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Everything posted by KonannFriends
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Also I'm not sure if this has been discovered but I got a 3k 6b fatal that doesn't require the use of j2b. I only tried on Jin but I got it to be very consistent. Midscreen: 6b,jc,236a,jb,2a,5b,3c,236c,5c,6c,6a, jb, jb, 236c. 3003 damage
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Use use hariken stance but like everyone said in some matchup it's just too risky but that's not saying much because it's only risky if your not aware of your oponents options and the space between you. Using it if the oponent is in 2c range is not viable at all the opponent could quickly wake up iad you with a counter hit and could take the match. But outside of 2c range it's usable but. For me if I use it I'm using it to get an overly patient opponent to chase me ( Ragna, Jin, Platinum) And if I do do it I'm going to be ready to cancel stance and go straight into 66a or 663c. 665b is good but is very risky because of its recovery if you miss time it/ they bait your attack or use a low with priorty( Mu 12 2b). Overall it's a decent option to build meter. But do it discretly. Don't make it obvious that that your plan even with it is. A quick Hariken stance puts you at level 2 after 3 times. Then about 2 cycles of drill pressure and your at level 3. Also j6d for hard reads during pressure is a must especially in the corner with level 3. If I get a raw non counter hit j6d I can usually auto pilot something into 4k but I haven't found a consistent combo yet. If the block the j6d they get a huge amount of chip. If they barrier you can just auto pilot a 5c/2c into gekiren because they will try to jump out rather than run out you because of the distance between you. ( well seasoned players might try you though)
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Kinda take back all the shade I threw at amane. Now that I'm used to the playstyle I'm winning like a used too. And even though they can mash a or anti drill pressure I can easily set you back into jc forcing them to somewhat respect drill pressure instead of mashing out. Still hat the 6b nerf though. Also dropping 6d works sometimes. I have seen People backdash out of it but that was when I was obviously going to drop it.
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Eshi I get where your coming from but imo the only change in the right direction was special cancellable drills. thats all he needed to make drill at low level viable . And to me the 5b loss was big because I loved 5b 2c so then I could either set you airdash to bait the mash. Also the pushback made stagger pressure (5b stance 5b micro 3c stance 5b) more viable and hard to mash out of of. One thing I'll always love about amane is his j2c. Its so good. Easy crossup. Catches rolls even safe if they don't. Overall they tried to make him have a playstyle But they did a couple things wrong that made him bad. Does jb, 5c and 2c hitboxes seem huge in this version.
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I'm really fucking hating this character. Loved him so much in 1.1 Could easily fight top tier characters and dp characters. I mean he is just fucking teribad. I don't understand what the fuck devs were thinking.it like they say hey he needs to be able to special cancel his d attacks on block like everyone else; but hey let's take he's ability to build meter via 6d and make him fish for counter hits or corner grabs so he has to spend 50 metter into 6d hahaha. Lets give take his 5b push back because he doesn't want the oponent away from him ahahaha. Lets give 5d hella pushback on block hahaha. Lets nerf the only viable and not even the good defensive option 6b and make it hella impossible to combo into without bot precision hahaha. Lets needlessly change his do super imput. Lets take away his okizeme because God forbid a zoner have Oki.. Except Nu 13 that is hahaha. I'll probably just play him for fun but other than that he is so bad. If I was Japanese I would play him because They are good at wining with slim pickings. Things I hope he gets its 5b pushback Okizeme back Rewarded for scoring a counter hit with combo into 6d without having to spend meter. Or revert the changes to 6d. He needs more tools give him other moves to use at nuetral he really has nothing but command dp. He has a stance why not run with it. Make stance zettou cancellable. So using it at nuetral doesn't mean you have to block ( this would probably be the best buff ever. This would a low you to play a zoning game while building drill so he can start an offensive game.) There's a bunch of other stuff but now that I think about it stance being zettou cancellable is the best thing I ever thought of.
