Maho
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No 6C has more range than Haku's 4C, i've done this a few times online and it's not hard to get the spacing right, but decent players will adjust to be more carefull and it won't help you that much after all.
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Some character specific optimized combos, so far i've landed those only on Ragna, Rachel, Hakumen, Tager and Tao. It use the 6C 214D cancel so you need to have no orb that will hit the opponent on explosion, the important part is the first 66A, you need to be as close as possible to hit the second 6A after 6B without any dash needed, note that the 6C might be delayed depending on the character and starter. After last 6B, you can chose oki over damage with 5C > 6C > whatever, but note that most of the time the damage sacrifice will be pretty significant. From 2C CH, either used as a punisher (on ground you need to be not to far away) or as anti air done with opponent not too high in the air (like against an iad). - CH 2C > 63214C max charged > 66A > 6B > 6A > 6C > 214D > 66A > 6B > 66A > 2C > jC > djC > dj2C : 4555dmg + 44% heat. With 10% heat at start and you if end in the corner, remove the 2C and djC, with that you can 2B into super for 6050 dmg. The same can be used from CH 6A anti air : - CH 6A > 66A > 6B > 6A > 6C > 214D > 66A > 6B > 66A > 2C > jC > djC > dj2C : 3678dmg + 38% heat. As with the 2C combo you can end with an otb 2B super if in corner, remove the same things but you'll need 14% heat at start, and dmg will be 5167. Air to air jC CH : CH jC > 66A > 6B > 6A > 6C > 214D > 66A > 6B > 66A > jC > j2C > 2B > 6A > jC > j2C : 4458dmg and 42% heat. To get a super at the end you need 13% heat start and have to do : CH jC > 66A > 6B > 6A > 6C > 214D > 66A > 6B > 66A > 2C > jC > j2C > 2B > super for 5875 dmg, this is also the midscreen version of the combo if you had a djC at the end, 4274 dmg and 38% Air throw : Air throw RC > 6B > 66A > 6B > 6A > 6C > 214D > 66A > 6B > 66A > jC > djC > dj2C : 4705dmg and 39% heat back (8 from air throw, 31 from combo). On Rachel and Tager, remove the djC as first 6B will be 2 hits instead of 1. And for the lol, i don't see how someone would get hit by this but anyway : 63214C max charged FC > 66B > 66A > 6B > 6A > 214D > 66A > 6B > 66A > jC > j2C > 2B > 2C > jC > j2C > 2B > 63214C : 7575 dmg and 6% heat at the end. Edit : the post above made me think about what i would get from gold burst, well 2867dmg/35% and 4389 with a super (18% needed before combo), and from guard crush it's awesome, 5813 dmg with only 4% needed at start (but you need a midscreen GC),
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I'm gonna start by one thing, i read quite a few posts saying that mu is easy to play, that really wrong IMO, taking full advantage of her drive will be a lot of work. The thing about his drive is that using it the best possible way will take a lot of improvisation, and you'll need to ba able to react fast to what setup you have and which possibilities you get from it. Let's take an exemple, you hit with a 6B and have 50% meter, close to corner it's pretty obvious you can 63214RC into corner loop, midscreen you can 632146C for decent damage. But with the las t exemple the okizeme is pretty limited as if you try to set orbs the opponent will have time to get away. Let's say you have one or more orbs on the field, and that the last one is a 5D one right behind the opponent (about 2 chars away max after 6B hit), you can do something like this : - 6B > 632146D > 66 2B > 5C > 3C > 2B > 5C > 6C > 5D~6D for 3.8k if you have one orb, you can get up to 4.5k with more orbs but you need to change the combo after the super due to proration by more laser hits. If the last orb is a low altitude j2D one (which will be right on the ground) then this can work with the orb more than halfscreen away. Then we have the same thing but we have a 5D in the right position but sadly it's not the last one you set, this combo can't work so what do we do? Well we can 6B > RC > 5C > 2C > 6C > 214D > 66B > 5C > 6C > 5D~6D, near 3.8k and same okizeme as before. You might ask this one look about the same situation than the previous one, why not always do this one, well actually you need to have the orb at a minimum distance behind the opponent for this combo, the super one can be done with the orb right on the opponent after 6B hit. Now if this orb is far away behind the opponent, you need to push him so you can hit with 214D, you can do 6B RC > 66 2B > 5B > 5C > 2C > 6C > 214D > 6C 5D~6D, does about 3.3k dmg. You can take out 5B and/or 2C depending on how much push you need, and 214D timing should be ajusted to hit as low as possible so you can do 5C > 6C (if it hits high do 6C directly). And last one