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Everything posted by IxisNaugus
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I feel like the matchup got a tiny bit better for Azrael in 1.1, but it's the same deal, really. Preserve neutral, see how the Azrael responds to steins and go from there. If they hang back trying to Growler initial lasers, don't get flustered, you're not losing any space, so there's no real need to panic. Azrael still has to approach at the end of the day, because Phalanx doesn't help him against j.xD's, just don't autopilot grounded steins so you don't get caught with your hand in the cookie jar. If the Azrael is trying to Growler initial lasers on anticipation, one way you can bait it out is with 214D just before the initial lasers are scheduled to fire, this way your commission prevents the lasers from firing, and Azrael gets a meaningless Growler whiff which may be punishable depending on how close you are to him. IADB j.C isn't something Azrael can really deal with properly either, and j.C in general ruins j.2C and beats his other aerials when spaced well enough. One really important aspect of this matchup is that Azrael can only hard bait 623C. He can only punish the move on block if he's close enough to get a proper hit that can be followed up reliably, and this is reasonably difficult because he doesn't have a natural forward dash. His 6A can cause a clash war, but our 2B beats his 6A, so that's an option to "win" clash wars, provided he doesn't use 5A, which beats 2B. IB > 236C works against most of his pressure. Azrael also lacks a good midrange poke. Any kind of distance where we can get him with dash-2B, he doesn't have a strong answer for. fullscreen-midrange Gustaf in neutral can generally be beat by pre-emptive dash-2B's if you anticipate it, or by 236C on reaction.
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Thanks, I was pretty pleased with my performance overall.
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31/5/2014 Milan Fighting Rave 3on3 https://www.youtube.com/watch?v=Ms9HkqLmvc8&t=4m00s IxisNaugus vs Elmestre (Litchi) https://www.youtube.com/watch?v=Ms9HkqLmvc8&t=8m39s IxisNaugus vs Kevab (Makoto) https://www.youtube.com/watch?v=Ms9HkqLmvc8&t=13m21s IxisNaugus vs Thunder (Taokaka) 1/6/2014 Milan Fighting Rave singles https://www.youtube.com/watch?v=tZvbo4Zrl9c&t=1m19s IxisNaugus vs Nemo (Bang) https://www.youtube.com/watch?v=Cir-wwwvzoA IxisNaugus vs Sacred (Noel) https://www.youtube.com/watch?v=pCUYuMj_xqE&t=0m50s IxisNaugus vs Champ (Relius) https://www.youtube.com/watch?v=9Tjvbw_82pw&t=2m53s Auredo vs Dennis (Kokonoe) https://www.youtube.com/watch?v=jsIOaWFvFCo&t=0m23s IxisNaugus vs Nemo (Bang) https://www.youtube.com/watch?v=YcVcpPVxhsI&t=0m35s IxisNaugus vs Sacred (Noel) https://www.youtube.com/watch?v=rtRK7QoDLV0&t=1m1s IxisNaugus vs Champ (Relius) https://www.youtube.com/watch?v=x33lZJJrk1I&t=0m26s IxisNaugus vs DragonLordZ (Bang)
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Shame it didn't save, but thanks for putting in the effort to recreate it manually. And of course thanks again for hosting!
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BKD is it alright if you could you potentially post the brackets?
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I see, well that sucks, oh well. Is there anyone in particular I should look out for? I'll try and play as much as I can, in any case.
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Oh good, thanks for running things. With entry fee being $10 at the door I can afford to play CP as well. I don't know any local US players though, would be nice to have another Mu player to talk to when I'm actually distracted from Smash. Is C0R going? I hope so. I like C0R, he knows his shit.
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A long shot, but are any Mu players going to Apex in Jersey, Somerset, two weeks from now? I know this is gameplay discussion but... yea...
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I'm not sure if this has been picked up on by you guys, but did anyone else notice that all deployed steins vanish when Mu's OD runs out? From what I observed, it doesn't seem matter when the stein was deployed; if it was active during OD, then it will disappear when OD is over. Likely not a big deal, but I find it odd.
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Fair enough. Exactly how does the calculation work? It definitely looks like some players are having a hard time figuring her out, I'll concede to that. Gotta disagree with your edit though. Lambda became a lot less focused on primer breaking in CSE and she was still powerful thanks to high damage output, great movement and excellent mixup. These all seem to be generally improved for Nu. Jump cancel 5D, low hitting sickle, Act Parser and aerial Act Parser mean she's far less predictable than Lambda. Faster drives makes them more difficult to react to, and at least in Dia mode, she's uncommitted, which is pretty big. 4B got slower and lost its first hit, which can be seen as a plus and a negative, but at the very least its a more practical overhead now; I think the Lambda's confirmed a midscreen 5K combo off it, and it might have been meterless. Supra Rage guarantees good oki anywhere on the screen, and Face Lift is almost a built in rapid which allows for confirms that wouldn't otherwise exist without the aforementioned cancel. I honestly think primers may not even have been enough of a price to pay for what Nu can do now over all CS Lambdas.
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I was referring to the table in this post, specifically. I couldn't find the original source for the life of me, I'll link it when I find it.
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Well this one is certainly better than speculative tier lists of the past. This list doesn't have Relius in S tier. Still looks off to me though. I completely disagree with Nu's placement. Has nobody seen the woman's data? She's certainly better than Lambda ever was at her peak in CS. probably all those terrible Nu players like S putting people off the character...
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I feel the new midscreen oki and reset options that Ikutachi introduces are very welcome trade-offs for the mild loss of damage and other nerfs. It looks to me like Arc wanted to weaken her [over]powerful trap game in favor of more reliable confirms and sequences.
