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FlyingVe

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Everything posted by FlyingVe

  1. Sure thing. My offense and mixup is my strength, and I can't leverage that on defense. :)

  2. Holy crap, I just looked at your litchi team for the 3v3. You've pretty much got this thing in the bag.

  3. If you are anywhere near him, and he D's a laser, he will goink Mu. Since the laser hits mid, Haku doesn't have to guess, and since the laser timing is predetermined, he doesn't have to react either.
  4. Agreed again. That's pretty much what I was trying to say. Hakumen can screw with your approach... but you really have no good reason to approach in the first place. It's just good to be aware of his options when you aren't in a zoning situation.
  5. Well, for what it's worth, one of the reasons this is closer to 5-5 (if anything slight edge Haku), is that Haku can counter the laser (easy to do since laser timing is very predictable), and grab you. This really hurts her approach and limits many of her oki options. Basically Haku can get zoned well by the lasers, but it never truly amounts to a safe way to get in on him.
  6. ^Pretty much. I've also had alot of success CH fishing with 6C. Haku players feel overly safe at that range (they aren't used to being poked back) and he's big enough that he has a harder time dashing over it than others. But be careful with 6C for all the usually reasons.
  7. Yo, are you still in for the team Mu in the 3v3. I want to make sure everybody can still play before I give Kyle our teams.

  8. In that situation you're stuck blocking. This is why you don't want to be obvious with your airdashs (with any character). In BB even bad AA's are still pretty decent. However, if you are closer to Haku, it is possible to get behind his 2C and make him wiff. Good spacing is really the key to this whole match. Also, note that Haku's 2C isn't head Invulnerable, so you could try to beat it out with a well timed jB/jC, but if Haku is paying attention his 2C will likely still win.
  9. Alot of Bang players are like that. It always separates the men from the boys. You can really see it with the people who played Rachel, Noel, Nu, Jin, and Arakune in both games. The ones who just relied on BS to win have all switched to Bang and Ragna (the new easy mode). I usually beat luke with Mu v Rachel, but that's partly because the matchup isn't great for Rachel (not unwinnable though) and that he is more aggressive, while you usually take much less risks. For the same reason my Tager does better against him. You are perfectly okay with just keeping me away, Luke likes to rush down, even when it's risky. I've beaten Ice but that might be matchup experience. There are only like 3 good Mu's on XBL, so many people don't know what to do about me. Personally, I don't like playing matches where I have a huge advantage (I'm a masochist I guess), which is why I don't play Ragna so much any more. Mu is just such a deep character that I love using her regardless.

  10. Yeah I here you. I can prety much just run away and spam lasers. But I get bored and try to play with other stuff. I was trying to shake off some rust. Thanks to Halo I hadn't been on in a month. I was waiting to get on that stream but you were a better opponent than most of the scrubs on the stream. Mu just feels more right to me than Tager now, so it was taking a long time to get back in the groove with him (I was getting there at the end). GG's, you and Luke remind me why I shouldn't sleep on Rachel.

  11. Jin's Yukkikaze is pretty awful as a FC.
  12. This is the truth. Don't sleep on the low tiers. They are only C, they can definitely win if you're not paying attention or don't know the matchup. Also, correct me if I'm wrong but, can't Tsubaki space her 22[D] unblockable to avoid 360A?
  13. Naw, it's pretty much just practice and experience. I'm big on numbers and theory (frame data and stuff) but other players don't get anything from that. I also, listen to and watch Top players. Recently, I've been listening to Juicebox's podcast "juicy bits"

  14. Maybe this thread would be more interesting if we discussed the second best FC...
  15. Tager's 2C: Damage is on the low side, but it's probably the easiest to hit with. Carl jB: Fast, strong Mu-12 6C: Midscreen poke into 7+k. Amazing punish, screws with alot of midscreen tactics/zoning. Also, a great punish. Not super terrible on block (but not good either). Makoto 2C: Lol damage. Seriously, lol damage. Oh wait... JAYOKU HOTENJIN!
  16. Yep. Offense is something that comes with practice. On the whole, playing an offensively oriented game is much harder than defensive as the onus is on you not to screw up, and make something happen. Alot of BB players are very aggressive, but not in an intelligent way are very easy to beat. (note: Being and defensive/safe players does NOT mean you don't go on the offensive. Both styles are trying to make the other guy screw up, they just have different ways of going about it.)

  17. Ah. It's worth a listen, and it's on his web page too. It's all SF related, but it's all about fundamentals which carries over. I have learned much by listening to him. Also, they are short, too many podcasts go on for hours, and I can't sit through them.

  18. You don't need the RC to link the 6B, and you can take the combo further (6B>Dash6A>6B>...). The current 6C punish combo does ~5.6k meterless and builds 49 Meter (so you can always do super and bring damage to 7.2k). Also, you can do a hit confirm FC 6C into a different combo FC 6C>5D>Dash2B/6A>... .
  19. TK GH is technically the better overhead, it's faster, has more range, hops over low's and throws. But you can't do it unless you could jump, and giving the opponent something else to react to (by using both GH and 6B) goes along way towards mixup.

  20. Check this out: http://shoryuken.com/content/if-you-don’t-learn-throws-now-you’ll-hate-yourself-later-1885/ I know it's SF related, but he says some really smart stuff. I learned alot from the listen. Almost makes me want to try SF again...

  21. Laser "spam" is great at keeping most characters away, but if you're behind, it isn't gonna get you any damage. I usually start the match off with lots of lasers to break some GP and make SoD really scary. Making that SoD scarey goes along ways for Mu's offense. You can also do 2D>5D>(delay)>jD>IAD as an approach also.
  22. Well, the character matchup subforums are the best place for this but I can give you my 2 cents worth: Ragna: Ragna's only real approach is to hurl himself at you, but he doesn't need to get as close thanks to his range. Patiently Back Mu into a corner and don't let her go. Also, GH can double as a psuedo second airdash if you need it. Jin: Dunno, but sometimes D ice Car has enough speed and high to get through or hop over the lasers. If it hits it's big damage. However, that move is crap on block so be sure you know when to use it and when not to. Haku: Seems about the same as ragna so me. Move slowly, trap her with normals. Arakune: Arakune is pretty screwed with his garbage anit-zoning and slow airdash. Wall teleport and landshark can work, but are EXTREMELY gimmicky, and not in any way solid options. All, in all. Don't be overly stupid, and the lasers won't hurt you too much. And as always, if you see a gap or mistake, get in and hurt Mu.
  23. Okay, I will try. I had an exam at 8 today so I was signing off right when you invited me. Today, I swear I will actually, hopefully have time. Also, did you hear? No valk today for xbox users... :(

  24. All 22C really does for you is remove tech-rolls as an escape option for the opponent, you can't do any true oki (like safejumps), but pretty much do whatever you want. They can still DP you, but anything you do that is relatively fast will beat them. So you can't get out poked/mashed after 22C. 6B is a good option, but this is one of the few situations you can really exploit the speed and power of TK GH as an overhead.

  25. pretty much. In BB DP's have a ton of invulnerability. However, they don't do much damage and if they're blocked, they are ultra punishable. So no, nothing beats out a DP (except Makoto's Parry, or perhaps another DP, but both of those are really bad oki options). Most better players won't DP on wake up too often because of the huge risk involved.

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