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Everything posted by FlyingVe
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Lol volt charge... scrub... Good vid. I laughed a few times. It's good to know ranked will never change.
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LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
FlyingVe replied to Lord Knight's topic in Archive
In my opinion, BB was designed so that most characters don't require extreme execution or finger gymnastics, so you could probably play just fine on a pad. That said, I still think the stick is superior is basically all regards, just not a necessity. -
You don't see more of it because it only works against most of the cast in the corner, and doing it takes them out of the corner. Plus it's kinda finnicky midscreen even on those it works on.
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I'm not sure about massive but CH 3C> Dash2B and we can probably do some habacan stuff for solid damage.
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Oh... your right... I'm an idiot.
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Hmm... good point. There could be repeat proration. I saw one Mu loop SoD in the corner several times but I don't remember the damage. The biggest problem I see is you'd need Meter to RC the 3C starter, and you give up the mid-loop stien for oki, which is my guess why you don't see much of it
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Added a breakdown of all the moves and the CS1>CS2 changes. I tried to add a description of how each move looks and keep the description simple. Also, I tried to keep the CS1>CS2 changes to just the most obvious and important ones.
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Community Project: BBCS2 Character Tutorial Videos UPDATED MAY 2ND
FlyingVe replied to Spirit Juice's topic in Archive
I'll do the Mu thread (kinda already started). Besides all the Mu people will be plenty helpful (all 4 of us). -
I just wanted to point out the thought process behind Aginors option-select and a general problem with any defensive OS involving 3/6/9 A+B. Don't be to worried about carl. If you can run from the other faster characters you can run from carl. Just don't get caught. You get caught and that delicious 6.5-3.5 matchup flips around really fast.
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True enough. I know Cor did a great write up on stein stuff a few pages back. The big thing about those is really just that 5D and jD are the fastest.
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Well, if you do 4/1 A~B with correct timing it become an OS. If the 5/2A hits you will followup with a 5/2B, if it wiffs (for some reason) you will immediately barrier.
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It's in the Mu-12 guide thread.
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I've been sifting through videos trying to come up with the optimal combos for situations. Is anybody sure what the best combos (CS2) off of a 214D hit and CH jC are in CS2? Also, has anybody seen a great guard crush combo, I thinks it's the same as the 214D followup, but I might not have seen otherwise. @Aginor:I just posted that because it seemed similar to what SJ was going for. SF4 is also more dependent on OS's ad such so it makes more sense to include them in a vid. But some OS's and stuff would be neat for the tricks section. Mu has alot of tricks.
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OS's can work for a variety of reasons, in this case it'a due to the location of the opponent and/or button/command priority. Yes, BB does read inputs the same way that SSF4 does, so it allows you to plink inputs. However, because of the nature of BB you can't really use it the same way as in SF4, and quite frankly you don't need to. (It does still have situational uses though.)
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Cor, there are a few problems with your flipping of the OS. 1)Given the options, would you rather OS for blocking between Carl and puppet-san or outside Carl and puppet-san? 2)Your DP will clash with the front part of Carls j2C alot making things awkward 3)Because it's a forward input you run the risk of getting a CA is you either aren't fully out of blockstun or try to buffer it.
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Right, I was just wondering where the line for simple was.
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Gadget RC should totally go in, just not an exhaustive list of gimmicky tech traps.
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I do still think it's worth mentioning the big ones. Like the obvious AC traps. Yeah, their obvious as hell and don't really get used in higher level play, but the fact that they exist is important to playing Tager. Also, some people might be little nooblets.
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In all fairness I wouldn't put too much of an emphasis on tech traps. Just the big/important ones. Those are important to know, if only because the opponent will be thinking about them too.
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Thanks! I'm gonna organize all my thoughts and data and post everything I could come up with later. Then people can add/modify/bitch about it so we can get it right. Feel free to mention anything that I might forget in the first pass. Also, I posted this in the SJ thread to, but I think we're goin for something along the lines of this: Option-Select Presents: Cody @Arginor: How advanced do you figure the strategy should get? Should it get into ambiguous j2C, option-selects (Mu has a good one), or other advanced stuff?
