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bakahyl

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Everything posted by bakahyl

  1. Amane really has a stupid hitbox, even HH's corner combo fails on him because he falls out of 6b
  2. Lol @ Sasukiii for saying that i am a fraud Mu player for never using an OD combo on him while he used a Hakumen and dropped his OD combo.
  3. While it's hard to punish her overhead, you can backdash out of the reach of the 22a even without IB or barrier.
  4. Not sure but why should Mu care too much about Kokonoe's mid and long range game? Setting both a graviton (16f) and her fireball or teleport (she still needs a graviton to appear next to you) takes over her 40 frames and that fireball even disappears on hit and block. I don't think she can do much against a laser barrage aside from trying to teleport in but in that case i treat her the same as Izayoi and save a jump/airdash. Her mid range is not impressive because her normals don't have the range or speed to win against Mu's, maybe aside from her 3c Also at the start of the round Kokonoe can beat our 5c with her 3c
  5. Her regular fireballs disappear when she gets hit or is blocking, but the DD version still keeps going eventhough if you hit her then the graviton she placed will disappear and the DD fireball won't be bouncing around
  6. For some unknown reason, the colour near my name has been pink for quite some days now and i don't think i have been doing that well
  7. The way i am playing this matchup is not to let her get those stocks easily. She can only get it if you get hit or block her specials and Mu can easily avoid any sonic sabers , Aegis blades and Crusade Seraphim's. Also Mu can outzone Izayoi without any trouble, unless she has 2 stocks to use her D teleport but you can anticipate it since it always teleports behind you If Izayoi "gets" you with her Justice Phorizer while you are setting steins, use your dp on reaction to that. It will always clash and if she does any teleport, you can punish her since you can use the clash in your advantage to throw out a normal or special to hit her out of it
  8. it's usually 5b or 6a (or 2a, but that one can be mashed or thrown out) that leads to 2b or 6b.
  9. 6b doesn't gattle from 2b
  10. Overall his neutral is worse than Mu's. Eventhough his c normals outreach Mu's, however it's startup is almost as bad as Mu's 6c. You can't misspace your normals against him, because his 2c and 5c will then beat your whiffed normals You can't always start the round with 5c because i have seen his 3c beat it a few times , due to the extended hurtbox edit on this: i have tried replicating this in training but it seems 5c does beat out his 3c most of the times. So i guess i was just too slow on netplay j.c and j.2c seem good to keep him from approaching because his air normals seem to suck at fighting people in the air and his AA primarily hits vertically and it's really slow. He can't exactly dp you while trying to run in your face , because it has a charge motion. So it's fairly safe being in the air. Because he is so slow, you can easily outrun him His dp is however really annoying, you can't even punish that if you barrierblocked it in the air Placing steins in the air works untill he does 6d~c, but like zeromus said that can be beaten with Mu's normals or avoided if you saved an airdash or double jump. Worst case if he caught you while setting a stein in the air, use a dp. Don't go into a fireball war against him on the ground if he starts it unless you are at fullscreen. While habaya beats his "sonic booms", he still recovers faster than you and in worst case he can go through the habaya with 6d~c while you are recovering
  11. like this old vid http://www.youtube.com/watch?v=2WPk0qgMmMM&feature=youtu.be&t=21m13s edit: pochp's notation has a minor mistake, because the first j.2c is probably j.2d
  12. I thought 6D~C only has a guardpoint against projectiles because i have been hitting him out of it with j.2c
  13. I have no big problems against Growler absorbing lasers if he gets phalanx Treat phalanx as the old spark bolt and use your steins at proper height
  14. I would say on at the start of the round on CH with your 5b vs Mu's 5c, you can easily throw out a lanto to force Mu blocking and start your pressure. 5b at the start can be usefull Led ley is not that effective at the start, because Mu can throw out another 5c while you are recovering from the led ley (startup 12f and recovery 20f vs your 37f led ley) and you don't have ignis out yet to cover it However Relius' 5b and iad (5c beats an iad w/e, i sometimes see some players do that) and super jump at the start of the round can be beaten with Mu's j.2c, but j.2c can be beaten with a lanto or Id Lauger (the latter is not really recommend unless you know that your opponent does that)
  15. Mu's j.b is not that bad as a jump-in The gap between 5c and 6c is roughly 2 frames, eventhough you won't punish her with led ley since her recovery on 6c is 42 frames and your recovery on led ley is 37 and you have to take into account the pushback caused with her 5c as well edit: unless the Mu was stupidly doing 5c>6c at very close range
  16. In extend Relius' 5b will sometimes beat or trade with it at the start of the round, anyway you can try it out eventhough it will lose to j.2c or most jump-ins at the beginning
  17. Don't let her get away so that she can't start her laser fortress? Because those steins take quite some time to set up 22c is not reliable because Mu's steins are jump cancelable and you will completely whiff her if she was setting steins in the air. 214b is both too slow and can be easily hit out of with her j.c, likewise with the right spacing Mu can just as easily swat away Val Tus and Val Lanto with her 5c or j.c
  18. I think he should be more fought like ragna, but should be treated as tager when he is close
  19. Ow wow.... Mu's challenge 30 is not to deal over 10k damage but in fact deal over 11,5k damage because it says defeat Azrael. The previous OD combo with FC Tsurugi starter and 4d and 5d habakiri spam is a little too short to reach it edit: meh, too tired to try that combo again today but theoretically i think i can clear that challenge if i have preset 4 steins in 4d position before starting that combo, this way Azrael will hit by 3 steins with habakiri instead of 1 with the first loop next day edit: it's 12k damage....
  20. Don't let her set up so many steins? This is from my experience playing against Kagura players. Kagura's "sonic boom" is not a good tool against Mu, because either habaya completely beat it (tried it) or if you were trying to do that during her barrage of lasers then you will get hit out of it by probably a laser above or behind you. His 6D~C usually won't work against Mu, because you can easily see it coming (especially from full screen) and on block it's very punishable. Sometimes i can hit Kagura players out of that with j.2c and that will lead to a decent combo. The problem seems to be that Kagura's neutral is worse than Mu. For starters Kagura is not very fast, his air normals has less reach than Mu and his C ground normals are slower than Mu and at full screen Mu has the upper hand as well. However Kagura has great Air to ground pokes and his stances are pretty good for mixups (because it can have lows/overheads/command throws depending on which stance), so the best thing you can do is to rush in, pressure and mix up Mu while avoiding/baiting her dp. Also I have some minor issues when rushing him down because his dp will stop most crossover and overhead mixup attempts because it uses a down up charge motion
  21. The one that is the most damaging from midscreen is probably the 2c or 6a airdash loop versions that was posted in the 2nd post, but i have a hard time consistently doing that
  22. GG's to Prower___
  23. Ikutachi ended up being a ghetto escape option when cornered against Tager for me today
  24. Execution wise i find H.H.'s corner combo the easiest if you don't like to input sj.2c, but i don't think any of the regular corner combo's are that hard if you get used to it It has become my " lazy man" corner combo on netplay except with a 6b starter edit: i was wondering if my bad habit of ending a corner combo with a bad starter from "6c> (5d or 2d)> dp" is a good or bad thing? Mu's dp seems to cause a fairly long wallstick and to me it looks pretty way to end it, but i am not sure if i should try something else after that 6c?
  25. The thing that i dislike about the new Tsurugi is that you need to be much closer in the corner to combo from it
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