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pochp

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About pochp

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  • Birthday 10/21/1990

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    Montreal, Canada
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    posh80
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    pochp

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  1. pochp

    EVO 2015 GGXXAC+R Singles Results

    Unless I misunderstood, top 8 won't be uploaded to any youtube?
  2. pochp

    [CP1.1] µ12: Video Compendium

    Everything I found on Jourdal's YT channel since the last update. H.H and Serizawa are probably the best to watch to learn, Lava is also strong, I haven't watched all of these yet so I can't speak for all the players, the former best Mu players have changed characters or stopped playing. 12/31/2014 https://youtu.be/Yazw-Dj1Dmo?t=27heta vs Hayashi (Kagura) 12/31/2014 https://youtu.be/Yazw-Dj1Dmo?t=163heta vs Akashi (Azrael) 12/31/2014 https://youtu.be/Yazw-Dj1Dmo?t=344heta vs Kurenai (Bullet) 12/31/2014 https://youtu.be/Yazw-Dj1Dmo?t=476heta vs Shino (Noel) 1/2/2015 https://youtu.be/xmwGo8ZawSo?t=377heta vs Goro (Makoto) 1/10/2015 https://youtu.be/lVD0PwgOS3M?t=765Elive vs Muto (Hazama) 1/10/2015 https://www.youtube.com/watch?v=pQbiJmMjx68Elive vs Kurenai (Terumi) 1/10/2015 https://youtu.be/g6EQvHWQNsA?t=546Elive vs Yamachi (Platinum) 1/23/2015 https://youtu.be/be0Hi2hIdHc?t=179Heta vs Ryuusei (Jin) 1/23/2015 https://youtu.be/0-cp5TNAP5o?t=722Serizawa vs Yoshiki (Nu) 1/24/2015 https://youtu.be/YFRviOPHtQY?t=4410Rumine vs Bonboko (Tager) 2/5/2015 https://youtu.be/mWKyhGO6x9Q?t=728H.H vs Uma No Hone (Relius) 2/5/2015 https://youtu.be/mWKyhGO6x9Q?t=977H.H vs Kaichou (Izayoi) 2/5/2015 https://youtu.be/mWKyhGO6x9Q?t=1388H.H vs Kaichou (Izayoi) 2/5/2015 https://youtu.be/mWKyhGO6x9Q?t=1610H.H vs Uma no Hone (Celica) 2/5/2015 https://youtu.be/mWKyhGO6x9Q?t=2345H.H vs Jasu (Valkenhayn) 2/5/2015 https://youtu.be/mWKyhGO6x9Q?t=2883H.H vs Uma no Hone (Valkenhayn) 2/5/2015 https://youtu.be/mWKyhGO6x9Q?t=3115H.H vs Kaichou (Izayoi) 2/6/2015 https://www.youtube.com/watch?v=iezyewzLwBcSerizawa vs Chin (Izayoi) 2/13/2015 https://youtu.be/42aVocva_9I?t=2195Serizawa vs Shino (Noel) 2/13/2015 https://youtu.be/42aVocva_9I?t=2380Serizawa vs Tomo (Bang) 2/20/2015 https://youtu.be/ORWzrc4YM0w?t=495Serizawa vs Osaka (Litchi) 3/6/2015 https://youtu.be/qxkJ2L0nkKU?t=258Serizawa vs Heta 2/24/2015 https://youtu.be/-t7crk-u8EY?t=1994Nanase vs Yurichan (Bullet) 2/24/2015 https://youtu.be/TPCLgTYubvQ?t=1017Nanase vs Inagi (Amane) 2/24/2015 https://youtu.be/TPCLgTYubvQ?t=1174Nanase vs Yurichan (Ragna) 2/24/2015 https://youtu.be/TPCLgTYubvQ?t=1569Nanase vs Arubakun (Nu) 3/27/2015 https://youtu.be/d1AiMQl2AVM?t=685Heta vs Yuto (Taokaka) 3/27/2015 https://youtu.be/d1AiMQl2AVM?t=987Serizawa