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Everything posted by Aginor
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You got disrespected because it's netplay. If you go to an actual tournament or play tournament players, they'll only disrespect when they think the time is right. Otherwise, they'll respect your stuff. It's all about conditioning. Problem with netplay is that you don't really have enough time to condition people since you're pretty much playing a FT1 online in ranked. Unless you're playing in a player room, then you can condition. I think with the IB nerf it's more like they can't "lolol ib5a" or "lolol ib DP" as well as they could in CS1. As for 6c, she still has her corner setups with 6c. It's not too hard to get either just there aren't really any JP players that are actually doing them. Though the timing might be different now since steins come out faster but we'll see.
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With all this discussion about oki and stuff, it's not like ending a combo with sod is bad. It gives you time to set up steins and set up positioning. In certain match ups you may just want to end with 3c now just to keep your opponent close but it's really match up dependent. Now that I think of it, I think I enjoy it more because it requires more solid play and knowledge of match ups rather than just practice set ups and combos, e.g. cs1 carl and arakune. I'm sure some setups will still be there and some new ones will probably pop up. We'll see. Lastly, I don't think it's easier to get corner pressure. I think it'll probably be the same in terms of corner pressure and carrying an opponent to the corner. Just it's a lot scarier if Mu gets a corner hit.
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Merry xmas mu players. I hope your xmas is filled with joy.
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If anybody still cares to read this, apparently in japanland, here is the tier list for now. <jiyunaJP> S++ - makoto <jiyunaJP> S - jin, noel, arakune <jiyunaJP> A - rachel, hazama, tsubaki, carl, lambda <jiyunaJP> B - hakumen, platinum, tao, ragna, valk, mu <jiyunaJP> C - litchi, bang, tager So pretty much at this stage, it seems mu is mid tier. EDIT: Listed with tiers.
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Too lazy to type up a wall of text. Some stuff I saw that you could improve is that: 1. You're using too much j.2c. It's fine because you noticed that. 2. I see too much 5c 6c 5d 6d 236d on a 5c or 6c hit like every single time. 3. You're not using your other normals enough for pressure. You always tend to go to 5c. 4. I see run up 3Cs. If it's blocked you cancel into stein and jump out. Any offline serious competitive player will punish you for doing that. 5. Mix up your blockstrings and what you do in general. After watching those matches I feel you're very predictable. It's ok because new players or players playing new characters tend to rely on one thing more than others. 6. When you do 5c 6c 5d jump cancel if your 6c was blocked, people will IB your 6c and punish you for even using that string. 7. I saw a delayed back tech from you when you were in the corner. I don't see why you would back tech in the corner since you don't get up as fast as neutral and people can start an otg combo on you. 8. Don't see enough j.c mid range zoning. 9. I saw a 2c on wake up. I don't know what that was supposed to be. 10. Stop trying to mash out of pressure. I see random things. I wouldn't try and mash out. At least if you were mashing something, mash DP. ;| 11. Stop using 6c in general unless you're punishing your opponent for doing some really unsafe move. e.g. DP 12. You always burst when you're low on health. If you don't get punished fine because netplayers usually don't tend to bait bursts. But any good player will bait your burst since you always burst there. It's a habit among a lot of new players so don't feel too bad about doing it right now. 13. Zone more against tager. The way you position yourself, you're in Tager's ideal range. I don't see enough 4d/6d 214d. Too lazy to point out every single thing but that's what I got from it in general if you're going to play seriously.
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Against jin jc pressure, you have to think about his options like if he doesn't have meter, you can try for a 6a because only way he can bait AAs is by double jumping or a single ice sword which doesn't lead to much on a ground counterhit. Though if he has 25 meter he can start baiting your AAs with j.236d then follow up with a combo to wall carry you. Then his pressure gets scarier. Backdash is a good option because i think the only move he has to keep you blocking or punishing your backdash is his j.c. though tbh, jin's probably won't do that because his j.c is ass for air to ground. If you think he will do that, just crouch and punish.
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Hasn't been said but doesn't look like it imo. Haven't heard that as a change anywhere either. We'll see once America has access to it?
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Om nom nom. Yup. I guess it happens with sprt because he mistakes the mic for ice cream.
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You probably only want to combo into 6c if the opponent is crouching. I think Mu's kind of go to move is sod now for combos, primer breaking, and blockstrings. And about jin well...his j.b did get pretty damn good. Back to CT j.b status pretty much. hah
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I just realized that stein lasers actually do come out faster than cs1 because if you do 5d 6d 236d in cs1, the stein laser doesn't come out but it does in cs2.
