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Everything posted by FlyingVe
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I always lag switch AXIS.
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CT we pulled even or better with Haku and Bang. (maybe Ragna and Noel) CS1 we beat or pulled even with the other shitty characters.
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Personally, I think we at least got a decent number of matchups that are about even. Edit: ...
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No, I'm a regular old white guy who doesn't live near anybody... AXIS and I were talking about it a while back. Mu kill Tager in CS1 (or so we think), and Mu got mad buffs in CS2, so it should be worse, but for some reason, you see way more videos of jap Tager winning against jap Mu. I've never been able to figure it out. I wanna scream "play lamer" but I acknowledge that most of them know more than me, so I'm just puzzled by the phenomenon. Thanks for the answer, that was very helpful and will try using that sort of conditioning see what luck I have. I'm still convinced that Mu can basically lame out Tager though. My main AA with Mu is just to run under Tager, his jB won't hit Mu if you time it right.
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Also, we japanese Mu's lose to Tager alot, I've never been able to figure out why. That's a mystery I would very much like solved. Xdest said that Tao didn't really change much from CS1 to CS2. It looks like she can employ about the same tactics, her average damage is the same as CS1 (her max is lower). All they did was take the stupid away. Remember CA into 3k, no more of that.
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Also, just another fuck Tao note, Tao's average damage is better than ours (Tao gets 3-4k), so when she does hit us, we need to catch her more than once to even the score. @Coopa: I'm curios what specifically your doing. I've been told you beat up on Mu, so either the other guy is falling asleep, or your doing something different... and want to know what.
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@Coopa: 1) I'm not sure I agree with you on the Tao matchup. I played a few against Xdest and it seemed just as bad as CS1. It reminds me alot of the Hazama matchup, she can just touch you once and run for the whole freaking match. We even brainstormed about what I could have done to win, and "get lucky" was as good as we could come up with. 2)Also, some of you Mu info seems off. For one, her 2B was +1 in CS1 and now its +/-0 but it got even faster. Also, talking about using 5C seems sketchy because the ideal range for Mu's own 5C and jC is the same as Tagers... and hers are faster. Getting hit by either will push you full screen and back to 6D>4D>214D hell. Lastly, your right about spark, but this is a match where I can really support just using it to get Mag. Mu doesn't have silly mobility options like Tao/Haz/Kune/Rachel/etc, and no direct projectile so she has to be very cautious when mag'd, this can lead to screw ups or at least force her to play in a way that lets you get close. I think Axis's matchups are pretty accurate, I might disagree by .5 here or there, but it looks about right.
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Well said, my thoughts exactly. (Damn I really need to do my CS2 practice). To all of you who were really focused on laser set-ups in CS1 (not a bad thing) try to focus on spacing her normals instead of oki tricks. Mu has really good normals but they are all good at very specific things/spacing, you'll have alot more neutral success if you do. I'd also like to add that Mu's CA got way the heck better. LOL, I might just rename this thread CS2 General discussion.
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I'm not sure I really understand all this bitching. We lost gimmicky setups and got real ones? Okay sure, we don't have 15 different stein configs that may or may not work instead we have solid tactics. They took all teh silly gimmicky stuff away and gave Mu actual solid tools. I've heard from people (talking about zeromus, I haven't really practiced up much yet) that they actual have to respect the character now. This doesn't change depth, it's just that instead of endlessly searching for that solid oki set-up (that didn't exist) we already have that and can focus and fundamental useful aspects of her game.
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These glitches make me worry about Evo.
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Isn't that character specific? Yeah, Micro-walk>2B>combo after 360 is great.
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The best thing about CS2 Tager is that his avg damage of 3-4k seems pretty okay now.
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Personally I don't list the jump cancel unless it's weird somehow, isn' obvious, or requires a unusual type of jump. If it says 2C>jC it just kinda makes sense.
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xxx usually means special cancel. There's a notation guide in the GG frame data info.
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I woulnd't use the ~ for that, just typing Dash 6A will suffice. Even if that wouldn't suffice ~ is usually used for something else, like ~>SoD>Dash>6A>~
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Don't get me wrong, it's exactly what I expected, there's just a difference between thinking about it and living it, if you feel me. I'll probably come around in a week or so.
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Maybe with time I'll change my mind, I haven't spent the quality time I want to with CS2 yet. But Tager is very disappointing, and since he didn't get anything new, I'm not even really having fun with him right now...
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That's people mashing, it could just be because everybody is a bit mashy now (new game), or the people you playing are that way. Good thing is, if you identify that they're mashing, they become free.
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Hmm... CS2 netcode has been really good for me so far. CS2 Tager makes me sad too. Arksys did a good job shoring up the game in CS2, but now that some of the silly stuff is gone, mainly the IB nerf and making most moves safer, one of the few things Tager could take advantage of is gone. We got a new gimmick or two, but Tager's Neutral game is still non-existant, and most things are safer than before. Lower damage gives you more chances to guess right/gimmick someone, but I'm getting really tired of having to do that to beat decent players.
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I'll be honest, this matchup doesn't really seem any different. We have a few new combos, and magnetism is actually an advantage in neutral, but other than that, it's still turtling and 5C.
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SoD and WoD always hit OTG, in fact we really shouldn't even be saying that. All moves hit OTG in BB, that's a Marvel thing where that's special. Also, I am attempting to keep the changes list short and to the point, I could list alot of other changes but what I have are the most important ones.
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Mixup in BB isn't that good on the whole, so it really becomes a game of conditioning. Many people view mixup in very simple terms. They think "Mixup is designed to make the opponent guess how to block," but this includes an element of luck that should not be in there. Another view is, "Mixup is attacking high when they're blocking low" but this assumes the opponent won't be able to react. A better statement would be, "Mixup is attacking high when the opponent WANTS to block low". It would take alot more typing to explain that further, but in simple terms, you have to be conditioning your opponent in such a way that you can open him up. Also, pay attention to their habits.
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Plus his 2C has gattling options, and 2D is faster. Anyways, I was thinking for the problems/solutions section (good idea by the way), seperate out the problem. so it would look like so: -Ragna 5B - 5B is a good poke from Ragna and his most common starter, expect to see this whenever he is running in you can poke it with 5A if he starts the match with it, you can also 360A it.
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If anyone ever gets hit by that second one...
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SJ just said that he would take care of the recording so no need to worry about it COR. It might be for the best as everything would be done in a consistent fashion. Aginor mentioned that he would be a part of that to, so we have a man on the inside... .