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Everything posted by Synthesis
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I found an interesting midscreen forward tech punish. The setups goes like this after a 6C 2D j.C2C: 2D Land It's that simple. If you are close enough, a 2B will cleanly punish the forward tech. If you aren't, a 5C will force them to block. If they get hit, you'll get a combo that looks like this: 5C (stein laser) 6C 214D (stein pops on them) dash 6B > whatever for decent damage. The combo I did ended up doing 3.6k meterless.
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Please go on. I would love a vortex. Also, 2[D] is the best of the primer taking lasers, I feel because the animation of the extra timing is very subtle. This makes it more difficult for them to tell what you're going to do off it.
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6C won't work as a punish for him cutting a projectile. The attack counts as a projectile, so it will only get eating by the orb.
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Her reversal barely counts, since it isn't throw invulnerable. It's hardly a reversal.
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stein into jump cancel is relatively safe after 6C if it's blocked. If you expect them to dash in, though, you can always cancel the stein with 63214C.
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Front page edited with a few setups.
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Mu-12 relies heavily on her oki and placement of steins, so why not have a thread where we discuss those setups? Pending Acceptance: Tech Punish setups: http://www.youtube.com/watch?v=FcTxtI1lD6w Emergency/Neutral tech Midscreen: . . . 2B 5C 6C 5D 6D 236D 66 6D 4D 63214C (lvl 3) - 3 primers gone . . . 2B 5C 6C 5D 6D 236D 66 6D 4D IAD j.C 66 2A 5B 3C - cross over into combo to reset oki . . . 2B 5C 6C 5D 6D 236D 66 6D 4D 66 2B - Low uncrossed up variant . . . 2B 5C 6C 5D 6D 236D 66 B+C - Tick setup . . . 2B 5C 6C 5D 6D 236D j.5D6D 5D 6D etc. - Light show . . . 2B 5C 6C 5D 6D 236D 66 6D 4D 9 Cross over IABD j.C land 66 2A 2B 3C - Uncross up . . . 2B 5C 6C 5D 6D 236D 66 6D 4D 9 falling j.C land 66 2A 2B 3C - Cross up . . . 2B 5C 6C 5D dash 2B(deep) - cross under version . . . 2B 5C 6C 4D dash 2B(not as deep) - non-cross under version . . . 2B 5C 6C 2D j.C2C j.2D6D - Oki used if you want to put a little distance between you Forward tech: . . . 2B 5C 6C 5D 6D IABD j.C - Standard midscreen forward tech punish to bait reversals . . . 2B 5C 6C 5D 6D 236D 2B 5B 2B 5B 3C - Standard midscreen forward tech punish . . . 2B 5C 6C 5D 4D 214D - Another standard punish for good damage/reset . . . 2B 5C 6C 2D j.C2C 2D land 2B/5C 6C 214D 6C . . . - Good zoning forward tech punish . . . 2B 5C 6C 2C 9 j.2C 6D ad.A j.C j.2C land dash 2B . . . - Forward tech punish. Jump lower for Carl Backward tech: . . . 2B 5C 6C 5D 6D 236D . . . - essentially Neutral, only they have moved slightly . . . 2B 5C 6C 5D 6D 214D - to punish back rolls . . . 2B 5C 6C 2D 9 j.2C 6D ad.C land mixup - Back tech pressure Corner Oki 3C 5D 214D – Covers Forward and back techs, forces neutral/emergency. Use if too far for 2B into loop. 3C 2B 6A j.C2C 2B 6A j.C2C 2B 6A 2C j.C2C 5D 2D >>> . . . dj.B land 2B 3C – Neutral/emergency/back . . . land 2B – Neutral/emergency/back . . . IABD j.C – forward
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You assume correctly lol. My bad. Ignore that combo because it's the same as the one on the front page but it just adds a j.C EDIT: Do you mean that the damage on those combos is terrible, or good? I can't tell. I thought it did decent damage compared to what's up on the front page. xD
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I just found a meterless 3.7k damage corner loop in the corner that ends in stein oki. I tested it on Bang. About to test it on Carl to see if it's character specific. It goes like this: 3C 2B 6A j.C j.2C land 2B 6A j.C j.2C land 2B 6A 2C j.C dj.C dj.2C stein placement This is super buff, I think! stein oki is sooo good, especially when they're in the corner. EDIT: Works on Carl and Rachel. Could someone test this on everyone else to see if it is universal? I think it is. Also found a 5.2k damage combo that takes 50% meter. It goes like this 3C (2B 6A j.C j.2C)x3 2B Omohikane Tested it on Rachel EDIT: Found a more damaging version off 6B 63214C RC in the corner does 4.4k damage. 6B 63214C RC 6B dash 6A 2C j.C j.2C land 2B 5A 2C j.C dj.C dj.2C
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You don't need to JI a sword of decimation. Stein placement is jump AND special cancellable, so you can just place a stein and cancel it with any special. Heck, if you suspect a poke you could even stein Omohikane poke punish. xD
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This match should be even if not slightly in Ara's favor but uh... I'm still unsure. Ara can't really spam or zone full screen, but Mu can. The good thing about Ara is his teleporting airdash at the edge.
