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Everything posted by bakahyl
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A 360 or 720 will beat most things in lag, even blockstrings that are normally safe. And yes, i have seen people drop even their hell fang combo by doing the followup too slow under heavy lag.
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Tager isn't so bad in netplay though, because he can easily punish people who drop their combo or do something else stupid when there is some lag by a simple 360
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On psn i haven't seen too many Mu players (i think i saw cryingvoid as the only mu player last week, but then he switched back to taokaka). I did see an abudance of Ragna, Tager and Bang players last weekend.
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Mu is never going to be just as easy to use as for example CS1 and CS:EX bang, CS2 noel, CS2 Jin, CS1 ragna. I am sure people will drop her after finding out that they don't know to take advantage of her huge range normals that needs some proper spacing, proper steinplacement, oki setups and they will drop her soon enough for characters like bang or hakumen. Also Tager and Ragna doesn't seem to be much different in CS:EX and they were never that hard to use
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Ignis seems to be getting a penalty of maximum 5 seconds (in game seconds) when Relius gets hit. After that the gauge turns red again. In that video that i mentioned earlier, i saw Relius only recover 50% of the Ignis' gauge during that 5 seconds http://www.nicovideo.jp/watch/sm16044788 7:28- 7:34
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Only the first hit of that move hits low, the rest can be blocked high or low just like Nirvana's slide. So it can be an unblockable if you time it right, but that move has quite some startup should be somewhere in this video that the move only hits low once http://www.nicovideo.jp/watch/sm16044788 From what i have seen from some videos, i don't think Ignis' bar decreases when she gets hit. Example: in this video http://www.nicovideo.jp/watch/sm16044788 Ignis get's hit by Hazama when she was stuck doing duo bios and her gauge did not drop at all.
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You need to delay your 6b on carl, arakune, mu, lambda, litchi, tsubaki, bang and valkenheyn.
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well Mu's astral can also work with 2c, besides 6b, 6a, 3c, knockdown j.2c in the corner and 5c edit: didn't knew about regular j.2c, because it's hard to hitconfirm it into an astral but ot works edit: even 5b works, but you need to be really fast. late edit: j.2c on a standing or crouching target is very hard to astral into, because you need to very low in the air in order to cancel the landing frames
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In CS2 Jin could combo into his astral in the corner, but it was very specific. Atleast Jin's astral was more practical than Carl , Rachel or Arakune.
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Relius vs Mu http://www.youtube.com/watch?v=lBZuEYyw-6s Too bad the Mu was not that good edit: found some short combo videos using her 2c to combo otg http://www.youtube.com/watch?v=E8GuTQa02rw http://www.youtube.com/watch?v=MX4l0bJJccw
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Relius only defeated a near death Hazama, who was supposed to be killed off to fullfill his true objective (to place a virus to incapicate the Takamagahara).
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Temporary video of the arcade mode story of Relius, because some friends of mine requested to see it and jourdal hasn't finished uploaded his yet. Will be deleted after Jourdal upload his. edit: jourdal uploaded his, so mine is gone now edit: made astral videos from that video instead On Makoto: http://www.youtube.com/watch?v=PVSt_mIOHJY On Carl : http://www.youtube.com/watch?v=3BO0gEJR8_Y Unl. Hazama's new distortion + relius astral on him : http://www.youtube.com/watch?v=TRdcMiwuybw a video of Relius vs Mu http://www.youtube.com/watch?v=lBZuEYyw-6s
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Experienced Hazama players can easily outzone you with his chains, he does not have to approach you yet. At the beginning he only needs to disrupt you from zoning, so he can have the momentum. Experienced Hazama players will try to bait your anti airs when swinging, so i don't think this matchup should be fought like most of the cast.
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To be honest i like playing against Lambda more than Jin. Against Lambda (also hazama and hakumen), you need to use a completely different approach and tactics, while against Jin i can still play against him like against most other characters but with minor adjustments
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found by jourdal http://www.nicovideo.jp/watch/sm15990853 edit: removed my previous post discribing Relius astral , instead made videos out of it On Makoto, Carl and Hazama http://www.youtube.com/watch?v=PVSt_mIOHJY http://www.youtube.com/watch?v=3BO0gEJR8_Y http://www.youtube.com/watch?v=TRdcMiwuybw
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You forgot to mention that Relius was beating the crap out of Hazama, because Hazama was already beaten up by Ragna from before. edit: Relius only finished off Hazama to get him out of the fake body for him to upload the virus thing at Takamagahara, because hazama did not die because of the life link with Noel >_> The plot was at the end was kinda lazy, they simply inserted Relius at the end of the True End story between Ragna when he defeated hazama and is fighting Mu.
