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toanenadiz

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Everything posted by toanenadiz

  1. I've only played 2 or 3 matches against Tectal's Hakumen. He typically uses Mu against me. And how plus was Tsubaki on block again? I blocked a few of Wander's and kept getting CH when I pressed buttons after it.
  2. I have not played against them before. Can they block swords as good as you can? We need to fix that soon. I think only your Mu. I'm pretty sure the only Hakumen I've played on XBL in the last year has been Mac. Koopa said he went 5-30+ against me. I forgot how well Wander did against me. I think he went 4-17 against me? The win-loss ratio doesn't matter much to me since I never felt that I was in complete control of the match against them.
  3. I still had some sanity left. Koopa and Wandering destroyed the last little bit of it.
  4. Which EC Hakumen in this thread who netplay haven't I fought yet? I think I am becoming addicted to fighting Hakumen now.
  5. I would rather fight your Hakumen than your Tager as well. Tager vs Lambda takes a long time and it just seems to make you really salty the longer you play that matchup. Though I do remember you did a cool astral combo on me with Tager once. And is anyone available for some matches?
  6. GGs Koopa. I got caught by Yukikaze way too much. I need to start watching out for it the next time we play.
  7. Just posted a match-up overview in the Mu thread. Our match-up threads need some more information so hopefully we can get some more stuff in there. I am probably going to do one for Tsubaki or Noel (since they are simple match-ups) in the next couple of days. Feel free to post your own so we can discuss them. Edit: I stole this format from Moy since it seemed to be a good format.
  8. The Neutral Game Long Range: Your Tools vs Her Tools At this range, you are aiming to keep Mu from setting up steins by using your drive. Mu will most likely try to set up single steins to play it safe and eventually get you to whiff a sword so she can dash in or use her 236D/214D to force her way in. If she sets up a stein, you want to make her block a sword so the laser won't come out. 214D isn't that useful here since it lets her set up a stein and she can easily cancel it out. However, our drive is very powerful here and prevents Mu from easily getting momentum, making it hard for her to get close. Be careful about using 214D~C as Mu can dash 6C and FC you. Medium Range: Your Tools vs Her Tools At this range, you generally need to watch out for her C moves. FC 6C deals ridicous damage (like 7K+) and She will be aiming to make you guess 5D/6D and punish your whiffed drive. You will either be aiming to punish her whiffing a move or setting up a stein or creating space. Your own dash 2B or 3C can be good for stuffing her 5C/6C if you think she will do them. Don't try to fight Mu air to air if you are within her jC range. It is faster than our air drive moves and Mu has forever to pick up a combo from a CH and it will deal good damage. Close Quarters: Your Tools vs Her Tools Her buttons are better than yours. Her 2A, 2B and 5B (which is like our 6B, except it has issues hitting crouchers) are faster. 5C can catch our backdash as well as if we are holding upback. Her AAs are good and her 2C in particular has a large hitbox and gives them an easy CH combo. Offense and Defense Her Offense Moves that gatling into her overhead: 5A, 2A, 5B Moves that can be jump canceled: 5A, 6A, 5B, 2C (on hit only), 3C Mu will be mostly using stagger pressure. Very similar to what Lambda can do except safer. Her steins can be very annoying and the lasers can be used as frame traps to prevent you from mashing out and reset pressure. She can also use them to set-up crossups. Her overhead is safe and since both hits are overheads, you have to watch out for 6B[first hit] RC 2B. She can also do jump cancel > j2C for another quick overhead. She can convert from it with 50 meter or a CH. Otherwise, she will probably cancel in 236A to make it safe. You will be doing the same as always. IB to make gaps and barrier block to make distance. Backdash is pretty good to escape Mu's A and B normals, though you have to be careful since she does have pokes with long range. You have to respect Mu's pressure when it is backed up by steins. Avoid 214D and 236D as much as you can. Her Defense The most noticeable thing here is her DP. It is different from all the other DPs in the game. Rather than being invincible, it is guard point. So safe jumps and meaties are useless against it. But it has short range and it tends to clash a lot, which is a good thing. Her AAs are as good as yours and her pokes are faster so be careful or mashing and trying to reset your pressure with jump cancels. Her backdash is the same as Lambda's so deal with it accordingly. If you are pressuring her and a laser is coming at you, either throw her or jump cancel. If