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bakahyl

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Everything posted by bakahyl

  1. You forgot to add the amount of frames of going into his stance
  2. Didn't she have a very unpractical combo that did over 10k damage with gold bursts in CSE
  3. Wasn't that the same for Tsubaki's overhead? Which also got the same change as Makoto's overhead
  4. Mu is probably also more managable in CP than CSE for Tager because of her Habakiri nerf and overall damage nerf. Eventhough her long range c normals are still a nightmare for Tager
  5. The rewards on Hazama's mixups are getting much worse, so at close he is going to feel less threatening.
  6. Sometimes i simply won't play with the other player who hijacked the spot and i go somewhere else with the player that i fought before
  7. I am liking the hazama and hakumen nerfs
  8. Usually 5c is the sign of the end of Mu's pressure. He goes to gattle into 5c a bit too early. However, Mu can still try to mix things up like slightly delaying 5c>6c as a frametrap , use 5c 3c and jump away , get gutsy and use 5c into another 5c, 5c into habaya or into steins because always using 5c>6c gets predictable If he goes into 5c>6c, he has no real option left besides stein cancel or a special cancel. Eventhough 5c>6c >(optional d)> SoD can also work as a frame trap edit: 5c>6c> 5d > j.2c is very risky and can easily be beaten. It's usually not recommended unless the opponent likes to airdash towards you alot edit: @CrushingEagle Try to use some kind of oki once in a while. I know Mu's oki in CP is so much worse compared to CSE but she still has some gimmicks that might help you if you learn it Pocp had posted a few http://www.dustloop.com/forums/showthread.php?15423-CP-%C2%B512-Gameplay-Discussion/page113&p=1595900&viewfull=1#post1595900
  9. You have to work on your jump in's because you got hit out of the air way too unnecessary often by his 5a and 5b. Usually i avoid rushing a Tsubaki player down without some laser support but if i have to, i rather try my chances with j.b for air to ground situations than j.c. Avoid airdashing too often and try to bait his AA with a double jump instead I know daedron's playing style (IMO he is sometimes a bit random/YOLO, but not as random as lvl5jeepchan) and I know he goes for j.a or airthrow alot if you are close. I usually use j.c as a poking tool when i jump backwards to prevent Tsubaki randomly airdashing towards me and use j.a and j.b (and airthrows) to fight him in the air because those are faster than j.c. J.c still works but you have to work on your spacing to beat him air to air. J.2c can work if he tries to approach you, but knowing his more aggresive style of play i don't try that too often Because Tsubaki's pressure is not entirely solid, you can backdash, mash or dp out of certain moments of Tsubaki's pressure. Also using barrier guard against her b and c moves will help You are right on your movement. Alot of times you could have avoided Tsubaki's "shield charges" and you could have punished those on whiff. Also don't be afraid to use more steins in neutral when you are far away. You can still cancel your stein sets with a backdash (or a regular jump) or even a dp if you see him rushing towards you and it can also stop the D version of Tsuaki's shield charge when it absorbed her D projectile. Daedron likes his gimmicky crossunder after using a midscreen combo with a whiffed 22c (or whatever 22 move it was). You can adjust your blocking or delay your tech, so that it the combo will blue beat (and tech out later of the combo, so that it will only add a few hundreds damage) to prevent yourself from getting resetted
  10. I will miss the small hurt box on j.2c because at the right range and height, it will clash with anti airs
  11. And a stein fires after like 115 frames. Also i was more talking about the 17f habaya, because you can't throw it out close otherwise it would have made more sense to use your own normals at that range and his 5c and 2c have incredible range to hit you as well. You have to barrier block his 6d~c and it's fairly safe because it can gattle into other of his moves
  12. Uhm, i am not even going to challenge Kagura with my projectiles because of his 6d~c and i play Mu. Besides, he can just jump over it and hit you with j.c or throw any of his sonic booms to cancel out any DS
  13. But that would leave you too long open. If you only used either 6c or dp, you will recover almost as fast as or faster than Hakumen from his counter.
  14. VS (very short) starter
  15. Or we can wait for more info, seeing that Famitsu is slowly revealing the updates for 4-5 characters each time
  16. Swatting Ragna out of the air with most air normals or airgrabs when he is using blood scythe should not be a problem because of it's long startup, unless you saw it too late
  17. I was thinking the same as TD but you are right that the p2 is applied on every hit. So nerfing Tager's 5a and 2a to VS starters would probably mean that they didn't just want to nerf on his damage but to kill the reward of those starters
  18. p2 only matter in case if it's not the first hit of a combo. His 5a being 85 means nothing seeing that his 5a doesn't combo into itself
  19. The problem was that in CP many 5a or 5b starters have changed their p1 to 100 including Tager's because of the change in combo system. Tager could do 3k+ damage with 5a if the opponent was magnetized
  20. Atleast he didn't get hit by major nerfs
  21. His OD yukikaze is worse for catching attacks than his regular Yukikaze, because Mu can OD through after RC her dp as well. Mu can't OD through his regular Yukikazes
  22. i have noticed something odd from cse that still works in cp. When Mu uses her dp into hakumen's Yukikaze, she can RC and jump over the attack. It doesn't work on Jin's Yukikaze, because his followup attack comes out nearly instantly and catches mu in whatever she does after the RC . When hitting Terumi's DD with Mu's dp, you won't even get the chance to RC at all edit: other odd things. When Hakumen catches Mu's 5c with his regular ground counters , try to use 6c or dp . I have no idea what happened to his counters but if you follow up 5c with 6c or a dp, his counter follow up will whiff unless you were too close (basically next to him). Most likely because the range on his catch followup on his regular counters are nerfed. You can sometimes follow 5c up with 3c, but overall i had less succes with that than 6c or dp If you did nothing then he will catch your 5c, because of it's lingering extended hurtbox
  23. oh, you meant that they updated that page http://www.famitsu.com/matome/bbcp/tyousei2.html Most of these characters have many nerfs, except Bang
  24. 2c? I don't remember having to use 2c in the midscreen ikutachi combo's, unless you mean j.c and j.2c after the arial backdash cancel or the 3c after the j.2c?
  25. Her dp only has the body (or head for the arial version) property, otherwise Tager's sledgehammer would have beaten Mu's dp any time. Another reason why it's not a projectile , is that Kagura's 6d~c would have "absorbed" Mu's dp , something that can be seen if Mu's dp would have hit Tager's 6a (which has super armour against anything except lows and throws) The only reason why you can mistake Mu's dp for having projectile properties is that Mu's dp can "absorb" projectiles unlike most other dps (in those cases any projectile would have gone through the dp), but that's because Mu's dp doesn't have invulnerabilities but a full guardpoint that works against anything Really late edit because i overlooked this part but can't look past it I don't think IxisNaugus is bad (likely better than i am), but rather very inexperienced when fighting Kagura
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