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FlyingVe

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Everything posted by FlyingVe

  1. He doesn't really. It's pretty much what Heroic said, it's all about the spark bolt. If Mu baits it or avoids it, Tager's in trouble, but if he hits you, Tager is pretty dangerous up close (for Mu). Also, just having the Spark makes alot of shenangigans super risky. In addittion, things get better for him if you ever let him get Mag. It seems 3.5-6.5 to me, as Tager's options are extremely limited. @Heroic: You said that Tager can deal with Mu's zoning/spacing without spark. How so? I know he can luck out, but I fail to see a consistent way for him to get in save spark.
  2. I would be willing to offer Mu insights, but I don't think I'd add anything that your guy wouldn't. I think Tager 3.5-6.5, and Haz is only 6-4, but those are nitpicks.
  3. He's pretty darned good, He plays up in NY.
  4. Also, if your are just laying on the ground and Tager lets off a 720, you should be able to roll through him, though holding up during neutral tech, or doing a reversal (632146D) would probably be the best option.
  5. Discussion for the Valkenhayn matchup should go here: I figure it's about time this thread got going since Valk is out on PSN. I will try to update the OP with the best information and matchup rating. Mu-12 vs Valkenhayn: 6-4 Mu (subject to change for obvious reasons) It seems like a pretty favorable matchup for Mu. Abuse his limited movement with steins and normals. Guard crush is also really strong in the matchup as the wolfman has only 4 GP and no viable reversal save his super. -236A works as a good Valk repellent -Be wary of Valks fast-fall. It can get him through steins and make him hard to AA - Tools to use: j.c, steins, 236d, sod, 5c, 2c/6a. Those moves makes getting on Mu a living hell for valk -IB>DP after 5B, 2B.\ -Do 6A's a little earlier to cope with his hitbox -6C to punish ground super, 3C to punish air
  6. Oh wait, I read it backwards. It's should be 6-4 in Ragna's favor, I assumed it was because, well, the other way doesn't make much sense. It's an even match at worst (IMO). My bad for not reading carefully.
  7. I think that list is as much trolling as it is an honest chart, but 4-6 Ragna (in Rags, vs Lambda) seems about right to me. It's easier for ragna to get in than in CT, and the damage difference is pretty huge.
  8. You really should use the double BE... Ragna doesn't have true tech traps. @Ladon: the existence of double BE doesn's affect one matchup more than any other, but it does make Ragna a much stronger character over-all. Which in turn, affects all the matchups. Bottom line, it is defiantly a big part of why Ragna is good in this game, but not the only reason.
  9. I play both characters and this seems pretty right. Doesn't matter which side of the matchup I'm on it's either a free win, or a free loss. @skye: That video is pretty old.
  10. Nope, jC is super pro. If you block that on the ground, you're pretty much gonna have to block a mixup. Even if you block it in the air it isn't great. your just not gonna punish jC. One weakness to Mu's jC is it's very hard to hit crouching opponents with it. LandShark could be a ballsy way to stuff it, but perhaps your 2B would work. Also, 5C is also a possibility, but laser cover fire makes it very hard to AA Mu.
  11. Oh, in that case, j2C if it's done as an instant air, is pretty unpunishable on normal block, but it still as alot of recovery. If it's done as anything but an instant air, then wollop her for it.This is a good escape time. Wall teleport maybe? (I don't play Kune).
  12. Mu can do really big damage, but only off a few specific, freak hits (like naked point blank 3C, or an explosion, or FC 6C). However, none of these attacks should really be hitting you in a neutral situation. I know its cliche, but LRN2BLK. When she isn't in an oki situation her mixup is really bad, if you block you should be fine. Mu's 2C should only be stopping corner escape if your idea of escape is holding 7A+B. If you block her 2C, Mu doesn't have many options afterwards. She can pretty much just JC or SoD. Either way, you've given yourself an opening to get away. Her DP leaves her at -20, which, in the air would be -25 (I believe). You can punish with anything you want. Land shark into full curse seems like a good option. Also, her jC is just a crapy version of Haku's jC and Jin's jC. It's still a good attack, but it only leads to big damage on CH. Lastly, fighting along-side lasers is what Mu does, but it only works if you give her time to set up. This is harder for Kune because he's slow, but if you don't giver her time to do stien shenanigans her "rushdown" is alot easier to deal with.
  13. I've been playing the matchup a bit more, and jC seems really, really good against Ragna. He's to fat to get under it, and it has enough range to stuff any of his approaches or aerials. Its like a brick wall. Still, general strategy is what Pulsr said, make Ragna curse his awful approach.
  14. A jC is pretty safe, but loses alot on IB, But I wouldn't put it in the same league as an actual safe attack (like the current 2C).
  15. Mixup is anything that forced the opponent to make a defensive reaction. In this case, 2B,3C,6B,GH,TKGH,Throw. CT Ragna got mad damage off alot of these, but not so much off his normal pokes, plus he had NO safe way to end a string. CT Ragna was also in a game where the high tiers butt raped him (and most of the cast for that matter). He's much better in CS, partly because alot of what shut him down is gone (or weakened).
  16. I wouldn't say CS Ragna is higher risk. After all, he's basically the same with some improvements on a few normals (5B, 2C, 6A, ...). Also, while CT Ragna could get damage off alot of hits, I wouldn't go so far as to say good. Almost all of the easy things to hit people with (Max range 5B, 2A, 6A, ID) didn't yeild much damage. On the flip side CT ragna's mixup attacks did really huge damage (6B>4.6k, Throw>4k). If anything they just made his damage more consistent (and a but higher on average). DbD is most definately a gimmick. One that can usually be mashed out of, costs 100 meter, and a chunk of your life. I don't really think that qualifies as good. It can still be a fun punish thought. See the end of this match (I know it's old). http://www.youtube.com/watch?v=9cIJJXNUiik
  17. Also, I have no idea what to do on the Tager side of Tager vs Mu. It seems like, as long as the Mu is playing for real, it's hopeless. I was looking mad scrubby.

