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Everything posted by Aginor
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I don't think the losing a charged steins hurt too much. I never found myself using too much. I think it was needed though otherwise pulsr's lol7primer setup would still be there. Kind of bullshit if you ask me. I think it's evened out by the fact that after you defensive burst, primers are rounded DOWN anyways. We still have sod so I don't find it that big of a deal.
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5c 6c already combos on a crouching opponent. Whatever. I don't feel like trying hard to understand it.
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We already have a 5c 6c gatling? lol
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Whatever. It's still not the final build. We'll know what the full list of changes really are a week from today. Edit: First nerf is laser from the stein comes out slower. Second nerf is something about guard break or guard primers on charged steins or having a bunch of steins? Second Edit: First nerf translation was wrong. Now it's right.
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Ok so I watched all of them. I'm too lazy to point out every single little mistake you did but....here are the general things I've found. 1. You always tend to burst in the same place. Within the first few hits. It's good since most people don't expect it but if you do it too often, the better players will start baiting it. 2. Stop trying to use 6c as a poke against haz. That move is too slow and he moves too fast. Only use it when you're going to punish something. 3. You can set up steins against haz. If you're all the way across the screen you can summon 2 since his chains don't go all the way across the screen. If you're at mid-range you can summon 1 but it's risky because of the chains. Though! If you're close enough, his chain won't give that much hitstun so even if he hit you, you can probably still DP. The amount of hitstun on his chains is distance dependent. Problem I saw was that you try to keep summoning 2 steins regardless of where you were in relation to him. 4. Any haz that knows what he's doing should just stand back and chain you all day until he lands a hit. Hit leads into mix up. 5. Seems like you're mashing the C button WAY too much. Whiffing 2c is pretty bad. 6. Normally you probably don't want to use 236d or 214d as much due to all the start up and all haz has to do to counter that is chain you. You could use it when the momentum of the match is in your favor. 7. You don't always need 2 steins on the field. It's more about placement rather than numbers. 8. Not blocking jayoku houtenjins. 9. Use 5a to stop him from approaching you with chains if you bock his chain. 10. Backdashing leaves you vulnerable to chains. Against haz, only safe places you can really exploit him is if you're all the way across the screen from him or if you're just within range so that his chains don't hit you with a ton of hitstun. At that range, your normals will beat his normals with range(I would think, unless Mu extends her hitbox). Within mid range, stick to j.C and 5C. Use more A and B moves too.
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Do you mean rhapsody of memories? If the doll is kind of behind you then super jump forward and air dash back? If it's right next to carl, air dash back and set up steins. Usually carl's don't do that on wake up. Or you could try using 632146c on carl during the super flash (lol). That way it hits carl and runs out carl's super.
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Well if it tracks, he could just make more big orbs with j.2a I'd imagine. But yea he shouldn't be able to punish iad.b j.xD. But just cause he has an orb out doesn't mean you can't set up other steins, it just means that you have to wait longer for the orb to disappear. That's how I see it. If you're conditioned to attack a certain way, only thing I can say is change up your playstyle or play exactly like Spark, defensive and reactionary.
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Match up wise, mix up your blockstrings. You can try and wait for hakumen to do something and until then, just zone. Thing is, it's already hard to get in on hakumen since his normals pretty much outrange every single normal you have but 6c. I wouldn't recommend poking with 6c but it's ok once in a blue moon. If hakumen, is close up you can DP but if he tries a jump in, be careful as Mu's DP tends to clash with moves like hakumen's j.2c. In terms of Spark, he techs throws on reaction. You should probably only do it once in a while just to throw him off. Since he pretty much IBs every single thing, all the more reason to do stagger blockstrings and mix it up between them. All he does is wait until he finds a hole to punish you and he'll do it because he IBs which makes it possible for him. You'll prolly need to upgrade fundamentals as well against him. Try to land a hit and do setups. I don't know if Spark knows them but it's worth a try. I'm actually quite envious you get to play Spark. lol I'm pretty sure you'll learn a lot from him.
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Zone until something is hitting your opponent or opponent is blocking something? lol
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I personally don't think online should measure skill BUT THAT'S JUST IMO.
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Rin I'll see if I can get you in in Hayward. PS THIS IS DACIDBRO LOL HYPE
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Doesn't mean she is. I'm interested about how bullshit her corner oki will be. lolol Especially with faster steins.
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The problem with maining Mu right now is you really only have netplay to gain exp unless you have a good amount of sessions so it's a lot harder to get exp with her. And some people pick up characters faster than others. It's natural. Once you play a lot more and get the hang of BB it shouldn't be too hard. Mu is not easy to learn and I think the play style doesn't really matter either especially if you're just starting to learn fighting games. But having a similar play style helps. I just think that if you want to learn a character and the play style doesn't suit yours, just learn/play that character anyways. As for subs and mains, I guess other people found characters that they are more interested in?
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What are you talking about? You obviously want your opponent to be in the corner. Then you give them less space to work with. @KojinSagara: BBVLog is west coast only or online. Mostly online stuff with a sprinkle of tournament play. TheBBVLog also resides in northern california and uhh....I think the only Mu player in that area is me. I could be wrong but I don't know of any other Mu players around here. lololol I think some people that played Mu will go play other characters. Especially, people that switched to Mu from Rachel in CS1. There's that and the ones who want to play valk, makoto, and/or platinum. I don't think it will change once CS2 comes out either.
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Off topic: I moved a bunch of posts that were not even related to any critique/self-improvement discussion to the general discussion thread.
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End with 6c into reset or drop your combo and go for a reset.
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Most likely, I won't be going to any ranbat in December. Going to be too busy with senior project, labs, and finals coming up. And I HAVE to do them otherwise I don't graduate. I'd rather skip a month of not going to a ranbat than fail my classes and not be able to graduate. You'd have to get Spirit Juice to run BB. If he's busy Coopa might be able to do it.
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According to eirei in the BBCS loctest thread, Mu j.2c is still untechable. I guess that means it's the same as CS1 where you can't emergency tech it?
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OS jayoku houtenjin. Punish tech rolling out of the corner mindlessly. No need to predict the roll. lols
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Most likely you will be able to get oki from a throw as well. Some old stuff would probably work like throw 6a 5c 6c. Most loops are out but looks like we might still have 214d loops. If that is thhe case, that would be awesome because we can do 214d loops into 6c reset. :>
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Whine moar plz. Lolsrsly the real game hasn't even came out yet. We still have easy guard breaks with unprorated damage. I'm sure we'll come up with new resets. If you are just saying RIP to Mu then just play another character. Unless you are psychic about the changes from now to the final build, i don't think the RIP was necessary. On another note, i am happy hey had this loctest. Hopefully, they will make some changes between now and the final build. But yea, hopefully they revert 3c back to what it was.
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Then you'll end up getting trolled just as you're about to win because your opponent will run it back and 4-0 you in rounds! Speaking of which I really need to upload that video!
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The ranking system is kind of like what you see with SF4 cards in japan. It stores your win-loss data and PSR and title I think? Btw, FlyingVe you put 15th to 12th. Shouldn't it be 15th to 21st?
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For neo's setups what is the reward if the opponent gets hit? I played around with it a bit. But i guess it is just used to force people to block?