vs Yuto (Taokaka) 3/27/2015 https://youtu.be/d1AiMQl2AVM?t=1206Serizawa vs Wataru (Tager) 3/27/2015 https://youtu.be/d1AiMQl2AVM?t=1430Serizawa vs Ryuusei (Jin) 3/28/2015 https://youtu.be/UA3bxo9_cKs?t=5024Heta vs Bakuga (Bang) 4/3/2015 https://youtu.be/Q3G9zRaJEvY?t=1212Serizawa vs Dio (Carl) 3/17/2015 https://youtu.be/gpqYRFxAY90?t=633Nanase vs Oni I (Kokonoe) 3/24/2015 https://youtu.be/vtR2aroLRXQ?t=359Saburou vs ? (Hazama) 4/10/2015 https://youtu.be/MCDS7VNNPyw?t=1874Serizawa vs Kiyoshi (Nu) 4/10/2015 https://youtu.be/MCDS7VNNPyw?t=2041Serizawa vs Goro (Makoto) 4/17/2015 https://youtu.be/U6qA8ohuvfg?t=1328Serizawa vs Uido (Bullet) 4/17/2015 https://youtu.be/U6qA8ohuvfg?t=1640Serizawa vs Yuuto (Taokaka) 4/17/2015 https://youtu.be/U6qA8ohuvfg?t=1808Serizawa vs Dio (Carl) 4/7/2015 https://youtu.be/G25nHQ-mnds?t=115Nanase vs Tiku (Tager) 4/14/2015 https://youtu.be/YpY-5ZAPZKM?t=200Nanase vs Hayate (Izayoi) 4/14/2015 https://youtu.be/YpY-5ZAPZKM?t=346Nanase vs Naru (Jin) 4/14/2015 https://youtu.be/YpY-5ZAPZKM?t=593Nanase vs Oni i (Kokonoe) 4/14/2015 https://youtu.be/YpY-5ZAPZKM?t=1491Nanase vs Shino (Noel) 4/21/2015 https://youtu.be/JVgyFoVYwis?t=525Nanase vs Asawa (Hazama) 4/21/2015 https://youtu.be/JVgyFoVYwis?t=1488Nanase vs ZEL (Tager) 5/4/2015 https://youtu.be/4jKFQVIIN3E?t=1295pochp vs Kyuu (Relius) <- me lol, just after it came out for us 5/7/2015 https://youtu.be/rE14QAHE938?t=820Yukke vs Jackson (Hakumen) 5/7/2015 https://youtu.be/rE14QAHE938?t=1786Yukke vs Fuse (Valkenhayn) 4/24/2015 https://youtu.be/srKQ4hKkTwo?t=1505Serizawa vs Nao (Valkenhayn) 4/24/2015 https://youtu.be/srKQ4hKkTwo?t=1632Serizawa vs Goro (Makoto) 4/11/2015 https://youtu.be/2heIOwNzvLM?t=6742H.H vs Yutta (Ragna) 5/19/2015 https://youtu.be/VqfD_Ns6WB8?t=1314Nanase vs Setsuna (Relius) 5/1/2015 https://youtu.be/7CnAqyXWqwA?t=604Serizawa vs Ryuusei (Jin) 6/20/2015 https://youtu.be/V_X2l8Y4YgU?t=271Lava vs Gokukeshi (Amane) 6/20/2015 https://youtu.be/V_X2l8Y4YgU?t=713Lava vs Nanaya (Jin) 6/20/2015 https://youtu.be/V_X2l8Y4YgU?t=1204Lava vs Hoge (Taokaka) 6/20/2015 https://youtu.be/V_X2l8Y4YgU?t=1729Lava vs Eruo (Kagura) bo3 7/14/2015 https://youtu.be/Z2mjtmU5qKE?t=476Pomuo vs Batako (Kagura) 4/18/2015 https://youtu.be/R3Q11sHNRs4?t=916Hansuke vs Fuitan (Carl) 4/18/2015 https://youtu.be/R3Q11sHNRs4?t=1132Hansuke vs Arima (Nu) 7/17/2015 https://youtu.be/YfPhQDhGOS8?t=413Heta vs Inagi (Amane) 7/17/2015 https://youtu.be/YfPhQDhGOS8?t=638Serizawa vs Chin (Izayoi) 7/17/2015 https://youtu.be/YfPhQDhGOS8?t=1947Serizawa vs Goro (Makoto) |USA| https://youtu.be/dr3Vns48cGA?t=2325TectalEastside vs Mystic (Valkenhayn) https://youtu.be/dr3Vns48cGA?t=4197TectalEastside vs PeterC (Izayoi) https://youtu.be/dr3Vns48cGA?t=6257TectalEastside vs Souji (Valkenhayn) https://youtu.be/dr3Vns48cGA?t=10309TectalEastside vs DotNova (Jin) https://youtu.be/dr3Vns48cGA?t=11461TectalEastside vs Souji (Valkenhayn)
  3. pochp

