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Everything posted by Aginor
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BBCS Results 1: Spirit Juice [4] 2: 2GB Combo [2] 3: Crosell [1] 4: Whiteboywilly 5: WallJumpMan 5: Noej 7: Chun 7: Mystic D 9: Solx 9: Aginor 9: Blk_mage 9: Soniti 13: Volfogg 13: DeadlyBase 13: Iksue 13: NightAngel 17: Pile 17: ehuangsan 17: Shining Aquas 17: jvpenguin 17: Tenkai 17: Tam 17: geobuster
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I don't know exactly how hard it is to hitconfirm but ehh....if you can do it then go for it.
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I don't think it's efficient to use meter to combo after DP since the DP prorates by A LOT. I guess you could do the midscreen one since it's to put momentum back in your favor and you're resetting your opponent. But normally, you shouldn't RC a DP to add more damage unless you know you're going to kill them. Then sure.
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I already said that combo a few posts back. And it works on Litchi and Lambda. Doesn't work on Hazama and Carl. Please read before you post.
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FC combos aren't so hard to do as they are to hit confirm and know how far you are from the corner by the time you 6c. Mu's hardest combos involve xx 6a 6b walk up 6a 6c 214d(whiff) 6a 6b 6a since it's really character specific. Some characters you don't walk up and instead you do 6a as fast as possible after the 6c. Some characters you have to delay the 6c a few frames after the 6a. Then once you do the 214d(whiff) 6a then you have to adjust to whether you have to delay the 6b by a few frames depending on the hitbox. So far the only character I couldn't get it on was Hazama. Oh yea if your 6a before 6c whiffs, it's due to your initial 6a. Even though you might hit them at the right height, you aren't close enough to them so the 6a before 6c will whiff even though you time it right. As for a follow up after that sequence, you'd want to just use jc j.c j.2c. Keep in mind when you do this, 2b 632146c won't work (at least I've had no luck with this). You can only do 632146c if you can do 2b 5b 632146c on your opponent. The starters for the sequence I listed above include 6a(CH), j.c when you are low to the ground, 2c when you CH your opponent when they are on or close to the ground, air throw rc 6b, and throw I believe. Next, hardest would be 214d(whiff) combos. After that are combos that involve dash 2b. I'll list the ones I suggest. 6a(CH) 6a 6b walk up 6a 6c 214d(whiff) dash 6a 6b 6a j.c j.2c *Above can be repeated for the starters I mentioned. Just replace 6a(CH) with a different starter. 5b 3c 2b 6a 6c 214d(whiff) 6a 6b 6a j.c j.2c *5b at point blank range otherwise first 6a will whiff *If this is started with 3c, you have to space yourself a little away from your opponent. Can't be point blank or max range. Somewhere in the middle. Too close = 6c whiff and too far = 6a whiff throw dash 6a j.2c dash 2b 5c 6c *I guess this would be kind of simple but what makes it tricky is the dash 2b.
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Not as far as I can figure out now. He does have a wide hitbox so if you were to airdash backwards j.c and mu isn't facing valk, you will still be able to hit valk with j.c. The only thing as far as his hitbox goes in regards to combos is that, you have to time your 6a's earlier so valk can't tech.
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It's actually pretty hard to get throw 6a 6b on valk. You have to time the 6a a lot earlier and 6b if you do it immediately after the 6a and the 2nd hit whiffs, you have to delay the 6b by a few frames. I find Valk to have this really weird hitbox. I think he lands faster than most other characters but it may just be me.
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But then again, Mu's zoning isn't perfect like it's not as good as Lambda's or Hazama's but yea. I think for everybody especially Mu players, you really have to learn how to block stuff. I personally don't like blocking which is why I wanted to strengthen my neutral game so I don't put myself in those situations but I guess some times it's just inevitable. Match up will probably happen again this weekend since there's a tourney and playing the same person (lol spirit juice).
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@FlyingVe: Sorry if my last post offended you in any way because I never intended it to be that way. I was trying to give like a general sense of options when zoning and a style of play. oh and a tip for setting steins, I would set them closer to you unless you're going for a set up or being offensive. Most of Mu's zoning game is just zoning with j.c, 5c, and steins. @Tempest: I only have one video of me playing recently. Or well...playing as Mu. http://www.ustream.tv/recorded/10247160 2:24:00 Pretty much at that point in time of the video, you'll see me play Mu. I get blown up because of not knowing the Ragna match up. I was mostly basing my play on theory. That and the screen I was playing on felt really weird so my IBs got all messed. And one of my scenarios failed. lols What I learned is that make sure you really know the pushback of your moves, never ever try to punish Ragna's 6a, and Ragna will always get in so you need defense unless your zoning is completely perfect. I thought I could punish Ragna's 6a after barrier IBing it but it doesn't work. Instead I got FC'd and I was sad. ;|
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You don't approach them. Let them come to you unless it is hazama or lambda. Why would you put yourself in a lot of danger when you can sit all the way on the other side of the screen zoning and not take damage? Imo, work on getting a strong neutral game. Use steins to force certain options on your opponent. When you set up steins and your opponent doesn't like to block, their only options are to approach by air, use a move that will guard point lasers, or use a move that is fast and goes all the way across the screen (can only be performed if certain conditions are met). Vs air: 6a, 2c, air throw. Vs guard point: spacing, (j.c, 5c) Vs full screen moves: bait and block. Lastly, low profile moves can be countered by 2b except noel's 3c probably but you can just block that and punish her. Once you get a knockdown, then you rush down and keep resetting your opponent. I'd say it is more of a passive aggressive style but that is how I usually play mu. But yea. I think you should only approach when steins are out or the momentum is in your favor because it gives you a lot more options.