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The new video that jourdal linked from nico nico douga about Relius arcade mode was very nice I really laughed that Makoto is trapped in a giant hamsterball in Relius astral We already saw tager binded by magnets. Relius vs Carl in the arcade story was plotwise awesome. Relius' astral on Carl was pure win, he and Ada are tied as marrionettes with strings. Unlimited Hazama has a new distortion that he starts with a warping Hirentotsu and he does a small combo with lots Jakou's in it and at the end of the distortion he trolls you.
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You can outzone Jin sometimes, but Jin has a few very dangerious ways of getting in. One mistake with zoning and the momentum shifts to his favor. His j.c is really dangerious for Mu, because it has pretty much the same horizontal reach as our j.c and his j.a stuff most of your air options when you are closer. Jin can also bait Mu's anti airs quite easily and going air to air against him is risky. When i play against Jin, i don't think i can outzone a good Jin player for long. Habaya can be double jumped over, totsuka works but it costs your steins that you have set. Setting up steins when you are at mid range can get you hit or forces you to block his longer range attacks which will cancels out lasers from Mu's steins. At close range, you should not be setting steins at all. Edit: Dp can be used to escape some pressure, but i have seen Jin's baited me on using it quite some time. Especially after any of his moves that can be jump cancelled, you need to be wary of him trying to bait you. Also Jin can be annoying if he is the throwing type. His 2a mashing can be used to make you throw reject miss him by mistiming or you can get hit by his airborn 6b if you attempt to throw him back .Jin can also bait you if you were trying for a dp to escape the throw or 6b guessing game by jump cancelling his 2a. :/ edit: when jin has 25% heat, he can hit you with his D ice car from almost anywhere at the screen and it's quite fast,incase you mess up with zoning. With 50% he can also use his ice wave distortion to bait a habaya at long range.
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Some things that i noticed Just like nemesis said: missed combo potentials mid screen with habakiri, because you weren't paying attention where your steins were. A whiffed 2d from jin is very punisable for him and it's even worse because he is in a crouching state, but you almost never took advantage of that. The jin player(s) that you played jumped very predictably without faking out with iceswords or empty jumps, most of his/their jumps could have easily been anti-aired with 6a or 2c. Try not use SoD as your blockstring ender all the time, that jin simply airdashed it away from it and escaped your pressure, at worst he could have punished you with a D ice car when you are recovering from a whiffed SoD. Try ending with 2c and 3c and use the jump cancel for something like an airdash throw ,mixups or if you suspect an anti air or dp backdash away to keep some distance. I am not sure if it was lag or something else, but you seem to mistime your SoD in your combo's alot. As for astrolling people, Mu is probably one of the easiest character that can combo with into her astral. The easiest is from her overhead 6b. But any combo ending with 5c,2c or 3c can also work if you are pretty close, example dashing 2b, 5b, 5c , 222d. If you are in the corner her astral can combo from any j.2c knockdown. edit: most of her normal midscreen combo's can end with her astral if you only used one ground C move in the combo. edt:darn i did not read nemesis post with astral when posting :/ edit: to nemesis a 2b, 6a pickup in the corner instead of 6b is less optimal, but i have seen cookiehour's room on psn alot, so he probably likes to netplay. He might have done that because it's easier to do if there is some lag. 2c would not have worked here, 6a or j.b would have worked. You can't always follow it up with 2b, because you don't know for sure if your 3c will counterhit, unless you used it as a punish on a move with a very long recovery like platinum's mami circular. 3c is normally quite unsafe, so i think SoD or jump cancelling is acceptable
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She is not too hard to use online, eventhough lag will make you drop her corner combos. If there is some kind of lag, then i will use the less optimal combo's instead of dropping your combo and giving your opponent time to get away. edit: i don't seem to have much problems against tagers online though. Just the standard keep away style style with steins and explosions with the occosional 2b and 5c to prevent tagers mashing sledge or when tager's uses superjump simply use 2c or dash under him when he is in the air. Just don't get cornered, limiting your ability to run away.
