<?xml version="1.0"?>
<rss version="2.0"><channel><title>&#x3BC; -12- Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/137-%CE%BC-12-matchups/</link><description>&#x3BC; -12- Matchups Latest Topics</description><language>en</language><item><title>[CP] Mu vs Kagura</title><link>https://www.forums.dustloop.com/forums/topic/7669-cp-mu-vs-kagura/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7669</guid><pubDate>Wed, 30 Oct 2013 01:27:12 +0000</pubDate></item><item><title>[CP] Mu vs Azrael</title><link>https://www.forums.dustloop.com/forums/topic/7660-cp-mu-vs-azrael/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7660</guid><pubDate>Wed, 30 Oct 2013 01:23:38 +0000</pubDate></item><item><title>[CP] Mu vs Kokonoe</title><link>https://www.forums.dustloop.com/forums/topic/7826-cp-mu-vs-kokonoe/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7826</guid><pubDate>Fri, 08 Nov 2013 21:14:50 +0000</pubDate></item><item><title>[CP] Mu vs Platinum</title><link>https://www.forums.dustloop.com/forums/topic/7673-cp-mu-vs-platinum/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7673</guid><pubDate>Wed, 30 Oct 2013 01:28:50 +0000</pubDate></item><item><title>[CP] Mu vs Amane</title><link>https://www.forums.dustloop.com/forums/topic/7658-cp-mu-vs-amane/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7658</guid><pubDate>Wed, 30 Oct 2013 01:22:21 +0000</pubDate></item><item><title>[CP] Mu vs Valkenhayn</title><link>https://www.forums.dustloop.com/forums/topic/7679-cp-mu-vs-valkenhayn/</link><description><![CDATA[
<div><u><strong>Neutral :</strong></u></div>
<div> </div>
<div>Objective : Run away, but avoid cornering yourself. I don't recommend challenging the wolf unless you have a hard read on something. Good mobility can allow you to outlast the wolf, or the player. When the wolf gauge starts running low, you can assume they'll take a different playstyle, since wolf gauge only refills if they're a human with their feet on the ground. Valk's human normals are still very good so it's not like it's your turn for free. </div>
<div> </div>
<div><u><strong>Specifics :</strong></u> When I say run away, I don't mean go full screen. Know the ranges and angles of his wolf cannons, as well as the distances he can cover by combining human airdash, wolf airdash, rehuman mid air (airdash as wolf then j.d j.c), wolf cannon + geschwind wolf cancels (his wolf command dashes), wolf brake air stalling, etc. Try to avoid the areas where you are vulnerable, or if you happen to be in them, be ready for his offense and either block or DP if you're confident. Dashing under them while they're in the air and coming at you in wolf is pretty important because the downwards wolf cannons make him very hard to anti-air reliably. This is especially important when you're slowly getting pushed near the corner as you keep your distances. He might try to come at you from the air to prevent you from jumping out and escaping, since it's his most wolf meter-efficient way to cover the distance quickly and prevent jumping/air dashing out of the corner, which lets him start his scary corner pressure. In my experience, lots of Valks will want to seize this opportunity, and since 6D wj.A is meter heavy and loses to jumping out (the first thing that comes to mind when trying to escape the corner, really...), expect the wolf air dash rehuman if they're in the right position. Use this chance to dash under his leap arc, which will put you in a more advantageous situation. In general, running away is often a better option than trying to anti-air him, since a wj.B jump in will often just cross you up if you try to anti air, resulting in both moves whiffing. Amazingly enough, he has zero landing recovery and you will get punished. In the worst situation, Valk can purposely space his jump-in in a way that will cover your backdash (no recovery on wj.B puts him at an advantage), make 6A anti-air whiff or hit you standing. You can try some pre-emptive air to air stuff every now and then to catch him off guard, but from close-range, his air normals are much better than yours. I don't mean to never attempt an anti air, if you think have a good read go for it. 6a can work when spaced well. Air to air, j.C is still a decent spacing tool, but nowhere near as dominant as against other characters, his cannons can beat it and have more range, so it's kinda risky to just throw out. On top of that, Geschwind wolf movement lets him avoid air pokes and sometimes punish them, so be aware of that. Valk's ground movement is really fast in wolf, and his 5b anti air can't really be beat when used well (due to mu's lack of good jump-ins, it will always trade favorably for him at best). If you jump and he didn't jump, expect him to run under you and 5b, so prepare that barrier or airdash away, do not challenge. If you're in a position where you can't avoid his anti-air, watch out for cross unders as he's fast enough to switch sides and mess your inputs to hit with the air unblockable.</div>