you have no orb out but you like what i'll call the 6C okizeme (i explain this later) so you don't want to to use 632146C, what can you do? - 6B RC > 66 2B > 3C > 2B > 6A > j2C > 66 2B > 5C > 6C > 5D~6D, gives about 3K and oki. Now look at this, just from a 6B overhead hit we have all this possibilities to consider and need to react or plan ahead for, i might be wrong but i don't see any other character that have this much. And i didn't cover every situation, for exemple depending on the position, we can 214D hit into 66B > corner combo for 4.4k (from about 2P round start position), or what to do if you get 6B then [D] orb or 236D laser hit after it. Plus i got this game only 2 days back, i guess there are a lot more thing to discover just for this situation. I'll talk a bit about what i call 6C okizeme, at first i was going like almost everyone i saw in the vids, doing 6C > nD > j2C > nDx2, this looks nice with 3 orbs set. But well looking closely it's not that good, the first orb fires too soon, almost always not directly at the opponent, and the two other are way to late to hit meaty, so that gives the opponent some time to get away. Now let's sacrify some damage by not doing j2C, instead we just do 6C 5D~6D, what happens? The 5D fires just as the opponent can tech from the 6C and he can't jump away, so we can dash and get a blockstring. Now why did use 6D after 5D and not 2D or 4D? Try to cancel the 6D with a 236D and you'll see, the laser goes from Mu to the last orb and back in reverse order, so with no orb set before this combo the laser will hit the opponent 3 times and you get nice mixups possibilities. Having more orbs can get you up to 5 laser hits but that won't happen much (you need to have something like 5D~6D set about the same position as the one in the combo, so chances are pretty low. If you have one or two orbs anywhere else on screen, you'll probably get 3 hits with the last one having more delay, which is nice as it gives you more times to mix. But in the same time you have to know (or react very fast) on which timing the laser will hit so you can get the best out of it. Another interesting post 6C oki would be 5D~6[D], 5D laser hits as you dash in, you do 5B then you have a high/low mixup with 2B or j2C. - 2B > laser hits > 66 2B > 5C > 3C > 2B > 5C > 6C > 5D~6D. - j2C > laser hits > land 5A > 6A > jC > j2C. This combo isn't a easy one, you can do 5B 2C instead if the spacing is right for a little more damage but it's harder. In the same situation, you can try to go straight for 6B > laser hits > 2B > 5C > 2C > 6C > 5D~6D, you can add 214D after 6C then 6C again or corner combo for more damage if you have one orb set at the right place. That just some basic ideas, i think we have a lot of room here for great mixups, actually i think we might need a thread only for orbs setups and what we can with those. This can be complicated i think as two setups with the same orb positions but different order won't get you the same possibilities, think of Testament curses in GG, when you land one you can hope for the best that it will help you, or you can recognize the pattern and do the best mixups accordingly.
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Not really, it does 3 hits that have low hit stun and it prorates a lot if it hits. I searched a bit and found that if you're not too far away from the corner you can do OTG 2B > 6A > 2C > jC > j2C > j236A, the ball will put them in blcokstun if they roll forward so they should stay in the corner. If they roll, you get a nice venom style air dash okizeme, where you can do iad jB or iad land 2B, and of course there are variations like iad jB late j2C. This can be done closer to corner but thay can roll forward to escape the iad (you can just not air dash after the 236A and land to block them though), so it's not something you have to overuse. Also be sure that when you go for iad jB you hit just after the last hit of the ball, like i said abose it prorates really hard so the combo will deal really low damage if it hits. But actually i probably go for OTG 2B 6C 6C orbs setups like everytime, as it gives a lot of really good options, i'll make another post about it later. Damn , i also need to make the post about her overall gameplay, that's will some long post ^^
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For 236A, i don't see any combos, one interesting use i found is when you end a combo with OTG 2B 5C 6C near the corner (but also not too close), you can add nD~236A. The ball will either hit meaty and give you time for the orb to fire its laser just after, you get a free safe pressure thanks to this. If it doesn't get blocked, it will fly just in front of your opponent and block any jump out attempt so this way you can keep him locked in the corner.