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So can Hilda CCVO for 5k and still setup Oki? That's kinda Fucked up
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Does CcVo cause grid break though? If so using it early at the match could cripple your character for a bit
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I'm pretty sure Orie is more viable in the version. She alwAys had good character concept and interesting play but lacked any advanced mixups and openers( even her grab was bad at keeping momentum with the large jump back). Now with force function aerial ok we will see aa baits / crossups and also it also seems to be that they want her to be a frametrap character with all the ridiculous time she has to late chain attacks and non existent recovery on most normals( 66b,3c)
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That tier list doesn't make since. Eltnum has always been in her own tier. Sooo she isn't everyone else. Also Hyde....... Fuck let's not let narukami players have this game too T^T
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With his needed nerfs him having an answer to that doesn't really matter and I just would use 236a repeatedly like I could against other characters.
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As an Orie Main... I feel so sorry ... Cuz I'm over here with all buffs while Nanase still in the dirt .... Also really can't wait to play Phonon. Love her walk. Am I the only one who will play a character because of how they look. Regardless of tier or playstyle?
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I don't know if I agree with rachel. Rachel may have a difficult time playingbher game because Mu guard point dp, but with Stein nerf getting in or zoning her isnt very easy. Plus with her unpredictable wakeup it makes her even more difficult to keep the momentum against. As for Izayoi I know the Mu isn't easy and it may feel uphill but I feel like if you use the right tools you can make it extremely difficult for her to gain stocks . also charged steins are very helpful in this MU. Its kinda like the hazama matchup. You really have to pick and choose which playstyle to use. YOU ALSO HAVE TO THINK ABOUT THE FACT THAT IM NOT VERY GOOD AND ANYTHING I SAY ISNT VIABLE.
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Who do you guys think Mu best and worst matchups are. So far I think. Best: Terumi , Amane, Makoto Mostly even: Ragna , Lambda, Izayoi Worst: Azrael, Hazama, Nu-13 , litchi(easier than 1.1 though)
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You couldn't have explained this better I was really gonna go crazy trying to explain what I meant.
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Oh thanks. Also If you see me posting something that should go somewhere else feel free to tell me. Also of o give incorrect info let me know so I can delete or edit it. Kinda New to the forum thing
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I remember seeing you play in 1.1 and your wake up dp and supers always seemed weird. It looked like you slid forward then dp or super. I even saw you do things like wakeup dash up 2b . I'm guessing you do something like 6623c or 6632146c Oh and yes 2a Is a terrible choice to anti air I meant that I mash 2a before someone can land. And on the 5b anti air it's super risky and has turned out horrible sometimes but works for me because I consider myself and expert at judging jump ins ( playing amane in 1.1 really helped) Also how come no one mentioned how good 5d>6d and 4d>2d totsuka formation are. Makes the hazama matchup a piece of cake. And complete covers the air or ground depending on which one you use
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Having a little trouble beating Ragna at nuetral. I would think he would be easy to deal with since I find Jin easy to keep away and lock down. I can't really say Why I'm losing but if you guys have any tips on things to look out for ... Aka things ragna players abuse or try to bully with that can be punished heavily by Mu or even slightly. I have noticed that using some of his own tactics against him work. Such as using 2a and 5b to anti if they trying to space there jump in. Run up dps. Mash 5a out of pressure instead of 2b or 2a. Also I could easily try this but myself but it a dp vs dp situation. Does Mu vs Ragnas Dp A.Clash letting them both dp again B.Clash leaving Ragna at a disadvantAge C.Clash leaving Mu at a disadvantage D.Clash both oponents get hit. I trying to end a ragna by dp while he was in the corner but I got TKorigins instead of grounded version and his dp beat it. But a friend told me my aerial dp has less invincible frames than her grounded version.
