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Everything posted by Jugiatsu
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Jugiatsu replied to Ventus Tatshima's topic in Sin Kiske
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. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Jugiatsu replied to Ventus Tatshima's topic in Sin Kiske
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. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Jugiatsu replied to Ventus Tatshima's topic in Sin Kiske
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. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Jugiatsu replied to Ventus Tatshima's topic in Sin Kiske
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. -
[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Jugiatsu replied to Ventus Tatshima's topic in Sin Kiske
Should be just standard 236H>H repeatedly. Are you talking about one of Sin's challenges specifically or just using it in matches? -
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.
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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.
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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.
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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.
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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?
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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.
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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.
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Many a time they will also duck or block low so go ahead and get your 6B overhead combo going as well.
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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.
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I hope the front post is getting updated as all these are being posted GenoWhirl =P
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If you're able to do this you might as well pull off the one that makes it worth it. 3C > 2B > 5C > 2C > j.C > j.2C > 2B > 5C > 2C > j.C > j.2C > 5B > Omohikane. 5000 damage and 50% required Or you can do my personal favorite that makes me smile with pleasure everytime I am able to pull it off on an opponent. Once again knocking them into the corner due to the first hit. FC 6C > 63214C > 6B > 5C > 2C > j.C > j.2C > 2B > 5C > 2C > j.C > j.2C > 2B > Omohikane. Close to 6500 I believe. For both those combos if you dont have 50% tension by the time you get to Omohikane you can substitute 612C for it instead. Just be aware they can tech very quickly after it. If you do finish with this I like to jump, set a stein, then come down with 2B. Then you can lead into the combo they posted earlier about corner traps.
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What is amazing me is how badly I got my ass kicked last night. I would of thought people we're not yet used to Mu but my God I was proven otherwise. Maybe it was just combined with my terrible Mu playing but then again I have only been training with her for 2 days. I also watched a lot of beginner replays (lvls 1-10) and a LOT of Mu players like to accidently throw out 6C at a bad time which in turn gets them stuffed. I unfortunately am guilty of that as well. I think my biggest issue is finding when the best time to throw out Steins are. Seems to me against characters like Noel and Ragna they can just rush your shit down by the time you get even one out and punish you for it.
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So even if she IBs 214D you have enough time to throw out another 6D and pop it again? I thought that move was completely unsafe on IB but I will test it out some more when I get home tonight.
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Perhaps you could elaborate a little more although that looks pretty self explanatory. I used this against my friend who is a huge Litchi user and this didn't really keep her stopped at all. As soon as he IBed 214D the pressure was already back again and I didn't have time to set up more Steins. Naturally I will get better with practice but I think we are Mu players are going to need more the 214D to win this one.
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Wow that timing is really very specific. To me it seems you have maybe 2-3 frames after they come to rest to get your 2B off before they tech. Maybe other characters have it easier? I know when I was doing my Litchi ground resets I was connecting every time. Just means time for more practice.
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I severely doubt she'll act the same, and even moreso doubt she'll play the exact same. I'm sure she will be quite different. The biggest thing I know right now is people are wondering if there is going to be a Lambda/Nu style character in the next game due to certain True End spoilers I wont post here. I really don't want to have to re-learn my main 3 times in a row.
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I dont think you quite get it. Mori has stated that all paths/stories of Lambda are filled with sadness and the search for emotion. She steps/finds the injured bug/monster and Makoto helps her cure it. The bug grows emotions and attaches itself to Lambda. Lambda, being the robot she is says she doesn't need a companion and that it is pointless. The bug continues to follow Lambda and reluctantly, Lambda grows a little fond of it and carries it around with it on her hand or shoulder in a pouch of tree leaves. Once she gets back to Kokonoe's lab Lambda scans the entire room and notices "everything is as it should be." Basically she means there is nothing new and nothing has changed. She puts the leaf pouch with the bug sleeping inside it on Kokonoe's desk before leaving for her daily maintenance/memory wipe. While shes out Kokonoe is working at her desk reaching for her drink or papers or something and brushes the leaf pouch. Thinking its just a bundle of leaves she picks it up and dumps it into a trash-chute. A while later Lambda comes back in from her maintenance/memory wipe and does her "office scan" again. She notices something is missing from Kokonoe's desk. Kokonoe: "Hrmmm? Whats wrong Lambda?" Lambda: Brought a small tear to my eye
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Ok.....maybe its the fact that Ive recently switched to stick play instead of pad, or something but.........I cannot for the life of me figure out what the hell I am doing wrong. As you can see, most of Mu's combos begin from either 5B, 2B, or 3C. And of course the biggest follow up after 3C is 2B. Example: 5B->3C->2B->5C->6C->6D->63214C ^ ^ It is right here that I can NEVER follow up with the 2B. I went into training mode and turned on the CPUs neutral tech so that I can figure out if I have the right timing or not, and I NEVER do. I can usually pull it off every 1/10 times or so. This is important because without being able to connect to this 2B, you might as well not even play Mu at all since it is in like 95% of her combos. At first I thought I was taking too long to hit 2B, but then I started going faster and the CPU can still tech out of it. Does anyone have any advice about how to consistently hit this follow up? That one corner combo 3C->2B->5C->2C->j.C->j.2C->2B->5C->2C->j.C->j.2C->2B->Omohikane. Challenge #8 I believe. Yeah it took me 4.5 hours to finally get that one last night. I REALLY need some help with getting those 2B down.
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Started at 7PM and finished at 2AM. Granted I did 100% on a few stories and didnt do the True End until I at least went through 1 route of everyones. Yeah I thought I would kill my sticks buttons as well. Maybe I should have used a controller for story mode.
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Does the 2C --> j.B require a HJC or just a JC? Because that combo is part of Mu's #4 Challenge and its pissing the absolute living hell out of me. I cannot get of that HJC.