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C0R

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Everything posted by C0R

  1. So 2c is godlike. Also this character's damage is hilarious, I love it.
  2. So who's everyone playing in persona.
  3. Goldburst.
  4. All throw breaks will always leave both players at neutral every time.
  5. The Dustloop database is a scary place, one wrong dialog box and poof! The entire sub-forum is gone. Nice recovery Kiba.
  6. Good shit Zeromus, PNW had some good words to say about your play.
  7. C0R

    [CSE] Mu vs Noel

    They can adjust their wakeup timing to tech though j.b, then 2d over 2b. So it works assuming they tech as soon as possible.
  8. You need 10 unique moves with smp, Mu only has 3.
  9. Apparently that's something that's unique to computer players. Something with their code disallows them to sit down on the first wakening frame. As for activating counters but causing them to whiff, it tends to be more detrimental actually. Mu's still stuck in recovery and he's still completely invulnerable to due the counter property.
  10. In terms of beating arakune j.b. From what copperdabbit and I have talked about, it extends his hitbox super far, as do just about all his air options. Try beating it with airthrow.
  11. C0R

    [CSE] Mu vs Hakumen

    tk tsubaki is 19f after jump startup, still barely reactable. Hop tsubaki is like 22+~? Not sure.
  12. C0R

    [CSE] Mu vs Tager

    Sure you didn't get the 'lowest' possible j.2c? Certain heights hit the ground before they become active, so you most likely either whiffed on the invuln due to the low active frames at that height, or the move didn't have enough time to start up and he grabbed you out of landing recovery.
  13. C0R

    [CSE] Mu vs Rachel

    6-4, maybe 5.5 in Mu's favor. Really only because of the damage/reward difference though.
  14. Troofax. Also Mu's is better.
  15. C0R

    [CSE] Mu vs Hakumen

    In order to make him block something you have to win footsies. Hakumen has really good pokes to compensate for his lackluster mobility. Mu's drive isn't exactly a great zoning tool by itself, she needs to take a risk and put a special on the screen in order to reliably make room for herself. It's at that point that an aware opponent can expose poor play or incorrect decisions.
  16. So looks like southtown arcade got a leak for it. :O I somehow doubt they would import this title.
  17. 2d xx 236a is super good in the tao matchup. If they get greedy you've got xx 623 and xx sod
  18. C0R

    [CSE] Rachel vs. Mu-12

    They should have a meaty stein to CH you out of cat chair and have it combo into SoD. If you mean 2c'ing out of SoD ender to pressure, 3c tk j.236a is so free and godly in this matchup they should only really be using SoD in gapless situations. j.236a > Level 2 SoD is also really good.
  19. I would say more than anything the trick is to be very on point with all the different tools Mu has, and know when to apply them. Like a lot of people don't know about tk j.236a being as strong as it is for resetting pressure against barrier defense. Or stein canceling jumpins to create pressure resets after attempted mixup. There's even overlooked things, such as how her gatling options have self-generating mixup, (ex. dash 2a 6a 5b 6a). I'm actually a really bad person to ask for advice on a lot of things to be honest. My reaction is just like "Yeah just apply this complex unique character mechanic that I found one night and never did a write up on" or "You'll be fine, just do this executionally tight optimal combo using extreme hit-confirm recognition and spacial awareness, and don't forget to use variants C/D at specific screen positioning".
  20. I'll be honest, Mu doesn't have to do a ton of work against a lot of the cast, and can get away with some rather simple, direct gameplay. But against some characters (or at a higher player level) you really need to pull out all the stops and start doing the really classy stuff.
  21. Mu:Tao is pretty even. The more experienced and skilled player will almost always come out on top. Understanding the matchup is one thing, playing it is something that takes a lot of time and practice to really get down.
  22. C0R

    [CSE] Rachel vs. Mu-12

    Mu's zoning is also very risky, she has just as many on-demand tools as Rachel, one. And even then, 236a has slow startup and easily loses to correct play by the opponent, on top of that, it's almost useless in a variety of matchups (Hakumen especially). I would say the character advantage of Mu is the might higher damage output, but let's be honest, she does more damage than any character in the entire game. I personally think the lamest thing Mu has in this matchup is level 2+ SoD, because it's near impossible for Rachel to punish on both startup or recovery, and she only has 4 primers.
  23. I've always seen dash cancel cancel applied with wolf j.a as a normal instant overhead, same as his rising j.c.
  24. Mu IAD j.b > j.a deep j.b JC j.b deep j.b \/ rising j.b 6b (1 or 2) RC rising j.b
  25. Almost looks like the 'new' ui is from an older build of the game.
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