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Everything posted by bakahyl
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Wow, people are already getting salty at my day 3 Mu, eventhough she is less broken than extend edit: my sucky day 3 Mu
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They did indeed patch the old OD Habakiri combo's a few months or weeks Mu was released in the arcades
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Like the last combo with the max charged Tsurugi from this video? http://www.youtube.com/watch?v=ENvKb2_pl8E&t=3m54s I haven't done it myself though
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So what is the best thing that i should do after a blocked 6b? Try a stein cancel or simply do nothing and block/backdash and hope that they didn´t IB the 2nd of 6b edit: Not sure if the wiki is correct, but I have been able to rapid cancel ikutachi on hit, while it says :"Only possible to Rapid Cancel on block. "
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While it does work, however using a CT that late in a combo is not worth the meter and the 2nd CT is useless because it has a strong SMP
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Habacan doesn't seem necessary now that Mu haa ikutachi Tried playig a few matches on netplay and Mu's steins are really good.
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The only viable option would be with charged steins or a corner setup with several steins and totsuka, because of the longer recovery and faster laser speed of Totsuka. As for charging steins mid combo, there were already combo's possible in extend on a fatal counterhit 6c
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63214b And the timing for the stein cancel to combo from it on a crouching opponent takes some time to get used to. edit It does seem a little trickier to combo from it on an opponent who was further away when hit by 6c compared when they were closer edit: the old habacan combo's don't work because 6c doesn't seem to knock the opponent that close to you anymore later edit: Mu's Crush Trigger is worse than i thought. It can only combo from a CH 2c or from a 6c (which has a low p2) in the corner. I tested it on Azreal and his phalanx absorbs it Also Hakumen's Akumetsu counters Mu's CT Meaning Mu's CT has both the physical and projectile properties
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I have never seen anyone trying to stein cancel an Ikutachi on block, is it either because ikutachi can only cancel into steins on hit or is it because cancelling it into steins is even more unsafe than the -22 from ikutachi? edit: ah, maybe because Ikutachi doesn't really cancel into steins but on hit it has more than enough hitstun that enables you to set a stein. I wrongly assumed that ikutachi was stein cancellable
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Valk is for me probably tied with Taokaka (and probably high level players Hazama) for Mu's more annoying and one of her bad matchups, because these characters have the tools to easily get in on Mu very quickly and they can very easily disrupt her zoning and even punish her for zoning badly. The bigger mistakes that i have noticed playing against Valkenhayn's are exactly the ones that you have mentioned: sometimes too reckless and predictable approaches that can be stuffed (like 5a, 6a) or they were trying to do stuff while getting countered by projectiles (worst offender would be getting a CH from a totsuka laser, because it leads to very damaging combo's. However If you cannot avoid (jump cancel) an approaching totsuka laser because you were comboing Mu, then either try to throw her(if you were hitting me with 5a, 2a) or knock her down or away (like with 3c). That way Mu won't be able to take advantage of the CH) Because of all the lasers and habaya, i have seen some players get frustrated and started to take more risks and make even more mistakes to approach me Approaches that did sometime work against me was approaching me with "safe jump" while blocking while "thrusted" with the momentum of the wolf form. I have seen some Valkenhayn's try to approach me with that but with j.c however if I were setting steins i could jump cancel or special cancel (dp) and avoid it in some way.
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That socalled decent Mu would be me that you have played (imo i think i am just above average) I agree to use the wolf fake out more(dunno what it's called )or approach me less horizontally. Because from what i see, you tend to fly into my 5a (it suprisingly works lots of times as an AA against predictable "wolf charges" and on CH i get a 3k+ damage combo ) or 6a on the ground or j.a, j.c or even j.2c when i am in the air. Mu's j.2c at inproper height should lose against wolf 5b, however her hurtbox is rather small and she stays suspended in the air for quite a moment http://www.dustloop.com/guides/bbcse/hitbox/mu/j.2C.html Don't be afraid to get under or above Mu, because Mu is much weaker vertically than she is horizontally. That is why i am trying to stay as much as the same height as you are When attacking in the air Mu's 6a doesn't hit much above her and 2c has a head invul fairly late. You should have no real problems attacking her from the ground while she is in the air, because wolf 5b should stuff anything except projectiles (which are unreliable as a way to attack someone below someone except Yata no Kagami) or her air dp Of course my main startegy is still trying to keep you away
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It could just referring to Noel, probably the Noel vs Nu fight that they had in CT and why Hazama is interested in her. It doesn't mean we are actually in the true route yet , but we'll see
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Never knew that throwing out dp at complete random times when at fullscreen works against some valkenhayn players who fly directly into it Also GG's to all the random people that i played today
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The only purple throws that i am doing is the very obvious 2a (with some repeats) and throw :p
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While testing TD's combo, it can be slightly extended for 3237 damage without turning it blue 6b(1) sod RC dash 5c 6c 214d(whiff) dash 5b 6a j2c dash 2b 5c 6c 5d j.2c j.6d (or any stein in the air) So far this combo does seem to work much easier on Ragna than Jin, so i think that the character hitbox in the air is a huge factor edit: I have problems landing anything except 2a after habacan against Carl Against Noel and Tager i can hit them with sod RC dash 5c but for some reason (probably their hitbox in the air) the combo gets dropped because 6c turns blue against them The combo is slightly easier on some characters by using dash 2b instead of 5b after habacan, but the tradeoff is slightly less damage (3152) Later edit: While this combo works on most characters, i think this combo is situational and it has risks. For starters it's not that easy to do, because you have to be very close to your opponent to work and second you have to immediately cancel the first hit of 6b into SoD (delay it slightly too much and your micro dash 5c won't reach most characters) and it's not exactly hitconfirm friendly
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Thanks .. for disliking my playing style :o
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GG's to KykisekeEX and Nyagga58, eventhough the latter didn't like that i used Mu-12
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I thought Mu was the Queen of salt, because i usually get kicked out of rooms after using her against people a few times
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So how fast can mu cancel the stein after 6b with a dp? Eventhough her dp is even more punishable on block, but whatever. I also tend to see netplay Ragna using inferno divider after a blocked hells fang, so why not
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shout out for Suicyde (Bangismyhomeboy) for getting salty after 3 matches Also using a purple throw after mashing j.a only works once >_> After that i teched it every time, so i have no idea why you kept doing that instead of using a proper combo
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Even if i was not from the EU, i am unable to play Blazblue because of the Date a live: Rinne Utopia visual novel that is probably costing me a whole week to finish
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Then i should also blame the lack of any really good netplay Hakumen in the EU for that experience then, eventhough i sometimes stay up late in the night and see some other Hakumen players from the US but they usually fall for the same zone and footsie strategy
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That means that this tactic probably doesn't sound like a good thing against Mac chaos :p Also i don't think i have seen a single same playing style as Mu online, because she is so versatile edit: of course i adjust my playing style as well on how aggressive a player is. Otherwise i would be simply auto pilotting Mu :p
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The CP approach with zoning and footsies so far worked great against more than 3/4 of the Hakumen that i played in the last 2 months though. No idea how Mac plays, because i am not from the US
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I can simply outzone Hakumen online without worrying about his counters or combos though. Also setting steins is usually safe because of the jump or special cancels, but it's still the moment when Mu is open the most unless she has a whole bunch of steins covering her