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FlyingVe

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Everything posted by FlyingVe

  1. Yeah, if you're on later I'll invite you. I agree, curse was worse, but both sucked super hard. I was thinking Tager vs Nu as 8-2 and Tager vs Arakune as 9-1. Either way they were pretty much unwinnable. I don't even think I can respond to this properly. You're theory fighting here son.
  2. Nu vs Tager was much worse than 7-3, that chart was way old, and also I didn't said this matchup was 7-3. -I didn't say his reactions need to be godlike to get close, I said they'd need to be so to actually punish a stein. -Lambda's 214A doesn't even hit, so it can't beat sledge -I never said sledge, why are you assuming I meant sledges? -In that vid, did you notice my screw ups? I dropped a corner RC link and a botched DP (Got 6C) which caused that final hit. The point was, that even after eating a Tager buster, and guessing wrong in Gadget Finger, I still could have, and probably should have won. -As for keeping Tager out, steins work great, but you also have your C normals. It's a really bad matchup because for Tager to win, he not only needs to guess right, but guess right several times.
  3. -You cannot block and move forward. -Steins control space making Tager do something active to get in, that's when you hit him. -Lasers are excellent zoning tools. -You can't cancel a wiffed sword with Lambda, and the parsers are to slow to stop a sledge. Point is you're trying to tell alot of experience players that they're playing this matchup wrong, but, at the risk of being a dick, I quite doubt it.
  4. They can both be bad matchups. The reason Mu could be better is because, Lambda has to commit to her swords. If she fires a bad sword or Tager predicts it, she gets punished. If Mu places a bad stein, unless Tagers reactions and yomi are godlike, you can jump cancel the stien and block/getaway.
  5. Why is understanding why this matchup is bad so hard for people? Mu's good at keeping Tager out, and Tager is bad at getting in. Posting things like, "Sparkbolt can hit" you over and over again doesn't change the matchup or your options against Spark. We've already discussed what to do about jumping Tager, Sparkbolt, and Sledge. It would be much more helpful to everybody if we could discuss Tager specific options and tactics rather than pointing out obvious things like Tager can AC you if you jump or mag is bad. Also, you can totally guard crush Tager, and also, what Synthesis said.
  6. Really? I thought they sped that one up. Still the fact that you can punish a SoD block-string with it makes Mu's life very... different. Also, dem voids. I could tell you were enjoying cutting my lasers when you figured out the timing during the last few rounds. We should play again soon though, I've come up with some new anti Hakumen tactics, and need to practice dealing with the voids. Also, LOL at AF rage (in a nice way).

  7. Looked like it. Mostly the increased speed of his C moves though. You can punish alot of stuff that other characters can't with 3C. I have to adjust Mu alot to avoid punishment.

  8. Except when it was a landslide one way or another. I was enjoying watching you deal with Lambda. You could really see how Haku's improvements helped in that matchup. AF still hasn't really learned how to DP yet.

  9. Nope the only match I raged was the second one I lost to Arcade (after the game where I damn near double perfected him). I had the match won twice but dropped my combo... fuckin netplay. My execution is pretty good too.

  10. Well, tonight it was mostly because I wanted to practice Mu against Haku and Lambda. I need lots'o matchup experience. Also, Tager vs Haku/Lambda is a really boring match, and I'm to lazy to play them properly. (I know that's a bad excuse).

  11. umm... Mu=Vic Viper, it's cannon. Second, check the OP, it has all the changes from this test in a neat organized post.
  12. Mu will actually turn into Vic Viper and charge them firing lasers... I want this.
  13. Yeah, I only know about EasyCap because I fell for that trap :vbang: My room is down for the moment, but I will be making another one later. I'll invite you as always, you're my favorite rachel :).

  14. It might hurt 236D oki but wouldn't it still give us enough time for the crossunder? I think you can do most setups of a grounded 6C hit.
  15. What are you doing after you cross under. If you do 5B I believe it's done at full frame advantage.
  16. Don't sweat it, it give me an excuse to play with my toy. A warning about EasyCap. EasyCap, is a knock off of EZcap. If you buy an EasyCap you will get a crappy knock off device that barely captures video and doesn't capture audio. Plus, it comes with pirated software so be careful. Down side is a real EZcap, costs more than a dazzle, and most people say it's worse, so I'd just get the Dazzle.

  17. Don't get me wrong, super long flashy juggles that do ridiculous damage have their place, but not off of every random hit. That's what the Fatal Counter mechanic is for. By changing this there could, also be a bigger difference between pressure and combos which I think is good as well. @FU: Arakune is a whole different design conundrum. Personally I think it badly done, and would need big changes to play in an interesting way. ON topic. About the 3C nerfs: What type of untechable are they? Are they normal untechable where you can tech-roll forwards and back, or are they only emergency techable. If the latter is true, the nerf might not be so bad and could potentially lead to alot of interesting oki tricks.
  18. I would argue that one of the reasons it's so slow is because of how combo-tastic it is. When you spend 20 seconds getting comboed, only to spend 5-10 playing footsies to start the next 20 second combo, it feels really slow because you're barely getting to play. And with some characters like Litchi or Arakune, You get to play even less. I like that characters won't just be able to shit huge juggles after landing any move for alot of reasons I don't really want to list.
  19. It's not that bad. Mu doesn't rely on 3C>2B so much as she relies on combing into 6C, because after landing 6C all kinds of games become possible. The new combo will likely look like this 2A>[5B>2B]xn>(5C)>2C>6C>games. Also, you could JC the 2C for safety. This does however, eliminate 3C>6A>6C>214D wiff combos, but those were very situational so it's not a big loss. Also, somebody posted something in the general loketest discussion about her loops and dash 2B not working. As far as I know there have been no changes to j2C so all her loops and Dash2B pickups after j2C should work just fine, and the 2B>2C link will add a smidgen of damage.
  20. Correct me if I'm wrong, but he has a big hitbox right? Like Ragna and Hakumen sized? If that's the case that 236D stuff should work well as the fat characters can't jump out as easily. Maybe Valk will come out on 360 so I could test this stuff. But we all know that ain't happening.
  21. You gotta play MDK soon, Rebel one got an extension so try to get it done in the next few days. I had an awful match (played like ass), but he's really good. He's the rushdown type Kune so be prepared.

  22. His important Frame Data: 2A +1 6B +8 6C +6 236A +2 Everything else is - on block. I have not played this matchup personally as I am a poor 360 player, but I have spoken with a few PSN players about fighting Valk. All of the advice really comes down to 3 things: 1) Keep him away. He's fast as a wolf but can't block, jC and 2C him I guess. 2)Pressure him hard. Given his fastest poke (5A) is 6F abuse the hell out of Mu's 2B frame trap and the fact that his only good reversal is his super. 3) IB. I know this is good for every matchup, but Valk tends to rely on his rush to stay in, and if you IB it it's unsafe. Just like Tager and his sledge. If you take that option away, he'l have to AirDash or use the wolf to stay on you. IB>jab spam stops the wolf, and AA's deal with jump ins. Also, my 6-4 might be totally off. It was just a guesstimate looking at footage and archetypes. If more people tell me it's easier/harder for Mu I'll gladly change it.
  23. Well, when the match is over, feel free to hit me up, we can play a set or two.

  24. OKay, never mind. I've cooled off now, it's all cool, but it just really, really threw me off is all. Sorry for raging a bit.

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