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C0R

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Everything posted by C0R

  1. http://www.youtube.com/watch?v=ETXyUWZPR6o Yeahhhhhh 720p, tempted to post this in every thread on the µ board :P
  2. Keep in mind 5d is so minus that almost everyone with one can dp after blocking it for free. If you don't follow up the dp with punish you, catching your recovery and if you do, well, you eat dp. Though I guess you could bumper cancel, hmm.
  3. Was quite serious actually. Let's compare; All of her combos end in hard knockdown and strong oki, including the ones maximized for damage. Most characters have to sacrifice one for the other. Damage output is enormous both with and without meter, rivaling Makoto in top-end corner damage and losing only to Hazama midscreen with equivalent starters. Negative penalty resistance, coupled with noncommital zoning facilitates and the best air backdash/ground backdash in the game allows for a very strong runaway game. Range and speed of normals, when taking into account their reward is more than strong. She has some of the best pokes in the game in 2b/5c/j.c. Meter gain is arguably the highest in the game, tied with Hazama's, comparable starters build just as much, if not more meter. Highest damage punish tool in the game, coupled with good reversal super and dp breaks the risk/reward tables. Presence of delayed projectiles that don't vanish when receiving damage. Those are the factual reasons I would consider her top5, she competes with everything the strongest characters do on even footing. On more theoretical side of things, lack of bad matchups is key, especially considering that she can be viewed as a counterpick for almost all the top tier characters, excepting Jin. Her capability for adaptation, via unique stein placements/delayed projectiles and enders allows the character to find solutions for problems that others just have to swallow. I could go on, but that's it in summary. As for your question on blockstrings, the most important note is that the 2b > 5c > 3c string is completely gapless on IB and ends on a jump cancelable normal. As for a complete list I'm not sure one exists at the moment, but you can always refer to the framedata.
  4. If I was to pick out any one thing in particular that you could work on, it's utilizing special cancels after stein placements. You had a lot of trouble keeping Bang out. Normally the match-up is all about how well you can control HIS movement, forcing him along telegraphed trajectories with 236a and so forth. There where many a time where, instead of jumping out of a stein, if you had special canceled into 236a, you would have destroyed the nails and knocked him away. Even if you do get clipped in this situation, the risk/reward is completely in your favor, especially with how fast 236a is now. This also hold true with things like 5d > Origins, it can really wreck a lot of Bang's approaches, and if he punishes you mid-screen, it's for sad damage and not even full corner carry. He has to expend a ton of resources to get in, but unlike most zoners Mu has a clean dp and good defensive options, so don't be afraid to play a game of attrition until he runs out of nails.
  5. First post of new servers. This character is dumb. Mu for top 5. I love it.
  6. Sure, you bait wakeup super or Dp and you can clip a lot of people pretty easy. Also late chaining into 6c far into a combo will cause them to air tech and it hits meaty in the corner, usually people keep mashing tech until knockdown so they get CH unless they're using 4ab.
  7. If you're near the corner, the best punish would be Barrier to push yourself out, then 6c FC. It's -23 so you have plenty of time.
  8. Been testing what may or may not be a glitch. Mu apparently doesn't have a j.c > j.4d gatling on hit, Aginor can confirm, does anyone else know of any other normals missing specific stein cancels?
  9. Everyone should go to PNW.
  10. We can always duel in the form of combo videos.
  11. Bestest combo off ch 2c, even including 214d hit and charged steins. 2c CH (near corner) > Walk :5c > 6c > 5d > j.c > j.2c > SoD > Dash 6a > 6b > Dash 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c (> 3c > SoD > 632146c) = 4235(5551)/43(49-50), 3(2)
  12. See you at Evo?
  13. As a note, the chains travel faster, but have longer startup, effectively meaning that they're the same speed as cs1.
  14. Here we go, this is the best corner combo I could find with the 214d starter after 3c > oki. 214d > Walk :5c > 6c > 5d > j.c > j.2c > SoD > Dash 6a > :6b > Dash 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > 3c > SoD > 632146c = 6462/4(54-50) 1 Stein
  15. It works on everyone, I tested. The 3c > 632146d section is indeed difficult, but possible if you do the 3c very deep after a micro mentally longer dash. The biggest note is that you want to do 632146d as fast as possible I have really fast hands, so I just input 663c 632146d, but Aginor found that you can do 663c2146d, similar to the cs1 632b146c buffer and it works fine.
  16. Chains start up slower, but travel faster, in addition the trajectory on a few of his d-followups got changed so he moves differently.
  17. If I remember correctly Pachi actually designed and balanced everone that came after Hazama.
  18. inb4 new GG is too reliant on skill for dustloop to ever be good at it. Jk. But I do actually like Pachi's character designs, Valk, Mu and crew are all cool.
  19. You got the supers mixed up, Wisdom of the Divines is the Shotgun looking thing. I would like to point out that A sledge's invunerability does not last as long as the active frames on Bomb stein, so keep a close eye.
  20. You can superjump over it. He'll just recover, hop back, and j.c you, but it pushes him into the corner eventually.
  21. After 5c (which stuffs sledge) the command laser locks tager in blockstun even with IB, so he can't sledge out during the taunt animation. That matchup is so terrible, I actually feel really bad about it when I play Tagers.
  22. 4d > 6d > j.2d > 44 airdash cancel > j.4d > 236d > 5c > Taunt My Tager specific bnb.
  23. First post updated with basic setups. Edit - And again.
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