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FlyingVe

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Everything posted by FlyingVe

  1. I did some testing in training mode. Forward Tech rolls were caught by 2A, 2B, 5C, 6A, 3C, and 632146C. Though 3C would be nigh impossible to time if you didn't know exactly when the opponent was teching. 2A, 2B, and 6A all seem like very good options because of their safety and the options they give you after a hit/block. Though, punishing a roll with the super could be really fun.
  2. Doesn't 2B catch tech rolls? Most people don't try to tech roll the Lasers on me yet. Which is probably inexperience with the matchup on their part. There are only a handful of competent Mu players on XBL.
  3. This is where you are wrong. Tager only gets Damage when you make mistakes, or guess right. Either way You handed him the match for messing up or getting predictable. Either way you brought it on yourself.
  4. I save that trick for Tager usually, in fact 62314C seems really good against Tager on the whole. The other more mobile/DP characters make me regret trying that too often. It seems to me that alot of Mu's oki relies on making the opponent nervous/second-guessing their options, as opposed to actual guard stun (ala CT Rachel), so I think it's important to keep up the mindgames.
  5. Fair enough, that particular oki is far from bulletproof. I try hard to mix it up. Just to make sure we're talking about the same thing (not trying to be a jerk), when I said Dash6D>5D, I meant it as in this oki string: 5D>6D>236D>Dash6D>5D>Mixup (this is all with the same laser)
  6. GG's the other day. You were the first CS Arakune I played that knew how to play. I can see why people RQ during the helicopter loop, it was really... boring. I had time to get a beer. Sorry, for being so annoying with Mu, I'm still learning her, and not confident enough to be more aggressive yet. We should play again sometime.

  7. Well, yes they can jump out of the lasers. That's why I would only do any kind of jumping after you do the extended oki with Dash6D>5D, which makes it much harder to jump out with impunity. But setting that up is in and itself is a risk. Jumping out of the lasers in this situation is very risky for the opponent; Mu has a good air throw (range), decent Air to Air, and anti Air, plus if you jumped at the wrong time you run the risk of getting hit out of jump startup by lasers(it seems to happen to people jumping out of lasers quite often). I'm sure it isn't Mu's best option as it's so slow and punishable, but the more things you can give your opponent to think about during mixup, the better (IMO).
  8. Well, using it after a jump is pretty gimmicky. Something like 6A>IAD>2D would get beat pretty bad. But when you have 5D>6D oki you have lots of options. You Can dash 6D>5D to keep the laser going and this gives you time cross up. Instead you could go for the ambiguous j2C. It still risky (as it's a 50:50 guess), but it will force them to make the guess and not just jump out.
  9. DRK plays Mu really differently than me though. He does alot of straight zoning. I've spent all my time trying to come up with obnoxious Oki setups. Hazama just makes it really hard for me to set up and move in. I'll invite you next time my friends an I spar. We all need some more Hazama practice since most of them in ranked are so incredibly bad.

  10. That's what I figured. I thought the frames might be enough to sneak in a DP or backdash after the j2C. Still, if you get good at throwing the j2C at that magical spot above the opponents head, it is really hard to tell which way to block.
  11. I'm a relatively new Mu player so take my advice with a grain of salt. First, it kinda seemed like you were placing stiens at random. Personally I try to place stiens in a 5D>6D sort of configuration (or the arial equivalent). Controlling horizontal space is a really effective way of getting in on people and starting you (lacking) mix-up game. Hit confirm a little better. If 2B hits, 3c will too, then you can do you BnB and set up 5D>6D>236D oki. All, in all it looked solid. The character is still in the formative stages so I don't have any more thoughts. A question for Mu users. j2C is one of Mu's more interesting tools, it can be instant aired and you can set up a very ambiguous cross up by doing it right over peoples head. But what do you do if it's blocked? It is often suggested to use it in mix-up but it seems to me that the move is just a deathtrap if somebody blocks it. Is there something I should do in this situation that I'm not thinking of?
  12. Your Hazama is pretty spectacular. I'm gonna need to put alot more time into Mu to make her as competitive as my former characters. GG's