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Blessed Mirror is great if they're full screen and you have steins set up because it allows you to rush in, and if they get hit they take lots of damage. However, 236D is just as good at getting you in (Fun fact, even if they start to combo you, as long as they're in a ground string and aren't invincible, there's a high chance the last laser will hone, counter hit them, and you get a combo) This effect is similar to Yatterman-2's robot.
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Is the second one a combo? If that's the case you can omit the 2C and just 5C 3C 2B 5C 6C 6D 63214C for stein setup or you can pop the stein by the opponent as a sort of trap. If they do anything other than block, you get damage. The first combo doesn't do enough damage to denote using 50% meter. Save the meter for 632146D in combos or to RC 63214C in the corner off 6B for good damage off mix up.
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You could also just put one out and jump cancel it or if they are running in you can take a slight risk with either Origins or 63214C as a special cancel. Anyways, I found some stupid setups in the corner after a j.C j.2C. Here goes. I'll list the setup as if from a throw. Throw 5C 2C j.C j.2C land 2B 5C 2C j.C j.2C 5D(JC) falling j.B(meaty if they neutral tech) (stein goes off to protect landing) do whatever. This is As soon as you land, if they blocked the falling j.B, you can throw for a normal throw, or you can go ahead and pressure like normal. If they get hit by the j.B, though, you can land 2A 2B 3C 2B 5C 2C j.C j.2C 5D(JC) setup again. The link from the stein hit to the 2A is very strict, so you'll have to practice it if you want to do that. The other mixup using this exact setup is a low. You can 5D(JC) fall land 2B. The stein you placed hides whether or not she is doing the j.B until after you're on the ground and you can 2B after the stein hits them and forces them to block or get hit. If they get hit, it combos into 2B. Blocking the stein can also seem like they got hit by the j.B. The mixup is about timing the jump and the attack you plan on following up with. This setup has multiple mixups built into it. They go like this. Throw 5C 2C j.C j.2C land 2B 5C 2C j.C j.2C 5DD(JC) falling j.B(meaty if they neutral tech)(stein doesn't go off yet) upon landing, you can throw them for a normal throw and the stein will go off, or you can pressure like normal with something like falling j.B j.2C (stein) land. If the j.2C hits, the stein will pick them up off the ground, but I don't know if you can combo off this. If you can, that makes this a 50/50 setup with j.B land 2B and j.B j.2C being the mixup. Some of these mixups only work if your opponent is expecting the safer option. Since a lot of these aren't reactable, you can just condition your opponent by doing the fastest and safest one and punishing their attempts to get out or to hit you.
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If Tager gets hit when attempting sparkbolt by a laser, it cancels his sparkbolt. I didn't think that was possible, but it happened at least 3 times when I was playing score attack today. I confirmed it because I watched as it happened and put his bolt meter to 0 without a sparkbolt. This match just got ugly for Tager. If he isn't POSITIVE of the laser timing, he could end up wasting a sparkbolt.
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Why the hell would I place a stein when he has a spark bolt? xD
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Is that a change from CT? Because I remember Rachel's 6B counter hitting him out of it all day. And it's not easy. A good Tager can get in, of course, but a Mu can keep him out just as easily. It's just not a bad matchup. xD EDIT: and what is it that you can see coming that you'd punish with 6C?
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I'm going to have to try backdashing after a stein, then. It seems that wouldn't be a bad idea if the lag is very short. Also, who in their right mind would spam anything when Tager has a spark bolt charged up? At that point just play patient and place steins very leniently, but make sure you don't let up your mine field. Charging spark bolt is a great idea against Mu, but Mu's range is pretty good, so a short dash 5C is enough to put a stop to that. She'll likely land a counter hit and will get a 6C 6D 63214C combo from it. If he blocks, great! Just make sure he doesn't IB the 5C, then 6C 5D IAD away. If he instant blocks, 5D watch for sledge 623C if he sledges and IAD back if he doesn't. As for him sledging if he knows you're summoning all of them, that's what mix up is. Be unpredictable with your timing and mix up with a dashing 5C to keep him from sledging as well. Her physical attacks have great range and on counter hit or on crouch leads to 6C stein 63214C combos to push him away. If he techs the combo, punish with 214D to force him to block if he's near a stein and pressure until he's away from you again. Mu is a transformation character. She switches from zoning to rushdown depending on the situation. You just need to know when is the right time to do it. I don't think this matchup is any better than 5.5 - 4.5 for Mu, but it is by no means a bad matchup. I mean, why was the matchup for Tager against Nu was bad? Because Tager could sledge, but Nu could seriously just wait for it and punish and Tager had a hard time to get in. Mu has the same thing.
