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The BlazBlue Thread: all the imports!

Spelt

BRoomer
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236a is used alongside steins to stop the opponent from getting in on you. Like if you do IAD backwards j.5d j.2d, and then you see your opponent running towards you, you can use j.236a to either hit them or force them to block as long as you are getting it out quick enough.

I don't think her DP is air unblockable, and her 6c can be sledged through.
 

Lythium

underachiever
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Haha, that's okay. I'll try to answer as best I can.

As far as her drive goes, I recommend only using steins during combos at first. I think it is one of the harder parts of learning Mu, knowing where and when you should be throwing steins out, so as you play her more you'll get a feel for it. One of the most obvious mistakes that everyone makes at first is getting greedy with them and they start throwing out too many, haha. Not many of combos use steins outside of the corner, and believe it or not, the laser hitting is part of the combo. One of her most common midscreen combo extensions actually uses the exploding stein special (214D) as a cancel (usually referred to as habakiri cancel = habacan), so you can get a bit more damage and corner carry. The only problem with this method is that you're sacrificing your steins, but you can generally end most combos with more stein setups, so it's almost always worth it. For now, try not using steins too much, just get a feel for her spacing and normals.

As for challenge mode combos, most of them aren't very applicable, but they will give you a feel for how her combos go. For a throw combo, I really don't like that route because it doesn't give you a lot to work with. In the corner, you can go with a simple air combo route into oki, but midscreen, this is the one I use: throw > 66A > 5C > 6C > 214D (whiff) > 66A > slight delay 6B > 5C > 6C > whatever. The cool thing about Mu's combos is that you can either end just about everything with Sword of Decimation, or go into oki set-ups with command lasers and go for a mixup. That combo might be a bit difficult for the moment, so you can always just try throw > 66A > 5C > 6C > SoD for now. Learning that particular combo will open up a lot of optimal midscreen routes for you. As for anti-air combos, keep in mind that Mu has two anti-airs (6A and 2C), and you should learn combos for both.

Charged SoD has four levels of charge, and you charge it up by holding D after you input the motion, releasing it will release the SoD. Charging it will do more damage, but makes it much slower (and you can easily get counterhit while charging), but it also makes it safer on block. Level 1 and 2 SoD are -10, Level 3 is +3, and Level 4 is +7 on block. Also, Level 3 will break one primer, and Level 4 will break two. It also fatals, which leads to some cool combos, but not as damaging as her other fatals, because it only has 90 proration on its first hit. Bottom line, it's a cool move, and you'll use it a lot in combos, but using it recklessly is a bad idea, haha.

236A (Habaya) is a really cool move, and you'll probably end up using it a lot. It is a projectile, but it's a dense projectile, if that makes sense, because it hits up to five times. It's not really damaging or anything, but it has a lot of uses for Mu's movement. It basically meant to be used as cover. Whether she's running away or using it to get in or set up steins or go for oki or tech traps or whatever, it has a lot of uses. But mostly what you need to remember is that it's very good at giving you a second to clutter up the screen a bit and unless it hits, it stays out for a long time. It's definitely a move that you'll be using a lot. You can also use it in the air, and it travels in a downward arc, rather than going up.

Mu's DP is weird and a little unique for BB. It's not your typical DP, at least not in its properties. Yes, it is invincible on start-up, and has a long recovery, as is the same for most DPs. However, a) Mu's covers her entire body, and b) it does it with a full-body guardpoint. Meaning it will also eat any attacks or throws that come your way. You can also do it in the air (which looks really dumb)! And it wallbounces on counterhit, so you can pick up a combo if you've got meter to RC or you're in the corner. To answer your question, it is not air-unblockable.

6C is a projectile, so yes, Tager can sledge through it.

Sorry for the great big wall o' text, haha. I think the most important thing you can remember while playing Mu is that she's kind of like Jin, in the sense that she is a little bit good at everything. She's not a zoning or rushdown or oki or trap character, but all of things wrapped up in one, and she plays all of them pretty well. Knowing when to get in or get out, knowing when to press the advantage or go for damage or oki or whatever is all part of playing her. Yes, she can zone, but not particularly effectively because steins and habaya are only okay at keeping people out, she's no Lambda. Her normals are great until someone gets really close to her, so her rushdown is limited. Her oki and traps are good, but they're not Rachel or Litchi. The more you play her, the more you'll recognize these situations, and match-ups depend heavily on how it is most profitable to play her. Against Tager, you're going to really try to zone and lame him out. Against Hazama, you want to play a superior spacing game, because his midrange game is so weak, and Mu's is really strong in comparison. Against Lambda, you want to rush down all day, and keep your momentum. Anyway, those are just examples, and you'll figure out a lot of things as you go. I guess what I'm saying is don't try to shoehorn your Mu into being one particular archetype because she is her own thing, haha.

Good luck, and if you have any more questions, feel free to ask. :3
 

Meru.

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Yeah, thanks! :bee:

If I do end up getting it, I will most likely have lots of questions, lol.