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I start the motion just before landing so i hit 2B as soon as i'm on the ground and then finish the super motion asap, so it's something like : 63~(land)2B~146C I indeed keep the buttons pressed a little to get the 5 frames thing that BB have, but i tend to use it almost everytime, it's there and makes combos easier so why not? Another thing, about the 2B 5B into super topic, you have to take into account that depending on prorate, the super won't always be guaranteed after a 2B, in the combos from the vid, you had only one move before the super and it will be techable. You really REALLY don't want this to happen, as you will be wide open for a punish in addition to wasting 50% heat. The same thing goes for 2B 5B into super but as it adds one more hit, there's more chances for the combo to be techable. So my point is if you're going to try to get the best damage output, 2B super is something you'll need, plus you won't have to worry about character specificity as it works on everyone. And last thing, ending a corner combo with 623C is a very bad idea unless it kills, the opponent can air tech and recover way before you do so you lose the pressure, which is bad as the corner is where Mu can get some good easy damage.
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In the first post, you should say that 6B 2B is CH crouch, won't work on standing, could seems obvious that an overhead should hit when the opponent is crouch but it won't always be the case. Back to the combos, the 6A/B loop is pretty much a staple for counter hit combos i think, it really good to use after a CH 2C, air to air CH jC or anti air 6A CH (for the 2C note that if it's used as anti air and the opponent was hit really high he will be able to tech before hitting the ground). For exemple 2C CH > 66A > 6B > 66A > j2C > 66 2B > 6A > 2C > jC > j2C can be used anywhere for 3133 dmg, close to corner with a loop i get 3387 and i can get 4.5k with a super. Doing two 6B is doable either if you're in the corner or if you hit 2C CH almost point blank, i get 3.6k meterless but it's really really hard to time the first 6B right. One intresting thing, if the corner in your back is closer you can do iad after the 2C CH and switch side to hit with 6A, so you might get a corner loop this way Anti air 6A CH is pretty much the same, except that it doesn't launch very high, so you have to dash in 6A really fast after the initial hit. Air to air jC CH is really good, as with 2C CH, double 6B juggle is really conditional and don't net enough more damage to take the risk IMO, dash in 6A will be possible most of the time and you can get up to 3.8k meterless and 5.6k with a super at the end. I have some other combos ideas but i'll post those later in the general discutions thread as exemples for how she will work and what you'll need to do good with her in my opinion. But this will have to wait a little, i really need some sleep for now ^^
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Finnaly got my game so i can start a bit of combo research ^^ For the air throw combo you can do : - air throw RC > 6B > 66A > 6B > 66A > j2C > 66 2B > 6A > 2C > jC > j2C for 4162, if you're the corner for the second 6A, add a jC after it for 4281 dmg. Note that you can 66B after the RC to carry the opponent a little into the corner. One thing i thought when looking at the vids was if 6B counter carries the bonus hitsun over the second hit, and after testing it does. What's interesting here is that 6B have some low invuln, so we can use it to beat low moves and get crouch counter hit, which gives a lot a hitstun. So in this situation we can do the following : 6B > 2B > 5C > 6C > D > 63214C : 2568dmg and one orb. 6B inot 2B is a link but it's a really easy one. If you got some meter or burn, can RC the 6C then 66B > 66A > 6B > 66A > 2C > jC > j2C for 4099 dmg anywhere on screen, you'll need 37% at the start of the combo for the RC. For the double 6B juggle, you need to get them as low as possible with the first one, this can be used in other combos for exemple : 5C CH > 6C RC > 66B > 66A > 6B > 66A > jC > j2C > (66) 2B > 6A > 2C > jC > j2C : 4441 dmg. And for last a video of two versions of 6C FC combo : http://www.youtube.com/watch?v=0AFVh2NUYxU
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Same here, can't get more than 7 reps after a 236C with 6As only, after a throw i can do 6 on everyone (though some are really hard), never been able to get a valid 7th rep, i would also be interested in seeing a video. There one thing you could add in the guide under "variables moves", i never saw anyone in videos use it but i think it can be interesting, 6B > 5C mash > 2C > j214D, here's an exemple : - Throw > 6A > j214D > 6B > 5C mash > 2C > j214D > (6A > j214D) x 3 > ender, you'll get almost the same damage as stantard 6 reps combo (4422 vs 4445 with air como ender) but it's quite easier on some characters.
