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FlyingVe

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Everything posted by FlyingVe

  1. Neat-o, That makes BE much better as an approach tool. Any news on how it is on block?
  2. Could be, the problem in that matchup was always the chains, and those have gotten better. However, the fact that his abare got nerfed means that you won't get smashed off of one hit anymore, and now that your steins are better maybe you won't get out zoned as badly. Still a bad matchup (probably) but I don't see it being worse than 6-4.
  3. This is my favorite part about the new game. For the most part I don't see any god awful match-ups (except a few, like Mu vs Tager). I will enjoy always feeling like I have a chance. However, I don't see her having that capabilities to be high tier. She just doesn't have a great way to hit people, and her damage output away from the corner is hilariously bad. Also, I've seen some newer vids and I'm almost certain that lvl3 SoD still gives frame advantage, maybe even more than before.
  4. I want to be, I'm busy doing alot of resume and job application/interview stuff. So I don't really have time for anything at the moment. Simply put, my life is insane right now, and everything needs to calm down before I can plan any trips. Heck, I don't even know where I'm gonna be a month from now. Probably St. Louis.

  5. This one isn't that bad actually. Though it is really frustrating. Mu shuts Ragna's approach down pretty bad, and has decent tools for getting away from him and staying away. However, the difference in damage output is titanic. On hit from Ragna can make up for half a match of zoning... ugh...I'd say it's about 5-5. Also, Bang vs Mu/Lamda are both pretty ass too.
  6. Mu vs Tager is the worst. Tager literally cant do anything. Carl can kinda flop around against Mu; Tager can technically get lucky and hit litchi; and Tager can move in on Lambda in a slow predictable and ugly fashion. Mu can play a zero risk game against Tager and not even give him the chance to guess, except with spark (and she has lots of ways around that). Also, this conversation is probably to salty for a nice thread like this one.
  7. Interesting, but it's probably fine. Even characters that suck at breaking GP are guard crushing people in the new game. I hope it still gives frame advantage though. Also, maybe someone can verify (or de-verify) this, but I think that SoD always corner-bounds now, as opposed to having different hit properties at different levels (lvl2 Slide, lvl3 Wallbounce).
  8. Well, It should be easier to get corner pressure because you can combo off a corner bound SoD from quite a distance from the corner. Also, comboing off her overhead legit-ly near the corner helps too.
  9. While I think Tempest is underrating Mu's oki mixup a bit, hes still right. Her Oki is not bullet proof, it's all just an elaborate show. I have shifted my game from oki pressure and mix-up to a very spacing heavy style and have been much more successful. While the advantage you gained off the old BnB's are nice I think Mu-12 CS2 is a stronger character. It's actually alot like playing Sim in SF, it's all about positioning (as opposed to simply keep away like Lambda). Also, Oki off a grounded 6C hit wouldn't be the same as the air hit 6C we get now any ways. We still get to play games off of throws and other stuff. Plus it's easier to get corner pressure which was always a real strength for Mu anyways.
  10. Mu has lost the fact that her basic BnB allows for 6C oki, but in exchange almost everything else is improved. I'll take it.
  11. Stupidly tight links are nothing new to Mu, I'll have to try harder. You can also do j2C so low to the ground the animation starts but gets canceled by landing. I've thought about using this for mixup, but the timing is a little silly.
  12. I regular laser fires 1.5 seconds after you place the stein, a charged laser 2 seconds; provided you don't get hit or block. I use that notation because the spot where the laser hits can be relevant. In that specific setup the charged shot hits a few frames after block-stun from the j2C ends, thus making it safe and giving you a slight advantage. Of course they can techroll out of the setup. Also, I have never been able to get j2C to combo on a grounded opponent (no meter or CH), i'll have to verify it to believe it (no offense).
  13. You can use j2C to mix people up, but it is very ill-advised. The problem is you can't combo off it without meter or CH, and even then the combo isn't as juicy as you would want (to be spending meter on anyways). Also, it doesn't really force a guess, because j2C isn't all that fast (Instant Air j2C is 25f I think).Most importantly, it isn't all that safe, especially when it isn't done instantly. However, it does have some uses (outside of combos). It's occasionally a good zoning tool as it has a huge hitbox, you can bait some AA's in certain situations, and you can use it to punish some things if the opponent is getting predictable. Also, you can do a very ambiguous cross-up with it; though this is best saved as a round ender as you will need meter to do any damage with it. There are also a few setups that make it pretty safe (~>j2C>4[D]>AirDash>j2C>4]D[)
  14. I actually think Mu might be pretty viable because of the matchups. Mu will definitely have a good matchup against kune, and I believe she will also have a slight edge on Noel and Makoto. Jin will be a problem, but having solid matchups against the God tier is nice. This is all speculation of course, somebody who's played CS2 can feel free to tell me I'm wrong. Also for what it's worth, Jiyuna also posted this:
  15. We get a psuedo standing 720. Huzzah! There are uncountable mindgames you could play with that, especially how soon it seems you can cancel VC.
  16. Your 2C pressure is brutal. I do it too, but it never seems to work quite as well for me. I'm always amazed at how creative you are with Ragna mixups, especially GH. You always stick that stupid overhead in the damnedest places. Also, I've been trying to bring my Ragna back up to par. I've got him nice and solid again, but I'm still working on some more crap. You nail that ID cross-up really consistently, is there any timing trick you use. I still haven't got it quite down yet.

  17. I believe what you are calling the 2B loop is still in (2B>6A>jC>j2C), however, thanks to the changes in the moves it seems that the new corner combo is more favorable, it just happens to not be a loop.
  18. GG's today. Give yourself some credit, you caught me sleeping and otherwise being lazy. You Ragna is pretty darned solid, and it's good to know you're sticking with him in CS2. I respect that for some reason.

  19. GG's your Ragna is still as beast as ever, but thankfully My Mu has also improved.

  20. So, are you gonna be playing under "Holy Shogun" full time now? My freinds list is pretty full, and I don't want to fill it with a bunch of temp accounts.

  21. I believe if you're crouching an instant jB won't hit you (like it could in CT). Usually when a jin is doing JC pressure I will either AA him (if he does jB later), or just backdash. I've using Mu's backstep alot more lately and it's amazing what that will get you out of.
  22. No prob. Most people struggle with the Mu matchup because its weird anyways. The way I figure it, the more people that know how to play the matchup proper the better everybody gets. Besides, once you get the hang of it, it's definitely in litchis favor. How about that CS2 Litchi? I've only seen a few vids, but she looked pretty solid. Really strong in the corner, but not so much mid-screen.

  23. Shit, you learned the one framer... You had me with the trolling, but with the amount of stupid that goes on on this site, calling the community retarded doesn't sound all that far fetched... What GT are you playing on now, Seon, Leonil, or DarkHolyOrders?

  24. We should play again soon. I've been a bit busy lately, but your rage reminded me how few actual good players there are.

  25. Even better corner loop: ~>SoD>6A>Delay6B>5C>2C>jC>2C>3C>Omohikane 4.7k (litchi) [note: he might have been able to end with 3C>SoD>6A>omohikane for even more damage.] Other stuff: CH 3C>2B Throw>6A>6C>214D(wiff)>6A>6B>5C>2C>jC>j2C (litchi) [note: opponent teched the j2C, this may have been execution or a change in prorations)
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