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FlyingVe

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Everything posted by FlyingVe

  1. Check out this deal. Yeah, it's the so-so SE model, but it's also $30. $30 MadCatz SE Fightstick
  2. I don't really know anything, but I saw some combos being posted in the Plat thread recently. Nothing too fancy, but what do you expect at this point.
  3. You are very late to that party.
  4. I was bored so I updated the thread again. The top half of the OP now lists the cumulative changes to Mu-12 over the course of the loketest, and the second half has the old list by Loktest word for word. Looking at the cumulative list, Mu's gotten alot more Buffs than Nerfs. Here's the cumulative list: Compilation of all Changes: Buffs: +2B>2C combos +2C>6C combos +Better recovery on D's +236A now has 5 hits +236A Increased untech time +63214C increased untech time +2B longer reach +3C jump cancelable +D's have more guaranteed frames +New combos off 63214C + ~>(214D>6C>5D)xN + 236A>Dash2B>~ Nerfs: -j3D removed? -3C techable -6B less forward movement -j2C no longer knocks down -6A shorter untech time System Changes (Relevant to Mu-12): +Guard Crush no longer prorates +Guard Primers reduced by half (rounded down) after any burst
  5. In a previous test they said SoD had more untech time, so it's probably related to that. If true, it seems it's quite a bit more untech time, we may have a whole new FC 6C loop. I also cleaned up the OP so it's easier to see what has been done, and what is buffed or nerfed. Edit: after this final Loketest is done, I will compile it all into one big list of changes, not separated by tests. Edit #2: I'd also like to add, looking at the changes on the whole, Mu is looking more threatening in CS2 than she is now (in CS1).
  6. MU Close range Tsurugi Combos are being found? Make of that what you will. Regarding her max damage. Just going straight into Omohikane without the extraneous hits (loops) still does a ton of damage. If you combo into the super you will still be getting an easy 5k.
  7. ~>6C>5D>214D>5C>6C>oki should provide exactly the same oki we get now. Depending on how high the opponent is after the 'splosion, it might be even better. This is assuming all the previous changes were kept.
  8. No, no you're not.
  9. My guess is it's just that 22C isn't worth it anymore. 3C combos into 22C, but 3C is techable (IRC) so you cant do 3C>2B or 3C>5D.
  10. ^^Exactly, so we get to keep all our oki off grounded hits into 6C. Except now average damage is a bit higher, and our block-strings are a bit better (trying to end on 2C is a big improvement on ending on 3C), and we can get oki from a farther range. Though the j2C will probably nerf our max damage stuff (like the 6C>7.2k).
  11. To answer my own question: 2B>2C>[6C>5D>214D]x??>5C>6C oki. This actually looks pretty sweet. Probably increased BnB Damage, same old oki options of air 6C hit, and the potential for resets off of 214D (ala Jin and his ice). I'm more Hype than I was an hour ago.
  12. ^^ thats probably right, though I think it's referring to the laser. It's a good buff, lets you rely on laser strikes for frame traps. Right now it's a little wonky.
  13. I'm trying to think, what other ways to we have of landing 6C against an airborne opponent now? (for standard oki) We will come up with new oki for grounded 6C, and removing the 2C knockdown ultimately just changes her optimum combo. As long as we can combo into Omohikane, Mu's will still be able to do alot of burst damage. Edit: It also means we can't do oki off of j2C very well, if at all. @Silfer: Like I said. I'm not positive what "guaranteed frames" are, it could be either of my suggestions or something else entirely. It is a buff or some kind. Maybe someone can clarify.
  14. Mu - J2C does not cause the knockdown, u need RC to do the follow up combo - seems like D moves got some guaranteed frames j2C not knocking down is balls. I assume guaranteed frames means either that the laser is harder to interrupt (by hitting mu or making her block), or they give more frame advantage. Either way, woot!
  15. I've had more success with 2A after a corner guard crush>Sod(lvl3). I haven't played with it alot though so I could be missing something. Slightly further away you can link 2B. Great vid btw.
  16. This might be totally irrelevant but... Lambda + Ground throw wallbounces if close enough to the corner. Since Lambda and Mu share the same throw, it might be reasonable enough to assume Mu's ground throw will bounce too. If true, corner stuff off a throw could be...
  17. Mu - 6A has shorter untechable time Not sure about this one either. Depends on how much shorter really. Edit: It will probably hurt/change her loops.
  18. Mu + 3C now jump cancelable - 3C is techable again Not really sure what to make of this myself. On one hand its safer, on the other hand... fuck...
  19. vs Arakune: It seemed like you were playing the match up well enought, here's my thoughts: 1)Play your opponent. As soon as you identify that the players as an up-back-barrier masher, take advantage of it. Use more airthrows, and when you knock him down, do stuff to bait the jump, not a tech roll. You always did a roll trap in the corner and never stopped him from jumping out. 2) In round one Kune had you in a corner "trap". You kept jumping which was the way out, but never used your second jump to get you. You just went up and fell back in. 3)Command laser takes alot of time to fire, be more sure you won't get punished for it. Commands laser isn't the best in the matchup any how. 4)Try and avoid the clouds a little better. There were a few you shouldn't have eaten. vs Tager. 1)Know and respect Bsledge's range. If you stay out of it, the move becomes a deathtrap for Tager. 2)once again only use the command laser when you have time to. 3)IB stuff. If you IB Tagers slow stuff his pressure starts to fall apart. 4)If he jumps in alot AA him. If he stars Barriering it, air throw. If all else fails run under him and start pushing D alot. In general: 1)Hitconfirm better, it seemed you were using alot of 5C>2C to hitconfirm, which pushed the enemy to far away to do 2B after 3C. *I'm flattered everybody keeps picking my colors. I feel like Kaqn and his white/pink schema.
  20. Oops, fixed the date. Yeah, it looks like it will display the PSR and such. There's also that mysterious Icon next to the heat gauge.
  21. Just announced, a 5th and final Loketest, 11/15-11/21: http://shoryuken.com/content/final-blazblue-continuum-shift-ii-location-test-arcade-release-date-2387/ Info is in the link. Stuff about a new ranking system or whatever. Point is, there could be a whole new slew of changes still in store.
  22. Good stuff at SCR. I could tell that setup was lagging of like you said, but I could also tell you knew what you were doing. It was nice to see a Mu at competition that knew what was up and stood a chance. Good stuff!

  23. So... does anybody know what the SD is for the different levels of SoD. I know it's -10 at lvl 1, but I want to know the others too.
  24. Pretty much, it's pretty low risk, it breaks a primer. Plus if you get them to block 214D you can do stuff. As I've said before, for some reason seeing 236A makes people think they are safer than they actually are and they start doing stuff, and getting 'sploded.
  25. About Neo's setup: -I did the TK 236A mostly because I could, I don't really think it does much. -In my experience this setup causes humans to get mentally screwed up and get hit by the explosion. -It seems well suited for just creating space, which is what you want in some instances. Zeromus can probably add more as he was the one schooling me with it. Also, if people would like, I can make one of these quick little videos every so often. I think it helps alot to see these things in action. If so, what should go in part 2? I'll do pulsr's and maybe some more 236D mixup. Anything else?
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