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Everything posted by bakahyl
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You mean with Kagura who is one of the slowest characters in the game against the fairly mobile Amane who has also good normals?
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Problem: i doubt that Kokonoe players will try to OD blackhole Mu , now that people know that Mu's dp (i really love that unique and stupid dp) nullifies it. Instead they will either go for her normal corner setups with 22b or regular blackhole setups that Mu has no answer to
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Because your "skateboard" totally gets FC by his 6b if he baits you back
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backwards jump/airdash j.c as spacing tool because you cannot exactly try to jump towards him with j.c due to his decent anti airs (like his 5a, 2c)
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No real trick but somewhat on reaction and on guess against certain players whom i know that my overhead don't tend to work often. So basically it's more like knowing your opponent playing style Besides 5d, all of her steins seem a bit faster at cancelling into a jump or special
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Matchup still feels mostly the same except he has his new (or rather more consisent) sentinel dump oki, which according to some people in the Azrael forums beats our dp
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If i see my 6b blocked, i have been canceling it more into a stein after the first hit instead of waiting for it after the 2nd hit. instant blocking Mu's 6b at any point makes quite a difference because even IB'ín the first hit and not the 2nd hit will leave Mu closer to the opponent. Oddly enough i am unable to safely poke (tested it on IB) Mu after 6b 5d dp with any of my own normals even the ones that are supposed to be "startup+active < 14" like Mu's 2b. It was not always a counterhit, but i still got hit Not sure if i am reacting too slow or if the time that you can special cancel your stein has shortened compared to CSE
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The problem is that you are vulnerable to his command grab that only works in the air if you decide to set up steins at long range in the air (i have seen decent Amane players aim for that, but it will whiff if you are really too far away). If you decide to set steins on the ground, then you can get hit by his 2c. A good Amane playe will try to keep you in between his 5b (which can and will beat our 5c at the start of round) 5c and 2c on the ground, while in the air he can safely outpoke us with most of his ground and air normals. His normals will likely force Mu to block and nullify her steins from firing, but you can try to use it later for totsuka I noticed yesterday that his command that let's him charge his drill is much better after the patch, aside from the mentioned projectile guardpoint the charge rate of the drill gauge using that move is much and much faster. Personally i try to bait Amane in using his fairly risky ground normals because they either have openings (like his 2c into 5c, you can simply dash forward and immediately barrier cancel to crouching to "slide" forward to make 5c whiff and sometimes even punish him for it) or high recovery Like zeromus said: Amane's mixups are very weak. None of his moves except j.a needs to be blocked high, so you can always block low against him. At best he can try to throw or bait your throw break attempt with throw invul/airborn 6b as "mixup". If you do make a mistake against him, you are likely forced into one his drill setups and if he gets a lvl 3 drill, he will try to harrass you with high chip damage. Some of his drill setups (not the ones where he uses a RC) after a knockdown at full screen away can be avoided with a well timed backdash (which still is amazing post patch)
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His range is better than ours, so i am not sure if it's the best idea to stay away from him at full screen because he can easily disrupt Mu from setting steins Also his move that lets him manually charge his drill where he spins his cloth around him, now has projectile guardpoint. So it's probably another reason not to stay full screen from him Chasing him down is very annoying because of his high jump arc and better reach normals, but personally i would rush him instead of letting him coming to me
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Does that even apply in CP? Since you can hold down a button to tech unlike CSE and it's predecessors Or were you talking about those somewhat frametrap throws
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Most likely because the Carl delayed his 6b while you immediately pressed 5b and he hitted you on your recovery of 5b Probably the same case for Mu's 5c vs Relius' 5b
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j.2c at the start of the round can be usefull against certain characters starting options. If you use it properly it can beat many "common" starters like Ragna's 5b, 5c Jin's 5c, Kokonoe's 3c etc. and it sometimes even beats forward airdashes (usually combined with a throw) but it can be very easily stopped if you use it too predictably (like jin can simply use his fubuki).
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That is a very interesting find, probably because her OD blackhole has different properties than her regular blackhole (the OD version not having a minimum range and several restrictions like on the gravitons etc.)
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Also watch out for the obvious stein cancel into dp if you were trying to approach her without throwing out your staff. Her dp also nullifies your "all green" distortion on reaction (during the superflash) while she was setting steins as well, so you should probably save your heat for something else edit: litchi has too many good tools to stop mu from going air to ground on Litchi: 2a, itsuu and her new aa. So most of the time it should not be an option for mu to get in on litchi in the air without laser support. As for neutral it's pretty wierd, because it's more even than you think or even in Litchi's advantage. Mu's normals are good but litchi's aren't that bad and using her staff and itsuu will dominate Mu's neutral quite well. Normally Mu has to keep away with a barrage of steins but you can prevent that like TD said with well placed staff sets
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While ikutachi is overall buffed, there is one nerf: it's more punishable on block because you are landing closer to your opponent XD I am also noticing less CH's and more whiffs with Mu's dp after the patch, so the change is very noticable
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It also (or used to) depends on how you timed ikutachi, because if you did it a bit late then you will end up too far. Although this issue should be less common with the new change in ikutachi
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Isn't it more reliable to use pretty much anything else than ikutachi on a midscreen 6c hitconfirm wiith OD even before the patch? like 6a or 2b>2c>j.2c etc. imo much easier to confirm and if they bursted immediately after 6c before you activated OD, you can still catch them with 2b or 6a edit: assuming that in both instances that there are no set steins on the field, because they tend to ruin your combo's pretty easily
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same as kokonoe's teleport: quick pokes because she is still in recovery
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Mu's astral buff only seems noticable when trying to combo from a higher 6c hit (like a 2b>5c>6c on a grounded opponent)
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Kind of your own fault for using Mu's fairly slow j.2c
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I think it was the issue that Hades Gauntlet had when you were too close to the opponent and made the initial hit whiff . i am sure you can still duck under it's follow up
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BBCP 1.1 *Unlisted/Hidden* Change List (WIP)
bakahyl replied to Alpha152's topic in BlazBlue Gameplay
Mu and Nu seem to have the same backdash distance eventhough only Mu was listed to have her backdash changed -
Mu's j.2c still seems very good, despite the nerf,because it's amazing hitbox is unchanged. It's new hurtbox does not seem that bad Her backdash does not feel that much different (edit: not sure if it was a mistake in the info or a hidden Nu change, but Mu's and Nu's backdashes have the exact same backdash distance) The change in ikutachi is not that bad and it seems like a buff. You can easier connect 6c> ikutachi from max range and you seem to have more time inputting 6c>ikutachi The lowered recovery on the fully charged SoD seems very noticable, although people weren't using it much anyway edit: Mu's counter assault has become much better. At close range her CA seems to work against low profile moves, but it doesnt work at longer ranges. I think it's most effective range (against low profile moves) is worse than CSE's counter assault
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Mu's regular lasers don't chip, so there is no reason to get yourself get killed by recklessly going in. You can still slowly advance with things like use a small dash and barrier cancel to slightly move forward it or by super jumping , because there are still gaps between the lasers. Also watch out for Mu's j.c or j.2c while she is in the air after setting some steins or her option of dp cancelling her steins (beating 4[6]D > 236D on reaction)
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https://www.youtube.com/watch?v=mHMusSw6Ydg Yumura (Kokonoe) vs FunyaQ