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O fought a Mu who spammed 5d 6d totsuka . that shit hella annoying
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Guys you gotta stop over thinking..... I know Mu has reletavly safe pressure but I like to be different
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Update: so I've still been having trouble opening opponents up and fighting it hard to get any knock down so I've come up with a few strings that may open up the opponent. This are all Middcreen so it's assuming your fighting for momentum. 2b 6a 236a RC Iad jb : this one works pretty well because you have the option to either stay in front or go behind this depending on how you time your iad. So the opponent will have to guess if you'll cross then up or not. 2b 6a 236a RC Ikatuchi (632146b) : For some reason it doesn't whiff on crouching oponents. Crosses up? 5b 2b 5b Tk236a : after this what you do is all up to what your oponent does. Because it's a tk fireball they don't get pushed back much at all. You can read your oponent Or just go for something. Some of the options would be 2b 5b Tk236a Ikatuchi 2b 5b Tk236a Air Grab 2b 5b Tk236a 3c 2b 5b Tk236a Gaurd Crush 2b 5b Tk236a Dash up Dp Bait( be ready to tech grabs) Beware though this is not safe mixup Other things you could do is 2b tick 2b tick 5b Tk236a 6b : perfect spacing for 6b to Rock your oponent And Lastly 2b 5b sjjc falling j2c/jc/ jb I'm working on some corner stuff. And at the moment not implementing steins into pressure. Edit: 5b 2b 5b string does not work on barrier you'll just have to use 2b 5b
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You know last night after I posted this I watched a match with these same corner combos and I seen that instead of totsuka they just finish with 5d and a falling j2c but I don't get why? Yes and I do realize the unsafe and negative effects of doing this but I haven't played anyone who has tried to press a button or roll or even dp. But when I facing someone with a dp especially Ragna and kagura I rarely use it. But if it's Terumi or platinum someone without defensive option I abuse it. It is a risk but sometimes scaring the opponent and getting them to respect your aggression is the best. If it means anything I mixed LordKnight up with it and he BURST!! Also found this little tech trap thingy and I wanted to see if it worked but I couldn't grab anyone in the corner without them teching it or completely whiffing the grab last night ( Facepalm) Corner: Grab [soD] 5d 2c 5d jc j2c origins. A laser hits after origins then they tech and then the second laser hits. Is the laser considered meaty or could they dp out? I'm trying to figure out what I should do afterward I'm not competent in these sort of things so I ask for advice
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So I've been trying to see how to combo off 6b overhead and 2b during totsuka* laser Oki after the following combos 6b 6c 5d 5c SoD 2b 5c 5d 2c 5d jc jc j2c 5d jc land jc jc j2c totsuka* CH 5c/6b[1] 4d 3c SoD 2b 5c 5d 2c 5d jc jc j2c 5d jc land jc jc j2c totsuka* Or 4d (any opener) SoD 2b 5c 5d 2c 5d jc jc j2c 5d jc land jc jc j2c totsuka* This may be a pain to try to figure out but it would really helpful to me and maybe you if you use this route. I'm trying to do it myself but with work and finals I don't have much time Also anyone notice 5c 2c 6b always hits 6b[2] and whiffs 6b[1] making it super difficult to see coming because of the huge distance between you abd the oponent
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Everyone one is talking about 2c after tachi dash? I've been using 6a 6b. Is 2c a better option or combos for better Oki setups? I'm just trying to understand why we would use 2c instead of 6a 6b 2b. And for counter hit 5c in the corner I use. 4080 damage I'm sure there's higher damage combos But this one is consistent with nice rewards 5c (CH) 4d 3c 2b( micro dash if needed) 5c 5d 2c 5d jc jc j2c 5d jc land jc jc j2c > This sets steins perfectly for a 236d that last a while giving time for a mix up that they have to respect at low health ( maybe with exception of ragna and kagura dp needs to be labed... And I'm not fully sure but I think the laser catches rolls and late techs but don't quote me on that.
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Guys I need some corner pressure and openers. 6b [1] 4d 3c always opens open the openent but after they fall for it 3 or 4 times it doesn't work. It would help if I study the gatlings a bit more but if you could just share some of your tactics that would help tremendously.