Also, on a BB related note, N-Otoko is starting to do some really interesting stuff with Rachel's new move. I may not end up hating her as much as I thought I would if he keeps it up.
Her new Astral is ******** now :3
 

LivewiresXe

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Wow, that was a lot more in depth and good answer-wise than I was expecting. Thanks, Lythi. There's a couple of other small things, like the usage of her DP in the air, if 2C is easily punishable, and which is the better poke or attack to use between 5A, 2A, or 2B, but I think I should focus on getting down what you said and go from there. It's weird to say, but Mu gives off a sort of refreshingly different/oddly familiar vibe after playing around with her a bit, and it almost seems odd using a character that seems the opposite of Drive heavy where almost all combos lead into Drive strings at some point.
 

Lythium

underachiever
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No problem!

I'll be honest, I don't use her DP in the air very much, haha. It's more like if I want to surprise someone with it, because who expects that? 2C is -13 on block, but its whiff is a bit slow as well, so you can be punished for it pretty easily. I usually do 2C > 5C when I'm anti-airing because that will either launch with a counterhit 2C, the 5C whiffs, and you can pick up a nice combo or you can blockstring with the 2C > 5C to make you safer. My general rule for Mu's anti-airs is use 6A for well-spaced jump-ins, and 2C for bad jump-ins. 2A and 2B are pokes that I use a lot. 5A whiffs on crouchers unless they're tall or fat (Tager).
 

LivewiresXe

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Thanks once again. Now, I know this is super obvious, but I'm assuming the 214D (whiff) in the "throw > 66A > 5C > 6C > 214D (whiff) > 66A > slight delay 6B > 5C > 6C > whatever" combo is something that you do Stein-less so that there's no laser and you just do the motion to recover from 6C (which I've noticed has a long recovery time) faster? Since I figure it wouldn't be whiffing with one out.

Also, after screwing around in training mode, I found a 3.5k corner combo, but I have no idea on the usefulness of 5B as a starter. It goes 5B>5C>SOD>5B>5C>2C>j.C>j.2C and I think does exactly 3548 damage or so. But yeah, again no idea if that's an idea of something that could work or not. I know with the Anti-airs, I kinda think I might wind up developing a habit of trying to chain 6A>2C>jC as opposed to committing entirely to one of them for anti-air. I'm a little curious too on if 236A has any combo usage. I know you mentioned it's effectiveness with oki and in terms of giving you some cover or with making the opponent block and so forth, but mostly I'm just thinking on ways to apply moves I'm unsure of into potential combos for if I ever get decent such as 236A, 6B, and possibly things like j.2C as anything but an ender (which would likely only come if it was TK'd).
 

Lythium

underachiever
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Yeah, the 214D whiff is a cancel, which is why it's so useful for extending combos. As for your other combo, 5B is a really good starter for Mu, so you can get some pretty damaging combos off of it. You can probably do more off of that actually, though it may be a bit more difficult: 5B > 5C > 2C > SoD > dash > 6A > delay 6B > dash > 6A > j.2C > j.5D > dash > 2B > 5C > 2C > j.2C > j.5D > dash > 2B > 6A > j.C > j.2C > 3C > 63146C will get you about 6.2k, and stein oki.

Katie, your latest avatar is super terrifying.
I know, right? :3
 

LivewiresXe

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Ah, I thought so, so that's good to hear, especially about the 5B situation. So now I know what few combos I'm going to be working on over the next little bit. That and attempting to figure out the delay before 6B's in combos. Thanks again.
 

Lythium

underachiever
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You need to delay the 6B only for some characters (like Bang or Valk), but you might as well get a feel for it. That way, you don't have to try to adapt to characters with weird hitboxes later.
 

Lythium

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Unless I'm trying to save some sort of super weird gimmicky stuff that will only work once for a tournament or something, I never see the point of hoarding tech. Some players do it, but it feels bad to me. There's no point in trying to hold someone else back, just because you can. I've got this Mu knowledge, so it might as well do someone some good.

Also, very punny.
 

Big-Cat

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So BlazBlue still has those super long combos or is that just Mu?
 

Rutger

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CP has greatly improved combo length imo.

I don't know, looks more bearable to me than UMvC3's or some of SG's longer combos.
 

LivewiresXe

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CP has greatly improved combo length imo.

I don't know, looks more bearable to me than UMvC3's or some of SG's longer combos.

In some cases, for sure. Though oddly enough in some cases it almost feels like Noel's combos (that I've seen) are longer in general. It has admittedly though bothered me that Marvel players will crap on Blazblue and other 'anime' games for having "super long BS combos" when UMVC3 literally has inescapable double character death combos and a number of combos where half of it is the same 3 moves linked together. I'm looking at you, Magneto combos and "Foo-foo-foo-foot dive!" Doom combos.
 

Rutger

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Noel has always had annoying combos to sit through.