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Well there are more ways of doing it, but you have to jump a little higher before using j.2c after hitting characters like noel after hitting her with 2c. Delaying j.2c works (you do have to know the timing, so you might need some time in the training mode practicing it) and using a super jump instead of a normal jump also works for me. edit: after some testing , there is another way that i could do it with no or very little delaying j.2c. You can do a forward super jump (2 9) and then a j.2c. late edit: you only have to delay j,2c a little on 3 characters: noel, makoto and platinum. Also forgot to mention that you have to delay 6b (SoD> 6a> slightly delay 6b) on almost half of the cast: carl, arakune, mu, lambda, litchi, tsubaki, bang and valkenheyn.
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block incase they finish their shield charge with the 214 moves after they miss me and end up being next to Mu, i tried hitting some tsubaki player thinking he was open in a few games (he missed me but at that time i did not land yet so i used j.b, otherwise a 2b would have worked ) and i got hit by any of the 214 moves. He said afterwards that he did not go for a dp after a missed shield charge, because her dp has a wierd dead angle above Tsubaki edit: against tager Try avoid using SoD as blockstring ender against Tager if you are magnetized. Eventhough the tager in the video did not punish you for it , I am pretty sure you can eat a 360 or 720 because of the frame disadvantage SoD leaves you. Instead try going for a jumpcancel and sometimes a stein cancel after 2c or 3c. Pay attention to Tager's sparkbolt meter, if it's full then you should zone more carefully. In the video, you were hit by sparkbolt too often. Good stein placement is very important against Tager. Because he can't dash and airdash, you can keep him pinned down with your exploding steins better than against anyone else. If he decided to use a sledge at long range, you can punish him easily with a 5c. If you are magnetized, just keep away from him without getting yourself cornered. At mid range and long range his 6a won't pull you close enough if you backdash the entire time and collider does not work when you are on the ground. Maybe you should use 5c more at mid range, it can make some tager players play more cautiously by immediately going for a sledge. Thus giving you some time to reposition yourself and place some steins. And 2b against sledge has already been said Bursting, sometimes you burst too early and sometimes your burst is completely wasted. Like in the hazama video, bursting in a combo when he hit you with his command throw. The proration on his command grab is really bad and the combo would have only done 1,2k damage. comments about the platinum video Your corner combo's with 5c counterhit and into 6c were wasted opportunities, because you placed a stein before using SoD. The laser from the stein made you drop the combo. So that's more about knowing your combo's. Mu can zone platinum quite well untill she gets the cathammer, cat missiles or the bombs. You could have taken advantage of that if she does not have those items yet. As a followup on pochp comment about corner throwing platinum, she does a different hitbox, but a cornerthrow 5b 6a or throw 2b 6a does work. You just have to time your j.2c differently As said by the others, Why? Jumping over it and even blocking it are safer than using your dp to absorb it. You still get magnetized and you are open for some frames at which tager can pull you closer. Why would you throw out 6c when you know tager is going to block it? If you mean by using the 5c 6c blockstring and expect tager to be blocking your 6c and use then a dp, then you are taking unnecessary risks. At worst, tager can block your 5c and go immediately for a sledge. Giving you little time to use your dp, because 6c need to be absorbed first before it can be cancelled. At mid range, he can sledge through your 6c with the a version of sledgehammer. So he closes in on you while at the same time he is not close to be hit by origins. Finishing your blockstriing using 2c or 3c after a 5c are much safer than 6c because they can be jump cancelled. At mid range, i even prefer 5c SoD over 5c 6c. Taking risks can be fine, why should you take risks when Tager needs to take huge risks himself to get close to you. One mistake and you are stuck in his tech traps and resets by his magnetism gimmicks that will drain all your life. Tager players are usually trained to be more patient than people who play other characters. Because of Tager's weaknesses those players have learned to play defensively by being overall good at blocking attacks (his huge hitbox makes crossovers easier), knowing to take advantage of his backdash, baiting dp's and more importantly punishing one's mistakes when they rushdown. So it does not make too much sense to me that you are the one taking risks , when you don't have to.
