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Everything posted by bakahyl
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I wasn't talking about as if it was like Hakumen Hotaru , which is an arial reversal/dp that needs to be barrier guarded in the air but her ground dp can be simply blocked without a barrier guard unlike almost every dp (well except Azreal's but we are talking about extend) Of course this disadvantage is minor, but some people forget to barrier guard against dp's in the air and will still get hit by it and by barrier guarding you will lose some frame advantage (more so in the air) and you will get more knockback. Some moves like Hazama's 236d>b or tsubaki's "dp" are probably not even punishable if you barrier block it in the air. Well that's is probably the advantage of being a guard point move (one that stop unblockables and throws) instead of being simply invincible. But the disadvantage of being a guardpoint move seems to be that it will clashes more often even against moves even normals with no invincibility.
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I probably explained it wrong before. But anyway what i meant to say is that Mu doesn't seem to have reliable fast moves against some rushdown characters at close range (she can use her dp, but that can be easily baited because of it's low range and you can block it in the air without a barrier guard) small example Platinum > her 5a, 2b and 5b all splinter Mu at close and even at mid range. Hakumen> most of his close range normals are + on block Hazama > it's hazama ... Bang> his 5a does seem to outmash me at close range and he will get close with nails at some point Ragna > 5b, 5c : in fact most of his normals beat Mu at "close range" but then again his normals seem to beat everyone in the game "mashing" out of the pressure high mobility character like tao and valkenhayn can be unsafe as 2a and 2b doesn't seem to hit jumping or rather flying characters
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Personally i am forced to use my 2a or 2b against most characters 5a, because my own 5a hits too high if they do crouch. Also this is not just about 5a and 2a normals, i am also forced to my 2a, 2b at close range against characters who have fast normals like ragna and jin's 5b. And when i get (counter) hit i will be pretty much always in a crouching state, which leads to extra damage (i am pretty sure almost every character has a higher damage combo that works on crouchers)
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Her gaps are very noticable even without IB. Her 5a whiffs on crouching characters and characters who use crouching attacks (it does work as a ghetto anti air though) her 2a is ok, but hardly reliable to get out of close range as it has low range her 2b is fast, but it's not the most preferred attack to use when getting out of close range
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WTH, that is my current psn nick. My discarded nicknames (when i borrowed a ps3 and xbox360) were bakat2, bakaharo and some others And no i don't think i have played against crying void, atleast not in extend. Perhaps a few times in cs2 but i am not even sure on that
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Her gattlings have a few frames gaps in it. As in, if you use the wrong string of C moves, she will get hit by a dp or Tager's command grabs very easily. Eventhough you can use it as a frame trap. Also she has a long recovery on whiffed moves and i took that also into account as "slow" Bang, Tao and somewhat Carl have faster close range normals that can be used to "mash" of some situations though. Her 5a whiffs on crouchers
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Might as well try to make one for Mu Pro's - very strong neutral both on the the ground and in the air - very versatile tools that can be used for keep away and rush down - very strong oki's and traps - can somewhat outzone some "zoning characters" and can somewhat play keep away against rushdown characters - her lasers are a very good distraction to throw your opponent and her lasers are a good cover to make her approach safe - very high metereless damage in the corner, when winning air to air and from many kind of counterhits - very high damage when spending meter on combo's - has a dp that also be used in the air and it's probably one of the better dp's in the game - fairly decent backdash Con's - her normals are rather slow - her meterless midscreen damage is somewhat poor - her air normals lack a vertical hitbox and they are not that reliable for air to ground situations - while she has 2 AA's , she still does poorly against people who approach her vertically - her normals are not that safe and she needs to cancel her attacks into something to make it safe - poor mixups - most of her gimmicks need time to set up and she is vulnerable while setting up steins - she is not a true zoner, because her zoning tools are not meant to be used on their own. - low health - she has problems against very mobile characters and the actual zoner of the game : lambda - she also has some problems against charactes who get in "her face", eventhough she still has a dp , backdash and counter assault - Her counter assault has very poor range - i am not sure if she is beginner's friendly, because of learning some things like her oki's , stein placement etc. - Her dp clashes alot with many kinds of attack (eventhough this can be used in your advantage if you aware of it but that advantage is easily nulled if your opponent also anticipates a clash). - her dp has poor range, but it is still decently fast and it has lots of active frames edit: i am sure i forgot some pro's and con's but i can't think of any more when it's 3AM edit: wow, i am making her sound worse than she actually is. lol
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How are her defensive options better than ragna? She lacks a true anti-air in extend (she gets one in CP though) Litchi's dp is less safe, because it's a projectile (like Tager has options against it, Mu's habaya seem to cancel eachother out at the right distance because both projectiles refreshes etc.) , it cannot be rapid cancelled and it cannot be used in the air. Her itsuu is not truely a reversal, as it can be thrown and it's vulnerable to low attacks. (edit and i sometimes won against her itsuu folowup by using a long chain of attacks, just like it sometimes works against Bang's guard point attacks) Her backdash is pretty good though.