<div> </div>
<div>You have a clear disadvantage when fighting him ground to ground, but because he can't block, it doesn't mean you should avoid the situation. IMO the only normals you should use here are 2b, 6a, and an occasional 5c. Do not abuse 5c, with his very fast walk speed and long reach, he can punish a whiff, or take advantage of it more easily than other characters. 2b is good because it has good range, startup, and recovery, but the hitbox is close to the ground, so it won't catch some of his wolf-dash j.A approaches (it'll work if he's close enough when wj.A comes out). 6a fits in nicely as it'll counter those moves that would beat 2b, and has a very good reward. The problem is that his wolf 5c will then beat both these moves clean, and has a very big reward even on normal hit. Wolf cannon will also beat both of these moves. DP the cannon if you can, use 5C to kind of challenge their w5C (they definitely don't want to whiff it either, since it does have some recovery). If they whiff and you attempt to run in and punish, expect the backdash. His new back dash, although not nearly as good as his previous from vanilla, is great for running away, so the match will return to around full screen neutral from there if you whiff your punish attempt.</div>
<div> </div>
<div>When you're moving around, you want to avoid aimless backdashes, as their wolf cannons, 6D and human 236c can call it out from quite far. Sometimes, the best defense is offense, but not air to ground due to w5B. If you block their 236a or 236c and they have less than 50 meter, there's a good chance they'll cancel into wolf as they're either minus or even (236a is 0 on normal block). If they go straight to 6d cancel from there, you can beat them easily with a well-timed 5a. If they go for something such as 7d or 4d or whatever, it's not always clear what could happen, as you might not recover from a 5a mash in time to 5a again. 6A beats 7D wjA clean, but it's extremely unsafe otherwise. In any case, I have not found a consistent answer to both options. I guess the RPS here is "mu 5a &gt; valk 6d wj.a &gt; mu delay 6a &gt; valk 4d/7d wjA &gt; mu 5a". He can also opt to reset the blockstring with 2A after a blocked 236A, which will trade with your own if you try to mash out, lose to DP or jumping out... more RPS! If you want to be "safe" you can backdash but they can just beat that by cancelling into 6d and wj.a and we're back to square one. Though all in all, these situations also put Valkhenhayn at risk when he really doesn't need to be, so the best players will tend to avoid that themselves. Valk can always 7D 4C and air wolf back dash from there, which is practically safe and puts the match back to neutral. A similar situation occurs when you block a wolf cannon, as it's not always clear who's at the advantage, since it depends on the distance and height at which it was used, and they have the same wolf dash cancel options. Lastly, if you block either human 236A or 236C while Valk has 50 meter, expect RC 2b and another mixup from there (5B jc j.D and from there dash wj.A, empty wolf dash into low, etc), or RC 2A &gt; wolf transform into wj.C, command grab, etc. This is a fairly effective way for Valk to convert pokes and blockstrings as a human into a wolf mixup opportunity, so be prepared for it. His mixup options will be covered in detail in the following section.</div>
<div> </div>
<div> </div>
<div> </div>
<div><u><strong>Their offense : </strong></u></div>
<div> </div>
<div>As far as their corner okizeme goes, from most knockdowns they'll be in greeting you in wolf form and have the correct spacing to safely meaty your you with their w5a (mid) w5c (low) and brake wj.a(high). On top of that, they can option select a back dash after </div>
<div>w5A or brwjA meaty which will only come out if you DP. It's generally harder to punish with their new wolf backdash, but wolf cannon will do the job in this case. You DP will whiff, so you can't RC it, so it's not too reliable on wakeup against strong players. DP </div>