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My theory fighting. Mu's normals seems to be better than relius (her 5c and j.c might give relius problems) and ignis doesn't seem to trap people as well like carl could in cs1 and cs2 . Also Mu still has a dp as an emergency tool. So if the mu can block the barrages that relius can deal, then relius needs to retreat ignis which leaves him very open for mu's lasers to the point that he possibly can't safely use ignis. But if he can then we are back to square one of my post. So in short of what i think, mu can handle relius better if he is in the offensive while relius has more problems when mu goes to the offensive. Their battle for me is like a turnbased rpg, while one goes to the offensive (active turn), the other needs to wait.
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I am sure the better Mu players can give better advice than i can, but let's give it a try. Asides from the comments that solarmisae made about knowing your combo's (for example with the standard Mu corner bnb combo, the last j.2c need to be slightly delayed to hit certain characters like noel, because they are launched up in the air higher when hit by 2c), stein placements and zoning The first mistake that i have notice is that you tend to use 6c after 5c (i did that too when i started Mu in CS1), even in a combo when your opponent was not crouching or in a counterhit state, instead of a SoD (at close range you can also insert a 2c or 3c before using SoD for slightly more damage and heat, but it depends on your distance). Because of that, you could not keep Tsubaki and the Noel away from you and you could not set up 1 or 2 steins in the proces. Against tsubaki, you can avoid her shield charges if you are jumping (and blocking in the air) or throw out steins and habaya to prevent her closing in on you too easily. Also avoid jumping in on her while rushing down. In general don't try to rush people down with mu's weak air to ground moves (you need to be fairly close before you can hit people under you, because of the lack of a good lower hitbox of j.b and j.c. j.2c has a good hitbox but it's a bit slow), it's especially bad if you don't have some kind of stein support to back you up while doing so. It's even worse on tsubaki, because she has 2 really good anti airs: her 2c and her sanctus aequum (the 214 moves with head and body invuln. that can nullify lasers and habaya). Both can be baited and leave her open , so try to take advantage of that by pretending to rush down with a laser support and use an empty jump to move over her. Tsubaki's close range is a pain because of her fast 5b, so you want to keep away from her at to setup steins or mid range in reach of your 5c. Oddly enough you were losing when you were fighting that tsubaki in the air to air. Mu's j.c is probably one of the best air to air moves (well not at close range, but you do need to space) that Tsubaki players should respect. I agree with solarmisae, you were not using enough steins. edit: comments about the video with noel For starters try barrier guarding in the air more. Most of the damage could have been avoided if you were not hit by her normals that are since cs2 only blockable in the air with a barrier. Like before, not enough steins and habaya. Noel could run around without worrying about anything. I am not sure if you were familiar with Noel's moves, but you were hit by her fairly commonly used high and low blockstrings. Optical barrel can be avoided if you know the distances (it has 3 fixed locations) where it can hit you and if you jump a little higher when placing steins Rushing Noel recklessly down without steins is mostly a suicide because her 2d and 4d will counter almost everything (2d is low invincible, thus 2a and 2b loses to that. It wins from 5c if you space wrongly and it's faster than 6b. throwing doesn't work because 2d makes her airborn. 4d is head and body invincible, so it's kinda the opposite of 2d and it can fatal ) you can throw at her. 6a and 2c can stop 2d mashing noel's without any problems, but 6a is fairly useless against 4d. 2c can sometimes work, but that's a gamble that i don't want to take if i end up losing 3 - 4,4k health. Also predictably using 6a and 2c will get you countered by her fast pokes or 3c. Well not too much else to say, except that i hate noel's damage that you take by making a single mistake more edits: some advice that works for me against noel's that i play. Blocking a 3c will leave you with a huge frame advantage that you can use against her. Better players won't use it in their blockstrings unless they hit confirm you when crouching, but that noel player in the video liked to use it sometimes. Blocking a 2d (well most of her drives do, but 2d is more commonly used as a starter) leaves her open for a few frames, you can use a dp or a fast poke (not on all of her drives, but 2d is really open for a move that has roughly 7 and maybe little frames). IB'in would give you even more frames, but if it's netplay then i don't expect to see lot's of instant blocking even more late edits asides fixing typos and grammar: make that noel respect your anti airs , air to air moves and abuse the huge hitbox of mu's airthrow when close. You were hit in the air way too often.
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True enough, but a 2c with a hitbox below the knees does have it uses. Since it might be a deterrent for people who thinks that those kind of moves can be abused against mu