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Everything posted by AchedSphinx
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I need more Mu in my life. I only have Nemesis and he's like, all Ragna, blah blah, lame. Mu is where it's at. Honestly though, I've seen Mu do her astral once, so it's rare for me to see it. I think the funniest Astral I've ever gotten off was against a Ragna, he did Carnage Scissors and I countered with Lambda's hug.exe. He just leapt into her arms. Talk about hard to get. Ragna is so tsundere. @Yuki, Mu mirrors are like that right? Mu mirrors remind me of Rachel mirrors, it's like who's projectile belongs to whom. So confusing I'll get motion sickness if I was in a Mu mirror.
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I played against this Mu player named darkzero R, or some such. He rage quit and refused to play me ever against because I was turtling. Well that's what he called it. Actually, I was trolling him because he didn't know how to handle Lambda and sometimes, you just feel cocky with certain match ups. So to Mu players, if I say, avoid all your stuff and only use my swords when you actually decide not to steins dat ass, would you call this turtling and would it induce rage? Even when I play Mu players and lose, it's like you know, nothing happens. Because I know both of us are staring at dat ass. P.S. Mu's you need to astral more. Makes me sad D:
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[CS2] Platinum the General #2: Now with 100% more mahou shoujos!
AchedSphinx replied to Cirno's topic in Archive
That's what happened to me too! Platinum save me! -
Hmm, similar to Counter Assault in Blazblue then except guardpoint instead of invincibility frames, or is there more to it? Looks cool. I want to see some Aigis gameplay. Hopefully some will be released before the year's out. Actually, I think I may be looking at the wrong thing... I'm not sure anymore D: But the game looks so awesome, graphics wise, those backgrounds, it's somehow what I would imagine a Persona on a next-gen console to look like.
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
AchedSphinx replied to pktazn's topic in Archive
The IAD part. Once I do it, my mind sort of blanks on how the rest is supposed to connect. I got the gist of her combos down at least. 5B only right? Actually, I was curious about it's usefulness, but I didn't realize it was the wrong thread for that haha, sorry about that. Thanks for the tips though. It'll be quite helpful when I spend a few hours trying to nail these combos. -
That works, sure, but you seem to assume a Lambda won't move to get a 6D or 4D or 2D hit. If she moves a bit, she can hit 2D from any height Mu decides to go, or 6D, Lambda won't really stand there and wait for you to decide to go. Also, even Mu can't do much full screen against Lambda so her best alternative is rushdown as well, which is risky if Lambda uses 5D for spacing and follows up with a RC combo. Sickle Storm is good for baiting jump outs, so be careful of that. Keep barrier up in case a 236C comes right after it. Lambda doesn't necessarily need to rushdown or do risky moves to get what she wants, most times she can do a simple dash 6D or 5D, or basic spacing and anti-air tools to counter a Mu that's steins happy. Once Lambda has the momentum in her favor, it becomes difficult for Mu to keep her away and prevent Lambda from having her way. You have a DP, but if Lambda reads it, you're pretty screwed, since it's a high risk/low reward kind of deal. The problem with this match up for Mu is that she needs the momentum in order to win, if she doesn't, she won't have steins for protection, and Lambda will have her way. Giving Lambda free time is probably something I wouldn't recommend in this match up. Air throw probably isn't the best move in the world to do, but it can happen, so being wary of it if you think you're safe in the air doing steins and Lambda is under you. Also, 4D isn't for sniping, it's quite impossible if it was, it's timed as she's landing. If it hits she can follow up with 236C, so it's something to watch out for. In my opinion, the whole fight boils down to who has the momentum. Lambda has the advantage throughout so Mu will have to work a bit harder to turn things in her favor. EDIT: Haha, I got confused with Sickle Storm and Spike Chaser. Not sure how I wanted that sentence to read so I'll just say Sickle Storm is good for applying mixups. Lambda does have a near instant overhead in 4B[2] or 2147D; both of which can lead into a high damage combo, though the 4B combo will take a bit of skill to do. And Spike Chaser can bait jump outs with 236C or random anti-air drives so be wary and barrier if you're unsure what Lambda will do.
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4D is fairly safe if Mu is already in the air and you time it as she's falling, only need one hit. I never use 4D unless Mu's in the air and I'm trying to time a hit and even that is rare because I can do 6D or 2D and still follow up with 236C. 5D is rather good at neutral for Lambda because it almost gets full screen from neutral, which can throw Mu's off if they think they can't get in so they'll sit back and get hit by one of her many anti-airs. In my opinion Lambda is probably superior at zoning compared to Mu, so it's better if Mu's rely on their normals more since Lambda lacks a DP, though she does have a number of ways to get out, such as a well timed backstep, counter assault, or calamity sword. Oh and if you're jump happy, be careful of Lambda's air throw... it's pretty deadly as you're well aware :P
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[CP1.1] Tsubaki Yayoi General - Gameplay Discussion
AchedSphinx replied to pktazn's topic in Archive
So I was thinking of maining Tsubaki, and I'm curious if people use challenge mode combo 8. I can't seem to nail it at all lol. -
If you combine Noel in there and Nu, along with Lambda and Mu, you'll have all the projectile, moe, kawaii, tsundere, yandere, final boss, heroine, troll tier, crotch plate, s&m, even more moe, fixated on one guy, voiced by one person, armor wearing, 4-primer having, visor wearing, sword winging, spacial distorting, hug hug hugging, god-tier sporting, eye-patch wearing, teleporting, get owned by tao, paradox inducing, logic breaking, underwear missing, gunslinger, german sounding, can count their numbers from one to ten, run-on sentence causing, emotional beyond reason, consistently called an idiot, beret wearing, bob cut pretending, most unstoppable team in the world! Took me awhile to think of all that. Twas fun!