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And Ragna gains heat so fast it's not even funny, actually it's possible to backdash his 623C and punish with 360B/720 but it's not something reliable, it has 18 active frames against 19 invincible frames for your backdash (if the numbers didn't change from CT). I got this a few times in versus when i still was in "gadget everytime i can" mode at the begining of CS, but i realised quickly that it's not worth the risk, a 1 frame timing not even taking in account that he can delay (or just miss) his reversal timing, it's just way too inconsistent.
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That's simply because it's not guaranteed against him, Ragna's backdash has 5 not airborne frames at the end, and the pull you can get here isn't enough to catch him from that distance if he jumps asap. Actually i would add that in this matchup, gadget isn't that good overall.
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He can also just jC it from one mile away and be safe from all these options. There is a situation that you might be able to bait this though, let's say you have an overhead cloud out and you do a 6D, he'll probably won't try to negate it with an air move to avoid the cloud, and might wait untill the bell bug is at mid height to use a 4C. That's your chance to bait it with 3C, but unless you got 50% for an RC, it a really risky bait. But well, at most times i would say 6D isn't really that interesting in this matchup, unless you have a life advantage and the timer is running out, Hakumen has no reason to get it by this. He can just wait safely at distance with his meter going up, baiting him slashing it is risky, and if you fail you just offered him some advantage.
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Fixed for CS.
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Neo Arcadia is 1€ for 2 credits, for the cab it's a Sega Megalo with a 42" lcd screen, seimitsu ls32 sticks and sanwa buttons. Versus dojo cab is a New Delta 32.
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Spark will also beat her backdash after gadget.
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236C doesn't combo after CH 6B and only on crouch CH for 6C (can be used after blocked Jin's 623C for 4700+ dmg), 5D CH into 236C is good but you won't allways bait a DP with iad backwards, baiting it with backdash can be dangerous as Ragna's DP is active for 18 frames with a huge hitbox and your backdash is 6 frames invincible. Anyway if you block one and he can't RC it, there is no equivalent to the CT punishers, without heat you can mostly do 6B > 5C mash > 6C > 236B for 2800ish dmg, 2C CH still bounces but prorates like hell so you won't get much more damage. I'm not sure if raw 236C can be used a punisher there, i'll check this, but if you're close to corner you can get up to 4k dmg out of a CH 236B.
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I play the game since release and i still don't see guard break as a major threat, unless maybe i play Hazama and have burst so i'm down to 2 primers, but even with that you have to be smart to guard crush. It's not really hard to punish a player that will try too much to guard crush you with Lambda if you look for it, 214 and 236D are slow, 236C is quite risky if you wait for it, the best way would be 2147D, and of course 236236D into anything. Anyway for the combos i would use : - 236C > dash 5C mash > 6C > 2DD > 2147D > 5DD > 6DD > 2DD > jDD > djDD/2DD > j214D That's about 4300 but you'll get only 3500ish off a guard crush thanks to scaling, if the spacing from corner is good, add one rep of 5C mash > 6C for some nice extra damage. If the GC happens in corner or really close to it : - 236C > 5B > 6A > 2147D > (6A > 2147D) x 2 > dash 5B > 6A > 2147D > 6A > 2147D, that's a 4600+ damage combo so about 3600+ out of GC.
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I kinda know this as i main Tager lol, for the already in blocktsun part, it's kinda limited at a 214DC or 236D/DC blocked from far away, or a 236236D super, anything like 5DD or 6C into 236C can be stopped easely. But well i like more to go for a mixup, the guard crush system is shit in this game, GCs won't happen a lot at good level. For me 236C is mostly a combo tool and i rarely use it in other situations, but it's a very good move even just with that.
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236C isn't safe on IB, Tager can 360B after it so anything 8 frames or faster will punish it.
