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Aginor

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Everything posted by Aginor

  1. You can go for a kara throw after charge cancelling, or you can go for lows such as 2B or 6B. 3C is jump-cancellable on block as well. But you should rely more on charge cancelling as well. But first off, you always have to condition your opponent first. And this is near impossible on netplay unless you play the opponent many, many times.
  2. Super is 632146C not 63214C. =p Free air super when Mu shoots lasers. It's just a matter of getting in for Noel. Be careful of being too far out against Mu because of 6c as mentioned. You never want to get 6c FC'd. Worst thing that can ever happen to you. Pretty much once you have 50 meter, Mu can't really use 236d out of nowhere and be safe. Oh yea as a side note, when I was playing this match up today, Noel's 2d went over Mu's 6b.
  3. Never end your combo with a DP because you pretty much end all your momentum UNLESS you know you can kill your opponent with it. I'd suggest ending with j.2c and set up steins because at least that way you can maintain pressure.
  4. Yea I was wrong. It is jump cancellable. But you still eat shit if you're magnetized and jump cancel after setting up a stein because of atomic collider. =p And well...keep in mind mu's moves are slow so you have to be selective about which ones you use.
  5. What you say is only true if your opponent regular blocks the 5d. For the case of ib, you'll get DP'd right after the 5d. Why would your opponent deal with mix up possibilities? 5d and d.5a are both mids. Also, if you can ib d.6c then you can DP in between d.6c and d.6b. That's if you were even able to force your opponent to block a d.6c. The only thing you'll get from doing that is that you won't be in a CH state. Not like it matters anyways because you still got hit! I guess this will work online but otherwise, meh.....
  6. Sorry dude. No matches of my Mu. The only vids of me that are up are ones of me using Noel or Jin mostly. I have one with me playing Hazama. lol.

