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FlyingVe

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Everything posted by FlyingVe

  1. Longer reach. I think it's a bit higher too, but it's tough to tell from vids.
  2. I saw that attempted in one of the vids, and it wasn't successful. This might have been an execution error, but given I haven't seen it in any of the others I doubt it works in the final build. (Also, those Mu's should really learn to combo into explosions when they can). I have seen players pick up after a near mid-screen SoD with both 5B and 5C.
  3. I saw it here: http://www.youtube.com/watch?v=-QivAH67Szo&feature=feedu Damage is better because 3C, SoD, and 6A all have pretty decent proration.
  4. For those who might be interested: Also, new ender for the corner loop appears to be ~>j2C>3C>SoD>6A>Omohikane. This is nice because it removes the difficulty of buffering 2B into the 632146C motion, and also should up damage slightly.
  5. She has a fast low and a command grab, that's all I need to body people. Plus I used to play dizzy, so Mu has her lasers, and Plat has the bubbles. I just wish she wasn't so damned cute and girly... Of course when I actually get to play her my thoughts may change completely. Especially since CS2 Ragna looks like alot of fun.

  6. I updated the OP, let me know if I forgot anything or messed anything up.
  7. Well, 2D is only -1 on block. With the IB nerf, maybe thing of it like ASledge? Where the possibility of you doing 360A opens up opportunities.
  8. I didn't know that. Sorry for the stupid post.
  9. I just saw AirGrab>6B>AC>~ the total combo did over 3k.
  10. Yes, but I was trying to point out the size of our 2B hitbox, that wouldn't have traded before.
  11. Also, SoD appears to corner bound from really far away. I saw a player follow up a ground string ending in SoD from so far away I'm hesitant to even call it "near the corner". Of course he dropped it soon after, I don't know whether this was due to proration or just a screw up. We'll need to explore this in the final build.
  12. Also, that Mu didn't know the matchup either (not surprising in Japan). The reason that matchup is a rotting shit-burger is because there are certain stein configs that Tager CANNOT answer. Also, her long range normals and DP fuck him at closer ranges too. Also, Tager got DP'd out of 6A startup, so the super armor isn't all that immediate. Edit: Also, it was Mu's DP, which has 10 frames of startup. 10 frames of no super armor, doesn't seem like it will stop mashing quite so well.
  13. So umm... how do we combo into 6C now? Other stuff I noticed: -2B traded with jin's jB. The jB was probably miss timed, but the implications of how much bigger that hitbox is are big. -236A, way faster... awesome -What I believe was a lvl 3 SoD DID NOT wall bounce, instead it corner bounded. The player couldn't follow up (midscreen), but that doesn't mean a follow up is impossible. -j2C recovery looked faster to me too. Does this mean we can follow up without meter? -x[D] still doesn't break primers. -6B>SoD>RC>5C (midscreen) worked, at least on Tager anyways.
  14. Mu...doesn't... I'm still looking for the light at the end of that tunnel. As it stands, she can't combo into 6C unless the opponent is crouching, and since she can't do that off her overhead, that means no Oki. The oki games are the reason I like playing her...

  15. Now I just wonder how far away you can be and get this "corner bound" effect.
  16. I wasn't trying to insult your translation, I think you do a great job and appreciate it. I apologize if I came off that way, you silly-billy.
  17. Okay, that 2B comment is just someones silly way of saying that 3C is techable...
  18. The fact that 3C is techable AND JC-able may be a buff, as we might be able to set up shenanigans off of it. Regarding the issue of lows, I'm of the opinion that you don't need a lot of lows (or overheads) just a good one. 2B is a great low, and it's getting buffed. On a random note, Makoto's 3C hitbox is getting a bit bigger so we might be able to 2A it now. YAY!
  19. Of course the reverse of that is true also, and it hurts Tager worse than others.
  20. Done. I'll try to make it, how late can you sign up? If you, AXIS, and I are there, we should to team Tager and whoop all their ass.

  21. So it's looking like corner bound SoD is pretty beast. The certainly makes her mixup scarier as 6B now leads to... something.
  22. Bowers's down throw (melee)... He rapes you. I'm not joking either, watch the thing. Tagers 720 is still pretty much the coolest and best feeling grab I've preformed.
  23. Here's the most recent list. There's some new stuff and a few altered translations: Mu-12 + 3C Now it's jump cancelable. + 2B > 2C has been added. + Ame no Habaya deals 5 hits, can be followed-up. - Omohikane minimum damage decreased to around 1100. - Throw follow-up combo dealing around 1800 instead of 2800. ・j.2C Looks like there's some recovery after she reaches ground. o (Something about enemies falling faster after an air hit, please someone translate this for me.) o Corner combo should be "6B > 63214C > 6A > j.2C loop" o Her loop apparently remains the same. o 2B can't be used for relaunch, but Furu no Tsurugi is fast so it can be used as follow-up. I don't understand the last one. 2B can't relaunch but her loop is the same? It also sound like SoD is a bit faster, at least we get some followup after 3C.
  24. Mu-12 - Omohikane minimum damage decreased to around 1100. - Throw follow-up combo dealing around 1800 instead of 2800. o (Something about enemies falling faster after an air hit, please someone translate this for me.) o Corner combo should be "6B > 63214C > 6A > j.2C loop" o Her loop apparently remains the same.
  25. I've already said it, but the reason I think it's a big deal is that it doesn't give people a good reason to actually dodge the lasers. Not so much that you'll actually guard crush someone with them. EDIT: THE GAME IS OUT NOW. So I'll be updating with the actual changes as I see them. No reason to speculate any more.
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