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KojinSagara

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About KojinSagara

  • Birthday 12/25/1984

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  • Website URL
    http://www.youtube.com/kojinsagara

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  • Location
    Virginia
  • PSN
    KojinSagara
  1. I still want to try her for lols but im glad i stuck with mu this long. I can't wait to see the new combos in action. I'm a bit disappointed I dont see more mu's when i go to the bbvlog youtube page but maybe that will change com cs2...
  2. fixed. i think. if stiens have less recovery, something like this should be possible. this is sounding really good.
  3. i mean the fact that lambda is in no way invulnerable during any of the act parcer zwei moves. you could shorten the range of the retreat, add down time to the lag, or whatever, but this in the end is all theory so i dont want to get into it anymore. apparently a retreat move for a character that has not defensive options its broken (not being sarcastic btw, i know it may sound like it) so ill let it go. I still would liek them to loketest a lambda with jumpcancellable 5d and 4d at least, i dont think its a big deal anymore and at this point only makes her slightly better, but still not bang/litchi level.
  4. but they supposedly changed that right with the 236 specials, so with that in mind is it still an issue if the same mechanincs were applied? it was retarded when i can go where ever i wanted for free but with the way it is now its clearly isn't a free approach.
  5. im gonna ask a dead serious question here: what is wrong with lambda having the option to retreat with actparcer off of certain moves like before with the obvious exception (at least to me) of those 236 B and C specials? what is so scary about that? its lambda-11, not nu-13. with all the stuff we have in this game people make it sound like retreat AP is OP... (i want a legit answer to this, because i truly want to know what is "wrong" with it)
  6. gawd, i miss nu (lol), everytime someone brings her up , honestly i just want her drives to be jump cancellable again. even if she had the lowest damage output in the game id be happy. im glad that 236 D has the potential to used in more reliable situations other than "yo i hope you dont IAD after 5DD lolololol". also, they need to give her the act parcer retreat back. im also concerned about the lack of any changes to Mu at this point, i know she is new and all but i kinda feel that she is a bit incomplete atm so i was expecting things like 5C>6C actually combos or 236D / 214D activates faster, so im worried that just because murakumos are basically zone specialists, they're gonna make them bad in the end of all this. just my thoughts. no flame plz.
  7. wow. i didnt' even know about tourneys for BB in VA. i am ashamed. I'll try to somehow come for the nest one.
  8. I feel that this is one of the matchups where 236A can be used decently against arakune, what do you think FlyingVe? clearly an advanage for mu in terms of her ability to control more space. I usually can get a way with fishin for jC's from a distance, and 236A can help limit options in the air, where Ara seems to excel. I tend to try to bring him back to the ground with normals and try to place a stien high in the air, so if i do use ame no totsuka (236D) i get a chance to pop him out of the sky. Im sure if I'm cursed its another story, but so far it rarely happens if i just space decently.
  9. if the tager is any good at all, and i know it, and after all that zoning and what not im doing he still gets the sprakbolt on me, i burst as soon as it hits, to prevent the followup combo. problem solved. that's all i really need the burst for most of the time. i feel like if im doing what im supposed to be doing in this matchup, and i save burst for that situation then its a wrap.
  10. Does anyone know if it may be possible for Noel to use her murakumo powers as mu-12 even though she isn't under terumi's influence anymore? i'd like to belive that the training with makoto and tager at the end of story mode will allow her to eventually better control both bolverk and her kusanagi form, switching to one or the other when needed. I also believer that Terumi still plans to mess with noel in once way or another, as i dont' think makoto or tager are good enough to protect her. since Terumi is using ragnas hatred of him to maintain existance in this world since his life link with mu is broken, i feel that either he will try to restore it, or increase his influence on ragnas emotions that way. I also read somewhere that Hakuman and Rachel are in danger of not being in existance due to losing her role as an observer. can someone explain?
  11. @pulsr: I've also been playing with 5d 214D oki after 6C. seems to scare them into more backrolls so ive been just setting a few more steins to zone for a few seconds. Also about your dislike for the 236D oki, what i've been doing is that instead of going in under cover fire, whether or not i add a second set of D's, is to poke from long range with 6C and continue to place a stien set (5d , 6d) from it. I was able to do this to a ragna one match and it may have shut down all his not heat options in that scenario; if he jumped hed still have to block the 6c, he can't dp me if im a 6c max range, and it looked as though i had just enough time to place 236D out again before he could fully escape the oki. So i kinda was resetting the situation, changing up the gaps with 6c and SoD. not sure how overall effective this is, and its kinda hard to explain it like this so I pray to have the chance to record this soon.
  12. I use 5d 2d j5d j2d. I like this because: 1: i get to keep my second jump so i can air when i need too, or double jump 236D 2: other than repeating this set It seems to let me zone with 6C 6D relatively well. I can add 214D afer the 6d then reset the set as they block the explosion from a distance. 3: I can inch forward with this setup and not be forced without a defensive retreat option 4: I tend to use Blessed Mirror as a momentum stopper so having four out lets me do so, and i can set up again afterwards. 5: I like this set against arakune because it covers the air, so far it seems okay to use 236A with this against him. btw, Im trying to save the heat i get from corner loops just for DP RC's so instead of adding 632146C at the end I set up oki with 2B 4B 6A 5D, then jump cancel to catch the tech and pin them downward. I like to mix up strings with 214D and combined with resetting block strings at 2B this helps me maintain longer periods of pressure so far, and hopefully i can use the heat gain to RC moves and keep pressure, similar to how ive seen ragnas do it
  13. i'd put mu at her best probably around lambda's level, or slightly below. I think her learning curve is the biggest problem as shes harder to learn then A-11 but i really think all it takes is someone to completely master her oki and she'll go up quickly. She has good normals for a zoning character and has multiple setups to adjust on the fly safely. She has a few wierd matchups but her versatility IMO makes her good agaisnt most everyone not named bang. she probably has a ton of even matchups now that i think about it...
  14. pulsr showed how useful 6d is against hakumen, since he obviously cant turn around and cut them, this puts more long range pressure to better use. http://www.youtube.com/watch?v=o3SehKsKfLk
  15. after more practice against hazama this really does feel like the momentum swings are huge in this matchup. if i get the jump off early, i get a massive advantage off the bat, and once i get oki, i try to ltter the field with orbs and bait oroboros usage so i could dp them. then again, when hazama has the advantage i can't even get up from oki without a chain in my face, and my dp isn't as usefull since he can bait it and cancel out of it before he runs into it. Once that 50% heat is reached, i try so hard to stay out of the range of jayoku but eventually if i mess up im gonna get hit by it. i got to instant block those things... so far i win most of them, but its still getting annoying to set up advantage when hes faking approaches like that... i may win a few rebels with rape but the match usually ends close.
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