<div>will however beat meaty wj.c (fast overhead), their command grab, w5b or any badly spaced/timed occurrence of the otherwise safe meaties mentioned earlier. Super, however beats any wolf meaty that Valk commits to. Valkhayn does have human safe jump enders though, mainly w236B &gt; 6DD &gt; h[j.C &gt; land &gt; jump falling j.C] and wjB &gt; 3D &gt; wjB dj.D &gt; falling h[j.C]. Be sure to recognize and delay tech those! When waking up against heavy mixup characters, especially in the corner, it becomes all the more important to watch and take advantage of any tendencies your opponent has, since your options are extremely limited in the end. Valk's setplay is effective but there are a few things you can exploit to try and make your life easier. Your objective is to block as less as possible (because you WILL eventually get hit if you can't find a way out). For example, if you notice they like to w5C meaty when you have less than 50 meter, the best thing you can do is block it (duh). From there, their best options for mixup is either high (wjA), which loses to DP, or low again (br w5C/1d w5C) which might lose to DP or beat it depending on spacing. Of course they can 6D 5D block or 4D/7D into nothing/human to bait it, but this is a far better situation for you since they can't cover all of your escape options at once from a blocked w5C. Keep in mind that lots of Valk players will try to immediately go for a mixup when they make DP characters block the first hit, especially earlier in the match or if they don't know your player habits (ie tournament situation), feeling they have succeeded in their primary objective of making  you block and that you somehow respected. The afore-mentioned w5C is an obvious example, since it's such a reliable meaty to beat our DP with great reward on hit and (unsafe) mixup options on block. Take advantage of that, if the situation allows it. Of course, as soon as they become aware of that, they can meaty high and it turns into a tedious guessing game where you are obviously at a disadvantage. If you have super available though, your life becomes a bit easier.</div>
<div> </div>
<div>Remember they can't block in wolf. Wakeup backdash is decent midscreen and arguably OK in the corner, to throw off their timings or if you think you have a read, but with their tools they can easily call it out, so don't rely on it exclusively to escape. Also, this is obvious but do not emergency tech ever, since it makes their job easier. You can even consider rolling/not teching, but /only/ if you feel your opponent </div>
<div>isn't solid or prepared.</div>
<div> </div>
<div>In terms of rewards, wj.a doesn't lead to too much damage without meter (~1900, and wolf meter negative, most importantly), where as w5c leads to much more, including some of the best corner carry in the game, and is wolf meter positive. So, if they're going for dp-safe offense, fear the low more. However, the reward on wj.c is similar to w5c and it's very hard to see, so keep that in mind too. Command grab itself doesn't lead to too much damage, but it will refill all their wolf meter, so look out for it if they start being low on wolf meter. wj.b is another overhead that they'll mostly use in tricky mixups (such (w)236B 6D wj.B wj.C double overhead), and the reward is around 2 to 2.5k damage(?) and wolf meter positive in the corner.</div>
<div> </div>
<div>Once you've successfuly guessed and are now blocking, no matter what you know, a strong player can turn almost anything into a high or a low, so you need to try to guess what they'll do based off your experience, words can't really help. Besides this, common points to DP are after blocking a w5c and they 6d into mixup (either wj.a or rehuman 2b), as well as before a wj.c. There's always if they wjC, so you can just dp and if they do something tight you're stuck in blockstun and it won't come out. Look out for fuzzy brwj.b or brwjA after a wj.a or wj.c, so don't lower your guard too fast. After a blocked sweep they can also RC sweep to bait out DP as you'll most likely be in a standing part of the motion, which is a little tricky.</div>
<div> </div>
<div>Valk 5C into mixup flowchart:</div>
<div> </div>
<div>DP between * *</div>
<div>Jump or DP between $ $</div>
<div>Mandatory IB and DP between ** ** </div>
<div> </div>
<div>w5C &gt; 6D *&gt;* wjA               <span> </span>simple overhead</div>
<div>w5C &gt; 6D *&gt;* wjA $&gt;$ wjC<span> </span>double overhead</div>
<div>w5C &gt; 6D *&gt;* wjA *&gt;* w5C<span> </span>overhead -&gt; low</div>
<div>w5C &gt; 6D *&gt;* wjA $&gt;$ w5C *&gt;* brwjB/brwjA<span> </span>triple overhead!</div>
<div>w5C &gt; 6D *&gt;* wjA $&gt; land &gt;$ j.C (fake low)<span> </span>double delayed overhead (fakes the low, most easily escapable but extremely hard to block)</div>
<div>w5C &gt; 6D &gt; wjA **&gt;** brwjA <span> </span>extremely fast double overhead (rare, depends on the player)</div>
<div>w5C &gt; 6D &gt; wjA &gt; 5A <span> </span>simple overhead into pressure - gapless, DP won't come out but you will be vulnerable to the following mixup and most likely not ready to block </div>