    [CP] µ12: Gameplay Discussion

    Hey everyone. I've always felt like matchups are something we don't flesh out enough, on these forums anyway. The current format being that we might dump info if we're motivated, but if not, just wait for questions and answer them. I feel like with CPEX coming out, this is an opportunity to do something about it. I'm also preparing a trip to Japan for KSB this May, I'd like to be as ready as I can for it, so I can get the most out of my experience. I'm also starting these now because every version I always feel like I'm not confident enough in the matchups to write about them, and by the time I am, it's too late and the next version is about to come out (repeat xN). By writing them before the next version comes out, they'll be templates that are easier to modify after. I'll notify at the top of each thread which ones haven't yet been updated for CPEX (for the most part things will be pretty similar anyway). They might also have a bunch of flawed or incomplete ideas and information, so if you see something you disagree with, please comment. I will also try to avoid words such as "favorable" and "unfavorable" matchups in the threads themselves, it's more important to find solutions than to argue about numbers. I've already done a long post on the valkenhayn matchup, and I intended to do similar ones for other characters, but just never got around to it. I'll go with a format like this : 1. your objectives, 2. Neutral, 3. His offense, 4. your offense. 1. Your objectives : just a quick overview of what each player is aiming for. It should make the rest easier to understand. 2. Neutral : a more in depth description of what tools each character uses to achieve these objectives, and what the appropriate countermeasures are. Sometimes it's not specifically an option that can punish or beat the other character's option, but rather just what you can do to take advantage of the situation. An example of this would be, well if tsubaki does falling air fireball and charges behind it, a 6c might work if its perfectly spaced, but I'd rather set up some steins or throw out totsuka. It won't give you a combo, but it will allow you to take advantage of the situation. 3. His offense : an overview of the other characters may do on offense, what their pressure is like, how to escape it, what some of their mixup is. I kind of avoid the obvious stuff here. Most characters have a reactable standing overhead. You usually hold down back, barrier in some cases, and react to the standing overhead by stand blocking. If you have trouble with this, try going in training mode, recording a series of blockstrings into overheads and lows, set the playback to random, and practice blocking everything on reaction (make sure to include standing mids into lows so you aren't just reacting to the character standing up). Example, vs ragna, record something like : 1) dash 2a 6b 2) dash 2a 2b 6b 3) dash 2a 5b 2b 4) dash 2a 5b 6b 4. Your offense : generally much shorter. The general offensive options are covered on the wiki, so I only go into the specifics of what you have to look out for here. If you have any feedback on the format, questions, or whatever, post up in the relevant thread (here if it's general). I've started with the Valkenhayn and Ragna matchups, as they've been my subs for a while now (though I barely play them any more), then I did Jin and Relius, slowly moving through the cast. Some of the other characters might be a lot more... incomplete.
  4. pochp

    [CP1.1] µ12: Video Compendium

    12/29/2014 casuals https://www.youtube.com/watch?v=0jxC0E04Gok#t=449 H.H vs Dora (Bang) x3
  5. pochp

