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stinkymonz

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Everything posted by stinkymonz

  1. Also, ground FB disc was totally gonna get nerfed. Vacuum + guard gauge buildup + 1000 frames of blockstun on top of all her great mixup options was really a bit much for only 25% tension. I'm glad that they are making this change (should the change stick in the final build), because it seems to add just enough recovery to make it less of a threat without the FRC. The current FB disc recovers fast enough that sometimes Millia (or perhaps just Woshige...) gets away with ending blockstrings with FB disc for free mixups. It's a really subtle nerf that may not end up a nerf, because it gives Millia more options as well; I'm having dreams of using ground 236D FRC j.K to bait lows -- something like a flashier 6K; or JI 236D (lol) FRC airdash/Turbo Fall mixups. Or maybe with the FRC now you can use it like Woshige, only it's legit. also, with the new Slash Back, FB disc might be less of a viable oki anyway. Coming back to j.2H, I'd figure if it was EX Millia's j.H they would mention it. EX Millia's j.[H] is really distinct in that opponents can immediately tech after hit, and the move stops Millia's aerial momentum. There's also no difference, I think, between #R j.H startup and EX j.H startup. Just thinking, it's obvious enough that Japanese Millia players would notice such differences.
  2. All the combo-related changes, like j.K-j.D nerf, j.2H startup nerf or throw combo nerfs I'm hoping was just the lag. Losing j.K-j.D is a little worrisome, imo, because that might mean j.K is Level 1 again. All the free relaunches and safe airdash blockstrings will be gone. But then again, with j.2H you can have #R style iAD loops again, so I'd imagine eventually we have some hybrid of AC-style and #R-style combos for full corner carry.
  3. Air DP is for Mugen-Bridget-style moments of hype. It should also give Mu the BB equivalent of "air IB -> airthrow" from GG. And occasionally, as a counter to those situations when someone catches you jumping out with their own air normal and is about to land and 5A spam. And basically whatever you see Ragna do with his air DP could more or less apply (crossup DP RC into corner wallbound, I hope).
  4. So I was thinking, the way BB combos are we could work out a combo primer to make her more accessible to would-be Mu players. And to condense the important points in general, because the front page is a little insurmountable. Most of Mu's combo options are pretty much the same few combo parts pieced/tailored together for a specific situation so I was thinking we could work on maybe something like a flowchart maybe. And nothing too detailed, or maybe put details in spoiler tags. Like midscreen A/B combos generally end with 3C or SoD. And then the general thread of midscreen air CH combos (j.C CH, AA 2C CH, AA 6A CH all kind of go through the same process of xx 6C habacan 6A 6B xx j.2C xx 6C stuff or 6C 5D 214D stuff). Maybe a small writeup about how to make habacan work, and then the general thread of habacan combos, something like, ...high 6C habacan dash 6A 6B dash 6A jc j.2C etc Maybe another writeup about how the 5D 214D midcombo hit works. Or we could go by utility. Max damage midscreen = 6B + some j.2Cs + a 6C habacan + 5D 214D (+ super). And then maybe some emphasis on oki options on common combo enders. Like midscreen 6C could end: 6C xD SoD 6C x[D] 6C xD jc j.2C j.x[D] 6C xD Omohikane And a disclaimer for Carl's stupid hitbox. idk let's brainstorm. Information's just a little too scattered, we should compile them into one piece.
  5. Unless frame data is mistaken, 214D is a full 10F faster than 236D. But yeah, the point still stands that 236D > 214D most of the time in this matchup. Once you get a better feel for the player's own preference of movement options 214D is a much better and more immediate threat, in my experience. And I agree, you won't want to laser fortress against Hazama. The way I play it is to play the same neutral game we'd (theoretically) play against Tao, set a stein predict/read his angle, get out of the way, possibly CHing/airthrowing and then setting another stein, read his angle, rinse repeat. Till he runs out of chain meter or either one of you gets hit/block pressure. Yeah 236A is definitely free chain for him at neutral, unless you're sufficiently covered by lasers or you're far away. 236A tends to nail you to one spot, but blocking a chain still isn't necessarily an in for him. It might just be my own personal Hazama experience (played like 4 fairly competent Hazamas, all online heh). Also just wondering what's the air CH chain combo that's meterless 4.5k and 80 heat? I don't play Hazama, but I think to get that kind of damage he'd have to catch you pretty low in the air.
