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Everything posted by bakahyl
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[CP] News & Gameplay Discussion (Old)
bakahyl replied to kosmos badgirl's topic in BlazBlue Gameplay
Well it seems that most likely everyone has atleast 1 move that costs 25% heat now, because the meter is split in 4 parts again(just like Jin) -
[CP] News & Gameplay Discussion (Old)
bakahyl replied to kosmos badgirl's topic in BlazBlue Gameplay
Aside from the missing murukamo units (i am not sure if that flash in 2:47 counts) i am also interested what that giant mecha is in 3:06 -
Just shadow Labrys because i like playing with psychotic killer androids
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I have met CaButler again after a few months with his usual message about turtling after losing with Ragna :o
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At the beginning of most matches that i have played i see litchi players either go for an air grab or an arial attack, some kind of anti air like her 2a (which works very well against mu's weak jump in's ) or the longer reach 2c (i know it does not have any head invul. but it does catch forward airdashes at the beginning very well) or itsuu + something (which also works against 5c because of it's guardpoint against high and middle) or sometimes 6d (i have no idea why they use it, because mu's 5c and 2b can beat that move in most occassions if it doesn't trade). I haven't seen them use 5b[m] that much but seeing that it's only faster than 5c by 1 frame and itsuu works already very good against Mu players who start with 5c in the beginning i don't see why they should use 5b[m]
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I have my doubts that she has any combo's that takes advantage of the 10+ same move proration discovery that was made earlier, because her 6c and SoD's SMP's are very harsh (unlike litchi, noel and hazama, which are mostly around 60 and 70%) and all of her SoD's count as the same move.
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I think it's universal for pretty much every character who are more dangerious in the corner, some characters are just more stupid there than others.
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I remember the times when habaya used to suck. :p i really miss the primer breaking charged lasers and SoD.
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The problem that i have encountered against the better hakumen players that i have played is that they don't throw out kishuu randomly but they use it on reaction on of my own moves (when i trying to outpoke him (lol), trying to jump and airblock and avoiding his mixups, when i am using any form of zoning or he simply uses it as way of approach when i am in the air because it has head invul. etc.). So in lot's of cases i don't get the opportunity to hit them out of it with any low attacks even if i wanted to. And his 3c is also an excellent tool to prevent me from randomly throwing out my own slower 3c or the lesser range 2b.
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I tend to run away from hakumen and try to setup some steins in the proces, however against good experienced hakumen's who keep advancing forward you might not get always the chance to do so. One counterhit or a hit from kishuu and you will lose atleast 3k and a heavy corner carry or if you were already in the corner you will eat close to 5k damage. Turtling is probably the most stupid thing they can do, because mu can all sorts of things with some setups.
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:o p4. Well if it was me, i would import it instead of waiting for the EU version. Because US version should be the same if the EU will get released. Also i think it will be cheaper than the EU version because of the still stronger Euro compared to the the US Dollar
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:o i got the European version a few months ago, unless it wasn't released in some European countries.
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Unfortunately it was my last match because i have to get up early for work tomorrow :/
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gg's to kriegdrache eventhough you were probably annoyed of my "hit and run" playing style as Mu.
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I don't think any mu should do something risky when tager has a sparkbolt ready. setting a stein and immediately jump cancelling is the safest way. Besides unless you are cornered being magnetized is not scary at all. His 6a and 2d can be avoided by mashing backdash (and punish his 2d hard if he whiffs it) and unless you were jumping there is no need to worry about collider. just like Lythium said, avoid using 6c at all in a blockstring. Any decent tager can punish it with a sledge after he blocks 5c. edit: after actually watching that video i did see you rushing down tager way too much and too recklessly. You can frustrate and lame out Tager players pretty easily, so make them lose patience and let them take risks instead of you.
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I tend to avoid arakune at close range (more at mid range) when rushing down, he easily gets a combo by hitconfirming from a mashed 5a. So if you somehow messed up doing something, you can easily lose the match (more so if he if he has 50 meter.)
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How do you chase Valkenheyn with Relius? Ignis can't catch him when he is flying around in his wolf form, relius' 2c is easy baitable and i don't seem to have confidence winning any air to air battle against him.
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I have seen j.b and j.a lose to his 2a for some odd reason
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I tried 3c 5d 214d and mid air 236a before and they indeed both lose to a welltimed sledge hammer and in the case of 3c 5d 214d i can even get grabbed by a 360 or 720 (which happened a few times in CS2, so that's why i am not using it now in extend after the p1 damage nerf) if they quick tech. In case of the regular 2b whiff and when they don't roll, my jumps gets sometimes read and i get collidered out of the air when i was waiting for the charged stein to fire. :S The airthrow tech either nets me 2k damage (but i end up in the corner after that) or increased pressure against him, because mu has a faster and maybe even better air to air from that distance with j.b. I haven't tried j.2c ,2b and habakiri on tager though.
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What is the best corner oki vs tager? I usually get disrespected by him if i use the regular one with a charged stein after j.2c, so should i go for a techable airthrow instead?
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Mu's 2c is an average AA though. It does have a huge hitbox, but at the same time it has a huge extended hitbox in which mu can get hit out of it because it's invincibilty starts out very late. Also it can't be jump cancelled on block (just on hit) and has a long recovery. I still nominate wolf 5b for the best AA in extend, just like it was in CS2.
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I rather use Yukiko, she somewhat resembles mu and lambda.
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You seem to forget about the players who also play it on tournaments or actually have real life friends to play with. I can't agree with you that blazblue is a pure online game, some people on this forum hardly netplay.
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I used to test my dp mashing skills against a friend of mine that also uses a dp that can clash with mu's dp, like inferno divider or a mirror origins clash
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I usually get a dp in my face if i do that.