<div>w5C &gt; 6D $&gt; 5D &gt;$ h[2B]<span> </span>fake overhead into low</div>
<div>w5C &gt; 6D $&gt; 5D &gt;$ h[6C]<span> </span> <span> </span>fake overhead into slow overhead, reactable and gimmicky, if you get hit by that you're respecting too much</div>
<div>w5C &gt; 6D &gt; brw5c double low (can't remember if you can jump, but DP could whiff if spaced well)</div>
<div>w5C &gt; 1/2D &gt; w5c double low (can't remember if you can jump, but DP could whiff if spaced well)</div>
<div> </div>
<div>Anywhere you can DP, you can also back dash, but never do it after w5C!! Be aware that they can "hard bait" your DP at any time with 4/7D (it's technically not a safe bait but it's hard to react to; however wolf meter is less expandable in this version so it helps). Try and notice your opponents' habits, see if you can frustrate them with good guesses and make them fall into predictability. Nothing but experience will help you with that!</div>
<div> </div>
<div>As for the w5A/w5B brwjA/w5C sequence, nothing to say there; it's pretty much a gapless 50/50, so you have to guess. The instant overhead is wolf meter negative now at least and doesn't offer solid much corner carry as it used to.</div>
<div> </div>
<div>You can try to counter assault if you don't feel confident, but they can easily bait it out by cancelling any blocked wolf normal into 4d or 7d. On a side note, same for bursts, safe points would be on non jump-cancellable human normals such as 6b or right before a wolf cannon, I guess. Counter assault may also whiff on wolf at a certain range. It got changed a bit so I'm not too sure how they interact now. On the bright side, the more wolf meter they spent at neutral and in their combo to get you here, the less mixup they can do and the riskier it gets to hard bait anything.</div>
<div> </div>
<div>There will also be a point where they will run out of wolf meter, but they will still pressure you to buy time for it to come back. If they have 50 meter or Overdrive available, instant overhead rising j.c is always an option. Expect it after a blocked 5b since they can jump cancel, or raw on wakeup, or after 2A, but they can also go into lows (2b/3c) which are quite rewarding in the corner and will most likely give them wolf wolf meter back, which isn't a good sign. If they don't have these ressources, their pressure will consist mostly of staggers, frame traps (which lose to DP), and DP baiting, also maybe an occasional re-jump in j.c, or trying to catch you jumping out with rising j.a. All in all, you don't want to only stay calm and down back, because that means they're getting their wolf meter back and once it's back you're going to get opened up unless you take a risk. In the corner, please, please block their 6C, as it leads to ~3.8k without wolf for a mere 25 meter. Daily reminder that it's +5, so don't mash if you block. The best thing to do is either IB &gt; upback barrier (watchout for 5B air unblockable) or DP, if you feel like it (most Valks will not want to give up their advantage after this move is blocked). There's a good chance they'll try to go into 6b which is +8 on block, but also kind of slow so there should be a gap before it where you can DP. In any case, make sure to IB the 2nd hit, or else the link in 2A is gapless.</div>
<div> </div>
<div>There will also be a point where you'll block some human normals and they'll try to transform into wolf and mix you up. They can cancel C normals into wolf dash on whiff or block (except for 6C which is on whiff only). It's usually done from 5C and their only reliable offensive option from there is 6D &gt; wjA, which can be DPd or chicken block. Do not let them do that, if possible (it's kinda hard to react to it if you where expecting 236A or 6C). They can always 3D from max range 5C which is very safe to do but but leaves the game at neutral (except he's in wolf now). </div>
<div> </div>
<div>They can also 2a stagger into 5d &gt; wolf mixup. Be aware of that since it it extremely difficult/impossible to react to the incoming mixup. Fortunately there's a gap to mash or DP. </div>
<div> </div>
<div>Finally, there's also 5b jump cancel j.D into whatever wolf mixup. There are many, many mixup options after that, as I'm sure you can guess (we already touched the subject earlier with 236A RC 2B possible follow ups), but expect mostly 3D into either wj.A or empty 3D &gt; w5C. From there, the mixup is the same as the flowchart described earlier.</div>
<div> </div>
<div>I haven't found barrier blocking to be particularly good, I prefer keeping it for his human strings to push him out so he can't 2a as much (it's +1) and go into wolf transform &gt; command grab/overhead from there, or when I guess wrong and am forced to air block stuff like w5B.</div>
