Jump to content
Dustloop Forums

FlyingVe

Members
  • Posts

    1,518
  • Joined

  • Last visited

Everything posted by FlyingVe

  1. This alone would make the backdash worth practicing. (I will hit up training mode as soon as I get home). Also, does anybody know how good Mu's backdash is? Is it the same as Lambda's or slightly different. I'm inclined to believe it's worse. As for how I know the frame data, the Guide button at the top of the page has the Frame Values. IB subtracts 5, air IB 10, barrier adds 1
  2. Yes, but B parser is -0 and C is -4. Both are safe, and Lambda can be very annoying off the B parser. By chicken Blocking (air blocking) you are giving yourself more frame advantage to punish. Air Barrier IB should leaves C parser at -13 (I think) and you can punish. Regular IB also works, but you get more from an Air block when it's an option.
  3. I'll have to play with it I guess, though you can just chicken block C parser for a punish. Tough part is telling the difference between parsers in time to pick a correct response. If backdashing works reliably it would be an awesome solution to the problem.
  4. I've gotta ask, how reliably can you actually backdash the parser? It seems awfully dangerous to me.
  5. Sounds like timing on both counts. Practice up. CS>Dash6A works fine midscreen GH(2)>Dash5B also works
  6. 214D = P1-100 P2-91 It's what the guide says, but it isn't certain. If it's true, its about the same (slightly better than most) P2 as anything else Mu has. It's not really relevant right now because of how combos with 214D tend to work.
  7. Outside of practice? I actually recommend videos. Search Mu videos and Matches on Youtube. Actually seeing the character perform the setups helped me learn what they were supposed to look like, and watching other players use them can give you a better idea of how the work in the context of an actual match.
  8. I didn't think it prorated that different from anything else Mu has, and it does ~1.5k. Still the likely hood of doing more than one in a combo seems pretty nill, especially since the repeat proration on 6C is gonna crush damage from that loop to a much less hype level. I was just dreaming...
  9. Well, from my understanding developers do their best to prevent people from filming LokeTests. I've got a CC now, so I will try to help with the video side of things. Also, the FC loop could be really disgusting if something like FC 6C>5D>214D>6B>5D>214D works. But I doubt they sped stiens up that much. As it stands it looks like our FC combo will do about 1k less damage.
  10. To put it simply (for all the Non-Tager players and noobs), if the only thing you need to worry about when facing down Tager is his command grabs, then he's easy to deal with. His other options need to be scary enough that you have to worry about all of them including the grab. Of course this is just the beginning of Tagers issues. The Anti-Jump stuff helps though.
  11. As a warning, I have talked to a few good Kunes, and their strategy during curse is often to bring you to one primer before they start mixups, that way, if they don't hit you, they can immediately GC you and re-curse. Be aware if they're trying this because you will only have a small window to push buttons before you go back to blocking. Also, in my somewhat salty opinion, you don't so much play the arakune matchup, as just kinda show up.
  12. I was waiting to answer some of these problems until I had formulated an elegant thought, but the reality is, you can beat rachel by pretty much just disrespecting all her options because the damage is so low, you can just afford to do it. Corner 'trap' of A lobelia x N: you can do 5C and trade or super jump out. Also, IBing puts a stop to lobelia pressure fast, also remember her 3C is -3 on block, so don't treat it like CT. Ignore 6B. I know it can hit you and be annoying, but the damage potential off that move is borderline non-existant. All she can do is cancel into Tempest Dahlia for about 2k. 6C can get her to stop throwing lobelias really fast in neutral. Her lack of mobility without using wind makes it hard for her to punish is properly. The D-Wall (2D>5D>j4D>jD) is very effective at zoning rachel and beats lobelia spam clean. Rachel also seems especially vulnerable to charging SoD because of her limited mobility and range. Properly spaced, she cannot beat out SoD reliably.
  13. To put it very bluntly, better. Shorter combos Harder to land combos (no huge BnB off every random hit) Better oki Weakened jump outs Weakened barrier Consequences for Bursting Relevant Guard Crush I like it, it looks like it will allow good fundamental play to shine more than gimmicks or LoL damage.

  14. Well, I wouldn't say that until you've seen me dance... I actually got the card partly because those other guys kinda stopped doing online replays in favor of broadcasting IRL event. Either way i don't mind sharing.

  15. Tager can deal with bad play, poorly spaced projectiles, and gaps bigger than 3 frames. And even then... Though I am happy to see some of his stuff getting buffed, he still has some fundamental problems.
  16. More updates from HiagoX: - 236A: "214D > 6C > 5D > 214D > 6C > 5D..." Loop - 63214C: More untechable time - New Combo: 236A > Dash > 2B > 3C > 2B > 5C > 6C
  17. Also, do you know how many reps? And yes, I hate japanese attack names too, can't ever keep them straight.
  18. I have to ask. DId you mean 214D by any chance (instead of 236A)? Either way, cool.
  19. All I can promise is that I can try. Let me know the date when you get it figured out and I'll do what I can.

  20. I'm doubtful of a loop looking like that because, unless they changed 3C's hitbox, it has a really hard time hitting airborne opponents. I'm very interested in the faster cooldown on 214D and D. This could allow for much better oki traps as you would need less time to detonate and place steins, and could threaten OTG with 2B, much like the current corner oki.
  21. Increased range on 2B is nice. Does having the j2C techable ruin her loops? Also, the change to 6B seems like it could really hurt her high damage combos, especially combined with the j2C nerf. Also, increased untechable time on 3C makes me wonder if 3C>Dash2B would be possible. This would extend the range for 3C>(Dash)6A>6C>214D(wiff) or just let you link 2B from further away. Edit: Also, I'm pretty sure they mean 214D not 236A. Nice buff either way.
  22. It's spacing dependent. Good lambda's will space themselves so that the spikes hit you out of startup and you take a big CH combo. If you IB swords 6C becomes hilariously effective, but you still have to watch for her rushes.
  23. Here's pisces: "OMG, how do I block the punishable 25 frame overhead. 5C and 4B didn't work.... ummm... REVERSAL SUPER!"

  24. Oh yeah. I usually do, but I forgot. I'm probably not going to re-do over that though.

×
×
  • Create New...