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Everything posted by Errol
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he only comes on to play mac or me I think.
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nemesis has a lot of setups. I think it can help to watch him instead of playing him.
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You played skilled people tonight nemesis? Who? Also just regretting the missed opportunity, that's all.
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the only downside is I still wanted to play you know. Fun games even if lag infested shit. why didn't we play any at evo. oh well.
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I just took the best option I had. Same as in-game!
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good games IM OUT
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yeah, fucking... fuck.
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light blue is nice and all, but dark blue, dark blue is just bad man.
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i liked mine better, but i don't see the room?
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kusogaki no chikara?
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it directly states that it is updated to the arcade version, and DLC from the previous version is fully unlocked.
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aruken is not that bad but he's not exactly great either. You can't make mistakes against Tager as Rachel and you see a lot of that here, along with other stuff that makes the matchup a lot better for Tager. (Including GCOD). What do tager players think of Charin anyway? This is the other tager I played in Japan. Well, will be interesting to see how Kirbster and Brice enjoy CP2.
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Sorry, I don't know about hardest, but it was Tager & Tao I think he had on the 'Rough' part of his matchup chart for Nu. That post is back here somewhere but I do not know where.
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Nah. Dogura has posted in the past that Tager is Nu's hardest match along with Tao I think. Nu: Tager is Tager favor, somehow. And N-O just had some matches with some tager the day of, or the day before what I translated. So you can probably guess where I'm going here, which is that It's not easy for Rachel. N-O also commented that he thought Bullet:Rachel might be in Bullet's favor this time around (last time he said it was 9:1 rachel favor). Wind baby. or lack thereof As for why, I don't really know tbh. I think tager's reward off random shit is skyhigh though, due to things like 5d wallbounce? Ed: haven't played any notable tagers.. actually I played abegen in akihabara but he doesn't actually play this game.. as I mentioned before when I posted the dogura tweet that listed Tager as one of Nu's worst matchups, I don't know if I fully believe it yet. But some time has passed and N-O seems to think Tager is really strong too so there's some more credibility right now...
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Dog: SF4 Zangief was really strong, but in the end couldn't beat Sagat or Akuma so it was kind of ok. I wonder what characters really have an advantage against Tager? Hazama or Amane?か? Nemo: Tager's strong this time? lol Dog: Yeah, he's strong enough to start thinking he might be at the very top. Nemo: (comment about throw chars being weak being a good part about arc games etc)
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Dogura on Tager https://twitter.com/maneater_dgr/status/556968045000667137
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posting here makes you a casual. looking for someone (east coast) to play.
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I'm sure it will work probably a lot, but seems like if you ib'd 6B and mashed 5a you'd beat any options out of 6b>4d>xx? 5c and 2c are too slow at that range. Cancelable means C normal cancels only now right, no special cancels at all? Yeah, I saw the ikutachi in the second vid already - I just didn't it was +/- 0 on normal block because they were using it with a stein. But yeah sure is whiffing a good bit in that video.. Wonder how it turns out in normal play? It seemed pretty stable iirc when playing against Mu (Altho don't get to play mu that much in CP really, my training partner stopped playing me)
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so the cancel point on some of the Ds is 14 frames. with 18 frames blockstun on 5c that's basically at +4. you're limited to C cancels, but that will make it fairly difficult to beat 5c>6d>5c. although possible with some moves and on IB. Spacing matters.. ikutachi no landing recovery, +/- 0 on block, lol... Just me or are people going to mash the fuck out of that? Are they? I still haven't seen much mu gameplay.
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with regards to laser fortress, some of that stuff i'm not sure would really matter. 1. Less range? well, I guess it matters a little bit, but a lot of that was just making it impossible for them to touch you. should largely be possible even without the range... difference is it would be a lot easier to get a proj invuln move out. Steins were so tight it was very difficult to reach projectile invuln on proj invuln moves like tsubaki's rush thing or, I'm guessing, kaguras wyvern. 2. slower startup.. well, it would take longer to get it going but once it got going it'd be just as oppressive and dumb I think. 3/4. no jump cancel , less float. Well, this is the part that looks like it really fixes it. You just can't put out steins as fast if you can't cancel a stein into a jump / airdash into another stein. air might be one thing, but ground steins there's no way right. you either fully recovery from 5d>6d or you press 5c. The number of lasers firing continuously goes down a lot because of this...
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nem read your sig again I'm playing again a bit.
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pochp is a strong player so I would trust his judgment on things a bit more. Things I thought watching some of these vids, and thinking bout the changes: 1. these combos are a lot cooler IMO than Mu's previous combos. Because they make serious use of the steins. Mu combos prior to this, for the most part, feel like just a collection of moves. One of the other parts of Mu, just big hitboxes. But Hakumen and Jin have that too. 2. Stein cancels look super strong. for example the 5C> 5D> 5C looks very tight. How big is the gap even there? It kind of looks to me like if you touch someone you can get a stein out easier, and then you can probably do some bullshit with that stein like using a DP in pressure. 3. 5C. Autopilot 5C>6C can backfire on you now. Some other characters that like to do this have had this problem for a while I think. but blocking 5c didn't get mu that much in CP. I think that the higher level of play you reach the more likely 5c is to get blocked, and not get air hits off backdashes or low air hits from jumps... I think the balance here has been changed in a good way. 4. It's funny but I didn't really notice any of these things when I played 5ish games vs a mu. wonder why. 5. Stein timing very obviously was altered to make the new combo routes. I can't really tell if this is overall a nerf (in neutral, seems like an obvious combo buff..) or a buff. Because of the way steins can be cancelled out of now, maybe the net is positive? I can't really say. Also I can't really tell at a glance just how much longer it is.
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I agree with everything pochp said. In particular, I feel the bit about stein timing changing, because that is the biggest differentiator between random Mus and the better Mu players. TBH I haven't seen the new steins in action. With rachel the way she is and the current state of CP2, I haven't seen any videos of this game in months because there are no videos of Rachel whatsoever. The mu I played when I played CP2 didn't make any attempt to use steins from full screen that I can recall. anyway, I was just thinking. Even if steins don't go full screen (how far do they go? I'm sure there's a video for me to look at)... you can still place them full screen with some of the different sets. I'm sure it's not as oppressive as what can be done with 1.1 though.
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CA? let's pass. Sorry I'm in NC.
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does anyone want to play a bit?