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I re-checked yesterday with a friend, and i'm pretty sure 360A isn't guaranteed to catch her backdash after Gadget, 720 only does.
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6C and 2D are about the same speed so they both can work, but those are pretty slow so it's risky, the difference is you can combo out of 6C. But if you ask for the best backdash punish in this matchup, it's spark of course. I tested how we can punish the C parser, 720 on normal block isn't guaranteed, on IB it is of course, and so is 360B.
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Does tha 360A > 262D gadget work on Litchi? I tried yesterday but couldn't get it. It's possible if you do in a blocktring something like 5C > 63214789[6A] (hold 6 a few frames) then do another 360 in the same direction and hit C, you just need to delay the second 360 not to get a purple throw. Speaking of 6A, after gadget if your opponent jumps forward, it misses and magnetism works against you then get him in your back for a free combo, so better stay to 5C to bait backdashes.
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Spend like 4 hours straight saturday night playing against a Lambda : - 360A to catch backdash needs really precise timing on the hold, you'll need to catch her with the maximum grab range, either that or the times i could get it the Lambda just screwed up and it's not guaranteed. - 360A to beat gravity, you have to delay quite a lot after gadget, so it will only work against this if you time it like that, anyway it's still decent damage and she'll have one option less for the next gadget that follows. You can see this in the last round of the most recent vid on my youtube account. - Gravity seems to have a quite slow startup, i did several times a blocked B sledge > 5A, he did gravity after the sledge but i was able to block it after the 5A. Punish options on this are pretty limited i think compared to most DPs, i could get 5C into combo, 4D doesn't CH so it's pretty useless, 360A (was magnetized) or 720C. - If she does 5/4DD into parser on block, from mid distance you can 360A/720C the parser before it hits, 720 works from closer obviously thanks to frame 0 invuln, this also works from quite close after her 6C. I couldn't get astral to work, got CHed the two times i tried, but well 720C does the work, anyway a decent player should stop using parser that way after you land this a few times but it still good to know. - Speaking of parser, if you happen to backdash a C one, it's a free 360B for you, most times you won't be able after a B one tough, i got it sometimes but not sure if it depends on timing or just that the Lambda screwed up. It's also nice if the Lambda tries parser A into grab, as her grab will whiff and you'll be able to 360B during the recovery. Thus use of this is IMO the best at the distance that you won't be able to 360A the parser and don't have heat ofr a 720C, it's also safer if she doesn't do the parser i think, but beware of being baited by her 236236D when she has meter though. - When you block a 5DD from mid distance, you can duck a few frames to make a 6D whiff (just be on guard for 4D), if you block that she'll get jumps cancel options but it whiffs that's a free spark combo for you. - If you get hit by gravity and want to burst, do it really fast before her recovery or wait untill she starts her combo, it's way too easy for her to see and block the burst otherwise. - Psychic 360B into a random Parser is so much lol ^^ Overall it was harder than the first time i played against that player, still far away from the CT matchup but i think i will have more problems in the future, i got away with many things i shoudn't have this time. The new burst mechanic is really good for her, she have a lot of options interesting for to use it so it's hard to bait, even with 3 primers you won't get an easy guard crush on her as she as he DP now. We also have a new thing going for us, the 4% heat per IB is really good to get more meter for blocking her swords.
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Hotaru only have head attribute in CT, Tsubaki is the air move with body attibute, also you won't beat it with 360A cause it has no landing recovery and he can jump away safely. 5A could indeed beat a lot of things but the reward is low, if hakumen uses his counter against it he gets very good damage, so better don't get predictable with that. I thought of astral as a very good option for Hakumen as it can beat everything besides guard and AC, but it's also a big risk, if Tager does nothing, he could get 360B into another gadget, with no magatama for TK Hotaru this time. Also it's not for this matchup but you sure won't beat Ragna's 623C with 360A, it's active for 18 frames long, and 360A hasn't doesn't have as much invincibility.
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I tested that, it's 5DC at first and i wasn't able to get 2C after 5C as they're too high, anyway without it that does 2019dmg, like kidviper said no need for FC, from said FC i was able to add 2 x 4D~A before 4DD and got 3188 dmg.