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bakahyl

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Everything posted by bakahyl

  1. CH dp and 5c was nearly impossible in extend unless you knew it was going to hit the opponent because it knocks away the opponent very fast, but in CS2 a CH dp caused a minor wallbounce at midscreen giving you enough time to do something from it. Based on the videos so far, it seems you can probably combo from a CH dp more reliably with a rapid in CP. As for Mu's new counterassault with her 5b animation, let's hope that it does not whiff against anyone who is crouching. I don't have a ps3, xbox 360 or even a psp at this moment (staying at my parents during the holidays) to test if Mu's 5b could hit a crouching bang in extend or cs2 edit: typed ps3 twice
  2. Another thing that i like in cp is that the midscreen dp rapid combo is back. edit: http://www.youtube.com/watch?v=QkCsSL7G47A&feature=player_detailpage#t=3229s Mu's new counter assault with 5b does not whiff on a crouching bang. Not sure if 5b has actually a better hitbox now or that bang was always that large later edit: so the info that 5b's lower hitbox has been removed seems wrong
  3. Eventhough this has been posted quite a few pages ago, i think it's still usefull that these numbers are posted on the first page in the combo section or the general gameplay section or atleast somewhere as a reference(unless they were inaccurate, although i believe that they seem true though) http://www.famitsu.com/cominy/?m=pc&a=page_fh_diary&target_c_diary_id=46313 edit: it seems that i was combo breaking the current discussion lol
  4. Also take account the increased recovery time on the ground version, although the air version seems the same as before though.
  5. 80
  6. Not that often, seeing her excellent backdash and dp/air dp. Although i do use it more often against certain opponents like Rachel and lambda, but less often against the rest of the cast
  7. I never liked the faster totsuka from the very beginning , because i knew that it would alter my original use for it. edit: i will be missing the old p1 of 100 for totsuka as well. Also i thought hakumen's drive has become less of a threat for projectiles, because the followup has become blockable. even later edit: i think Mu's damage has toned down a little because of some nerfs on the p2 of some of her moves like 6c has become a pitfull 84
  8. I am sad to see that ikutachi has a low p2 of 82. So unless you really need to combo from it (like not using meter at midscreen) it actually hurts the overall damage of Mu's combo's. edit: So that's why i find it strange that (forgot if it was Serizawa or H.H.) some actually use it for the corner combo's.
  9. Used to be on both, before i got too busy with work and before my gold expired Unfortunately i only get to play against EU players due to the timezones and i am one of the few Mu users on live or psn who plays during those times.
  10. Mu's j.b is pretty good in some occassions (when j.c is too slow) against people who tend to like to use their j.a (some ragna, jin and hazama players that i tend to fight) too much at close range.
  11. Well like i said a few pages ago, the 6b > 6c (even the old 5c > 6c string could get get interupted by reversals)string seems unsafe against certain characters. Ignoring reversals , moves with projectile invinciblity like any of the sledge hammers will make our overhead unsafe on block unless you can do something with the stein cancel after 6b (like jumping or using your dp). Eventhough i have no idea how many frames we have to do all of this or if it's even works.
  12. I am pretty sure people already noticed it earlier that 6b has become less safe on block (lol @ the -1 on block in cs2 and extend) The faster totsuka seems to be in our advantage when it comes to fighting Hazama. http://www.youtube.com/watch?v=sTNE0V8s1GU
  13. Silly question now that CP is out and extend being slowly forgotten. Which version of Mu was the strongest? Cs2 Mu had really good tools like - pretty stupid 2c as AA with 6-16F head invul , plus it was jump cancellable on block - habakiri with 100 p1 - any level of Furu no Tsurugi breaking primers EX Mu had - Tsunugui and Yata No Kagami can be used in the air - better hitbox 2c -delayable habakiri Not counting Cs1 mu, who pretty much only had chargable laser that broke primers as a redeeming factor against the other 2 versions. Especially her slower feeling normals and non flexible combo's. Personally i think that cs2 version is stronger but the EX version is more versatile.