    [CP] µ12: Combo Index

    This kind of discussion feels like it belongs more in the general gameplay thread, continue there if you still have questions. Still answering here so you can find it, but I'll prob copy-paste this somewhere else after. Omo and DP both have their uses, there's also the universal mechanics like backdash, and more advanced techniques like fuzzy jump that can be added. Always important to vary your wakeup itself (vary the delay, occasional roll or quick getup. rolls are especially strong midscreen) too, as since your reversals can be safejumped, you want to make it hard for them to do so. Omohikane has lots of invincibility and more range than DP. The superflash however means that if the opponent was going to delay (or mistime) their meaty, they can reconsider or kara cancel into barrier during the super flash if it isn't too late. It's also slow enough that it's not hard to safejump. If it's blocked you need 100 meter to stay safe, which can be kind of hard. Due to the superflash, the opponent might do something to make it whiff, and then you won't even be able to RC. Strong threat against Valk since he'll usually meaty at a safe distance where DP won't hit him, but super will reach, he can't block in wolf form, and the superflash can cause his OS to work against him. Don't abuse, can be called out. DP doesn't cost 50 meter, so you can RC to make it safe on block, or get a combo into a setup on hit. The range is pretty bad though, and it has a slow startup, so a standard safejump will beat it, the opponent can time a meaty to be safe (kind of like against Jin's C DP). Really great against doll meaties (carl, relius, even rachel's george), as you can "guarantee" that your DP will hit something, allowing you to RC even if it doesn't hit the character, and then pick your escape. Backdash is kind of what makes Mu's defensive options decent, as the opponent usually has to go out of their way to bait it (meaning they'll be vulnerable to the other options). It moves back kind of quickly and far, so even if the invuln frames don't look impressive (1-5 inv, 22 total), it's strong. Also doesn't put you airborne, which can reduce the rewards on certain characters calling it out. A successful backdash that makes a move whiff will usually put you at a range where 5c is strong, which is a great plus. An OS I like doing with backdash is if I think my opponent might cross me up on his oki, I tap 446AB or 664AB. I either get backdash or barrier. Doesn't work if the setup is perfectly meaty, but being able to delay your tech makes it rather hard for them to do so. Fuzzy jump is the other solid option in my opinion. It's a technique where you hold down back, then tap up back during the gaps in your opponent's blockstrings, and then quickly down-back again. That way, if there is no gap, you don't jump, and don't expose yourself to low attacks (like up-back would). If there is a gap (ex: opponent does 2a throw), you jump away. Vulnerable to frame traps, but you can backdash those, so whatever. Although it's not a reversal option, I felt like mentioning it, as it's something to consider on your defence too. Then in the more gimmicky and fun stuff, you can do wakeup j.2c which is great at calling out opponents who will delay their meaty to call out your backdash, or meaty throw. Some people like to jump in as if they were going to safejump your DP, then jump back with the intention of making it whiff once you have 50 meter. You can call this out with wakeup jump throw, or just do nothing then dash forward and anti-air them as they won't have their air options. You can also wakeup 2a, and I do it sometimes if I feel my opponent is too scared of something or sloppy, but the risk/reward really doesn't compare with the other options I've mentioned.
  6. pochp

    [CP1.1] µ12: Video Compendium

    12/29/2014 FT10 https://www.youtube.com/watch?v=yePhTTIgUL0 H.H vs Mio (Litchi)
  7. pochp

    [CP] µ12: Gameplay Discussion

    Yeah, habaya is kind of risky, the recovery is so long, I'm guessing most players just don't want to take the risk. It's not like you have to use it anyway. Here are specific situations I may use it in : Combo ending in SoD, place 2 steins then cancel into habaya. the three fill the screen at a similar time, making it hard for the opponent to approach, allowing you to either punish them for trying, or setting up some more. Vs tager, when magnetized and close to full screen, I may cancel a stein into habaya. jump cancel wouldn't be a good idea because of atomic collider. At this spacing the arc isn't too bad in stopping him from advancing, so it burns some time on the magnetism. After a poorly spaced j.2c, I may cancel into j.236a. When it's in a situation where you think you'd get punished, it'll create some ambiguity. It's kind of slow so if you use it every time, you might die. Depending on the spacing, you might look like you're at a frame advantage after too. In a blockstring, at the correct spacing, you can special cancel a C normal into it, and it'll be both really hard for them to escape it, as well as leave you at a big frame advantage. Though, if the spacing is off, they might be able to airdash or beat it with one of their tools. With barrier and IB, it's kind of hard to guarantee a certain spacing... Against characters with projectiles that get broken by habaya, it's pretty useful (Jin, Izayoi, Nu in dia, litchi 5d set). From 3/4 screen distance and over, there's a good chance they'll throw a projectile, I mean there's no real risk for either of you. Thing is, their projectile gets destroyed and yours keeps going, so you can use that to either move in closer or set up a bit more. (obv avoid using it if you notice they have 50 meter) On oki in the corner, against people who tend to delay tech, when you're doing a ground stein set, you can special cancel into habaya (ex: 6c 5d 2d 236a I think). If they delay tech, it should meaty them, if they don't tech it'll OTG and you should be able to confirm into a knockdown. If they roll or tech and jump immediately after that specific setup you might be in trouble. If you do it too early, instead, it could blue beat and let them escape for free.
  8. pochp