<div> </div>
<div> </div>
<div><u><strong>Your offense :</strong></u></div>
<div> </div>
<div>Well, at least they don't have a meterless reversal. Their 5b and 5c are good and fast with long range, so they can disrespect you at some ranges where you wouldn't expect it against most characters. Watchout for his pre-emptive 5C if you try approchaing from the ground when they're out of wolf meter, expecting vulnerability.  If you give them too much space in the corner, they can jump &gt; 214B &gt; wolf dash, or jump &gt; transform &gt; whatever (cannons, 7d...), and escape, similar to Hazama and Rachel, so stay close if you can, you don't really want to return to neutral. He does have 6a which has a guard point of frame 4 and loses to lows and throws. As a human he doesn't have the best anti-airs, but just transforming into a wolf and doing 5b is pretty ridiculous vs rejump or airdash pressure resets as it's head invuln 1-5 on the transformation. 236a is therefore pretty good in pressure, because he doesn't have anything really good against it, and is usually looking for something else so he can beat it.</div>
<div> </div>
<div><u><strong>TLDR :</strong></u> you block you lose, move around like a fly, make the most of your defensive options and outlast them.</div>
]]></description><guid isPermaLink="false">7679</guid><pubDate>Wed, 30 Oct 2013 01:30:58 +0000</pubDate></item><item><title>[CP] Mu vs Izayoi</title><link>https://www.forums.dustloop.com/forums/topic/7667-cp-mu-vs-izayoi/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7667</guid><pubDate>Wed, 30 Oct 2013 01:26:20 +0000</pubDate></item><item><title>[CP] Mu vs Bang</title><link>https://www.forums.dustloop.com/forums/topic/7661-cp-mu-vs-bang/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7661</guid><pubDate>Wed, 30 Oct 2013 01:24:00 +0000</pubDate></item><item><title>[CP] Mu vs Carl</title><link>https://www.forums.dustloop.com/forums/topic/7663-cp-mu-vs-carl/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7663</guid><pubDate>Wed, 30 Oct 2013 01:24:52 +0000</pubDate></item><item><title>[CP] Mu vs Noel</title><link>https://www.forums.dustloop.com/forums/topic/7672-cp-mu-vs-noel/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7672</guid><pubDate>Wed, 30 Oct 2013 01:28:23 +0000</pubDate></item><item><title>[CP] Mu vs Hazama</title><link>https://www.forums.dustloop.com/forums/topic/7665-cp-mu-vs-hazama/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7665</guid><pubDate>Wed, 30 Oct 2013 01:25:43 +0000</pubDate></item><item><title>[CP] Mu vs Arakune</title><link>https://www.forums.dustloop.com/forums/topic/7659-cp-mu-vs-arakune/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7659</guid><pubDate>Wed, 30 Oct 2013 01:23:13 +0000</pubDate></item><item><title>[CP] Mu vs Nu</title><link>https://www.forums.dustloop.com/forums/topic/7681-cp-mu-vs-nu/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7681</guid><pubDate>Wed, 30 Oct 2013 01:31:42 +0000</pubDate></item><item><title>[CP] Mu vs Tager</title><link>https://www.forums.dustloop.com/forums/topic/7666-cp-mu-vs-tager/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7666</guid><pubDate>Wed, 30 Oct 2013 01:26:01 +0000</pubDate></item><item><title>[CP] Mu vs Rachel</title><link>https://www.forums.dustloop.com/forums/topic/7674-cp-mu-vs-rachel/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7674</guid><pubDate>Wed, 30 Oct 2013 01:29:10 +0000</pubDate></item><item><title>[CP] Mu vs Ragna</title><link>https://www.forums.dustloop.com/forums/topic/7675-cp-mu-vs-ragna/</link><description><![CDATA[
<p>The Ragna matchup is IMO a pretty straightforward one. I'll use it as a basis for the others, and note the differences from there. I do have to say, we don't have a dedicated ragna main in our local scene, and I never had a long set and talk with a ragna main in this version of the game, so I'm not 100% confident in everything I'm saying here. It's mostly from experience playing friends' subs and watching match videos.</p><p></p><p>1. Your Objectives</p><p>His objective is pretty much to get in your face and press buttons. You want to prevent him from getting close with your longer ranged attacks. If he's too patient getting in, you can slightly set up to either force him to get in, or follow the lasers to get in on him yourself.