical of doing 6C 214D (stein on the opponent). 214D is kind of scary... I think going into 236D might actually be the better option if they have a stein on the opposite side of them. I haven't really played with this now that I think about it.
  9. oh, i might be there on sunday ;0 I think i forget.
  10. My random thoughts on Makoto and Mu. I think Mu is greatly restricted by her inability to do damage from her BNB (think CT bang) basically, she has everything she needs but it just doesn't work on everyone. So I'd place her B/B- As for Makoto, I think she has a pretty strong change of ending up in the A tiers mainly because once you get the hang of PC your high/low game becomes crazy destructive and your pressure becomes absurd. Don't forget once you get the hang of PC every hit you do turns into a 5-6k (minimum) damage combo. Her immediate downfall will be how she gets in though. While she does have 3C, she more or less can't really do much but run at you and hit some buttons. I got lazy so my post will stop now.
  11. Uhh, if ragna is kicking you with 5B you are mashing 5C too early in your block strings. If you find yourself at THAT close 5c 2c 6c is what you have to do to push him out of his 5b range. I tested this pretty hardcore. As long as you keep Ragna out of 5b range he can't punish you.
  12. I'm very very VERY against any oki setup using 236D. She has quite a few ways to guarantee a mix-up after a 6C. 236D makes you lose that chance or even gets you punished for it. If you want a 236D setup do something like 5D SoD 6D 236D 6D 2D. I've been playing with after 6C, 5D 214D. If they don't tech 214D combos and you get to do it again, if they do tech Mu recovers in time to do something incredibly ghetto. It is something to consider especially against the people that seem to want to stay on the ground.
  13. Better yet, if they go to jump level 3 SoD :D I heard that is air unblockable. BTW what exactly are you setting up your 236D after? As far as I can tell there isn't a 100% way to get the opponent to block it anyways. Hence why 6C is so good.
  14. Neeeed sleeeeeeep.
  15. 236A = Profit.
  16. If that is happening it means you are mistiming your 2B, getting it to work perfectly takes quite some time, even I mess it up every once in awhile. However, If my opponent is mashing on wake up, you can do dash up 2A (slide under) 2B, (OTG pick up/ crossup) This will always be full frame advantage, however I'm just not a big fan of having to use 2B since the proration on it isn't quite as good. I think the the combo itself does like 2500 or something. I'm working on another setup thats quite similar to the vortex thing, but the timing is a lot harder but the mix-up is probably 2x stronger. Once I figure it out I might just upload a video :P
  17. I make my opponent realize he'll never beat my range. Mu has the awesome luxury of being able to do everything "okay" so, no matter what situation you are in you should never feel completely hopeless.
  18. Does it need me to bring my setup? lol. Anyways, if I go will we have Mu or will I be sad. Render you have know idea how maddening it is not being able to read these comments lol.
  19. Why are you letting her get that close to begin with? lol besides if she didn't throw her staff out that means she is getting pew pew by the steins. She has a lot of toys to work with but Mu has just as many.
  20. lvl 3 sword of decimation 6b 6a 6b blah blah blah
  21. lol, Mu slow? she's just as fast as Lambda and Lambda is the 2nd fastest character in the game meaning Mu is tied with her. I think this match is probably flat out even for Mu. For one, Litchi can't just flick her stick at you all day because of random steins shooting and Litchi is so god damn piss slow that the steins just kinda pew pew her. Litchi's normals are way slower than Mu's too, every range Litchi thought she was good in, Mu is better. Mu can sure as hell try to go for random CHs, but mind you her 6b CH range is Mu's 6C fatal range. She can go for that 4k but at the risk of taking 7-8k.
  22. Pretty sure Mu only has one jump in and that is j.B. Anyways match kind of reminds me of Lambda vs Tao, but not nearly as bad. It is still incredibly obnoxious and you have to watch her IBs so she doesn't crawl under your crap. I should check if she can crawl under 2c. This match is probably her hardest because you are playing a match at like 1/3rd a character. Ds are fairly useless and your long range pokes are crawlable. I really don't know how I would beat a really good Tao with her honestly. Just be random with your pokes and don't do too many steins. Never forget Tao has to come to you if she wants to hurt you, so make her life as difficult as possible trying to get to you. Don't try to zone her just try to run away from her.
  23. This match is all about showing your dominance in range. Mu's is longer, make him aware and make him do stupid crap to get in.
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