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bakahyl

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Everything posted by bakahyl

  1. 6c > totsuka might result into a trade with 214d (or it will force you blocking, it depends on the number of steins), because the lasers will come out after 37 frames (add the 20 frames blockstun of 6c) and if there is more than 1 stein on the field the laser will come back. Not sure if it's always worth it IMO. 6c> habaya wins from a dp (unless you are really close, but i am sure 5c>6c will whiff if you are in tsubaki's dp range) and 236d To be fair though, the way how i use j.2c now is to prepare myself for CP. Because in extend it's very unsafe with it's 10 frames landing recovery (and your inability to do something untill you land except a special cancel on hit or block)but it's usefull for fooling the opponent for 2 high attacks with j.b/j.c >j.2c (it's easily dp'd though) or to halt the opponent when he is IAD'in towards you. The rewards for j.2c is normally very low and with the risks it has it is usually not worth it.
  2. 2b> 3c or 2c has a 1 frame gap. While a dp might work, it can lead into rather something big on CH. edit: 2b is also rather 0 on block. A dp can be baited , because using 2b is similar to ragna trying to do something or not after his 5c Personally i don't think Mu should care too much about stocks if she plays it safe. All of Tsubaki's tools to approach are minus on block, but it does make Mu feel less safe in the air with 236d and 214d, but both can be easily avoided as if it was Relius' Val Lanto. edit: i feel that fighting tsubaki is fighting a faster hakumen but with lower damage output and shorter range. Both characters have potential moves that goes through 5c and projectiles but are weak to lows
  3. IMO i was just running into things like 3c and her shield charges because it was getting so late (the way you were throwing them out was extremely punishable). The way i usually play is to keep tsubaki away untill i can get safely close in and then i will either use mixups or frametraps (something you keep falling in the last few rounds)
  4. Maybe someone is downloading alot in my house
  5. While technically not a game, i have read some interesting Visual Novels for over 15 hours straight
  6. It's always funny to see a message from an Arakune player that random stein gunners are annoying.
  7. Arakune has a mashable 5a that hit crouching characters... He doesn't need his 2a for that.
  8. Sadly enough that's the same speed as Tager's 2a....
  9. edit: i have no idea what character has a 9f 2a
  10. How so? His 5a, 2a and 2b are + on block and i usually get frametrapped by hakumen if i try to mash him out.
  11. Shoutouts to the platinum and taokaka players today who keep getting hit by a FC with Mu's 21 frames j.2c, because they think they can low profile it
  12. Every character is stupid in it's own way
  13. Isn't that like almost every character except makoto and maybe tager
  14. The problem with noel it's always a guessing game when you try to rush her down. With some character's (characters without reverals)you don't want to get rushed down by her because of her frametraps when close
  15. GG's to daedron, katsuke_x and Tos-X7 edit: i am quite sad that i only astralled people only a few times today
  16. TBH i never got ill when i flew to asia ( most of the time china) the few times that i went there, but then again i did sleep most of my way through it in the plane
  17. It might help if you are/look asian if you decide to go there
  18. While i use this with Mu, i think it should also work with lambda because they almost have the same a and b normals. 5a works surprisingly very well against his horizontal swing-in. It recovers fast enough to block incoming new chains incase he cancelled it and decided not to swing in, while it can be mashed to stop reckless horizontal jump ins If he decides to use that stance (forgot it's name) mid combo as a pressure/block string, you can punish anything he throws except 236d b with (slightly dashed) 6a.
  19. While we are on the subject of talking about fraud characters, Noel is just as bad as Mu when it comes to reckless things you should not be doing against her
  20. You have to slightly delay it or you need to use a slightly different variation of the combo against them if you are not familar with the timing. In netplay and sometimes with lag against characters like arakune, lambda, carl, bang, valkenhayn and some others with odd hitboxes or floats, i don't use 6b after 6a but something less optimal such as 63214c> 6a > 5c> 2c etc edit:pochp is right about not dashing with 6a to make it work later edit: you do have to make a slight dash on Carl otherwise the first hit of 6b won't even work
  21. 5c, 6c is usually a frame trap (although a bad and predictable one) for a fatal counter combo. Likewise 5c can also go to 3c and you also don't want a CH 3c, which also leads to 4-5k combo's edit: despite 5c's range, Mu's more commonly used poke is 2b because of it's speed and range with a dash momentum and unlike 5c you can still continue mixing up your opponent with it. It kind of stuffs any of Tsubaki's 214 moves :0 My serious level detection meter has been broken for the past days
  22. I can't see hakumen having too much advantage over Mu to call it in his favor. Mu does more damage and with the right type of play you don't even need to fear his counters.
  23. Depends. Hakumen vs Mu should be even matchup
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