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Everything posted by Aginor
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If you're talking about an all conditioning character, Mu is not one of them. If you want a character that is ALL about conditioning, go play Noel or Tsubaki. Sure Mu needs to condition opponents and that's what you should do but she isn't all about it. She's more about oki and setups with mid-ranged normals than conditioning opponents.
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First off, you SHOULDN'T be mimicing jp players anyways. If you do, you just end up being a shadow of that jp player and probably nowhere near as good. That's just my 2 cents on that statement. vs Heroic: 1. Stop using j.2c randomly so much. If it gets blocked you're screwed. 2. Stop relying on 214d a lot. It comes out fairly slow and if you whiff, then you wasted time summoning those steins and you just exploded them. 3. If he isn't mashing collider, jump and air dash back more if he's close to you. 4. You probably want to use 6c less. Due to sledge and if you whiff, it's devastating. Even on IB if Tager is close to you. vs. OmniScythe 1. Don't rely on wake up DP so much. If you do, make sure you have 50 meter sometimes instead of doing it without meter. 2. I don't agree with the burst at the first round because it's kind of obvious that one would burst towards the end of the round when you're dying. I don't know if you knew that combo at the beginning of the round would lead to a lot of damage but that would've been a good time to burst. 3. Towards the end of the first round you went for super. tbh, if I were you, I would've gone for a setup. 4. 1:30 I see you whiff 2 moves which is pretty bad....So advice would be to know the minimum and maximum range of your moves. 5. Last round, don't try to mash out anything but DP if you're in a blockstring unless you know you can punish it with that move. 6. Try to 2b more if you see makoto's 3c. That is if you are on the ground and she starts the animation. Free combo.
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66 2b - Input the dash just as you land from j.2c. If the opponent techs, you're doing the 66 too late. If you don't see a dash come out, you're doing the 66 too early. 2b 632146c - do 632b146c.
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It forces a block, they're stuck there blocking. Ask yourself which way are they blocking? Use a normal that will hit them. tbh, BBCS is a VERY defensive game. I'd rather take no risk and try to get something from it than taking a huge risk of not know what they will do on tech. At least you're forcing a situation on them. After you recover from 2b, you regain all your options. Look at Bang, Litchi and Ragna. Their styles are pretty much NO risk, and HIGH reward. If you land a hit with that set up you get HIGH reward for NO risk. And 5d 6d iad j.c land will probably only work on certain characters. It will cross up on some and won't cross up on others and obviously I would think it depends if the character is standing or not.
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tbh, I haven't tested it. It's just coming from experience. Testing it right now and I'll edit this post with results. EDIT: After trying it out, I was correct that reversal DP beats it. BUT I got Ragna to whiff his DP before. I'm guessing that's due to using 3c's max range and then doing the set up which would work in this case only because the laser is going to deal with the back tech, 2b after the 6[d] for forward tech and whether he choose to DP or not is up to him. If not, then it's a free mix up. Other than that, reversal DPs or supers that have range will beat it out.
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When they neutral tech, they are already within 5d exploding already. By adding in 4d, the set up isn't safe anymore. The opponent can DP all they want or forward tech since you're wasting time doing 4d and exploding the stein. Sure it breaks primers but uhh....it really just isn't viable in high level play. Regards to the other set up, you take too long summoning 6[d] that it only works on delay techs. That mix up is easily countered with a reversal.
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I guess someone likes to have a character with no mix up. *cough* tbh, laser are fine the way they are. 214d speed increase would be nice but isn't necessary. Even though 6c FC does 7.2k it makes for for not having much damage without steins. She doesn't need more damage when she's steinless because she already has setups. And really good ones for that matter. In terms of the 2nd paragraph, that's what ASW is trying to get rid of in the first place. Then we'd have another Litchi if she had oki block 3-4 mix ups before they can get out and do 4.5k meterless. And you can already place steins mid combo with xx 3c 2b 5c 6c xD j.2c xD and then do whatever after that. FlyingVe: The only thing I think Mu really needs from your list is the 6b link 2a on normal hit. Other than that, everything else would be nice but I just don't think ASW would implement those changes.
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I'll be making it out to this event.
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Silfer: Yes 2c must be faster now. Since the 2b 2c gatling was always there and now it combos, the only change that was made to 2c would have probably been the start up of it. So far I'm fairly satisfied with the loctests. There's still 2 more loctests. I think she'll pretty much be the same though.
