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Everything posted by bakahyl
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Pochp already pointed out almost everything But the biggest thing that i noticed was that you press buttons alot during strange moments. Like you were hit way too often by the rather obvious gap between 5c>6c or from 3c>SoD and a few times by 6c>SoD. You also tried to punish 6b>6c at the wrong distance. If you want to punish Mu's 6b, then you should never barrier block the 6b because the pushback will make the overhead almost safe and you will eat a 6c for pressing buttons The other Mu player used more optimal combo's than you did (or atleast tried), but since it's online i don't think it's that much of an issue because i sometimes also use easier combo's if there is some noticable lag
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I am currently stuck without my ps3 at this moment to test the gimmick or corner oki (with .... 2b 5c 6c 2d SoD 3c ikutachi or ... 5d j.2c 3c ikutachi), out from this video http://www.nicovideo.jp/watch/sm22681963 but is this oki actually viable?
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They animated Mu in the anime but not even one C normal has been used in the entire fight >_> Heck, Ragna survived Mu's astral
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I am sure dragonlordz was being sarcastic
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What the?!..... My playing style with Mu is being compared to Morrigan in UMvC3 by some guy in a lobby >_>
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Aren't most of her OD combo's very situational seeing that your combo will very likely get ruined if there are already set steins? There are not many times when i don't have any steins on the field
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Yes, but with caution (save a jump to jump cancel steins and don't place too many randomly) because she can still snipe you out of the air with a well placed graviton and activation as it's faster than our stein activations (which was said in page 2). Try avoid using totsuka as the recovery will leave you too open and she will get in by using a graviton against you
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GG's to Uriel Legion
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So.. the only way that i can lose the pink color is to lose many times against an other pink colored player? I have been wanting to get rid of it because some players have been avoiding me and the European lobby's are already most of time quite empty
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I have problems understanding this, are you saying that your amount of wins have to be 10 times higher than your losses to get your rank increased?
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Well gg's to the European people (Katsuke_x, Lebarbu1983 and Chrono_fr) that i played tonight
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Arakune's 5a, j.b , 2c (it's now safe on block at the right distance..... fortunately for us, It's no longer a FC) are still just as annoying as before and his new spiders prevent Mu from setting steins statically. edit: Also his j6.a, j.6b and j.6c is pretty much as fast as our j.c and rivals our range in the air because he moves forwards with it
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Oh, that might explain why i am able to hit people on netplay with Yata no Kagami at unexpected times
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http://www.dustloop.com/forums/showthread.php?18215-CP-Mu-vs-Rachel IMO Rachel can outzone Mu easier now Lasers from her drives may seem faster and have increased block and hitstun but the recovery on habaya and Totsuka have increased, so Mu can't throw it out carelessly like in extend. Plus the increased speed on Totsuka makes it harder to combo from
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I think Carl should still be played against like in Extend If you can't Carl off you before he got you sandwiched between Nirvana and him, then you probably have to work on your neutral and mobility because Mu has the normals to keep Carl away and is fast enough to avoid Nirvana. If he likes to use vivace to approach you, just use 2b or even 3c a few times to discourage him
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Does anyone know at what frame Mu is airborn with Ikutachi? Because after seeing this http://www.youtube.com/watch?v=sFf8nWC6ZPA&t=15m, i was thinking about using 2b into ikutachi in the corner but i am not sure if i can be thrown out of this gimmick. At this moment i can't test it myself, because my dpad on my controller is broken
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I didn't think that you meant by "going in with normals without really good cover is tantamount to suicide " was about instant airdashing :p When i got myself cornered, i was trying my luck getting out of it by airdashing and
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Despite that graviton sets and activates faster than Mu can set and fire with her steins, at the start of the round Kokonoe cannot blindly rush towards Mu because of her shorter range normals. So i always had the advantage of setting my steins before she can set up her graviton. Besides if you see a graviton placed next to you, you can still jump cancel a stein set and watch what she is trying to do edit: I found out the hard way that you should avoid instant airdashing towards Kokonoe. Her 6a anti air is already annoying enough and her j.a is stupidly good
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If she does reset her pressure by setting steins mid way, then you are respecting her too much. As for her decisive stopping points, when she starts her C moves then that means that her pressure is over because she can only use her standing overhead after moves such 5a,2a (both are punishable with a throw or mashing) 5b or 6a. She can jump cancel her 3c but since her air normals have a bad hitbox to hit people on the ground, the best she can do with that is the slow j.2c or a deep j.b which can be punished with an AA
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I think this matchup has changed alot. While it was in favor of Mu in extend, it feels like it has become probably at best even in CP. The rewards on Habaya , Totsuka and random stein lasers is fairly low, while the risks (especially with the increased recovery) on doing so can be very high with her airdash approaches using wind. While the damage on it is really low, but her new barrel/beelze lotus can disrupt your zoning at fullscreen. I think that it's not viable anymore to outzone her, while rushing her down recklessly will also get you killed very fast
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I didn't know that you could use a crush trigger after a lower height j.2c or sj.2c in the corner, eventhough i doubt this will increase our corner damage by much
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gg's to JessNigri and some others that i played today
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Not sure if Tsubaki has something like it (since i use Mu) but when I bait/block Kokonoe's DD fireball, i dash in and use normal that can gattle into a throw or an immediate throw. Either the throw animation saves you from that fireball or they tech the throw and push you out of the reach of it and the fireball disappears because it lands on the ground without any graviton
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I haven't used these corner tricks from that Mu encyclopedia video a while ago (http://www.youtube.com/watch?v=Kb-Vup0YmB0) in actual matches, but at the same time i haven't any japanese players use these in video matches. So are these too gimmicky or viable ways to cause cross-unders?
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Alternatively using a dash with 2b will pick her up more easily if lag is your concern