    [CP] µ12: Gameplay Discussion

    Mu is OK. Tournaments, especially single elim 2v2 like arc revo, can really go either way, and the character isn't that popular (I think). Don't forget that last year, Abarenger (Oboron) got 3rd, and Gilgamesh (Hoan) also made it. Even outside of Japan, I think Ixis is placing well consistently in EU tournaments, Tectal won CEO, I got 2nd at Toryuken...
  9. pochp

    [CP] µ12: Gameplay Discussion

    heyyy so I made a new video with stuff I was going to use at evo, but didn't because I injured myself the week before, and couldn't practice them enough to be confident because it hurt too much to play lol. There's a few mistakes in it but eh... with unib coming out I doubt I'll get the motivation to fix it anyway. https://www.youtube.com/watch?v=A5couBs33eI (oh and in case it's blocked in your country, I made another version with alternate audio, I just really wanted to make a video with setups to megadeth's wake up dead : https://www.youtube.com/watch?v=TnUui0h5QZc )
  10. pochp

    [CP] µ12: Gameplay Discussion

    I would guess that's because different characters have different crouching blocking hurtboxes, so the range at which you can 5b on various characters isn't the same. Strings you're used to doing on some won't work on others because of this -__- There are good things, like 2a 5a on block will work against some characters, like Relius, where 5a would whiff if they weren't already blocking. I think that's because attacks got more push back on hit and block (universal?).
  11. pochp

    [CP] µ12: Gameplay Discussion

    mmm wishlist... revert the input shortcut for supers. I guess it's one of those "be careful what you wish for" lol, it used to be you had to be precise while doing your super inputs. Now you have to be precise while doing any other input so you don't get super by accident (my inputs aren't very clean) :/ I would really appreciate it if they changed something on 6b's recovery. Either put it back to -1 on block, give it special cancel again, or give it a gatling into 5c Making 5b hit crouching opponents further would also be good, it would help our blockstrings a lot. At a certain distance, which isn't very far, the only jump cancel normal that hits crouching is 3c, which can't really go in to mixup, so it's a lot easier for the opponent to anticipate what we'll do next. Counter assault too pls, too easy to bait. Giving 5a more air untechable time would be awesome, enough to do 5a j.a. I would like a stable 5a anti air combo, as it is now, I usually do 5a 5b because it works on normal hit, but 5b whiffs if they're too high. 5a 2c would hit, but won't work unless it's a counterhit, so it's hard to commit to it, knowing you could get punished.
  12. pochp

    [CP] µ12: Gameplay Discussion

    I do both if I have the meter (in fact just 2c yata omo). iirc with the steins from your average corner combo, yata does 200~300 dmg, it can make a difference. I only use supers at the end of combos when going for the kill anyway.
  13. pochp

    [CP] µ12: Combo Index

    Pretty sure it works with dashes http://www.dustloop.com/wiki/index.php?title=Movement_(BBCP)#Advanced_Input
  14. pochp

    [CP] µ12: Combo Index

    iirc there's a buffer similar to buttons, so probably 3f. The input for the dash itself is kind of lenient, it's just the second forward motion that needs to be timed well.
  15. pochp

    [CP] µ12: Gameplay Discussion

    Dash under barrier is really good against certain things, like jump cancels in pressure. Barrier makes you smaller and slides, so you don't have to worry about recovery.
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