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This will contain information to be included: 1) Introduction Breakdown of normals: 5A - Standard jab. Relatively slow, wiffs on most crouchers. 5B - Mu kicks. Has okay range but wiffs on many crouching opponents near max range. Jump Cancelable and has may gattling options. 5C - Mu swings her blades forwards. Fairly fast, very long range poke. Great for zoning, terrible recovery on wiff. 6A - Mu pokes forward with both hands. Has early head invulnerability and is her fastest AA, but has a tiny hitbox. Jump Cancelable and has many gattling options. 6B - Mu does a cartwheel. Mu's only overhead, moves her forward slightly. Does not have any gattlings. 6C - A large spike juts out about 3 character lengths away. Fairly slow, used mostly for punishment and counter-zoning. Leads to titanic damage on counter-hit. 2A - Low jab. Average speed but has a large hitbox. 2B - Mu kicks low. Fantastic poke. Good range and many gattling options. Leaves Mu with frame advantage when blocked. 2C - Mu swings her blades upwards. Huge hitbox with AA invulnerability. Is slower than her 6A but is much bigger and leads to good damage on CH. Jump Cancelable 3C - Mu sweeps with her blades. Standard sweep, nothing particularly noteable. Jump Cancelable. jA - Jumping jab. Fast, small, okay angle. jB - Mu kicks in the air. Very fast and has a deceptively large hitbox. Is the preferred jump-in in many situations. jC - Mu swings her blades forwards in the air. Mu's best attack. This move has a large hitbox that few characters can compete with. Leads to great damage on both regular and counterhit. j2C - Mu does a large downward chop with her blades. This attack covers a huge amount of the screen but is very slow and dangerous if blocked. Forward Throw (A+B) - Mu impales the opponent with her blades and lobs them forwards. Can follow up. Backwards Throw (4A+B) - Same as forward throw but toss them backwards Air Throw (jA+B) - Mu pile-drives the opponent into the ground. Great damage but can't follow-up without a RC. Breakdown of special moves Sword of Decimation (63214C) - Mu swings her blades in a huge slash. Mu's standard combo ender, corner-bounds from a large distance. Can be charged through 4 levels for increased damage and frame advantage. First two levels break 1 GP, last two break 2. Fatal Counters. Divine Wrath of Punishment (236D) - Fires a laser that travels from stein to stein in the order they were placed. The laser does not disappear if Mu is hit. Can lock down huge portions of the screen and makes attacking Mu very difficult. Can be preformed in the air. Divine Wrath of the Heavens (214D) - Detonates all steins. Each explosion breaks a GP and leads to huge damage if the opponent is hit. Arrows of Heaven (236A) - Fires a static orb that travels in an upward arc. Hits 5 times and crushes other projectiles. Can be preformed in the air, however, the air version launches the orb in a downwards arc. Origins (623C) - Mu covers herself in a shield. This is Mu's dragon punch, has lots of invulnerability and blows the opponent away on hit. Highly punishable if blocked. Distortion Drives Wisdom of the Divines (632146C) - Mu traps the enemy and impales them with her 8 blades. This is a standard combo ending super, has a high minimum damage. Blessed Mirror (632146D) - Mu fire a laser to each stein and then those lasers bounce toward the opponent. This super can be used to extend many of her midscreen combos, but it also great for creating space or forcing the opponent to drop what he's doing and block. Astral Heat Sword of the Godslayer (222D) - Mu engulfs the enemy in a force field and then slices them with the Godslayer sword. Changes from CS1 to CS2 +Faster C series normals +Faster stein placement +5B, 6A, 6B, 5C, 2C, and SoD all air unblockable +Sword pf Decimation corner bounds -3C techable -Charged steins no longer break GP 2) Combos Basic: 2A>5B>2B>5C>2C>63214C 6B>63214C jC>j2C>Dash2B>5C>6C>6D>63214C 63214C>Dash6A>jC>j2C>jD>2B>6A>jC>j2C>3C>63214C>6A>632146C Advanced: Counter Hit: FC 6C>5D>214D>dash5C>2C>jC>j2C>63214C >Dash6A>Delay6B>Dash6A>j2C>j5D>2B>5C>2C>j2C>3C>63214C>632146C CH 2C>(JC)>DelayIAD>jC>j2C>Dash2B>5C>6C>6D>63214C CH 5C>6C>6D>63214C 3) Strategy
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As a community we would like to create simple character introduction/tutorial videos for the various characters. This idea was proposed by SJ and the thread can be found here:Community Project: BBCS2 Character Tutorials I will list the accepted information in the OP and update as necessary. Obviously since few of us actually have access to BBCS2 please do not post any speculation, many things can be discovered in greater detail once the game launches stateside. 1) Introduction Character breakdown of play style, strengths, and weaknesses Breakdown of normals Breakdown of special moves Changes from CS1 to CS2 2) Combos Basic combos Advanced combos Counter hit and Fatal Counter combos Character specific combos (if needed) 3) Strategy Mixups Pressure Okizeme Misc. tips/tricks
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Optimal combo from: 5A 2B 6B 5C 2C AC 360A/B Mag'd and un-mag'd
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Community Project: BBCS2 Character Tutorial Videos UPDATED MAY 2ND
FlyingVe replied to Spirit Juice's topic in Archive
While not a mod, I volunteer to do it for Mu-12. Also, you should check out the character breakdowns that option-select.com did for the SSF4 newcomers. They are pretty much along the lines you wanted and are very straightforward and well done. It might give you and others something to work from. Example: Option-Select Presents: Cody -
LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
FlyingVe replied to Lord Knight's topic in Archive
I said it wasn't good, but it is the most satisfying way to break primers in the game.