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FlyingVe

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Everything posted by FlyingVe

  1. I'm on board.
  2. It really depends on the situation, most links in this game wouldn't be that bad even without advanced input. You're a Ragna player right? There should be lots of players who can help you out with timings. P.S. - If it's 22C>Dash5B>3C>22C that's giving you trouble, that one is just hard...
  3. Advanced input is a system in BB where, if you hold a button, the game repeats that input for the next 5 frames. This makes alot potentially hard links super easy. However, because of how it works, there are still some situations where it doesn't really help, usually when dashes get involved.
  4. There should be a mook or something soon. Of course then we'll need to wait for translations.
  5. Hey, is your new GT a new GT, or just a temp one. I need to know for friends list culling purposes.

  6. For the record, that was me (not-pro) that did that, not LK(pro)... Still, it's a good question.
  7. Rule of thumb when dealing with 236D (command laser). (key word: rule of thumb, use your brain a little) 1 stein - Sledge OK 2 stein - Sledge maybe perhaps OK 3 stein - Sledge not OK 4 stein - Never sledge However like Zeromus said, because of Tager's suckitude, it's usually better to zone him with explosion setups, and quite frankly Tager can't do much about that.
  8. 1) I don't really recommend sledge in this matchup. Because of how the lasers work, often times even if you hit Mu, you'll get CH and punished for it. 2)Lasers are best dealt with by just blocking them. If you are caught with the command laser, IBing and "good 'ol" jump back barrier is pretty annoying for Mu to deal with, though Tager's size means this isn't perfect. 3)IB her C series pokes, they have massive gaps between them. 4) Remember Mu doesn't really have much to mix you up with, so stay patient. Don't give her damage by impaling yourself on stuff. 5)Punish SoD with IB>Spark, and punish 3C with IB>5A, IB>360B> or IB>360A/720(only if you smell 3C>SoD). Also, don't push buttons after blocking a charged SoD, Mu has frame advantage. 6)Tager's 5C is pretty solid too and you can kinda poke at Mu with it, just watch out for the jC. It's like Haku's, but leads to a hell of alot more damage. 7)There isn't really a whole lot Tager can do in this matchup, it isn't the worst matchup in the game for nothing.
  9. ON the brightside, now that the japanese have Mu we'll have some quality offline vids to analyze. James vs Koogy was funny, but I don't think there's much to be gained there...
  10. Alot, of that has to do with how few people play her. Do you have anything specific, that someone (not necessarily me) might be able to help? Otherwise, yeah i agree, we're too quite. All the CS2 stuff isn't helping... making me bored of this shitty old game...
  11. I'm just saying I think you can prorate yourself out of a super ender really easy given that I don't see people ending the j2C>j5D>2B combo with a super ever.
  12. It would be impractical because, to keep the number of hits pre-corner-loop low enough for something like that to work, the combo would likely have to start with something bizarre, like a naked SoD or FC. Most times if you hit confirm into the loop you probably give up the super ender. Of course its impossible for me to be certain without the game in my hands, so I could very well be wrong.
  13. It looked about the same to me too. You're probably just used to seeing people pick up combos after laser hits with jB or jC and not 6A.
  14. Agreed, but don't underestimate the importance of mentality though.
  15. I know I'm not LK (sorry). I think alot of players watch things that top players do and just think, "if Kaqn does it, it must be good." I would be much better if people saw top players do something and asked why they did that. In my opinion, this is one of the things that separates good players from really good players. Good players can do the stuff, great players know why they're doing things.
  16. I don't think this has been addressed yet, but I believe the untech time on and air hit j2C is greater. I'm seeing Dash2B pickups that would have been way to late to work in CS1. This also explains how you can link j2C>3C in a longer corner loop. It's a great buff as it will make Mu's abare easier.
  17. Actually, upon further thought, you might be able to do it. Something like ~~>j2C>j5D>(land)2B>6A>j2C>3C>SoD>Omohikane. It all depends on how many hits you can have before things start blue-beating, and that's tough to tell without having the game in your hands. If the above does work, it probably won't be all that practical.
  18. Probably, it looks like when you set the stein you only barely have enough time to link an 2B. So I guess, you sacrifice the super ender for much better corner pressure. It could be a tactical decision (whether you need damage or to maintain the advantage), or a no brainer if you don't have meter. It still looks like it sets up really solid corner oki/pressure/GP breakage.
  19. I have seen what I believe to be a level 3 (it's impossible to be certain), and it just corner-bounded like the other versions. Frame advantage id definitely still there, and it looks like a bit more than before. Also, for completeness sake, in CS1 you could combo off a lvl2 FC mid-screen, and I believe a regular lvl2 in the corner. However, these situations don't really come up in real matches.
  20. 3C is techable now. So you can't 3C>2B unless the 3C is a counterhit. In CS2, you either want to end ground combos in SoD, or 6C(if crouching, positioning dependent).
  21. Susuki has gotten soooo much better since I last saw him play.
  22. I am well aware of what risk reward means, I just sensed the LK was talking about it in a more specific way than its self-explanitory definition.
  23. Now that you mentioned skewed risk/reward, I'm curious what your definition of that is? Is it stupid damage off a reversal? Silly Abare? Also, it seems to me that the skewed risk/reward is one of the bigger problems with CS1 on the whole, so many characters can just do silly things off of pretty much any reasonable hit or guess. How well do you think this has been addressed in CS2? (I think pretty well... mostly...*cough*Makoto*cough*) Also, Haku still controls space like a demon without a true AA.
  24. Mu has alot of capacity to setup frame traps with her lasers, but the only one you can really abuse with her normals is off her 2B. 2B has great range and recovery so properly spaced 2B>2B can be really good. Up close 2B>2A creates a 6 frame gap which will beat most low pokes, however this is not enough to stop bang 5f 5A. Typically against any character with a really skewed damage output (like bang), I would just do a block string and get the heck out of there. Check the combo thread for combos, if memor servers the GB combo is (from zeromus): Males: 63214C (fully charged), dash 6B, 6A, 2C, jC, j2C, [2B, 6A, jC, j2C] x2, 2B, 5B, 632146C (~5.5k, builds 45 heat) Females/Bang/Hazama: 63214C (fully charged), dash 6B, 6A, jC, j2C, [2B, 6A, jC, j2C] x2, 2B, 632146C (~5.3k, builds 42 heat)
  25. Nao and 0 are the two best I've seen. 0 has really good fundamentals and spacing while Nao seems to know the character really well. However, i still see lots of room for development in Japanese Mu, for example, only today have I seen a Mu actively comboing into explosions (when possible) for bigger damage and setups.
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