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Jugiatsu

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  1. The first point is correct. After the teleport nothing Sin has can beat out what Bedman can throw at you. Best bet it to avoid the ball all together, but if you can't, then put up the FD and hope for the best. Another interesting point about the 236K>236H combo is that Bedman is the only character in the game immune to it. It works on every other character. Tested in training mode. He's just too heavy I guess if that's a new thing in Xrd. Not sure I agree on the 2nd point as even at close range his normals can trade reliably with yours. His c.D is hands down one of the best sweeps in the entire game. He also can phase/teleport through any move Sin can throw at him including every special you throw out. Shoryu is sadly worthless unless it is in the middle of a combo and a crit confirm to keep it going. Tried 6P against the bed-slam and it seems very position based. Backdash+236H is much much more reliable if you can see it coming. EDIT: This combo string (or anything that involves 214P/K>6H does not work on Bedman either unless you wall stick him prior. Just like the 236>236H combo posted above he is too heavy and will tech before you can continue the combo.
  2. Yes but the problem is none of Sin's air normals can trade with the slam. We went into practice and nothing was a decent trade. Only thing that wins is j.236H but that by itself isn't enough to put the odds in your favor, just knock him away and give you some breathing room. It's at this point I wish I could upload match replays from PS3 because I am just getting decimated by him. I'll keep practicing.
  3. Thanks. I am having a ton of trouble fighting against my buddy who uses Bedman. He has every answer there is against Sin. Especially his Bed Stamp. Completely safe on block and whiff means you can't setup anything against him. Cant stay away either as he will just throw his head at you while pushing up his daisy wheel from the ground all day long. Anyone have any advice? He got 9 wins in a row against me.
  4. Okay quick question about something basic: 5H>6H>623S>214S>214X>j.6H Is this viable on all characters or only certain ones? Looking at the SIN Overview video it works fine on Sin but doesn't seem to work on Bedman which really....limits Sins combo potential if thats the case on certain characters. Well aware of the 6H issue on May and Faust but I didn't think j.6H would be an issue.
  5. Should be just standard 236H>H repeatedly. Are you talking about one of Sin's challenges specifically or just using it in matches?
  6. Thanks for that. I will get to work on practicing those, and had no idea that crush trigger had a damage bonus while in luna mode. I suppose thats why the command training always had you in it when they showed you the combos.
  7. Alright so finally got back into the BB scene after not playing since CT. Been going through Nu's command trainings and learning how much she has changed. So far I've got some pretty basic combos down against a standing/crouching/corner opponent etc. The biggest challenge I am facing right now is what to do in the following situations: If crouching opponent and in Luna mode when 2B connects you can: 2DD, 214D, 5DD, 6DD, j.DD, j.2DD, jc, j.DD, j.2DD, 214D or 63214D or 2DD, AB, 236D, 236C, 66, 5C, 6C, 214D, 22A, 6C, 2C, 236C These are both in her command training so they work. But I have absolutely no clue what do do after hitting a standing opponent with 4B. Ditto with Dia form. If they crouch and I hit them with 4B, I never know what to follow up with. Naturally 2DD, but then what? AB? Try the jump combo? And a standing opponent hit with 4B while in Dia form I got nothing.
  8. I dont have the upgrade yet as I havent been able to get on PSN these past 2 weeks but: > 6a > j.2c > j.5d > 2b > 5c > 2c >................. How in God's name is that part of her new BnB corner combo? How in the world does that hit the opponent to keep the proration going? We definitely need some videos in here. Can't wait to get back on and try this stuff out though.
  9. If she cant SoD loop, and they removed her 2B loop..................what exactly can she do? If they enemy can tech out of the SoD loop its worthless.
  10. I have to say I am not keen on a lot of the changes these loketests have brought to Mu. I am also by no means a hardcore player though so I guess these changes are relecting the best "interests" of tournament based individuals. To me BlazBlue was always a grab some friends and throw down for some matches and have fun doing it. We all definitely had the "play for fun" rather than the "play to win" mentality. That being said, once these changes are implemented can we please get a new/updated combo thread going reflecting all these changes? I am afraid with all the changes we have gone through I have somewhat lost track of all way Mu's combos perform now. Like one of my favorites was: 2B->5C->2C->j.C->j.2C->2B->5C->2C->j.C->j.2C->2B->632146 C. Her Omoikane loop. Did I even spell that right? However now, I dont think that combo is valid anymore. So yeah new combo thread when patch comes out anyone?
  11. So wait. I am not the biggest fighting game fan so some of the lingo has gone over my head. By 3C no longer being "techable," this means we can no longer use 3C > 2B to get our combos working right? Instead we now have to use 2C > 6C? This is...............going to hurt.
  12. Ok what about Rush down air-to-ground Haku. For example last night my friend and I played for like 4 hours. I main Mu and he was playing Haku. He would knock me down, I would tech roll back, he air dashes forward, and by the time I get up he is on me. Now unfortunately it looks like the only thing Mu has on Hakumen at this point is 612C. Haku beats everything else: His 2As are faster than Mus 2A His 2Bs are faster than Mus 2B His 2Cs are faster than Mus 2C Your 6A loses to his 236C which IMO is freaking ridiculous. Thankfully 5A pokes him out of it. At least it did for me. His neutral A and B's beat yours. Not sure about C. So yeah. Get good at that 612C counter and pray to God he doesnt get on top of you.
  13. Many a time they will also duck or block low so go ahead and get your 6B overhead combo going as well.
  14. This is standard in all high level play of Mu that I have seen online. Usually the setup is 5C > 6C > 5D > 6D > 236D > dash a little > 6D > 5D > Dash Over Opponent > 2A > 2B > 2C > repeat process all over again. Annoys the hell out of your opponents.
  15. I hope the front post is getting updated as all these are being posted GenoWhirl =P
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