Grey
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Kind of late but... Strategy 1: Pick Litchi, Arakune or Mu Strategy 2: Here's how I go about the match up. Poke with 5B to discourage Sledge, although you have to do this fairly conservatively as even 5B is easily beaten, then you can stick out a 5C every now and then. It seems everything Noel does can be 720'd so you're gonna have to mix up your block strings and don't go for stuff like 5B > 2C as iirc that frame trap gets owned by 720 and does very little damage even with > RC > 6A > ... follow up. Also, if he randomly Sledges you can 5D through it on reaction for decent damage, but obviously even the worst Tagers will stop random Sledges after getting owned a few times. Then after that it's just do typical Noel risky stuff and hope for the best. But most of the time you just have to yomi the Tager to do decent damage e.g. yomi 2D his grabs
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Seems like that for me too.
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I think Mu's gonna go up once they start using better oki set-ups, and really, Arakune is only S? I was hoping he would be S+ and then Mu would be able to take advantage of the good matchup against him.
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Just watched the first couple, but I think you can work on your hit confirming. There were a few times where you would land a 3C and was in range for 2B > 5C > 6C pickup into oki but just when for a stein and a SoD, and there were times when you land a 3C in the corner and could have went for a corner loop but just placed a few steins instead. Also I think in the first vid in a round near the beginning you could have went for the win if you went for laser super after 6C but just went for stein oki instead. EDIT: last vid with Tager, you went for a laser with only 1 or a few stein in between you and Tager a couple of times, which is pretty bad because that's just ends up shooting a single laser at Tager ... might as well just send out another stein. Also, at the end of vid, watch out for this Spark Bolt when he has meter. He could have shot it at you when you were spamming steins much earlier instead of just blocking.
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Wow that's really weird cuz the sprite is totally over Ragna so it's like Ragna's 6D (?) somehow having upper body invincibility, but that's not very likely... btw, in the first post, 3C being jump cancelable is listed twice.
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It does combo even on non-CH, but the timing is pretty tight (at least on Jin, but it's not really hit box specific so probably everyone as well), yeah but most people tend to block the oh so obvious j.C.
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You can actually go straight to 6A from j.C if they're standing (j.C > land > 66A > combo), which I assume does more damage without the proration from 5A, but haven't actually checked. You can also go cancel into j.B after j.C jump-in before landing for an overhead, in the unlikely event they wanted to block low instead of high for some reason.
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Err there's me, I think I've played you before. But then I don't really play Mu, I only lose as Mu :[
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Thanks very much.
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Can someone post a video on ... 5C > 6C > 214D whiff > dash 2B > ... combo? I can't land the 2B after the 214D whiff at all (well I tried it for 2 min before I gave up) and I can't envision how the 2B can hit given how relatively early the opponent can tech :[
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I think they fixed it because it doesn't happen for me.
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Does this happen for anyone else? Cuz it's not happening for me.
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I actually hate Arakune but I think with Mu it's not that bad. I find that he can't do much across the screen apart from his homing cloud, and iirc 236A takes care of that, or if it doesn't, just fly away when it comes near you. Only dangerous thing is the cloud + teleport behind you, so just don't forget about that when shooting out steins. So just zone him with lasers and break his primers. So he pretty much has to come to you then just j.C him away, which is much easier when there are already lasers shooting at him. And there's a matchup forum for this stuff.
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Just wanted to note that if he cancels his tackle into wolf form dash, the throw after IB will whiff and you get CH. But other than that IB > throw beats all. Also regarding his hitbox, it's pretty huge but I can't get the 2nd hit of 6B in throw > 6A > 6B to connect. Can someone verify if it's truly impossible or just has really strict timing?
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Played a pretty good Valk a fews ago and here's a few things I've noticed. 1. 2C does work as an anti-air, but if Valk sees it coming he can do some wolf shenanigans to change his trajectory and make 2C whiff which leads to rape. So 2C only when you're pretty sure it's gonna hit. 2. If he continues his block strings by transforming into wolf he can be jabbed out of it for counter hit. 3. Don't use j.C as a jump in because it will always whiff when he's in wolf form and it leads to big damage. j.B doesn't whiff but gets owned easily by anti-airs. 4. His air normal that kicks downward is pretty godly, only j.C at near max range seems to beat it iirc. I think it might be in Mu's favour because she can keep him out somewhat, but just barely because Mu is screwed once he gets a single combo in, so maybe 5.5-4.5 or 5-5.
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BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Grey replied to Spirit Juice's topic in Archive
But now they might slow down 214D again to kill the loop in the final product because they hate loops. -
Noel's 6A doesn't whiff on crouching Hakumen or Tager, and should be used in place of 5B in her regular block strings, which actually gives her a decent mix-up against those 2 by following 6A with either 2B or 6B (well, as decent as Noel can be cuz 2B damage still stucks).
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Will try the suggestions the next time I play a decent Valkenhyne, cuz fortunately for me they're pretty rare at least for now :D
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I'm having major issues with this match-up, probably mostly because I don't know what on earth he's doing and what's safe and stuff. So for me, it seems like... - he can get in pretty quickly with his wolf form - his "Hell's Fang" covers a large amount distance relatively quickly while being + on block - and his BBU overhead, although just average start-up, has a pretty subtle animation and also has similar start-up to his low kick (the one that can be followed up with another kick) so I keep getting owned by it - his wolf pressure seems ok, but probably just because I don't know how to get out of it - he does LOL damage to Mu's not so LOL health, 2 combos = gg - his normals are really really good (Hakumen cries)
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i dun think this change will stick, because mu is really really terrible if 3C is techable.
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I think you can just 214D just a slightly more to discourage Tager from sledging, and there were a few times when you could have 214D his sledges for some damage. EDIT: I also noticed you do random point blank 6Cs, I think there was a point where you did 6C after waking up from Gadget Finger. It's just DP not executed properly right?
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So ground slide Bloom Trigger is listed as an improvement so relaunch combos are probably possible. And it seems Haida is still possible but is just prorated? And lowered heat gain.
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If the dash doesn't come out you're dashing too early and if your 6C doesn't connect after the dash you're dashing too late (or doing 6C too late in to the dash).
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6A beats his j.B only if 6A is done quite early, but unfortunately it does little damage cuz lack of followup combo.
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Ok lol, after you pointed it out and re-watching it's obvious it's a j.P now. It just seemed like it was too far for j.P to pop it to me. Still pretty fast though.