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FlyingVe

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Everything posted by FlyingVe

  1. @Tempest: Try and help me out here. You keep saying that Hazama is rocking you up close. I can say for a fact that his mixup is less than stellar, so what specifically is giving you trouble? Perhaps somebody (maybe a Hazama main) can help you with your problem? Simply repeating that Hazama rapes you isn't particularly insightful.
  2. There's no trick to it, it's all timing based. Practice against Tager first as it's much easier to do it against him. Also, I would save a gimmick like this for ending a match, your meter has alot of other uses.
  3. Nope, and if you can put a screen between you and the snake charmer, steins can be really annoying. But a simple dash forward into chain can make life hell for Mu in the neutral. Even if you Jump Cancel and block the chain, the laser won't fire and you're one step closer to being in the corner. Personally, I would wait until I knock him down or away to start with the steins, cause if you are putting up a stein wall while he's busy getting off the ground, it can be very hard for him to use his chain. When you have the advantage Mu does pretty well I think, the same is true for Hazama. However, it's easier for Hazama to get momentum, keep momentum, and stop your momentum (50 heat = Death). Lastly, DP is super important in this matchup, abuse it if he's on you up close. He'll either have to frame trap (DP), do a crappy mixup (Block/DP/backdash), or go back to chain pressure (F!@&*^!!!).
  4. @Zeromus: Basically Hazama out zones you, so you can't set anything up. It forces you to approach through his chains, which is exactly what he want. If you succeed and knock him down, you have a shot. Also, unlike Lambda, Hazama has some options up close, and his reversal is terrifying.
  5. We'll see. I'm planning to be there unless something comes up. I'm debating using my new hotness (Mu), but I'm still lacking in experience with her.

  6. I said 6-4, last time I checked that's a crappy matchup, I'm just saying what you have to do is fairly simple, it's just hard to pull off.
  7. It's also all not very good. Hazama has frame traps, you can DP those if your used to fighting Haz. The worst place to be is in a situation where you cant space out or knock down Hazama. He will harass you from afar and you won't be able to set anything up.
  8. SoD oki is super pro if you've already taken off a few GP's. It's a very good guard break setup. It's too bad Guard Break combo's prorate 80%.
  9. The only time Mu has a distinct advantage is after Hazama has been knocked down, his wakeup options suck. Typically, I approach this the same way I do rachel and Lambda and Rachel. Try to put a full screen between the two of you and zone (5D>2D>jD>j4D/j4[D] is really good). This will make it hard for him to throw chains recklessly. Lastly, remember you have a DP. Hazama isn't very good at pressuring people, watch for gaps, IB, and pick a good spot to DP his ass and go back to annoying him with stiens. Personally I put it at 6-4 Haz, but a very winnable 6-4.
  10. Hit me up when you get that new connection. i miss out games from CT. That one we played yesterday was pretty meh, I could see you dropping combos, and I couldn't block or DP to save my life. Also, that new move where you fling yourself off the staff, that so doesn't' look like an overhead. As I see it more I'll block it better, I have almost no CS litchi experience.

  11. If I make it up there and it comes down to finals, it will have to be a Tager mirror. My Tager is pretty beast, and there's nothing better than beating someone at their own game. I might also play Mu, I'm not perfect yet, but she is my new char. As for SF I'd just play casuals. I'm decent, but not tournament calibur.

  12. We've spent alot of time talking about set-ups for Oki after various knockdowns, but what about in the neutral. Does anybody ave preferred setups for zoning or approaching? Personally, I use 5D>2D>jD>j4D for zoning, and haven't figured out the best configuration for approaching yet.
  13. Another question if you will. What's the competition like? I ask partly out of curiosity, and partly because I think I might bring a friend along and we are both decent smash players. (I was extremely good at Melee... but sadly that game is dead).

  14. Sure thing. I'll send you a friend request when I get a chance and I'll invite you to more of my rooms. I usually have pretty good people.

  15. Hey, I saw your request for a capture card, I might be getting one in the near future and could upload your replays then. I know that both MacChaos and Cakeh have cards.

  16. 6C can FC on reaction: Jin's Ice Hadoken Lambda's Spike and Sickle chaser Haku spamming 4C Rachel doing stuff Mu stiening Recovery on Tager's Charge You can also use it to punish blocked/wiffed DP's
  17. Will do. I decide my new schedule this weekend and I will do everything in my power to leave room. I noticed it is on PS3, will I be able to borrow a stick, as I do not own a PS3 one.

  18. Another note, TK GH will hop over characters more frequently than the normal version when used at too close a range.
  19. Different characters have different approaches, and require different counter measures. 6A is pro though...
  20. I'll put you down. By the way we'll want at least one sub so if we don't have enough for multiple teams, you could still stay on as a sub. Also, the PSR thing was a joke. Lastly, I'm not at all afraid of Team Tager. There is only one Tager on XBL that can beat me consistently in mirrors, and I'm playing on Team Mu. Also, which side of that matchup do you want to be one Nick?... I thought so.
  21. Lol. It just occurred to me, we could use PSR to decide... Anyways, it would be best if people could just vouch for each other. Then we'd have the best team no hard feelings.
  22. ^^ They all work fine. I just wanted to point out that sometimes it can be tricky to tell when you can land some of them. The last thing you want is to get a CH jC and drop the combo because it was a close call as to whether it would work or not. If it worked on Lambda it should work on everybody, play with it at different heights and ranges and you'll see what I mean.
  23. GH(2) creates the same situation without sacrificing as much damage. Same thing, jump back jD/jC, if they block land into 5A/6A. You can also throw, but that is gimmicky.
  24. ^^ You'll just get a bunch of ex Jin players. LOL. Also, this is list of potential BE enders I sent someone else. You have alot of options for BE enders: 5D(1)>HF(2) or 3C>5D(1)>HF(2) classic CT knockdown/Damage 5D(2)>GH for Tech traps 5D(2)>ID Better CT style knockdown, lower damage 6B>DS fun trap to use occasionally, advantage if blocked 3C>(JC) Mixups 5D(2)>22C Always use if possible 5D>CS High Damage, doesn't work after Double BE Dash under: Ragna can do a double or single cross under after the BE bounce. Can be very confusing but you sacrifice his traditional mix-ups.
  25. First one works fine Second one only works if you spacing is just right. On most characters you must be right next to them and they must be very near or on the ground. Also, you negate hit-confirming the AA. If you are 100% sure the AA will connect I believe CH 2C>4D>214D leads to better damage/oki. Third one is fine, but height and character dependent. CH jC>(5C)>2C>jC>2C>Dash2B>etc... and CH jC>(land)>(jB)>jC>j2C>Dash2B>etc... are more stable.
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