</p><p></p><p>2. Neutral</p><p>You definitely want to avoid being in range of his 5b. Outside of it, his biggest threats are dash-5b, and instant airdash j.c. Ragna's 5c is also a thing to consider, but much less of a threat. Jump forward followed by j.c/double jump/belial edge, can jump over Mu's 5c and bait anti-airs, so be careful of that too. You can of course stuff dash 5b with a pre-emptive 5c, and iad j.c with either 6a or 2c, but it's a risk you're taking. Almost all of these options, you can counter pretty well with a correctly timed and spaced j.c. Generally you want to either neutral jump or jump back pre-emptively, if done on reaction there's a good chance it'll be too late. His instant airdash j.c and dash 5b have specific ranges at which they're both good (too hard to react to), and that's around Mu's 5c's range. Try them out in training mode, it'll make more sense. Backdash 5c at neutral is also a decent option his dash 5b, and once they start baiting it by dashing longer, it makes all your other options stronger (so don't forget about them).</p><p></p><p>Once you start showing j.c (and I assume j.2c in CPEX), there's a chance they'll start calling it out with either dash 6a, j.a, maybe even dash DP. The other thing they could do is just dash barrier, and then take the appropriate reaction (if you whiff, move in closer, if you airdash, maybe chase after you). To take advantage of this as Mu, 5c and 236a are decent, 2b as well, because it recovers fast, but if you guess wrong and they were going for dash 5b, you're in trouble. If you get him to block a 5c, I'd suggest either do 2d instant airdash back, or 236a if you're at the correct range for it to be plus. (unless you're expecting it to hit) If you went for 2d, keep in mind the timing of that laser, and use it to your advantage to either get in later, or to cut off more of his approach routes. You can also just remember its position and fire a 236d if he gives you too much space. You can also start placing steins and then later doing 236d or 214d if he starts being too patient. I would recommend to still be careful when doing it, a good Ragna can recognize that you're giving them too many openings by doing that.</p><p></p><p></p><p></p><p>3. His offense</p><p>Once he's in his 5b's range, it's pretty much his turn. You can press 2a or 2b if you think he'll anticipate too much respect on your behalf, but the risk is rarely worth it. It's not a terrible idea to just do a DP if you're in 5b range, there's a good chance he struggled to get in and can't wait to finally press a button, just don't get predictable with it. Once you block it, expect him to go into something that's plus or even on block. Moves to keep in mind are 2c (+1), 2a (0), belial edge (depends), dead spike (depends), bloodscythe (+5). These mostly have a reactable answer, but if you're expecting them, he might do gauntlet hades instead, which is an overhead special that he can go into from any normal (and well, 2d as well as a low that goes pretty far, so don't just stand block).</p><p></p><p>typical things they'll do :</p><p>-2b 5c 2c (whiffs) dash 5b. If you see this, 2c whiff recovers very fast, so while he is minus, if you're not expecting it and try to react with a button, there's a good chance it's too late. Instead, try to DP or backdash. If you were expecting it, a button or a jump is good.</p><p>-some normal &gt; bloodscythe(214d). You should have enough time to react and anti-air or DP it, it's kind of slow. Be careful not to DP too fast though, as it'll whiff and you'll get Fatal'd.</p><p>-some normal &gt; dead spike dash cancel (236d66). Seems to be his advantage after, but I believe the number depends on the spacing of the move. If you anticipate it, jump before it comes out, or DP/backdash after blocking. If you IB, situation might change, try it out in training mode (I should do this too, still unclear on my end).</p><p>-blocked hell's fang &gt; followup/Infero Divider/2a. If you instant block the move leading in to it, there might be a gap, try to DP to avoid the situation, especially if they have 50 meter. If there was no gap, it's not a high nor a low, so there's no chance of getting hit. The first part is -4 on hit, so if you instant block, you can 5a before they have time to DP. They can still do the followup, but it won't lead to much, unless they have meter. If you couldn't IB, the risk reward is in your favor, as they're still -4. Inferno Divider gives them a knockdown, but loses to blocking. 2a (or any other normal or a throw) will lose to one of your normals, and you should be getting a lot more damage than they'd get if they hit you. However, if you chose either of these, there is a chance you'll get hit, so if you want to avoid taking these risks, jump back barrier. (see it as an easy fuzzy jump)</p><p>-2a 2a 2b/2c/throw/6b/dash 2a/etc. This is pretty standard stagger pressure most characters can do, containing a mix of frame traps and reactable high/low, and you deal with it as you would with other characters, your options are barrier block, IB &gt; 2a, DP, backdash, fuzzy jump. Fuzzy jump is especially useful here as it should protect you against 2a iad crossup DID RC, which is unreactable.