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4D doesn't need meter to combo off it for Lambda. 4DD > 236C > etc, hits from almost full screen, and Mu's are quite susceptible to it because they enjoy being in the air. If a Mu wants to have reasonable success against Lambda they should try to keep the jumping to a limit and if they manage to keep her cornered don't let up. Lambda doesn't have a DP so it's fairly easy to lock her down. If Lambda rushes you down, which she will, be wary of her overhead mixups, which come in the form of 4B (2) (note, 4B second hit comes out almost instantly if done right so keep that in mind) and TK crescent, as well as any normal in the air. Even though Mu has a DP, be wary using it, in most cases it doesn't lead to much damage wise, however if Lambda punishes you for doing it, she can very well win the game. Things to watch out for would be 236C and 236B, especially 236C, so keep your barrier active if you decide to jump. Her CH D drives can lead into a good combo, CH 5D > 236C or CH 5C [1] > 236C, so watch doing slow moves or steins mid-screen. Her 2D can catch you if you decide to high jump, which she can follow up with 236C into a combo, if positioned correctly, so watch for that as well. Essentially, all her drive moves can lead into 236C if hit confirmed or CH, so try to make as little mistakes as possible. Well, that's about it as far as things I can think of at the moment. Mu is one of my better match-ups and I have a lot of experience against them, so this is just my opinion of the ones I've faced.
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Funny, I always feel like a god when I'm playing against her. Dem swords.
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She's also blind, which enhances all her other senses to near superhuman levels. Did you ever see the movie Daredevil? Yeah, Tsubaki written all over it.
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Depends if you can carry it to the corner. In most cases you can, which is probably why 2DD > 4B is best when you've used your gravity.
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I miss 2C.
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Combos are still possible though right? Or does the 80% P1 also effect untech time and things like that. Well, 5C also got nerfed a bit, so the damage for the combo would probably drop 500-1000 if you can still do them.
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So it's safe to assume that Lambda can get a 9k hit combo off a counter hit 2C in the corner with 50-100 meter. Kind of OP right there! Except actually getting a counter hit 2C is pretty close to impossible lol.
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10.4K, 100% meter starter, double gold burst after gravity. 2C(CH)x8 > 214A > Gold Burst x 2 > 236C > dash under > 4B(2) > 632146D > 5C x N > 6C > 236D > 214D~C > 5C x N > 4B(2) > 632146D > 5C x N > 6C > 236C > dash under > 4B(2) > 2DD > j.5DD > j.2DD > dj > j.5DD > j.2DD > 632146D I wanted to join the gold burst party. This was the best combo I could come up with.
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Wonder how you do that. Granted sometimes it does happen to me, but usually the 236C hits because they're going to jump anyway to avoid the 236DC. I'm a Lucky Lambda! You should hear when I'm frustrated and salty after losing a lot. I call myself a Lucky Lambda Loser, gawd I love alliteration... and being weird
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I'm missing out on some fun. Who knew Hakumen vs Lambda was such a popular match-up. Anyways, I'm not sure what I should add for this seeing as most has been addressed. It's fairly straight-forward and one of Lambda's better match ups. Against better Hakumen's you'll probably have to add some mix-up and things like that to catch them off guard, because they're normally blocking from a distance. Just do a bunch of pokes and things like that and you'll eventually win. Not much to say
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I'm curious if anyone is in the Charlotte area for BB.
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Could just be me and how bad I am at this game, but have Lambda's midscreen combos gotten a bit better? From what I saw in a few vids, she was doing about 4600 or so. Mine are usually about 4000. I think there was also some combos used without expending meter as well. Edit: Also, Goro makes Tao look free. I think I'm in love.
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My bad, but I see what you mean. Jin is one of my better matchups so I'm used to seeing what I want to punish.
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If you saw 623D come out wouldn't it be better to just 5D 236C? I suppose that's spacing dependent. The problem with her DP is that it can screw you over if it's used and positioned in a bad spot. Say for instance, if Jin does 623D right in your face, you do it, and he's close enough that you can't reliably combo into jD etc. You might even miss a sword and you know where that will end. Also, if for instance you barrier block the first hit of 623D, won't it push Jin far enough away that her DP will miss, assuming you have one primer and are forced to do it. The most mind-boggling moments for me is when I punish a character directly in the corner, I try to figure out what to do next, but then I realize, 2C is the shit lol. Either way, Lambda's DP isn't something that should be relied on in a pinch. Both CA and DP have their strengths and weaknesses, but I much prefer CA.
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CA is still safer, even then. Her DP is easy to read. The thing about her primers is that Lambda is fairly mobile so it's rare that she'll be in a guard breakable state, even with her having 4 primers in Extend. DP is effective though against gaps in their blockstrings since she can punish pretty easily to slow overheads and things like that. But under pressure, where you're knocked down and you have the option to do a wake up DP, I'd recommend CA instead. But if they read that as well, I guess you're outta luck haha.
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No. Saving it for a CA is much better than DP super. If he reads the DP, you're screwed, getting in a CA is a better option nine times out of ten. Jin is probably one of my better match-ups and I rarely use DP anymore. People are reading it quite easily now, so I only rely on CA to get out of pressure. His block strings aren't that bad either. Keep up the IB. If he does 6C, normally they go 623C right after so you can punish that.