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in which case, you can keep up 5D 6D j.D 2D turret pressure as long as there is a turret in his face. And since that setup keeps 3 turrets on the ground in a row (kind of) he can't really sledge anywhere near that without eating a 214D. Although he has a ton of guard primers, if you keep doing guard primer turrets, you'll eventually guard crush him, get a life lead, and can potentially outzone him for as long as you want. Also keep in mind that Mu's pressure and rush down is really good since she can jump cancel steins and special cancel steins (I don't know if this works, but reacting to sledge if he's close with 623C or 63214C or 632146C if it isn't counted as a projectile). Because she can jump cancel steins, she can mixup between a placing a stein and running away with an IAD backwards, or by something like 5D(JC) j.2C (stein goes off) continue pressure. It makes j.2C safe and it resets her strings, so even if he gets in, you can still pressure. EDIT: Also, with the 5D 6D j.D 2D, you can also cancel that j.2D with 236A for an arcing projectile as a sort of deterrent for him to try to approach while he eats steins. Dat Ass will fuck with him all day.
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You don't necessarily have enough time to throw out another one and pop it, but you have to condition them to respect you. It's fighting games 101. Instill fear and force them to respond correctly. A problem I see a lot of people online have is they poke no matter what on wakeup. Like, I'll have oki set and I'll hit with a meaty, and they will still try to poke on wakeup. But what I mean is you can 6D after you pop the 214D. In response to what they do, you can either cancel the 6D with another pop if they stay there (6D can be canceled with 214D) or you can jump cancel to run away, or you can 63214C if they dash at you. It's just forcing them to stay put by having them fear either 63214C if you space it right (which will allow you to rush in if you want, or run away because stein will have activated and shot a laser by then) or for another stein set jump cancel retreat, which will force Litchi to either block the lasers, or having to try and manuever around them, and everyone knows that when someone is preoccupied with dodging, they're easier to pressure. Mu honestly feels like either Dizzy or a Melty Blood zoning character. I play Melty Blood a lot and she honestly feels like Aoko with her zoning. Mu seems like she can zone and rushdown well (with 2B 5B 6B/3C mixup with steins to back you up), but you REALLY have to condition them to play safe and not take risks. Such as popping set steins or doing 236D when they try to approach. Just play safe and condition your opponent to respect you.
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honestly, 6D 214D is enough. She won't poke full screen because it leads to 3k damage non counter hit. after the pop, just 6D and either put out more steins, pop it or 63214C to keep her at bay if she tries to dash in. She can't out zone you at all, and your pokes should hurt Litchi's face. 6C on counter is always fatal, which sets up for her 6C 5D 214D into BIG DAMAGE because Litchi is a fat wench. If anything, your biggest fear is of her getting in, because then it's hard to deal with her. You do always have your CA and 623C and 632146C if you need a reversal. Honestly, every matchup thread I've seen says that she has bad matchups against them, however I don't feel this is the case. I honestly think that her only bad matchups (from what I've seen and experienced) are Bang, Hakumen and to an extent Ragna. Bang because he stays on you for days and his nails allow him to get on you. He can also auto-guard turret shots to teleport to you so if you make a mistake when you're zoning, you either get hit and eat stupid damage, or you're blocking again. Hakumen because he can just cut your projectiles all day, and then you suddenly can't zone or approach and he builds meter. The best answer I have to this is to place a stein behind him. Ragna because again, he can just rush you down all day, but Mu's reversals will keep him wary because he's easier to zone and pressure with rushdown than Bang is.
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I never said it would hit him out of sledge. It just punishes him if you time the explosions on reaction to him sledging, since when he comes out the explosions will still hit him. He shouldn't be able to get ALL THE WAY TO YOU with one sledge, so I don't see how you're getting hit. You should be on the other side of the stage.
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What I tend to do while zoning is (5D 2D/6D jc.5D 2D/6D 236A 236D land)xn until they get in, in which case I start popping them. The 236A prevents them from just running in blindly because of the arc. Also, if they just like to turtle instead of attempting to get in, just do jc.5D 2DD land instead. It works sooo well, surprisingly. EDIT: Also, with her combo 5B 2B 3C 2B 5C 6C stein 63214C, I think that 6D is the best stein here, because it goes to where they land from the combo, so you can pop it if you think they're going to poke or do anything (like Tsubaki charge, Hazama drive, Tager ANYTHING) and if it lands you can run in and get an air combo into oki setup. It's super strong.
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Well, 214D stays out for A LONG ASS TIME and will punish sledge easily. You can then dash in and do whatever you like because the hitstun of 214D lasts a while as well. one thing to be wary of, though, is popping the steins BEFORE he sledges. Popping them before he sledges is a great way for you to waste your steins and allow him to get in, but if you pop them on reaction (you can cancel stein placement with popping), he'll get hit and you'll get a counter.