</p><p>-If you're in the corner, 3c &gt; iad j.c. This blockstring is also your standard jump cancelable normal into airdash jump in. Anticipate with an anti-air (6a) if you can, if you're not expecting it you might have time to input a DP. If not, don't backdash or jump. Backdash could get punished, if you jump you'll be too late to press buttons, so they'll land before you and keep you in blockstun, you might lose a chunk of barrier.</p><p>-some normal &gt; 6d &gt; j.d &gt; whatever. Try to instant block or DP, I'll have to test I'm not sure of the specifics.</p><p></p><p>Once he's comboing you, beware of resets, especially if you got hit by a bad starter (2a/5a/j.a). These are usually either any normal into gauntlet hades (high), or hells fang no followup &gt; throw/crossup DID (fuzzy jump if you don't see the followup).</p><p></p><p>I'll have to verify, but I believe gauntlet hades can be guaranteed punished on block. It's -11 so you try a 2b, and I think it makes the followup whiff if they do it. Won't be a counterhit and they won't be crouching so we don't get much, but it's still good to show them they should think twice before using it.</p><p></p><p>If the ragna anticipates you'll jump to get out of their pressure, there's a good chance they'll do a rising j.a to keep you under pressure. If you see them do this but stayed on the ground, I suggest dash under them as a safe way to take advantage of the situation. Anti-air also works, but he has options to bait them if ever.</p><p></p><p></p><p>4. Your offense</p><p>The central thing here is really just knowing when and how to bait inferno divider. Outside of that, his 6a is strong, don't test it. His backdash is decent. He has a "hard time" dealing with 236a pressure, he can super through it, but it's kind of random, as depending on the spacing and timing, he might just get hit. He can also just IB it, then DP you out of any move you'd try to follow it up with. Might as well make a note on baiting DPs, there are multiple ways to go about it, each with their advantages and disadvantages.</p><p></p><p>-stuff that is just DP safe, like a safejump : advantage is it lets you keep pressure and momentum at minimum risk. disadvantage is it usually requires a specific situation, and if your opponent guesses you're going for a safejump, you're generally missing out on a mixup opportunity.</p><p>-delaying a normal (like a meaty) enough that if they dp immediately, you'll be in blockstun so the attack doesn't come out : adv is it allows you to keep momentum, and only really loses to mashing, if they try to react to you not doing anything, your next button is already out. disadvantage is that you can get called out, let them escape, and lose momentum.</p><p>-hard call out, not doing anything, backing off : generally a good idea at lower levels of play, or if you really don't want to take "any" risks. You pretty much sacrifice a lot of momentum though, and really give your opponent time to think and regain composure.</p><p></p><p>No matter how you go about baiting reversals, you really have to be unpredictable about it, and try to read their intentions. Against ragna this is super important, because since his reversal is very good and gives him a knockdown, you will have to bait it, but baiting too hard makes you lose momentum.</p>
]]></description><guid isPermaLink="false">7675</guid><pubDate>Wed, 30 Oct 2013 01:29:30 +0000</pubDate></item><item><title>[CP] Mu vs Jin</title><link>https://www.forums.dustloop.com/forums/topic/7668-cp-mu-vs-jin/</link><description><![CDATA[
<p>This matchup is somewhat straightforward too, but the objectives are a bit different than in the Ragna matchup, so it changes the dynamic a lot. My personal Jin experience is mixed, we had some local players throughout the series, but no dedicated main that would find all the tech and options in the latest version. That said, I feel like Jin has a lot of options, and all the players have their own bag of gimmicks with him.</p><p></p><p>1. Your Objectives</p><p>Neither character can easily approach the other one, so you're both trying to play patiently around each others' ranges. You both kind of want to push the other closer to the corner, or into an unfavorable position without committing to anything too risky.</p><p></p><p>2. Neutral</p><p>Both Mu and Jin have really good range on their j.c, long range on the ground, projectiles, and their anti-airs have weaknesses. This creates a pretty interesting neutral/footsie game. I believe the hurtbox on Jin's j.c makes it hard to challenge with Mu's j.c and its bigger hurtbox, however, Mu's projectile game is more adapted to fight Jin's and take advantage afterwards.