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ecksdek

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    ecksdek
  1. Doesn't the 6A change mean that Jin has no followup to his overhead?
  2. So is Mu getting an actual launcher now? Almost every combo she has uses 3C > 2B OTG.
  3. Lambda can just dash in or jump in to hit Mu while she is setting up steins. She might be able to get them off, but steins have such a massive recovery time she will get hit. At full health it might be an okay trade off at least.
  4. I'm interested in where these sword blind spots are. Full screen steins will get punished with 4DD. Jumping steins get punished by 6DD. Ground steins not full screen get punished by 5DD.
  5. Fullscreen is Hazama's favor actually. If Mu lets Hazama zone her then she loses. Chains don't go full across the screen, but a quick dash or jump forwards solves that. Jumping steins are never safe against Hazama except for oki. He WILL chain any attempt to throw out jumping steins, especially at full screen. Throwing out two steins and then JC back can work if you don't spam it. Get up close and stay on him to win. He can't get out of Mu's oki for shit.
  6. Omohikane is better because it can be added on to any corner combo for 1.5k damage. It sort of works as a reversal, but it clashes with absolutely everything and gets you punished. Easy followup for 6B to 3.5k damage too. Yata no Kagami would be good if the startup on it was shorter, but as is it just isn't useful.
  7. I can't get the first 5C to connect. Unless it is supposed to be 665C, but in that case it would be a lot easier to just do 66A. 66A version is what I am using currently. EDIT: Rather, I can't get the rest of the combo to connect after the 5C. They are always too far away for 2C to connect without the dash there.
  8. 236A doesn't work well, but Hazama can't get out of corner pressure at all if you block the Jayoku. Only way I have been able to win.
  9. It is kind of slow, but yeah I'll try it out.
  10. I am having a lot of trouble with this match-up. Just finished playing a few games with a Hazama and I just could not find a way to win. Any zoning stein will easily get punished by chains, especially if they are air steins. The neutral stein won't be of much use without 236D, though. If Hazama moves around the tracking on the laser freaks out and it won't be shot anywhere near Hazama. 214D to stop chains does not work because it has such a long startup. Mu will just get countered out of it by a chain, and if Hazama countered late enough the steins will all disappear with no explosion (stupid feature). The only times I could get ahead where when I oki'd and rushed that shit down. If Hazama gets out Mu has a very difficult time of getting back in unless she has steins which are hard to get in neutral. Mu's air to ground game is pretty terrible, and that is the only way she can get in without steins. 6C is pretty much useless in this match-up. The start-up will get chained every time unless you do something weird like 6C for oki. Even if it doesn't get countered by a chain during start-up if the head of the chain is anywhere in the hitbox the two will clash. Not actually specific to Hazama, but has anyone else realized how useless Omohikane is has a reversal super? I have had some pretty bad clashes with it, but Hazama's 5A clashing with it definitely takes the cake. Better to just DP in every situation.
  11. After 3C the opponent will bounce off the ground once before coming to rest on the ground. The moment they come to rest hit 2B. Personally, challenge 8 took me forever because that 2B > Omohikane link is ridiculously hard. I managed to get it in the challenge by doing 632B146C, but I have only been able to pull it off twice in two days of practicing Mu. Although that and 66A > 66B > 66A will probably come with practice.
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