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PostPosted: Sun Aug 07, 2011 2:07 am 
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Lol, you have a point. But to cap it off, I agree that it's preferable without bodysuit, but it gives a nice look to her anyway; I just wish I could take it off, as it were, lol. And I'm a lady too, but I'm also a lesbian, so I'm kinda biased... but Mu is indeed rather sexy. xp
And... Well yeah, I'll PM you about the pics. May the thread continue to include Valk and Plat! :p


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PostPosted: Sun Aug 07, 2011 10:22 am 
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Iron Tager
Initial learning curve: Easy
High-level learning curve: Intermediate
Style: Heavy-hitting grappler
'Special Ability': Magnetizes enemies with his drive moves. Certain moves will pull in the enemy using the magnetism.
Overview: Only character with a single jump and lacks any type of dash (even a hop). He has a relatively good back-dash but that doesn't help you get in on anyone. He has a gigantic hitbox so he is 'that one character' that has many many many 'x-specific' combos. His damage per hit is insanely high, but his combo damage is slightly lacking in comparison to combos that are specific to him. From looking at combo damage, you would notice little wrong. But if you were to observe what everyone else can do against him specifically, there's a bit of a problem. His only way of getting you near him is by magnetism. Though this is unreliable at times and you will have to work pretty hard to keep people near you. Tager excels at hurting you for your mistakes, but at high-level play people don't make many mistakes to be hurt for. So he struggles a decent amount.
Though, despite this, he's your general turtling/grappler character. If you like that kind of stuff, go nuts. I ain't stopping you.
In general, Tager isn't hard to learn, but has a lot of faults you're going to have to overcome.
Feel free to discuss Tager here: viewforum.php?f=11



I lulz at this. Nobody is High level here.

Anyhow the High level play (skill level basis) is already broken down in the teir list, top teir = easy the lower you go the harder it gets.

There is more contradictions in this than in america.

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-Got you! Have you done your prayers? Because now, you're finished!

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PostPosted: Sun Aug 07, 2011 9:44 pm 
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SolarMisae wrote:
I would put Mu's high level learning curve as hard, not intermediate. Execution wise she's not too bad, but the thing is she becomes difficult when you factor in steins to the mix. You have to have great awareness of where your steins are at all times and how long ago they were placed. Not just that but you have to know WHEN it's safe to put them out, WHO it's safe to put them out against at what times. What makes her hard is she has to approach most of her matchups VERY differently. So just cause you can do her combos, it won't matter if you don't know how to deal with other people.


This sounds almost like Litchi, and she's set at intermediate. Hard is really only reserved for people who require some SERIOUS kind of attentitive play, neither Mu nor Litchi deserve the title of straight up 'hard'.

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You also have to know how her moves prorate. Say you pick a combo up off of a random laser hit or explosion. You have to know just how much that initial hit prorated your combo so you don't blackbeat it, meaning you HAVE to know Mu's data. It has to become second nature.


it's like that for every character, practically. I have to change the amount of j.BCB's I do in a combo depending on my starter, and I can surely not do fancy j.BCB things off of certain moves at all. I also have to seriously consider hitboxes, and time my dash cancels accordingly to compensate in height and width, and my combos need to be either completely rearranged or just differently timed to take such things into account. This is me speaking on Litchi's behalf, of course.

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She has a LOT of making things up on the fly, so if you don't know her inside and out, you won't be effective with her. You also have to be SUPER aware of her lasers, because they can either help or hinder Mu. Because if you're not paying attention the entire time the lasers can totally fuck up your combos.


Sounds like Litchi as well. Except replace lasers with staff.

Quote:
Also, she does way more than just zoning. She's also a trap character, and has amazing lockdown when you combine her awesome normals and lasers. :3 Given the right setup she actually can RTSD. She also rapes guard primers and has a GDLK corner game.


Remember, this is for beginners. You know, people who've just received this game and are looking for who they might like from the cast. If I were to account EVERYTHING I would surely not be able to handle this on my own, nor would I even attempt.

Don't worry, I see where's you're coming from, but Mu's learning curve is not much different than the like of Litchi, or Rachel, really. Not to mention, Mu doesn't possess the wind, or the two styles which is what also makes those two character a bit to rap around. In other words, do you feel as if you're playing Carl when you're playing as Mu?