  6. Is there an SoD between the bolded parts? Something's definitely missing there. Also, THANKS SO MUCH FOR LINKING THAT VIDEO I couldn't find it again for some reason. Also, adding to the count of ready bodies.
  7. If this project is what I think it is, I'm thoroughly hyped.
  8. I WANT TO KNOW TOO because I never downloaded Makoto and I'm not buying the DLC just to have her as a punching bag in training mode.
  9. Thanks! That is awesome. brb IB backdash 6C.
  10. Seriously? 25F backdash + 20F 6C startup? Legit punish or are you just catching people mashing? I can see this working on like drive-spamming Noels if you get the backdash unscathed. I'd love to contribute to the discussion, but honestly I've only been playing seriously since CS2 came to consoles. Discussion is very informative though, or at the very least, stimulating. Also, I am having Mu and Litchi as mains and thinking of picking up either Rachel or Carl as a third. Guess certain kinds of players really do gravitate to the same kinds of characters. (Except you, FlyingVe, but there's that A-Cho Mu player who plays Ragna too.)
  11. I'm equally as happy as you are about CS2 Mu but not as confident about calling Top 5. Mind expounding that opinion? I suppose one thing is that she has legit situations where people HAVE to block the overhead and not auto-jump/DP out of the mixup. And awesome anti-jump options/punishes. Also, oops if you were facetious. Also I think I figured out what happened in that picture pktazn posted a while ago (which I can't find, search engine). It seems if you have a 236D out and you're interrupted as you set more stein(s), that stein is ignored. I have a replay of it, I can upload it if I can remember how I used to capture vids before. (also, haven't tested for consistency in training mode. just fyi it happened in a real match.) Eh and is there an updated CS2 list of Mu's legit blockstrings on barrier/normal/IB and the frame gap between gatlings if they weren't legit?
  12. omg and that would be a guaranteed 6C FC charged laser punish! Finally! It really seems like there are very few situations in the game where you can get your fatal as a punish in the corner. Actually, outside the corner too. Kind of OT, but have you guys actually landed the 6C FC charged laser combo in a real match?
  13. COR can you verify if your universal 6C FC charged laser combo works on Litchi? For some reason, the 3C > laser super part doesn't work for me at all. I *think* it's because the last stein [6A > j.2C > j.5D] is too high to pick up Litchi, but you did test out the 6C FC charged laser combos way more than I did, so... hoping you can help me out here. Also, -5B, 3C, SoD, 6A, 5C, 2C, jump cancel jC, j2C, j6D, 2B, 6A, jump cancel jC, j2C... (3938 DMG 32 MG)
  14. For whatever reason the hitboxes don't line up nicely where the stein and opponent is concerned. Just use any stein other than j.5D and the combo will work. I tried it but forgot to get the figures, heh.
  15. air throw > RC > 6B > dash 6A > j.2C > dash 2B > 6A > 6C > 5D > 214D > 6C > xD > SoD does 3913 dmg. Without the 5D > 214D explosion, yeah the ceiling for midscreen airthrow combos are 3.6k it seems. With corner you can break 4k... yes you can! air throw > RC > 6B > dash 5B > 6A > j.2C > j.5D > 2B > 5C > 2C > :j.2C > 3C > SoD > 6A > 6C (4085 dmg with 1-hit 6B; on Rachel, Valk and Tager use 6A > 6B > dash 6A for 4303 dmg)
  16. Yup, and I went and tested anyway so nvm. Has to be pretty close to the ground to get that to connect.
  17. also, So wow better on hit, better on block. I should really change my habit. If 2C hits as jump bait, can you hitconfirm 5C > 6C > habacan?