you are too far away when you land 3C, Mu is able to backdash 236D on wake-up. She can also do a dashing 632146C on wake-up as well to beat 236D. Frame Data: Advantageous, Disadvantageous, and Punishable Moves Neutral/Advantageous Moves: 2B: 0 63214C (Lv 3): +3 63214C (Lv 4): +7 214D: +40 Disadvantageous Moves: 5C: -4, can cancel into steins or special moves, can gatling into 6C if she is far enough away or 3C if close range, be careful 6B: -1, can cancel into special moves, be careful 6C: -27, can cancel into steins or special moves Punishable Moves: 63214C (Lv 1): -10, space dependent, have to be pretty close 63214C (Lv 2): -10, same as above 623C: -27 632146C: -32 Gimmicks and Resets 6B is two hits. Both of her 6B hits are overheads and each has 18 frames of blockstun. A popular thing for Mu to do is 6B (1st hit) RC 2B. This is gapless and pretty much turns any situation where you block the first hit of 6B and Mu has 50 heat into a 50-50 where you have to guess if she will RC and go low or just let the second hit of 6B go Match Summary Zone her. This is a momentum based match. Lambda's tools do very well against Mu near full screen since it stops Mu from freely setting up steins and Lambda can force Mu to block so the stein lasers don't come out. This makes it hard for Mu to start playing the way she likes to. However, if you mess up your neutral and Mu manages to get in and land a knockdown, you'll be hard pressed to get out due to her pressure (with steins) and oki being great. Misc [*]6C > 63214C can whiff if Mu is too far away. A good distance to remember is the distance between characters at the start of the round. If you are that far away when Mu makes you block 6C, then 63214C will whiff. Good Mu will cancel in steins. Bad Mu will let you CH 5D them when they whiff 63214C. [*] Can follow up 236B in the corner with 5B and 5A [*] Can do 236C > 236D with or without the dash Discuss and let's see what's wrong with it
  9. Those were good matches to watch
  10. It should have two spectator slots
  11. So for Arc Revo, we have Yuuma vs Goro and Yoshiki vs Tetsuwo or Ryuusei. It's a shame Protos didn't make it.
  12. It is greatly appreciated.
  13. GGs DWB and Minoru. I was really surprised you astral'd me DWB considering how much you seemed to not like it before. And does jD go through bursts or did I just mistime my bursts very badly?
  14. It would be nice if jC had more use as a crossover. jB > jC crossovers are cool but the timing and damage make it impractical.. Raw jC crossover is nice for 236D oki, assuming the opponent isn't changing up their blocking style to mess with the timing. Missed this before. I honestly can't say since I have only seen two matches of Nu vs Izayoi.
  15. I would guess we have. I have attracted a lot of Hakumen over the years to play me. If we haven't, then we need to play so I can beat you. Hakumen is one of the few match-ups I have faith in. Mac does stuff differently from the other Hakumen players I play so he gets me with his 2Ds a lot (ignoring the times I try 4B[2], mess up and get 2D'd). One case this always happen is after he IADs over me. Most Hakumen mash 3C as they land and Mac instead 2Ds as he lands. So I try to stuff the Hakumen's 3C with my own 3C for a nice CH 3C combo but I get 2D'd instead when I play against Mac.
  16. When is the next time you are going to netplay Blade? I haven't beaten you in a long time
  17. You're not playing the game if you're not pressing buttons. And I am sad I missed a good room to spectate in.
  18. Sounds like you secretly want to use Rachel.
  19. You don't have the right to complain about pads
  20. Just poor. He wasn't able to get Extend until just a few months ago. Our city is close enough for a drive or bus ride to east coast majors.
  21. Are you trying to do a raw TK crescent into 6A? Or are you trying to a particular combo using TK crescent > 6A that isn't working for you? Raw crescent doesn't combo into anything except 5A (and it has to be a fatal counter iirc) without RCing it. Try seeing if you can do (with the opponent directly in the corner) throw > 6A > TK crescent > 6A > 6C > ect without any issues. If you are having issues with doing it, then the issue is either the opponent isn't high enough when you hit them with the TK crescent or you didn't do it low enough to the ground so you want to change up your timing.
  22. Guess he enjoys using characters like that. Play Soul. It might just be his anti-Lambda strat though
  23. Soul-6-Ookami is a great PSN Haku
  24. But if he just did jB, he would beat out my 5A with no risk. This tends to happen at the start of the round. I just backdash and 5A since I know Mac likes to start with IAD j2C. Haku's jB beats Lambda's 5A in almost every situation. If he whiffs jD, he is going to eat a huge combo. And Mac already knows that he can't intimidate me through methods like that so he is just doing it for fun.
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