  14. I had to browse through the platinum sub forums to find this and you are probably right about it So a fully charged Furu no Tsurugi might still guard crush if you don't barrier guard it.
  15. Unless specials with CT properties (like Platinum's Hammer) don't take away much of the barrier gauge , I am now more convinced that a fully charged Furu no Tsurugi does not have Crush Trigger properties seeing that a regular CT seems to take away 33-50% of the barrier gauge. https://www.youtube.com/watch?v=1n6m5Kn9RAw&list=UU1cefQMPUW2NSmtYdeYTKY#t=1m17s note: this video just shows a regular CT from Litchi on a barrier guard
  16. I am not going to start a tier war discussion here, but i think it's way too early to be speculating on tiers of a game that has been just released.
  17. I was never expecting the new OD's to be in the same league as MvC3's X-factor, because OD's are less gamebreaking and overpowered and you need to sacrifice one of your defensive resources to use them. So far the rewards of using them don't seem to outweigh the potential risk of losing your burst.
  18. I don't see any problems with the current OD. You have not lost anything after the removal of the "gold burst" mechanic. Personally any kind of OD seem better than the gold bursts that we use to have. Defensively both have start up invincibility (OD probably seem safer when completely whiffed/baited). Offensively both of them gave the player very situational combo damage increases. Except that OD's are probably less situational than gold bursts for combo's and OD combo's cannot be bursted. Also OD's might have some usage outside of what gold bursts could do like character specific boosts.
  19. And his CT as well for extra damage or annoyance to keep an eye out for ...
  20. This is pretty interesting. http://www.youtube.com/watch?v=5sqghQGbhLg&t=1m17s A midscreen Tsurugi CH can be followed up with 6a and leads to a 4,3k damage combo (probably not optimized because that Azreal got hit by a laser from a random stein pretty early in the combo, but it still did pretty decent damage) edit: http://www.youtube.com/watch?v=5sqghQGbhLg&t=2m38s http://www.youtube.com/watch?v=5sqghQGbhLg&t=5m28s very usefull looking corner combos lol @ the astral combo http://www.youtube.com/watch?v=5sqghQGbhLg&t=9m13s
  21. @12:28 of that link Wow, spiker chaser seems to be atleast a level 2 projectile now seeing that habaya did not stop it. Which will make this match even more annoying than it already was 6b still seems to cancel into 5d on block, not sure if this will make it safer against characters who can stop the new 6b, 6c blockstring like tager who can sledge through it. @23:30 Ikutachi was used to escape nu's blockstring with spike chaser. Interesting , seeing that habaya no longer stops it.
  22. This could work for both sides, if you drag out the battle then either they will get their burst/OD back faster in the next round as well. Also if you leave your opponent at low health they might get enough heat and maybe even their OD back for a comeback (seeing that someone said that you get your burst and OD faster back when being hit) Especially if your opponent is Hakumen or maybe Mu or Amane :p.
  23. True enough, but i don't people are going to risk it seeing that Mu glows on a fully charged one :p
  24. It only drained a little (i guess around 10%), most of the barrier gauge was wasted on the regular drain of maintaining barrier blocking (which seems higher in CP than extend) when that hazama was both on the ground and in the air You can see the actual "damage" on the barrier guage 3 seconds later of your link www.youtube.com/watch?v=08aOqrCefe4#t=7m58s
  25. As for a fully charged Tsurugi being a guard crush, i don't think so It did very little damage to the barrier gauge and i finally found the video which i saw it. http://www.youtube.com/watch?v=4BEqKsTTey0&feature=youtu.be&t=6m43s Atleast from what i recalled in the system changes guard crush attacks should take a sizable ammount barrier gauge similar to the ammount of primers that character originally had in CS1-Ex, but i could be wrong on the last one. late edit: this is a question not related too CP but rather for Extend but how strong is Mu oki wise compared to the rest of the cast like Litchi, Lambda or Rachel?
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