  18. Lol, Yomi is all Tager's got. Back in the day we used to call it blind luck :) (though jin's 6C and 6B are easy 720 spots). Had to re-teach myself how to play anime footsies there too, most players don't make me go through the trouble. It's nice to know my offense is still GDLK and my defense is still full of holes. Also, we got enough players for back up, enough that I though we might have a 3rd team. Doesn't look that way any more though.

  19. Teams gotta be in by the 1st. I have no idea when the bracket will be ready and games will begin. We should play more. I don't play enough high level opponents, (you know the ones who block overheads :) ) and our matches were super epic.

  20. Back at you. Though, I think alot of throws (on both sides) wouldn't have made it offline... Also, I hear team rachel is dissolving, however, I might be able to make a 3rd Mu team. You want in?

  21. You can still space DbD against Tager to make it pretty annoying. It's just a bad gimmick (ant the better Tager's will SuperFlashBuffer 720C anyways), but it can be fun to watch them flail away or try jumping only to get grabbed anyways.
  22. Yep. GGAC is the best fighting game ever made. However, I think that BB will get there eventually. The first several GG's were the same way. The potential was there, it just hadn't been perfected yet.

  23. That's probably true, the more character/spacing specifics the harder it gets. Carl, Tao, and Lambda really just have muscle memory. However, if you're trying to avoid hate, I don't recommend Ragna, no matter how good you are, you won't get any credit because of how basic he has become in CS. Who'd you play in GG? There might be a decent parallel. Speaking of witch I've been trying to learn Dizzy, and remembering how much I hate playing on a pad (PS2).

  24. Litchi, Tao, and Lambda take a pretty good hit online. Mu's doesn't escape it though. The Fatal combo goes to shit, and the 632B146C motion for the corner loop gets silly. But yeah, Team Ragna is scary. They are all super god players, with a super good character, that is almost immune to lag.

  25. DbD has no minimum damage in CS. It's almost entirely inferior to carnage scissors, as I believe both heal 1000 HP (in BK), and Scissors has a minimum damage.
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