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236a seems to work fine a little further than midscreen, stuffs some approaches. Thats the only advice (if you can call it that) that I can give, air to air is skewed on his favor. 5c seems to be usefull for footsies if spaced right.
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I dont mind helping with what I can, dont know if I will be usefull (netplayer and all) but I'm all for it.
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Quick question: Is it just me, or does the laser from 236D travel considerably faster?
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I noticed that lasers in general (normals and charged ones, though I noticed it specially on the charged ones) seem to be better at tracking the opponent. Like they almost track at the very last frame before firing. Maybe thats what "guaranteed frames" meant?
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Oh yeah, forgot about that...*sadness*
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I can confirm that 2C->6C links at least on jin on the corner. On this video:http://www.nicovideo.jp/watch/sm13013798 around 5:20 mu does 2B->5C->2C->6C on the corner. Its a clean, non CH, red beat link. The pushback from 2b->5C->2C seems to generate enough room for 6C to connect. Man she looks soo good I can wait to play her >__<
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She has so much potential now, I really hope they release this by march on consoles. Something weird I saw on one of the vids floating around, some guy using MU would only place 2 steins (when there was plenty time to place 3 or 4) before doing 236D...At some point I thought that maybe they reduced the steiner count to 2 from 4 XD. Seems like JP players havent really grasped mu's playstile yet.
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Looks sexy as hell, for what I see, SoD "almost" cornerbounds midscreen. Have you seen any 6C->5D->214D loops yet?
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I'm guessing that 2b->3c->sod works now (?) wich is kinda awesome since sod cornerbounds so we could do something like 2b->3c->sod->long dash (or RC dash)->2b->corner loop / 2b pickup combo (?) -Edit- By "works" I mean with the techable 3C Its great, but not unexpected, pretty much all the cast got significant buffs to their corner combos.
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She's looking quite balanced, I kinda expected her to be a bit broken XD. But it looks mighty fun to play, much more fun than her CS1 counterpart (wich was quite a lot of fun as well). I expected omohikane's damage reduction, just...not so little...1100 is still a lot so thats great. Also it seems (so far) that the damage on yata no kagami is unchanged (lol 5k punish). About the j2c landing recovery, its probably just lack of character knowledge. What I want to know is if that "enemies falling faster after an air hit" is on top of the gravity changes. If it stacks, coupled with longer 2b, 663b links will be extremely easy and doable from longer distances. I'm dying to see how fast 5C and 2C became as well as the stein placement/guaranteed frames. I'm loving everything they did with her so far!
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Look, I dont want to derail the thread more than necesary, I had problems with the link too. The way I got it to work was dissecting the move and practicing the different portions of it: I started with jump->land->663 in all forms (standing jump, forward jump, backwards jump, HJC etc) just jumping and dashing towards the oponent. I practiced (a lot) until I could land->dash consistenly. I then added the 2b kick to it so I practiced land->663B (wich was harder 'cos I had to keep in mind one more action). After getting it somewhat right I started incorporating the motion to CH 2B combos. And...well thats it, I cant claim to get it 100% of the time (you know...netplayer) but its more often than not. I used the same principle to learn the 632b214c omohikane ender. Perhaps this training method will work for you. Other than that, I would recomend using the dpad for this and not the analog numb (you're fucked if you play on xbox though, so either get a stick or try the newer 360 gamepads). As many have stated before its really not that hard. Honestly If you can get the 7.2k FCC right, I dont see how you can have this link give you so much trouble.
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I dont wanna sound like an asshole, but there really is no "trick" to it other than doing it right when you land. If you want a visual cue...I would say that by the time mu's feet are about to touch the ground, you should already be buffering a 663, but I may be wrong... I dunno, its not really THAT hard a link (or at least its not her hardest link). About falling faster...well nothing right now will make you fall faster, however, come CS2 the gravity will be increased, so that "should" make it easier.
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Applying fighting game fundamentals to BB and other airdashers
Silfer replied to Arvoyea's topic in Archive
I bought SSFIV the other day to try it out, even though I absolutely despise the game I have to concede that it improved bits and pieces of my BB playstile. Mainly being pacient and staying more time on the ground. Its probably second nature for long time FG players, but BB being the first FG I actually sat down and learned, this is really good advice. -
I must be doing something wrong...people just keep mashing out of this. 2 charged steins seems like a lot of time for people to get out/DP/mash...
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this. Its weird though, its not a difficult character to pick up and play and she is pretty much naked...go figure...