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Too bad that i can't play against IxusNaugis, because he is on xboxlive and i think i played against him once over 9 months ago when i borrowed an xbox. Finding any other Mu player in the Eu is nearly impossible. As for Kune, i agree that arakune is pretty hard and especially if you fight against Wsilent.
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BlazBlue Question Thread - Ask your questions here!
bakahyl replied to KayEff's topic in BlazBlue Gameplay
If CP (in a way p4a works the same as well, but haven't played that) comes out, i think it won't be better to save your burst since it recharges over time -
So many people today who end up saying in a PM that they hate fighting against Mu....
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To be honest i would rather fight a Mu than Arakune as well, seeing that i don't get to fight Mu
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Baited every of his dp :o (3 times before he stopped doing it ) And oddly enough i could react to his dp faster when i baited your dp's last night. edit: i meant wakeup dp's
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I think the user name was level5 jeep chan or something. I think I had 2 matches with him, before the host (not sure if it was that was a bang or lambda player, can't exactly remember because it was like 5AM) decided to bail out after losing to me quite bad
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I have almost no matchup experience against Mu, because nobody that i seem to play against uses her >_> edit: Also using the matchup experience against Daedron's aggressive Tsubaki's playing style made me able to easily beat a decently high PSR ranked tsubaki player from the US (who played more passively) last night (at 5AM lol) Oddly enough it was pretty lagless, despite playing against someone from the US. But then again, the netherlands seem to have good internet connection
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Seeing that i like psychopathic androids, i will probably end up using labrys, s.labrys or aegis for p4a
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To be honest , almost no character in the game has the same neutral like Mu (Ragna is slightly better, except he lacks zoning tools. Litchi's neutral is on par with Mu. Then we have the lambda and the high mobility characters that are also better than her in that aspect) Damage wise, the only character beating Mu is Arakune
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That's why you need to barrier block my 5c in the ar:0 Otherwise you will get a 6k damage combo in the corner edit: SoD also needs to be barrier guarded in the air and that also leads to a 5-6k damage combo
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For the people who have seen the data: how many frames startup has her crush trigger and how long can it be charged?
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Most of the time these 2 are the same though
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Uhm yes, i thought some of you would have known that by now seeing that i posted that god knows how many months ago (or was it years) somewhere
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Darn and i was thought i was overpaying for my internet to get decent speed edit: lol, i am still downloading a game. My speed should be slightly higher if i finish it later edit: there we go Cirno's internetspeed is still better than mine though
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I couldn't understand this part, but is that supposed to be a good or bad thing?
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Some people even find tsundere/kuudere or even yandere's cute....
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Mercenaries and thieves can fall under neutral, despite killing and robbing people. Neutral in D&D stands for self interest/greed etc. and they can work for either good or evil.