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Btw, you don't j.2c them right when they hit the ground. It's right before they hit the ground. I can just say your way isn't reliable since if you have a higher jump you'll miss your j.2c. It'll whiff and they'll punish you. GG.
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Your theory of using j.a j.c j.2c didn't work when I tested it on forward techs. Mu is too low to the ground to do a j.2c. If I sjc'd the 2d I'd be too late to hit with the j.2c. If you are able to land the j.a j.c j.2c then do what you said I guess. But with how low pulsr is too the ground in the video he showed, there is no way he can do a j.2c with that height and still hit the opponent unless it's maybe Tager. He's the only one I got j.a j.c j.2c on some times but even then, it's not really reliable. Oh btw, if the opponent were to not tech, your j.a j.c would whiff completely. Put in quick get up because I assume that's what you really meant. And even with that, the j.a j.c j.2c didn't work for me when the opponent does a quick get up. Granted, I can't mimic that pulsr combo after the set up, I'd go for another reset right there.
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Your opponents cant burst. If they try to do it before you do the super, it wont hit you and you can punish them for bursting. It's essentially guaranteed burst safe damage. Whereas 632146c, if your opponent knows you are going to do it, they can burst before you do it so when your super does come out, the burst will hit you and you lost your 50 meter. Oh yea the super is pretty good for chipping your opponents life away if they have no barrier or they don't use barrier guard.
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Well....ASW is trying to get rid of big damage. They decreased the overall damage for most of the cast and they got rid of loops for each character pretty much. This probably hasn't been state yet in this thread but another system change is that B, C, and D moves are all air unblockables. You have to barrier them in order to block it. Finally, you can't just hold 7 and push barrier right when you jump to block everything. So now, your opponent has to eat your mix up and they can't jump out of your pressure if it's air tight.
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Synthesis: But Rachel didn't go from mid tier to low tier. But I can imagine it sucks having your character be pretty much unplayable. Have fun playing Platinum. A few things Mu still has going for her: -She will still have decent damage just j.2c won't really give you oki and there really isn't any reason to go into an air combo. -Resets with 2b 3c back and 6c still being untechable until the opponent hits the ground. -Guard breaks. When characters burst, most characters will have 2 primers after one burst. That and guard break damage doesn't prorate anymore. -632146c still retains its minimum damage of 1500-1700 which is really good for a super. tbh, Mu will still pretty much play the same way. EDIT: Mu still has her ridiculously good air throw too.
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tbh, a lot of people are overreacting. At least Mu is still playable so I don't see why you're worried. And if you can't accept and adapt to the changes, then maybe you might want to pick another character. Shockna: I used to main Noel.
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Time to go back to I think it was GGXX where ky and sol were top tier! Zeromus: Sheesh, calm down. Even though they made j.2c techable it's still LOCTEST. Still not the final build. Back in BBCT, ASW nerfed my old main from mid tier to BOTTOM 4 in the final build. But then again, because of that, I guess that's why I'm not really worried about this loctest. And yea, I reached that point about not knowing how to play my old main since my character changed so drastically from BBCT to BBCS1.
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I have a 360 console! But I don't have BBCS for it. lols But yay, I can use my dual modded stick if there are 360 setups.
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There will be people there. It'll be more like, Donate to the Spirit Juice EVO trip fund. But maybe not, depending on whether or not Scott decides to scrub out to somebody. ;|
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If they mash, cross under with 2a/2b/2d then jump to force a whiff. Or cross under and DP but that's just kind of stupid. lol But it'd work. But you should be at an advantage. I don't see how you could be getting mashed out unless you're using some slow move, timing your meaty wrong, or they're mashing DP.
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As more of a fair input, this match up isn't completely free for mu. Depends on how good the Tager player is. Assuming the Tager player and Mu player are good then match up imo would be 6-4. No way that it would be 7-3. And I agree with AXIS that AT WORST this match up is 6.5-3.5 in mu's favor. But I'd consider this match up either 5.5-4.5 or 6-4 in mu's favor. Thing about Tager is that once he gets in, Mu is really screwed assuming Tager keeps mu in the corner and keeps doing resets. FlyingVe: Carl vs Tager was just as bad as Arakune vs Tager. Once carl started hitting tager, carl already won pretty much.
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Coopa. Because he has 20 gigs of anime girls on his hard drive.
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Do also keep in mind when you discuss about 6c into stuff that, if you were to do xx 2c 6c, it won't launch the opponent as high as 2b 5c 6c since 2b actually picks them off the ground. So pretty much we'd still have to come up with new set ups or you can push them away and put the game to neutral with 63214c.
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Shout outs: Woodstock's Pizza - What a fucking amazing dessert pizza. Stay gdlk. Drom's - For the venue. Coopa - For letting me stay at his place. Chun - Organizing my ride to Coopa's place and going back home. Everybody else that came. GGs to people I played.
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1. He can sledge it. 2. You lose all your steins so the time it took you to place all those steins are wasted Use steins for lasers and the threat that there could be a laser to keep him in blockstun and a mix up that follows it if you so want. 6d 4d 214d is pretty meh. Thing about lasers is that if you aren't sure where your opponent will be, the lasers will still target and hit the opponent. If you want to take off primers, I feel lasers into 63214c is much better for the fact that, Tager's might not sledge from full screen due to 5c.