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Listing some more BBCS2 stuff: Looks like there is a 2c 5c gatling. There are combos involving that. Omoikane by itself does 2555. 5b 3c sod(lv1) dash 6a delay 6b dash 6a j.2c dash 2b 6a j.b j.c j.2c >(j.d) 4000 damage. If you add 2b 632146c, damage goes to about 5300. Seems like stein lasers come out at the same speed as CS1 but the steins do come out faster 6b moves her forward Seems like if you use 5c 2c as part of your combo when your opponent is in the air, you might have to delay 2c in order for it to work since it comes out pretty fast. Seems like there is less recovery on j.2c? It kind of looks like it but I'm unsure. Btw, Mu's new 5c is so freakishly awesome. I wish CS2 would release sooner for America.
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Looks more like cs lambda's 236c corner bounce.
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From what i saw in a small clip, the opponent bounces off of the wall a little. sod has 4 levels (none, little, some, full). Primers it takes off (1,1,2,3) respectively. If you dont charge sod much, it retains the properties of level 1. Opponent slides on hit at level 3. 4 wall bounces in cs1 at least.
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Probably new standard punish for corners is 3c sod into loop. Depending on 3c's proration now. I wonder if there are any special corner properties if you hit the opponent with level 3 or 4 sod.
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Looks like you can still do 6a 6b in some combos. "J2C>2B>6A>6C>ハバキリ(空振り)> 2B>5C>6C or 6A>6B>5C>6C" Probably depends on the hitbox and the new 6b properties.
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Please read the FAQ next time before you post. The answer is already there.
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I think that shouldn't be a problem because of the fact that Mu can jump cancel steins. So if he tries to do that to get past, jump cancel and j.c if he's getting close or if he does it late, you can air dash back after the stein recovery.
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As for the ratings, I'll leave that for you to judge. Some people learn faster than others so it's kind of hard to put a number on that. There are many factors that go into this such as if BBCS1 is your first fighting game or not. How fast do you adapt to different situations? How much experience do you have with zoning characters? It really depends but I think Mu is one of the characters that requires more dedication and time than others. As people said she has a lot of tools and you need to know how to use them and when to use them. The biggest problem I find with Mu players nowadays is I think they need to turtle more and focus on their neutral game. As I see it right now, too many Mus tend to rushdown when there are NO steins on the field at all and that's when Mu is the weakest if she doesn't have space between her and her opponent. Another problem I tend to see is a lot of whiffed moves which leads to big punishes from other opponents which is why I said people need to work on their neutral game. Lastly, you also want to figure in combos. The combos that give Mu the most damage are generally quite difficult (xx 6a 6b 6a 6c 214d(whiff) dash 6a 6b xx). On some characters it's easier than others due to varying character hitboxes. You also have to adjust your combo if you're close to the corner because if you're close to the corner, it's harder to pick up that same combo after the 6c 214d(whiff). So your execution will also factor into the difficulty rating of Mu.
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Moved posts about Mu difficulty to General discussion in case any one is wondering where they went.
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Roseville, CA, A-1 Comics BlazBlue Tournament Date-Dec.11th!
Aginor replied to sakabato24's topic in Archive
0% chance for me to go to this. Dentist appointment + Senior Project Expo! So much fun! good luck guys. -
Back to this match up, I'd say this is 6-4 in Mu's favor for now. Valk really has no good way of getting in on Mu. Tools to use: j.c, steins, 236d, sod, 5c, 2c/6a. Those moves makes getting on Mu a living hell for valk. Not to mention he only has 4 primers too. So it isn't too hard to guard break him. If valk is pressuring you, moves to look out for are his shoulder charge, 5b, and 2b. You can ib those moves and DP. If you block valk's ground super, it's a free 6c FC. If you block the air super, free 3c CH. Only thing really is, don't let him 2c CH you because if he does, that's pretty much the round. lol Other than that, just try to block everything otherwise, you'll take a lot of damage. Valk's combos hurt. ;|
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Noel can't really do much to you full screen away except air super, optic barrel or ground super. Optic barrel is slow and can be easily dodged. Ground super won't really do anything. No damage and recovers way to slow. So you just have to worry about her air super but you can bait that out. Noel also doesn't have as many mobility options as Bang or Tao so her movement options can get predictable. She'd also want to maneuver around the steins because she can't get caught blocking too much because then you can go for the guard break since she only has 4 primers. Tsubaki only as the 236 and j.214 series to approach. That being said, all of the 236 and j.214 series are unsafe on block except for 236d. So she would need 236d, or a 236 or j.214 move with an rc to approach safely. Even if she does get in, it's pretty bad for her because then she has to make sure you don't mash anything. Otherwise, she ends up being on the other side of the screen. Makoto it works only because she has no range on any of her moves. It's actually good to do it on Valk as well. It's really hard to get in on Mu as valk.
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Ending with SoD is actually REALLY good against characters like Makoto, Tsubaki, Noel, etc. because they have to get in on you again. Except you get time to place another stein out. What's going for you is you get steins to work with + your opponent has to get in on you all over again.