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FlyingVe

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Everything posted by FlyingVe

  1. If you know they are gonna mash on something, Throw is pretty good. But yeah I agree, it's not the best position for Ragna to be in.
  2. Okay, I've got another question that has been bothering me. CH 2C, what do you do with it? I know that Dash6B is ideal, but that is hardly stable and will wiff at the most in opportune of times. What do the rest of you Mu players do after you land one? I do CH 2C>jC>j2C>Dash2B>5C>6C>oki or just CH 2C>Dash5C>6C>oki.
  3. GodDammit!!!! Why must you actually have a defense? Break all of my throws, and block every frame trap.... :vbang: GG's, i'm gonna have to work on actually cracking your shell from now on, which is good practice for me as Mu's mixup is (dat) ass.

  4. Aren't all 'rushing' moves in this game like that?
  5. Well, given how ugly it is, and that the corners are hard to see, does anybody want to play it? A ban of any kind is only necessary if people want to play on the stage in the first place, and if that provides some kind of advantage in some situation. Otherwise players will just avoid it for all the reasons you listed. Perhaps it's already "soft banned"?
  6. Yeah, that happens to me sometimes too, I guess the timings just strict. It's especially annoying online. Why do all of Mu's combos take timing dammit, you'd think we were playing a high execution game or something.
  7. Since were giving out random advice, does anybody have any timing trick they use for the j2C>Dash2B links. It's not that I can't do them, I just can't seem to get it down 100%, so if anybody has some mental trick they use I would love to hear it. If not, then back to training mode...
  8. You're right, just tried it. It's not even harder or anything, I was just cocking it up for some reason...
  9. GG's the other day. We should play some more matches soon. I need more practice in the Ragna matchup (with Mu), and I'd rather get it against a good Ragna. What did you think of my Mu? Was there anything you saw for me to tweak up (outside of dropping combos...stupid netplay)?

  10. For the record I think Mu rapes Tager pretty bad, but it's just the nature of the character (zoning vs Grappler) not because of something magical that Mu can do. Well, 214D recovers fast enough for you to IB, BackDash or Jump IB (GDLK) the sledge, which gives you a punish. The same thing goes for 5D>6D>236D oki. If you do it fast enough you will block wakeup sledge (always an IB here) and the laser will CH him during recovery, then Dash in 3C into 214D wiff combo for 3.6 k and more oki. The reason 5D>4D>214D is good here is because it hits Tagers hitbox when he techs and forces him to sit still (it also hits Ragna and maybe others), hopefully he'll stop sledging after you punish him for it a few times, and then your options open up.
  11. It works on all men save Bang (F*#K Bang) and Hazama. I'm not sure if Arakune is a man anymore, but it doesn't work on him either. Do it when you can, it adds a bit of damage and is much easier than doing the 632B146C motion.
  12. Okay, I'm getting a little tired of this. This is a match of reaction, the reason you don't stick out 6C is he can sledge it on reaction, and he isn't going to do something like 2D or sledge unless he's reacting to something you did (though you can trick him into sledging). If he's any good, he won't sit there flailing away trying to get in. Tager CAN get in, it's a slow ugly approach, but he can do it. Yes, if he doesn't know the matchup you can do whatever, but that isn't relevant here. You'll both be sitting on your asses. Mu will be Zoning trying to force a screw up, and Tager will be waiting for a hole. This is in Mu's favor simply because she has initiative for most of the match. The instant you're forced to move in on Tager, you are potentially giving up that initiative, so why take a chance unless you have managed a set-up or you are otherwise forced to? @MainG: To be honest, it sounds like you are playing in experienced Tagers, especially if you are guard breaking them (LOL though). If he's mashing 360 he's free since 2B is +1 and 5B is JC-able, the problem is Mu's mixup attack and push back attacks are painfully slow, and IBing F's her C series pressure badly. Also, be careful with j2C it's actually weaker against Tager than most because of his back-dash. Lastly, Spark is more useful in this match if Tager saves it and doesn't try to yomi spark. It forces you to switch zoning tactics to a much weaker config. Lastly, 6C>5D>4D>214D seems pretty solid in the matchup, somebody else can confirm this perhaps?
  13. Mu-12 isn't Nu-13. You attacks don't push Tager all the way away when blocked. Eventually, you're gonna run out of screen. jC is always good, but Tager's 5C is better than yours.
  14. What can punish SoD changes as it charges. The longer it charges the more frame advantage it gets. Full charge is +2 i believe.
  15. Well, you gotta mind fuck people at the very least.
  16. Cake is troll-a-liscious. I would talk to Grendy, he's pretty much the best Tsubaki on XBL that I have played. He could probably answer questions better than most.

  17. My thoughts as a Mu player. Hail Dizzy. @Smooshman: Mu's jC is good, but I'm fairly certain it's a smidge slower than Jin's, and Haku's has a longer range. It does lead to 4k on CH though which is relevant.
  18. Kyle right, basics improve everything, and SF is a good place to learn that. The only specific thing I noticed was a reliance on gimmicks. Stuff like doing the air fireball, then delaying and dashing in, is confusing, but mostly because the other player isn't familiar with it. That kind of stuff stops working when people get used to it, at which point you need to fall back on good fundementals. Also, learn her cross-under after her special launcher (214B?). It can be pretty tricky. Also (again), I got a capture card. I'm having a little trouble with the sound, but if you want a replay uploaded for critique (or fame), I might be able to help out.

  19. It was probably best. The less people that were around to see men lose to noel repeatedly, the better. GG's though. I don't get to play enough really good players anymore, that was refreshing.

  20. WTF? Reaction time is sooo over rated. /sarcasm DON'T USE 6C in this match unless you are punishing something. Tager can sledge right through it and put you in a really bad situation. I here what you are saying about jump-ins, but given Mu's strong AA a jumping Tager isn't truly threatening. That said, it does move him closer to you (she isn't Nu-13 afterall), but you can push him back out with 5C>SoD. Also, if he jumps you can just run under him and go back to zoning. Heroic is right, playing up close to Tager just isn't worth it with Mu. 360A works well against her, and getting Mag'd really sucks in this matchup, and playing up close you will probably get Mag'd at some point... then it's really hard to create space.
  21. Cool. Also, FYI I got a capture card, I'm still working the kinks out, but if you need or want something uploaded, I might be able to help.

  22. Maybe, I'v got company over at the moment. Hopefully the connection will be solid, Mu's combos go to shit in lag. I could use the practice too. Matchup experience is the biggest thing I'm lacking with the character now. What do you mean we live closer now?

  23. Fine I guess, been playing too much Halo. My Mu is actually competent now though. I might have the best Mu on XBL, but that's best out of like 4 people...

  24. GG's the other day, I went to training mode and worked out some stuff for dealing with Carl and Tsubaki's Dive so we should play again soon. Also, here's the link for the Valkenhayn patch updates:http://www.imnextonline.com/2010/09/19/bbcs-valkenhayn-release-date-patch-info/ Lastly, I just got my capture card, and, provided I can get it working I'm gonna try to upload as many matches from the 3v3 as I can.

  25. It looks like you and me are up first in the 3v3. So hit me up when you got a chance to fight, I'm usually available every afternoon/evening/night. GT: FlyingVe Good Luck!

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