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KojinSagara

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Everything posted by 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.
  16. One thing Ive been doing this week that seems to be working whenever I have oki involving 236D is to start fishing for 6C CH and charging SoD in tandem. For example, after a combo ending with 6C, and I go for 5D 6D 236D oki, without dashing foward I would sometimes space a 6C and cancel into a stien on block, usually 6D 2D, another 5D 6D, or the reverse. I thought that it was a good way to space in matches where i just dont want to give them a chance to get in at all, or when the opponent was doing a good job of blocking or DPing sometimes. I find that when I mix this up with a 6C SoD with variable charges, that I can set up a good long range game, sets up good C zoning off of jump cancelled stiens, and start incorperating the primer breaking moves well ( I think thi also worked because of conditioning my opponent on how stupid good explosions are). Also, i noticed that if i time it right, I can set a secondary 5D 6D as 236D finishes and not have the second set of steins affected by it. the reason i think this works is because of the original oki setups that involve 236D with 4 steins, so the opponent blocks a bit longer expecting the laser to continue to the next set. this lets me: 1: more safely jump cancel the 6C from the second set of steins 2: allows me to actually use SoD more during pressure to pop of steins. varying the charge at 5C or 6C range seems to be a good mindgame on bloking opponents so i try to add it in those situations more and settle for popping off three primers than going for an oki that may end up getting dp'd. besides, a fully charged SoD has frame advantage so I still had time to place another 5C (6C) SoD afterwards and break off another primer, or a counter hit SoD if they try to move after the first SoD lv3 3: push the opponent back in my block string towards a stein and end the block pressure by popping the stien. Lets me reset pressure or place a quick stien, and possibly even break off another primer. If the opponent had two or less primers and my spcing was right, i'd sometimes abandon the 5D 6D 236D after a 6C combo ender and let them emergancy tech while I 5D SoD charge. So far, I've scared opponents into getting thier last primers taken out, and the 5D hits them on wakeup, giving me just enough cover to charge it to lvl 2. on the end i was able to create siutaions where the opponent was very apprehensive about rushing in, which is the ultamate goal if i can't get damage, seeing as if he got hit i could do the same situation off oki all over again. and the best part was I felt like I could use 6C as a poking tool for a while, as I basically was " C fishing" for hits under cover fire. And tonight, I've kept an opponent in the corner a considerable amount of time after a corner loop with 2B 5B 5D, then jump canceled it to bait the air tech. If I could I'd keep them under pressure as we both fell down, then do a block string ending with me popping the stien, then set another 5D as they block the first one. I think that under this situation, you could cancel that 5D into a SoD, as they block the exploding stien, and because the laser from 5D comes right after it, you may be able to have enough time to continue a block string again even after thatm pop the stien again and continue mixup. I did somethins similar today against a Ragna I play all the time now, and for someone who will DP and IB me if I did stupid stuff this works suprisingly well. I was hoping someone could give this a try as a mixup and see what you can do with it.
  17. I've played this aggro tao a whole lot, even since ct, and for mu the most important thing you have to abuse IMO is the fact that tao only has 4 gaurd primers. when i get tao into an oki, the first thing i really want to do it snap off as many primers as possible. even breaking 2 is enough for the tao to get more defensive, and gives me more breathing room for stiens. if they do get in, i can usally dp through thier 6b mixups without IB'ing, and other than blocking low, get ready to break grabs. maybe im just used to the character by now in terms of how to block, but its not the end of the world to me if they get in. i play the worst agasint tao though if i get too preocupied with stiens from a distance, and people are trying to quickly get in so i can't throw any, which basically makes them fall into rape. i dont see any use for 236a, and i kinda like expolosions for baiting thier drives right now, then punishing with sword of decimation. But tao has the tools to intellegently pressure you for a long time, you have to know how to block agaisnt her. I think its going to end up being in her favor, seein she cant even block us for long if we take advantage of our primer breaking moves, and she can't really escape a "vortex" situaiton (dont know what else to call it, sry), added to her low health as well. it may end up being 40-60 mu's favor IMO btw, for crawling taos, you can try to set a stein very low to the ground with a fallling 2D. then explode it to shy them away from doing it if that's whats beating you.
  18. I kinda just try to use them as part of my block strings, like 2b 5b 2b 5b 5c 2c or whatever to push them towards a stein, pop it when they overlapp each other than either run up and continue pressure, or do a maximum range 63214c (varying the charge randomly) to shave off 2-4 gaurd primers. many times the opponent can get conditioned to block and take the full charge after they eat a few CH 63214c's trying to attack me or back off, and it works well to pressure them into mistakes and get them scared of mid range and long range explosions. Another time i am trying to do it is during the 5d 6d dash 6d 5d oki. ive been trying to get the timing of placing steins during 236d so that the laser doesn't track them and reflect off of them, then go into a block string that lets me do the last paragraph again. I've found some success after a counter hit 63214c to place a 6d or a 4d as they get up and it usually makes them want to rush me haphazardly to get away from them. also, i dont know if this is the place to dicuss this, but once you get the gaurd break, what do you guys do? i've decided that I'd set a stien in thier face and quickly pop it, then go into 6b and combo from there.