  7. Maybe to close the gap towards you. Oh great A sledge, he has more recovery, free damage for me. I love how you act like Tager gets in for free and everything is hopeless. Who said you had to DP? Who ever said I had to explode steins when he's standing. I can just explode steins for oki. Oh wait tager can just wake up sledge when the steins are exploding right? Volt Charge just sweep. Oh and Heroic maybe you should learn this thing called rushdown. and also maybe uhh...yomi. If you're saying tager has the advantage then you haven't played a good Mu or you don't know how to play Mu and you get raped by Tager. This match is 5-5 at worst for Mu.
  8. I don't think it's a change. Rachel probably 6b CH'd tager because he was in recovery of voltec charge. I was never saying it was a bad match up. Use 6c to punish whiffed magna tech wheel, whiffed 2c, and you can space yourself to have it beat sledge and have it hit tager when he's recovering from it.
  9. Lol the problem is you're saying it's so easy and all you have to do is just spam lasers and explode. Keep in mind exploding steins has quite a bit of start up. You can be hit out of it and the steins won't explode. Next, you don't punish voltec charge with 5c unless you don't mind your 5c doing nothing. It guard points mid and high attacks so you would do a sweep. Why would you want to punish something you see coming with 5c 6c 6d 63214c. You can just 6c him for free and time it when he's in recovery then you get a free 5k combo. And what if he isn't near a stein? Problem is tagers who know what they are doing won't just sledge every single thing. They will walk towards you and keep blocking until they have you cornered. Once you're cornered, that's when they start doing bad things to you. And Nu/Lambda has a much easier time against Tager than Mu. Mu does not have lambda's 5d to instantly punish something stupid. Lambda can wear down Tager's magnetism so easily that it's braindead, Mu doesn't have that option. But yea.....
  10. Ok uhh...first off 5d 6d j.d j.2d is like asking for a spark bolt to the face. He can close distance fairly quick with sj.c. Yes he can sledge if he knows you're summoning all of them. He'll just sledge and hit you while you're summoning them. Mu doesn't jump cancel steins.........ugh....it's just there isn't much recovery on steins so you can jump shortly after the stein is summoned. Oh yea if you try to jump after a stein is summoned and you're magnetized, you eat an atomic collider. Have fun with that. Before I forget, while you summon steins, he might as well charge up spark bolt and use it. But yea like, to be safe only summon one at a time. Don't try anything stupid magnetized because once you get hit, you'll start to take a ton of damage.
  11. Actually, I think that works on every character but it's very height specific. I'll look into it more later.
  12. That's a bad reason to dump a character. But uhh...Mu's more advanced combos are hard to pull off. It's a lot of dash 2bs. She involves a lot of dashing and that 6c 214d(whiff) 6a. I mean if you want online friendly combos, you might as well pick ragna or bang. If any rushdown character is close to you, block or DP. Against tager just zone him all day. If you get close to the corner, just run under him if he jumps. If he just walks, fight your way out or try to air dash over him.
  13. Name Input Cancel Damage P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable 6A SJR 800 100 89 All 3 HB 21 7 29 -19 41 17 17-30 has projectile guard point, has draw-in effect A Sledge 236A R 980 70 80 All 3 HB 19 3 21 -2 35 36 1-22F projectile guard point, standing hit has hit stun of 29F, ground guard has guard recovery of 21F, 65% same move prorate, 22-31F can add follow-up B Sledge 236B R 1100 70 70 All 4 HB 35 6 15 +3 51 40 1-41F projectile guard point, ground hit has stagger of 31F, ground guard has guard recovery of 23F, 55% same move prorate, 41-48F can enter follow-up Voltec Charge 421B - - - - - - - - - total 39-113F - during move - high mid guard point till 6-16F or 1F after button release, 22F adds 63 to gauge, each additional charge frame adds 4 to gauge, gauge increase 7F after button release Above info. taken from tager's frame data. None of those moves absorb a certain amount of damage. They're all based on the amount of frames it can guard point a projectile move. Time your 6c so if he tries to sledge through lasers, you will get a fatal counter on tager when he is recovering from sledge. Otherwise, Mu's advantage. Mu has mobility and zoning options. As for exploding steins to punish sledge, I don't think it'll work because he'll probably just guard point the whole thing. Not worth it imo.
  14. Another note as far as 6c FC combos go, you also have to alter your combos if you are deep in the corner and the opponent has you cornered. Still experimenting but I should have a set of them soon.
  15. In relevance to the combos listed on the first page, the fatal combos don't always work. They only work midscreen on a grounded opponent. The different situations you can have is when the opponent is deep in the corner, you are deep in the corner, and whether the opponent is in the air or not. Also, if they are in the air, how high in the air are they? If they aren't too high off the ground, you can get away with doing the fatal counter combos on the first page. If they are fairly high, then you have to do a different variation.
  16. Yes it does but thing about mu 6c FC combos is whether the opponent is on the ground, air, near the corner, or if he/she is midscreen. Depending on where they are, you have to adjust your combo. I've been able to get 6-7k combos off of 6c FC on opponents in the air depending on the circumstances. If those circumstances aren't in place then probably 4-5k I would assume. Oh yea. None of the 6c fatal combos posted in the combo discussion work against characters in the air. I've tried it myself.
  17. Hey Kurushii. Sorry I don't have those arts in my gallery. I can't help you there. :(

  18. This match up shouldn't be in tsubaki's favor. First off, in terms of blockstrings, lrn2IBDP. 5B locks down your options? DP that or if you read a bait then backdash. There's always a gap between 5b 2d 5b. Tsubaki shouldn't be airdashing in when you have 2c, 6a, j.c, and 5a. Why would you want to explode steins in case she shield rushes? It's too slow do that and then tsubaki gets a CH on you. Have fun. Better off just blocking because all her shield charges are minus on block except the D version.
  19. I'll leave this here.
  20. This sums up grand finals of the last tourney. :|
  21. Very true. Noel is like a bag of gimmicks. Like you can't just rely on one thing otherwise you'll lose. Oh yea....once you get that hit, you have to make sure you don't drop your combo either. Though the only thing really going for Noel nowadays is damage. Nas, there hasn't really been any noel vids. I think Gucci switched to Arakune. I saw in that SBO thread that he qualified with Arakune if it's the same Gucci I think it is. But yea....
  22. 632146c fully charged? Don't you mean 63214c? If so, there are 3 versions. One fully charged, one partially charged, and one is the initial. They break 3, 2, and 1 guard primers respectively.
  23. I might be going to the ranbat. Not too sure just yet. =p Oh and Scott.......send us the flierrrrrrrr........ :<
  24. Hey PNW. Sorry I wasn't really able to meet most of you. :< But! Here are the pictures I took of NorCal and PNW. Thanks for coming down and hope to see you again in the future. :> 1 2 3
  25. You would want to do that to make a combo video and show off to your opponent! It awesome to waste meter on useless things!
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