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FlyingVe

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Everything posted by FlyingVe

  1. Most Mu players online don't really play her with any sort of competence. They just spam D and her C series. It's like CT Rachel's who spammed lobelia but didn't know how to set up oki. Still using the average online player to evaluate a character is pretty dumb. I think Mu is High B or Low A tier. She need a knockdown to set up her oki, but there is a lot that she can do once it gets going. Plus getting hit during oki mixup puts you right back in the laser pit.
  2. That and Makoto is alot more straightforward than Mu.
  3. You can combo off normal GH now too (GH>Dash5B>5D>(DC)>jB>jC>jC>BE). The TK version is still better overall.
  4. I meant RCing the first hit of HF. I'm not really sure off the top of my head what the best RC combo is in CS. But I meant doing something to the effect of the old, 5B>5C>HF(1)>RC>Dash6DD>Dash5B>3C>22C from CT.
  5. Be careful not wiff that 6C. That's happened to me a few times (the 6C appearing behind them), and you'll look really stupid.
  6. 5C Leads to 6C on CH or if you hit meaty. If not you get to do 63214C (can charge for primer genocide). Both of the options yield similar damage to Ragna's 5B>5C>HF combo. Of course if you land the 6C afterwards you can start the oki show.
  7. She can zone some characters (Tager, Arakune) in the traditional projectile sense. But I think she excels at midrange zoning. Much in the same way that a good Ragna will keep you at the very far end of his normals (often times), mu can do the same thing with hers. Basically, stay in that sweet spot where you can poke with 5C, but your opponent would need to move to hit you. Also, abuse her speed, I only recently came to grips with just how fast Mu is. Then again, my Ragna half is making me play her more aggressive than most.
  8. On another note, I'm also hoping the release the Melty Blood Current Codes in on Xbox in some fashion. That's a game I've always wanted to play.

  9. 5B>5C>HF, Rapid it if you have meter for more damage and better positioning. That's the entirety of Ragna's max range combos.
  10. Have you watched his partner Hayao? He's pretty incredible with Hugo, but he is one weird, weird dude. God, I can't wait for SF3:3C HD to com out on Xbox arcade. Thought that won't be until late 2011.

  11. I'm glad you've seen that Kuroda Vid. That is the best trolling I have ever seen.

  12. You really gotta do the whole thing as fast as possible, it sounds like you aren't hitting the jC fast enough, do it the moment you JC the 6DD.
  13. CT Ranga: Work hard to balance aggression and risk, with mixup and life total. CS Ragna: Land one combo, get 50 heat, do whatever you want into 4k Damage and more heat, eventually you win. There are still good and bad Ragna's, but because the character is so good (compared to the rest of the cast), and his stuff is easy to do. You don't need to be as good to be threatening.
  14. That's what I figured. I was just thinking that given how long a guard break lasts, that one might be able to set up something more severe (and awesome).
  15. On the subject of CS rachel my thoughts come from my experience with one player. Most Rachel players, when they saw all the nerfs went, "well, my only choice is to run away and suffer." This person still rushs down, he still locks you down with lightning and the frog, and averages 2.5k per combo. While it is no where near as intimidating as CT rachel, I can't help but thinking that maybe everybody else just has the wrong outlook on the character. She isn't CT Rachel, but she is still Rachel. I'm much more scared of Rachel played in that fashion than Noel or Tsubaki or 90% of Mu's.

  16. About that list, it probably wouldn't look the same now. Tsubaki would be worst, and a few other characters would move around. My thought's on Noel are a little salty so read at your own risk. Noel in CT was a character based entirely around BS moves. Things like 2D, 5A, 6C, 6A, and 3C, were all moves that are much more obnoxious than they should be. 2D and 3C dodge way to many attacks, 5A gave huge frame advantage, and 6C and 6A were too fast. In CS ArkSys realized that they had created a character that relies on lots of annoying, random, guesswork tactics to win. So they took away all the BS moves, and made them serve a specific purpose (for example, 6A is still a good AA, but is no longer Ragna 5B lite). Unfortunately, they took away all her BS and then forgot to give her anything back, with only 6B, throw, and her lol-worthy drive to mix people up, I'm really not ever afraid of Noel hitting me. All the damage output in the world doesn't mean much if you can't land a hit.

  17. First , I recommend getting the game, it's a better investment than feeding a cab. Yes, people still don't really know how to deal with the laser oki. When I'm playing a better player though, landing the right knockdown to set up the oki is a bit harder.

  18. Well, who are you doing it on? It's hard on Hakumen and nigh impossible on Tager (though I have crossed under him before). The real trick is how late you do the 2B. You have to go deeeeeeeeep with the 2B to cross under. The beauty of this is, that if they don't tech, you can continue you combo off the bluebeat.
  19. I'd like to pose a question to all the Mu-12 users. What do you do after you guard break the opponent? It's happened to me several times, and I never feel like I'm making the most of it. I've been playing around with stien explosions, but I'm still trying to find out what the ideal guard crush combo is.
  20. If you know he's mashing on DP, do a different oki setup. The cross under will mess up DPS. Also, 5D>6D>236D>6D>2D>63214C(lvl3), can be spaced so that it is either out of ID range, or sure looks like it. You can also IAD over their head mid-oki, that might get around the ID.
  21. As I've been improving with mu, I've come to realize that Bang doesn't deal with the laser oki as well as I initially thought so don't be afraid to keep that vortex going. Also, avoid using 63214C in your block strings. You can space that move against DP's, but against bang, his drive will bring him right to your face, and it's easy to do on reaction. Lastly, if your forced to block nails, keep track of where bang is when he throws them. If he isn't right in your face, you can IB the nails and sneak a DP in there. Be wary this tactic is bait able. I can also reaffirm what Arginor said, jC and airthrow are pro in the match. Bang thinks he rules the skies, but Mu can put up a fight.
  22. As a note, it must be 6D to guarantee the juggle (or hit) if that 6D is your only stien. Also, you have to input the 632146D pretty fast after the 6D.
  23. It's much better to do 6C>6D>Blessed Mirror. It does more damage and you can juggle afterwards.
  24. Most importantly your good with the chains, (Maybe even better than Scam4Life). When we do Hazama mirrors, I got better pressure, mixup, and combos, but I suck with the chains, so you usually wind up destroying me. You got the hard part down, pressure and combos will come with time and practice.

  25. You're actually getting alot better. You need to brush up on your BnB's, but you are quite good with the chains and that is the most important part of his game. I have some thoughts. 1) If you only done one or less attacks before the 3C, do this combo: 5B/5C>3C>214D~C>5C>jCx5>2C>4D~D>214B# 2) Midscreen I don't think that 6D~Ax3>623D is the best followup for Jayoku 3)Don't use 214D~N for mixup often. It's only working because people aren't used to it. People will adapt and that will get you hurt. I want to yell at you for running away, but in reality, thats just kind of the character... and why I hate him :arg:. GG's.

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