  19. she does have an obvious high learning curve based on her drive alone. im not complainin about that. maybe im asking for too mcuh too quickly? sry about that.
  20. I also am noticing a problem with characters like bang and noel, who can just run at you because you are so darn fast. I can deal with ragna, but only because I know his strings and mixups so well, but noel is so small and fast that she gets by any set up with little trouble. I find myself running and dashing away trying to zone Aerial C's along the way. It's too much work to keep bang under pressure with his multiple jumps and dashes, and I'm positive that 2C will never beat his primary jump ins. I was playing bang that wasn't even that good, but if mu was in the corner i was taking tons of damage. I know i need to improve my block strings so maybe that's the problem. I really do feel like i have to play perfect just to have a chance tho.
  21. I put her in the same area as lambda, I feel that they are pretty much the same spot. She requires more player knowledge than lambda though, so she has a bigger learning curve, and knowledge of specific character wakeup options against your oki is a must. IMO her lack of godly damage like the top 3 is mad up by the fact that she can oki you punish combo u and put in the same oki over again all round. that's a level control that i like in a good character.
  22. at first people i know didn't think she was that good but man learn a few setups and the story changes badly. shes probably A tier imo
  23. I'm lovin these setup right now. Im havent mastered all the massive damage combos yet, but the oki setups and mindgames are doing well so far. I've crossed up, jump over then AD back in front, tossed out more stiens during oki, or simply charged a SoD (sword of Decimation) while they were under laser pressure to break 2-3 primers. I basically can do whatever I want so long as i understand the character im playing against, how much heat they have, and punish forward rolls so they get scared to do it all the time. before I learned some setups a few players I know always tried to forward roll but now it doesn't happen as regularly with me baiting it. One thing I've tried to do to add more pressure is to add SoD on stien Oki, usually midway through rounds. it has great range, and what I find is that the opponents get scared to stop blocking and will mentally get stuck blocking since stiens and ame specials are going off too. So they get 2-3 primers knocked off. If I space it right most normals won't reach me and they try to AD away when I delay it, so they get CH instead, and knocked away, which means more stiens for me. One setup ive tried after a 6C combo ender is a variant of 5D 6D 236D dash 6D 5D oki. I basically delayed the 6d 5d portion a little a few times (by accident at first). basically the second set up stiens dont get picked up by the laser, so i basically end up with a 2-stien ame no tostuka with 2 stiens on standby. When I continue pressure from that, I make sure either push them back as far as possible, then activate another 236D, then dash, setup another 5d 6d, then try to repeat it again, or I block string to push them back until they overlapp the stien, then pop it, then rush in and pressure again. sometimes I'd use the explosions to place another stien, or charge a SoD if they are close to being gaurd broken. It works for me so far, especially once I had my opponent worried about the Ame lasers on oki, so i get leeway for mindgames. what do you think of this idea? I've also been trying to work with the lasers more, doing an attack string, then timing me dropping the combo as a 236 laser hits the opponent, then restarting the attackstring after that for a longer combo that still ends in a good oki setup. Its a bit more difficult and required me getting used to the speed of the lasers and where I did place stiens (which I try to keep in mind at all times now. like I'm preparing my self even when im under pressure to CH followup any laser that my suprise my opponent) but I've gotten 9-10 hit combos before I even get to the 6C ender into oki because of it. thx for the help guys im looking forward to more info from this thread.
  24. shes too damn fast. the noel i was playing was able to use the slide under move when I tried to place stiens on wakeup or long range to avoid most of the lasers and knock me down many times preventing follow ups. you got to zone with C as well as you can and dont get put in a corner so she doesnt get that gay loop from there. I actually did better with her than with lambda which saddens me a bit but whatever. i probably need to readjust my stein placements and confine them to one on oki. I think it may end up being in mu's favor eventually...
  25. Lambda is a great zoner, nay the best zoner in the game IMO, but i feel that Mu's tools are more transitional, as in they really only serve as a cover fire, not something that you should use to play all match on the other side of the screen lol. I think that Lambda has an advantage due to her drive having a hitbox on activation, compared to the stiens having to wait a bit before lasers come out. the 236 series is a problem if the mu gets preoccupied with stein placement, and if she blocks a sword then the laser followup wont come anyway. mu does have more range with the stiens and her C seems like it should beat all Nu's normals with its range, plus it a blocked C gets Mu in. but stiens are best for oki, not zoning. If Lambda can force long range pressure early, she negates the usefullnes of Mu's reversal, and prevents those tiny lasers from being too much a problem. But if Mu scores a knock down early sets up stien oki and continuously goes for more oki then Lambda can really do anything about it so I feel as this matchup is more even due to its dependancy on who can force thier game on the other the most.
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