  18. COR, your avatar is freaky. And I meant if anyone had gotten it to work on those characters - I just tried Bang again and it does work on him. But I do know I COULD NOT get it to work on Carl. Anyway these were the parts I tested. * I couldn't get the last 5C 6C to combo so instead I subbed 5C with 6A. Ragna actually flies behind you with the extra height so I found [...2B > 6A > 6C > 5D > 7j.2C] (2878 DMG 31 MG) to keep corner. ** more dmg/meter and 6A 6C with [...2B > 6A > j.2C > j.5D > 2B > 5C > 2C > :j.2C > 3C > SoD > 6A > 6C > xD > OMOHIKANE] (6611 dmg 57 MG). To be clearer, these assume already having a stein placed midcombo before ending with j.2C > j.2[D] in the corner. Parenthesized normals indicate blockstring; can be replaced with variations of 2A, 5A, 2B, 5B as long as you know the timing for the charged laser to hit. * can do a bit more damage by [...214D > 3C > SoD > 632146C for 4.9k] These were really fun to do. MUST USE. * these parts were omitted/mistyped in the original post ** used level 1 SoD -- not really max, can do [[6A > j.2C]x4 > 6A > 6B > 6A...] (4568 DMG 42 MG) ---- I always use that 2C CH combo. The jump cancel is a better option select imo in case you mistimed and they land and block.
  19. Dude, thanks! I had the same problems you listed, like getting 5D 4D instead. It's weird too, frame data says the window for special cancel and stein cancel are exactly the same but I guess it'll only read special inputs on a different window? Wild Mass Guessing a little here, I don't know Japanese but going by utility and familiarity of the sequence I think it's saying j.5[D] > ground gatling > 5D > 214D -- timing the charged laser to make (for example) 5C > 3C > 5D > 214D a gapless blockstring chipping up to 2 primers down. I feel like hitting training mode again so I could help you out with some of those numbers. Also, does OTG 2B 2C 6C actually work on Carl and Bang among a few others?
  20. Has this part been recorded before? I cannot figure out the space/height for the 214D to actually combo. So, my own contribution! With enough proration (and generally, if you haven't used SoD in the combo up to that point) you can end corner combos with 6A 6C xD [stuff]. It goes something like: ...j.5D > 2B > 5C > 2C > :j.2C > 3C > SoD > 6A > 6C > xD... being sure to not dash forward creating space for the 6C to combo. From my own experience, you can go for regular xD oki stuff with a little tinkering. If you want to work the bombs you can 5D > 214D > dash 2B/barrier to push them into the bombs and bait most reversal options. But the 6C pushes the opponent a bit out the corner and very close to Mu. So you can shenanigan like jump/superjump forward for a covert crossup, xD > 236A whiff > tick throw. (provided everyone emergency techs.) And I prefer to 6C > xD > Omohikane rather than the really close dash 3C > Omohikane because the extra room makes it automatically not lose the corner if they forward roll. It doesn't happen often since you WOULD use SoD at some point -- 6B combos, 3C combos, ground combos etc. But it's something different for the times you get the corner throw combo or 214D starter. And it's more something I came up with being really uncomfortable with BB's teching system and Mu's close-range pokes, since I still can't just end on j.5[D] or 3C xD and be happy with the lack of explosions.
  21. Brrr I couldn't get Plat's backthrow to wallbounce at all. PAAAAAAATCH. Oh hey it's just Hazama. Afaik.
  22. Dio seemed to lose a lot of spunk against Buppa. I mean, against the first Hazama you could see immediately the moment he got the space he'd just HIKARI! TSURUGI! SHIMESHI! x n. And then Buppa comes and even with space he doesn't do it or try very hard to. And not as much SURPRISE 623C either. I think he either got nerves fighting the name, or was already traumatised by a previous bad encounter.
  23. Dio playing Mu is not really wtf. There were vids of him playing Nu in CT. And as a failed Carl player, I can totally understand (and share) the appeal of Mu.
  24. I agree tbh. There's more accountability in the system itself and it's making the game a lot tighter. It's a step in the right direction, at least.
  25. Jam. Completely possible to live life without throw FRC, 2D FRC, 236P FRC or 236S~H FRC.
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