  13. Do any of the players more experienced with Mu have any advice for this matchup. The above post explains why this matchup sucks (and I'm pretty sure it sucks hard), but not what Mu can do. I'm getting raped by Bang's left and right, and Im not sure what I should be doing to counter them.
  14. Also, full screen, I don't think Lambda can close the gap before you recover from a stien or two. Plus stiens are Jump cancelable, so provided you have a jump left they are fairly safe. The goal is to get lambda in a position where you have the advantage, in guard stun, hit, or at a closer range. If you knock her down, your chances of winning go up astronomically.
  15. Hey, do you have XBL yet? If so what's your GamerTag? We should fight, scrubby Mu vs scrubby Makoto. Two players who used to be good, driven to learn new characters because of a tier list.

  16. For some reason, BE bluebeating mid edge counts as an untechable knockdown. It doesn't happen very often. And when it does, it's very hard to tech because BE hits so rapidly. Also, general advice, don't mash tech unles you are actually going to tech. You'll get reset alot.
  17. I haven't had alot of experience with this matchup yet, but wouldn't 2C punish al three versions of her command dash on reaction?
  18. 5D goes straight, 6D goes at a 30 (ish) degree angle, and 4D at about 60. The bling spots are in between these angles. If your full screen you can hover in these spots and set stiens. your lasers go full screen, Lambda's swords don't. They will force her to move or block, either way you get an opening to move in.
  19. @geist: after a 6C you can set up different kinds of Oki. The oki after a j2C finisher is probably not quite as good as the others unless the opponent is cornered. After 6C you can 5D>6D>236D>Dash>6D>5D. This gives you alot of lazer cover and you can do mixup stuff like, crossups, and tick throws between lazer strikes. If you land either, you can reset the situation. Also, I mentioned this in general discussion, but most of the time corner loops can be ended with 2B>5B> Omohikane rather than 2B>Omohikane. The version with 5B does only a smidge more damage, but is much easier execution wise.
  20. I was also going ask you how you're liking/approaching makoto. She's obviously a rushdown character, but I'm not really sure her approach is very good, and her mid-screen damage is average. Also, her command dash, seems really gimmicky. I think it will work for a week or two until people get used to it, then... not so much. Also, I've been hearing she rapes in the corner. Perhaps you could enlighten me on how, that way I can be ready for it when the Makoto players start getting competent.

  21. This question gets asked on a weekly basis, and the answer is simple. The opponent had to have been knocked down earlier in the combo to pick them up. So, prior to the 22C you would need to hit the opponent with 3C or 2D. You can also do the 22C in other weird scenarios, such as when a Berial Edge blue beats mid edge.
  22. I am the sort of player that focuses alot on technical stuff. I make up for my somewhat lacking sense of timing and yomi, with an in depth knowledge for frames, and prefect execution. Other players don't really value it that much, they prefer to "feel it out" so to speak. From my point of view, I like to know what will work and why. That was, if something isn't working I know it's my own fault, and execution is always something that you can fix with practice. Frame knowledge will help every player I think, at least for the important moves. Something can be said for ignoring the frames, though usually tactics like this are a bit gimmicky. More experienced players will catch on to the fact that you're ignoring the frames and punish you. Also, scrubs don't think... so you can't mind game them... annoying.

  23. Good for you. I'm still learning Mu, most scrubs can't deal with the LAZOR oki so it's free wins. I tried Makoto, but I don't like. I've heard she's really good in the corner, so I'm kinda scared. Good luck with makoto though.

  24. Amen to that. CS lag sucks. I think todays's patch helped though.

  25. Lol at good. I'm not there yet. I treat Mu like Rachel in CT. The zoning is to compliment rushdown, not replace it. That's why I've half given up on Hazama. He's all run away and zone, I get bored.

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