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6a 6b where 6b being delayed has already been discussed. If the 6b is still whiffing on the 2nd hit then you must time your 6a later. That's the other source of why the 2nd hit of 6b doesn't hit.
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The only moves I know that give + on block would be lvl3 63214c and 2b. Another one would be if you happen to get your opponent within a clump of steins where they are forced to block and can't do anything because they're locked from blockstun. Oh yea and 214d I'm pretty sure if they block it.
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Once they hit the ground, they can emergency tech from 6c. You'll notice makoto lying on the ground for a while and that's how you can tell. The 2b in the setup is too slow it only catches people that tech really late due to the 6[d]. I'll try it later but that's the impression I got after watching it.
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That set up you listed as favorite I think only works on delay techs imo. The makoto in that video wasn't emergency teching. Knowing most players they'd be doing emergency teching or rolls or quick get ups. Though quick get ups don't happen too often.
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That'd be more like just 2b. If anything we might get a damage increase from 2b 2c instead of doing 2b 6a. Keep in mind that 2c has more start up than 6a so it's better to do it early on in the combo and then to continue a corner loop for more reps use 2b 6a instead. That's how I see it. I don't really see it adding much but that because you can already gatling 2c from 2b. I have no idea what j.3b is. Unless they mean j.2d? I have no clue. Oh btw, if they kept the changes from the first loctest (I think they did), then Mu's 5c should be faster except have less range. Kind of like what ASW did with jin's 5c going from bbct to bbcs.
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Oh yea....just in case you don't know what to do if you try that and your opponent flies over your head. Use this. You can cross under them if this happens. Hell, even with that set up I listed up there, you can do 5d and cross under instead of 5d 214d 2b. Just listing some possibilities out there.
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Here's a really strong oki setup I saw. You'll want to space yourself so you can land a 6c on your opponent in the corner. So you do whatever into 3c 2b 5c 6c 5d 214d 2b. By doing this you're covering backwards teching by the stein explosion. Forward and delay teching is covered by 2b. If they emergency tech, they can do one of these 2 options. 1. Emergency tech DP 2. Emergency tech block If the first option happens, you'll be able to block it after the 2b. If you're going against Tager, Hazama, or Ragna, omit the 2b. You'll probably want to super jump barrier for a second to bait out any reversals. If they forward tech in this situation you can iad.b and apply pressure. If the second option happens, then you get a free mix up and they're forced to block the stein explosion so they lose one primer. I made a video of it which can be viewed here. Sorry for the ghetto setup but that's pretty much all I have. =p
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Going into any C attacks from A and B attacks in general is a pretty bad idea if your opponent knows how to IB. If they IB, there are HUGE openings in mu's blockstrings enough for 360/720/DP and the list goes on. I recommend doing stuff like 5b 2b 5b pressure or 5b 6a. You can also end your blockstrings early to jump cancel iad.b to set up steins depending on the opponent.
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Technically, you can't hit confirm a 2c CH with a 63214c unless you suddenly see a 2c CH and react to it like FlyingVe said but I don't think it's humanly possible if you don't know if you're going to get it. Whereas if you're anticipating your opponent to use a certain move it comes out and you use 2c to CH, then sure but other than that I think stick to 2c jc ad.f j.c j.2c etc. is your safest option.
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I never said 663b wasn't doable online. And how do you get it to come out consistently when there is lag? Unless you're really good at adjusting to lag spikes or something, I don't see how one can pull it off consistently if there is lag. Unless you're blue beating it and the opponent can't tech or there is not much lag at all. It also depends if you're doing it as part of a regular combo or a fatal counter combo.
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CH 2c just do what're you're doing with jc ad.f j.c j.2c into whatever set up you want. As for the 663b/dash 2b, you should time it so it's like just before she hits the ground for normal hits. As FlyingVe said, it's really strict. You probably won't want to stick with it online but you can also shorten your combo to allow for oki. And of course, if you were to do the dash 2b stuff after a 6c FC of course it'd be much easier than doing it off of a regular hit.
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I'm thinking about going to this. Still unsure.
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Should've responded to this earlier but do you have the dual modding schematics? I bought the chuthulu(however it's spelled) and the imp separately. I have some pics but I don't know if they're right. I remember one I downloaded I think had one wire connection that was wrong. Do you have any picture of the connections required?