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bakahyl

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Everything posted by bakahyl

  1. I am not sure if it was mentioned somewhere but a fully charged SoD/Furu no Tsurugi has a midscreen wallbounce http://www.youtube.com/watch?v=ePPThJWs4-4&t=8m22s
  2. Seems more like something that i would give to Phantom than to Kokonoe
  3. Which means that it was always possible in extend if you are low enough, interesting. So about the landing recovery of j.c? Has that been removed or was it an error in the wiki.
  4. Did Mu's j.c lost the 4 frames of landing recovery ? (something which is also absent in the wiki) After seeing this video http://www.youtube.com/watch?v=Rt7kMa0-oYQ&t=26m5s I noticed a non CH j.c > 5c combo connecting. Normally j.c is a lvl 3 attack (which gives 17f hitstun in the air) and 5c has 12f startup. Even with a landing recovery of 4f on j.c, it was still possible in Extend to connect with a 5c (by 1f) if you were very low. But i noticed a very small dash before the 5c in the video , which might suggest that there was more time than 1f.
  5. But i l do own all those things, despite costing me alot due to how stupid the customs are in my country. Not to mention magic the gathering cards and D&D books that i still have when i played them in middle school
  6. WTH , has this become a bragging thread who is the biggest otaku/ geek or something? OK, let me ask this: who actually owns here dakimakuras and actual non-pirated eroges/animes/ light novels/ anime cd's
  7. I don't because i haven't played that many eroges before 2007 and the ones that i played that are older than 2007 are usually the "classic" ones like the usual work of Key Kanon, Air or others like Sharin no Kuni, etc. edit: Told you so :p Eventhough unlimited hakumen, Ragna , Noel are just as cheap. But i don't play them enough to abuse their moves
  8. Depends, majikoi and shuffle are entire different genres (majikoi being more on the comedy and fights while shuffle is more a nakige IIRC). If you like a nice (and sad) romantic story, then i could recommend Hatsuyuki Sakura or Natsuyume Nagisa
  9. Repeating myself how evil her unlimited character is. edit: forgot to mention that it was against dragonlordz :p
  10. I doubt many because the majority here doesn't know japanese and even if they do, then i am sure not all of them like reading visual novels (fortunately i do like reading VN's and eroges :o).
  11. U. Mu FTW. Despite being the crappy Cs1 Mu, her steins are evil
  12. Very likely yes, because i already have a nice nendoroid collection and i want that rachel :p
  13. I am only interested in the story :o
  14. Hakumen can function almost fine without any of his drives, jk
  15. If you were talking about corner combo's, it also depends on your proration and your height. Like because of the bad p1 of throws, you can't do the high loop with "5c>2c" but you can use the "mid loop" with 5b > 6a > j.2c > j.5d . Eventhough this version is not even the most optimal corner throw combo. See this thread more on her throw combo: http://www.dustloop.com/forums/showthread.php?11490-CS2-CSE-%CE%BC-12-Combo-Thread-%28Updated-9-23%29&p=1016533&viewfull=1#post1016533 Likewise if you added too many hits while using an "weak or average starter" like for example 2a>2b>5c>2c>3c> SoD > 66 6a > 6b (i think this combo has turned into a blue combo mid way for me a few times) , the "high loop" 5c>2c won't work but you can settle for a different loop. Like with the socalled "low loop" SoD > 66 6a > j.2c > j.d > 2b > 5c > 2c > j.2c > 3c As for height, you can use the 5c>2C version when your opponent is somewhat high in the air like after ( some hits ) > SoD> 66 6a > 6b > 5c > 2c or (some hits) > SoD> 66 6a or 5b or 2b > 5c>2c . The latter one is a less optimal version but i use it when i am not sure if i am able to reach the opponent with 6a when he was close to the corner but not completely in it
  16. And noel's 6b or 3c make Mu's 6b or 3c look like nothing when it comes to reward but we were talking about mixups themselves. Noel's stagger pressure give her more opportunities to throw someone compared to the normals of Mu. Depends, if i careless mash 5a, 5b, 6a or even 5c there is still a chance of her sliding 3c passing under my normals. At close range during her pressure string she can possibly cross you over with 2d though if you are crouching. While it is reactable, it's still counts as some kind of gimmicky mixup. Mu can only jump cancel her 5a, 5b , 6a and 3c ( all 4 of these normals don't have that much range) and even with those jump cancels you are usually not going to dive into your opponent with her fairly weak jump in's unless you have something as a cover. Same can be said about Mu's 6b. You didn't block it at midscreen and you end up receiving 1,4k damage . Also edit: we do seem to be derailing this topic
  17. I overuse j.c> j.2c myself, but if i have to be honest i really shouldn't because of all the disadvantages XD I did manage to score a j.c > j.2c > Astral heat yesterday because the opponent that i played had almost no matchup experience against Mu. Eventhough i just did it for the lolz, because i didn't actually try to hitconfirm it.
  18. I forgot about this part. Some characters like Tsubaki and Platinum can do multiple arial attacks better and j.2c is not even that reliable in extend because of the 10 frames landing recovery. Even on hit you can't always get a combo from it and depending on your height, you can be even at a few frames disadvantage. Which happens alot when i do manage to hit the opponent, I am still very often forced to block or backdash upon landing because i will lose to mashing if i press buttons Also it has 5 frames gap (8 on IB) in it: you can get hit by most reversals and dp's (and possibly some AA on IB) if you mindlessly use j.c > j.2c. It does have FC properties, but it has a bad p1 and it will not lead to amazing damage outside of the corners. So the benefits of using j.2c does not outweight the risks in lots of occasions However j.2c has become better in CP (forcing crouch on hit and thus more reliable way to combo from it and ikutachi for better reward) , but we are still talking about extend
  19. I have nearly no problems with 5a or 2a (well the exception being the ones that are very low like litchi) my jump in's as jin and Relius. Also when i used ragna, platinum and hazama (not seriously) and they have also much better jump in's than Mu
  20. While ok, you still need to use j.b late in a jump because it doesn't have that much hitbox under her and the 21 frames of recovery might be a problem if you use it too early. Most character can even use their 5a or 2a to stop it.
  21. Noel's normals are better on block than Mu's and can more easily continue her pressure. Noel also has more lows (3) She has more opportunity to use a throw with her normals she can cross you over with some of her drives if you are crouching to anticipate her overhead She also alot more opportunities to jump cancel her attacks and her air to ground is better than Mu Her drives also have some high and low properties, eventhough her low attack is rather slow
  22. Atleast her bad matchups are not that bad compared to CT's Tager vs Carl (lol @ 2-8) , Tager vs Nu, Tager vs Arakune
  23. You should play Tager, lol
  24. Her only overhead can be used after 5a, 2a, (you can get mashed out or thrown out of during these 2 moves) 5b or 6a. Her poor jump in attack is one of the reasons for her poor mixups, because if she is going to use the jump cancel from 5b, 6a or 3c you are usually not going to hit crouching characters with your jumping attacks. If she has some kind of cover (totsuka, charged lasers or habakiri) then you can do some nice high or lows guessing games, but otherwise her mixups are not that good
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