I haven't really payed attention to Noel, but it looks like she still has some annoying combos. I don't think this will change as long as she has that Drive. :/
 

Rutger

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Hit stop reduction is a big thing.

I don't like really high damage though, it's the long combos that take off half to all of my heath that really annoy me, I can tolerate somewhat long combos otherwise.
 

Minato

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I dunno. I'm looking forward to kicking people in the face over and over again as Azrael.

just hoping they don't burst out and all.

Smooth Criminal
At least you don't have to deal with opponents holding on to 2 bursts now in a round lol.

Yeah, I know it made them lose so many guard primers in CS but I still stand by guard primers being stupid lol
 

LivewiresXe

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Noel's combos are as long as ever, and they do less damage.

So now you get to sit through more of them.

Yeah...they kinda forgot that if we're going to get a bunch of new and swag-looking combos that they should at least do close to a decent amount of damage, lol. Meanwhile everyone else is getting like twice the damage in a third or half the time/effort. But who knows what'll go down by the time of console release.
 

Crusayer

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At least you get 5k combos without using tons of meter. I swear Makoto has the most consistent low damage of the cast this time around. 3k from everything. Nothing more, nothing less.

I don't like really high damage though, it's the long combos that take off half to all of my heath that really annoy me, I can tolerate somewhat long combos otherwise.
I don't think Linne's minute combo that only does 4-5k is really a better alternative though. xd
 

LivewiresXe

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Well, yeah...I guess Makoto, Tsubaki, and Izayoi players might have a right to speak on some things. I'd say Bullet players too, but I don't know if more combos will be found other than the seemingly 3 or 4 I always seem to just see, so it could wind up being different for them.
 

Crusayer

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I don't think Makoto will get anything else without OD. Anything new will just be side switching at this point (I really really enjoyed cross under 2a after 214A~C~B to continue the combo). I guess this is what we get since we have orb oki back. But I sometimes just wish there were more things we can do off a guaranteed CH instead of the same BnB regardless.
 

Rutger

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I thought Tsubaki had decent damage and Izayoi's was pretty good?

I don't think Linne's minute combo that only does 4-5k is really a better alternative though. xd
Well of course not, it needs to be within reason. :3

But the way I see it, high damage + long combos = not getting to play much if you get hit, at least with low damage long combos I still get a couple more chances to fight back. It's terrible either way for those waiting to play though.

Besides, I love Guilty Gear, so I'm not completely against high damage.
But GG also has short combos and amazing pacing.
 

Lythium

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I like the combo length in BB, so I think it's okay. Obviously it's not for everyone, but whatev. It suits me fine. I actually really enjoy the satisfaction of pulling off long combos successfully.

That's just my two cents though.
 

LivewiresXe

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I think the thing with pulling off long combos is that it makes you feel kinda like a boss and when you get it down pat you really feel like you've accomplished something because of how stylish some of them look. That could just be me though.
 

Minato

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I don't mind long combos, but I do mind long BnBs. Using CH, meter, or screen positioning for long combos is perfectly fine. If I see normal meterless BnBs lasting 25 seconds, that just disrupts the flow of the match. Plus no one's going to be impressed since your combo isn't anything special or difficult. I'll play DMC if I want to make it a single player game.

With that said, BBCP did it great. Generally short combos in normal circumstances until meter or burst is involved. The damage scaling is a little weird in CP but that's it.
 

LivewiresXe

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So I guess with that being said, Litchi has always clearly been your favourite character then? :cool:

I do have to admit though that I kind of prefer long combos as opposed to instant big damage attacks. Like, I'd sort of rather be caught in a long combo since I might be able to burst out of it, or the opponent might drop it, as opposed to a 5k command grab, if that makes sense. Still though, I do admit that if it's too long it kind of gets demoralizing.
 

Minato

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So I guess with that being said, Litchi has always clearly been your favourite character then? :cool:
CS1 Litchi with (2 bursts) against CS1 Rachel made me practically quit BB after all the hours I put into CT lol. I must say though, I think CP Litchi's pretty cool. I haven't been excited for BB in a long time, so I'm eager for a console release date announcement.
 

LivewiresXe

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Yeah, I totally know the feeling. Her against poor CS1 Noel wasn't all that fun of a match at all. It actually made me kind of sad, but I'm glad they changed up Litchi lately but kept her solid.
 

Sarix

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It's going to be interesting now that Litchi will no longer have her Daisharin (Great Wheel) distortion. But I can see why they made it her overdrive, at least they didn't take away Thirteen orphans, too much BS can start from that lol. It's nice that they made Litchi less ridiculous since CS1 but kept her rewarding to play just from her absurd corner carry and mix-up options alone.

At least she wasn't a scrub top tier in CS1, I'm still trying to get down the execution on her combos along with learning the transitions between her stances.

I'm actually surprised with all the long combo talk that Litchi just now gets mentioned. At least with the long combos BB isn't a 2 hit fighter since the proration decay will eventually drop the hitstun to non-existent if a combo manages to go on long enough.
 
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