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That move actually gives her some proper midscreen combos without rapid lol. Best part is, she now has a midscreen combo off her grounded overhead that's more than 3 hits! :D Why can't I just use my X360 controller and be happy? I don't want to use a butters arcade stick! ;____;
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Based Tsubaki god Kiba? To what do I owe this honor? Haha, but yea, frequent activity here for me is a long time coming, especially since I've been watching and playing since CS1. Hell I still vividly remember watching you play at local ranbats that Fuzzy used to host back in the day. I hope we can play offline eventually.
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@ bakahyl. Oh you're BakaT2 on XBL. I vaguely remember playing you a long time ago, back in CS2 I think. I recall you being one of the only other decent Mu's (or more accurately, Mu's in general) I ever came across. And I think our connection to each other wasn't bad either. It's not nice. what baka says is right. You just see a lot of 0 bar connections and feel left out everytime you go hunting for a player match. If you're lucky you'll come across other europeans, but it'll always be repeat offenders. If you leave a good impression they'll play with you, but if you don't, just as baka says, you'll find yourself being avoided a lot of the time. I don't think people like fighting Mu lol. It's annoying for me especially, because the UK has shit internet generally when compared to other European countries like France and Germany. So even then a solid connection isn't always guaranteed.
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When and where do you plan to stream C0R? Also, I'll echo bakahyl and ask for oki setups. Preferably stein centric setups. I'd like to see what other Mu's do with knockdown.
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On the topic of the prolonged animation answer, I went looking for some other examples of Dia Nu's Spike Chaser interacting with other projectiles again, to see if there was any difference in the way it clashes with other projectiles and Arrows of Heaven. What you say is right, every other example I've found gives pretty much the same result. I believe I've also found whats confused myself and probably bakahyl all along about the situation. I fired up CSE to see if things were different in CP, and they weren't. So why were we confused to begin with? Well, if you clash Spike Chaser with another projectile, and hit the front-most spike before its successor rises, that particular spike finishes its animation and is naturally the last one to do so. However, if you hit one of the spikes behind the leading spike, which is exactly what happens in the video (pause at 0:12:29 and you'll see it clearly), the front spike will still rise and finish off its animation, which gives the illusion that Spike Chaser is still active - even though its not - because another spike beyond the one that was clashed, has appeared. @ bakahyl: Does this make sense? You mentioned Bullets projectile voiding (or beating) Spike Chaser, but take a good look at it. Bullets projectile travels along the floor and will always hit the leading spike as a result. This means you'll always see the first scenario I mentioned above when those two moves interact, as opposed to Arrows, and other projectiles, which have a chance of creating the second scenario, because of their higher presence. I think I can attribute this visual confusion to my own personal experiences. I have a friend I play with who mains Lambda, and we are well versed in the matchup. When he uses Spike Chaser, I typically respond with 2369A Arrows, which means I'm using the aerial variant, and the projectile is on a downward arc as a result. Because of this, my Arrows are guaranteed to hit the front-most spike as early as possible, because they rise from the ground, and there are no succeeding spikes, creating the first scenario I mentioned above. I rarely ever see the second scenario when playing, so I guess I had just one, seemingly absolute image in my mind of what happens when the two moves collide, and seeing something different, from a new game, no less, confused me. bakahyl was tricked in a similar manner. TL;DR: I was seeing things, and bakahyl was as well, lol. It is indeed as you say, C0R.
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Oh ok, I wasn't aware of that. Hmm, I'm not sure then, perhaps projectiles with multiple hits behave differently now against other projectiles or something? Spike Chaser apparently still dies when it interacts with Bang's nails, Hazama's chain etc. so I think we can at least rule out A priority buff on Spike. What other changes to Arrows of Heaven are we aware of, besides increased startup?
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After seeing this - and one other incident a while back where I witnessed Luna mode Nu's 5D apparently beating Arrows of Heaven (though I recall the situation was rather unclear, as the move was still in startup) and counter-hitting Mu - I'm more inclined to believe it was in fact Arrows that got a priority nerf, as opposed to Spike Chaser getting a priority buff
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Thanks for the insight C0R, those changes make a lot more sense now. So it looks like the length of 6C's hitbox has been retained, but the height is speculated to be shorter? And what kind of practical combo sequences do you think will be possible with midscreen CH 6A and CH 2C?
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The bolded are the changes I 'm feeling a bit down about, although I suppose the whole hurtboxes coming out earlier thing might not be as bad as I'm thinking. It could be very minor. I've had shit like this: happen to me on more than one occasion, so our hurtboxes being more... exposed kind of scares me a bit. No prizes for guessing who got counter-hit in that picture :P 6A floating less on CH is fair enough I feel. That move was really easy to confirm. 5B was already too good. It didn't need a lower hitbox. 6B is looking much better. A lot more reward off a confirm, but only if we net both hits. Interesting. I have my doubts about 6C's hitbox being smaller. I could just be seeing things, but from what I've witnessed the hitbox looks intact. J2C I think we can deal with. That forced crouch is pretty nice, it'll especially make the move worth using midscreen
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Oh no is this confirmed? Very sad if true, though I suppose I can live with it if the move has faster startup. I find it difficult to believe they'd speed up 5C or JC. They seem like pointless buffs to me. Let's hope we find out whats going on with 5B, 2B and J2C soon, hopefully nothing bad :S Thanks again Tec
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It looks to me like the command laser still has its most basic uses intact, but it'll be somewhat less useful for pressuring opponents and harder to confirm from in some situations because of the speed increase. I can understand the change, but it'll take some adjusting on our end to make the most of it.
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Thanks Tec. Looks like we can squeeze a good amount of damage out of the confirm if we're ready.