MechaIronTager wrote:
I lulz at this. Nobody is High level here.

Anyhow the High level play (skill level basis) is already broken down in the teir list, top teir = easy the lower you go the harder it gets.

There is more contradictions in this than in america.


I'm completely disregarding tier lists for this, sir, that should have no quarter in such a decision in a newbie's life. I'm taking into account the character in itself, despite what they are. It's just I couldn't not mention it for Tager due to how he really is at disadvantages. And not to mention "High-level" is used loosely, it's basically just competent, in which you can pride yourself in even remotely calling yourself "knowledgeable."

Also, high tier = easy is not always true. If Ragna were insanely low tier he'd still be an incredibly easy piece of garbage, and I doubt the number of mains he possesses would drop. To win with, maybe, but to learn not so.

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PostPosted: Sun Aug 07, 2011 10:17 pm 
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Added Valkenhayn and Platinum

so I guess it's kind of 'completed' until Relius shows his masked face

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PostPosted: Sun Aug 07, 2011 10:21 pm 
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And until we get Kokonoe, too, right?

...Right? ;^;


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PostPosted: Sun Aug 07, 2011 10:23 pm 
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Mu Nova wrote:
And until we get Kokonoe, too, right?

...Right? ;^;


Assuming she is, which'd be pretty cool.

I'm slightly more hyped for the slim chance Saya gets in, though. Which is pretty unlikely

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PostPosted: Sun Aug 07, 2011 10:27 pm 
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I don't think she's so unlikely. I mean, she just seems like one who'd get added in, and she popped Amaterasu (and is mentioned out-game as having exceptional aptitude for armagus), so... If indeed we get two more games, I'd expect her to come along in BB4, possibly the Mu of the game.


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PostPosted: Sun Aug 07, 2011 10:43 pm 
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Mu Nova wrote:
I don't think she's so unlikely. I mean, she just seems like one who'd get added in, and she popped Amaterasu (and is mentioned out-game as having exceptional aptitude for armagus), so... If indeed we get two more games, I'd expect her to come along in BB4, possibly the Mu of the game.


Eh, maybe. And she'd also round out the villain trio, so yeah.

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PostPosted: Sun Aug 07, 2011 10:51 pm 
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Mhm, I see that happening. Though with all this lolnewedition stuff, BB3++ may well bring in Saya like CS2+ is bringing in Relius (and whoever else). >->


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PostPosted: Mon Aug 08, 2011 8:34 pm 
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I'm completely disregarding tier lists for this, sir, that should have no quarter in such a decision in a newbie's life. I'm taking into account the character in itself, despite what they are. It's just I couldn't not mention it for Tager due to how he really is at disadvantages. And not to mention "High-level" is used loosely, it's basically just competent, in which you can pride yourself in even remotely calling yourself "knowledgeable."

Also, high tier = easy is not always true. If Ragna were insanely low tier he'd still be an incredibly easy piece of garbage, and I doubt the number of mains he possesses would drop. To win with, maybe, but to learn not so.


See the problem is you are basis for how hard they are seems to be solely on execution. Not on set-up, defense, approach methods/zoning tools, hit confirming (personal preference also seemed to interfer with you listing as what you see hard seems to come through in the list).

The thing you seem to forget about low teirs, (and yes there is different archtypes of low teirs amoung other games) is there is a reason they are low teir. One of the biggest ussually being low damage (within combos), but they are also ussually plagued by one other, such at no method of safe approach/zoning, very unsafe pokes, etc. Teirs are set to highest level of play, the lines for lower play does become Blurred due to number of "scrub reasons". Blured doesn't take bottom teir to the top or high all the sudden with anyone know learned their cast member and his match-ups.

If Ragna's pokes was easy to punish on whiff/block, he would be played but at first people would dump him like they dump bad strats (not to mention low damage for example). Think about it, and how you know how punish "bad nuetral moves", just because it is on ragna when you make his "good pokes" into something terrible you hurt his gameplay massively. I could punish ice car within minutes of playing with 360, if Ragna's pokes get more recovery He would be left for greener feilds by some.

Look at Ken then Ryu in SF3 since pojectiles are rather meh in that game. Take the same char and modify him to have worse moves and you get Sean.
Street fighter is rather easy to show basically what you asked due to the freaking clone hell they made.

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-Got you! Have you done your prayers? Because now, you're finished!

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