</p><p></p><p>Things they tend to do :</p><p>236a / j.236a : they usually to this when they're outside of range of normals, either to hit you out of an attempt to throw out a pre-emptive normal, to get you to block (which cancels stein fire), or to get you to try to avoid it and place you in an unfavorable position. In CPE, the untechable time seems longer, so be extra careful. It recovers pretty fast, so don't try to IAD over it on reaction. If they don't have 50 meter and you're on the ground, try to aim a 236a so it destroys it and keeps going (if they have 50 meter, ice wave super might punish you). If they do, you can place a stein and then jump over their projectile. If you were in the air, if you are about to fall into it, you can place a stein, airdash, and/or use 236d to stall over it. If it's directed straight for you and you're out of air options (this is odd though, try to keep an air option to avoid this situation), I think instant blocking it is the best.</p><p>j.c : the use of this one kind of varies depending on how they were jumping as they did it. It's usually defensive, in the sense that it places a big hitbox in front of them that's very hard to get through. Don't run into it, place a stein or use a special, or dash forward a bit then barrier, try to stay out of the range. 2c could call it out, but if they do something else instead, you're in a ton of recovery. They can also jump forward or airdash to air-to-air you with it. You want to anticipate its potential range and not commit to something risky (steins losing airdash options may make setting air steins much more risky in this matchup).</p><p>dash 5c/5d : these normals have decent range and hitboxes, probably their biggest threats in terms of ground-to-ground with decent startup. 5d has more range, but 5c is faster and has better reward on block. They usually respect Mu's 5c range and don't go for these that often, but if you haven't been using it much out of fear of his other options, they'll start using them.</p><p>2d : this move has great range and reward on hit and block, as well as not extending their hurtbox very far. They use it to call out projectiles, setting up stuff in the air, or just ground and air backdashes. Know its range and be super careful of it. It does have a lot of recovery, so if you stay mobile and unpredictable, the Jin may hesitate before trying it.</p><p>airdash j.2c : iirc this goes over our 5c and has a good hitbox. You can obviously anti-air if you anticipate. Just be aware of the range at which he can do it, and be careful when using 5c at that range. Pre-emptive j.c is also good against this.</p><p></p><p>So, I'd say Mu's tools that are strong in this matchup are 236a, steins, 236d, and 5c. 2b is ok at getting in if you feel they're respecting too much, CPE j.2c is most likely going to be great as well. His 2a low can low profile our jump ins, especially j.c or a misspaced j.b, new j.2c may solve this.</p><p></p><p>I don't think the hitboxes for these moves have changed since bbcse, so check these out to understand what I mean :</p><p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://www.dustloop.com/guides/bbcse/hitbox/jin/j.C.html</a></p><p><a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://www.dustloop.com/guides/bbcse/hitbox/mu/j.C.html</a></p><p></p><p></p><p>3. Their Offense</p><p>3.1 Pressure</p><p>Jin has a lot of tools for their pressure and a lot of moves that are + or jump cancel, I'll go over the more common ones :</p><p>6b (+3) : he can chain most normals into it, it moves him closer and is +, so if you just block he'll reset pressure. Since it's slow, you have time to DP it, maybe even 6a. Worst case, try to instant block it. Afterwards, he can do his ex special overhead, so expect that. It can also be used to beat throws, so option select throw techs are a good idea to use against Jin (1ABC).</p><p>6d (+12) : similar to 6b as its plus and most normals go into it. It's much slower, but also has more vertical reach and the hurtbox doesn't extend as much horizontally, so I believe they could bait our DP with it (if you're instant blocking you should be ok). It's so slow you can usually mash out of it with something, or even dash DP, so Jin players tend to not use it too much, but it is something if they get predictable with you can call out.</p><p>2d (+3) : similar to the above, except this one brings you closer to him and has a lot of range, usually done outside of our DP's range. Midscreen you can just backdash it. Corner I'd try to IB it.</p><p>5c/2c jump cancel high j.2c j.c : I don't believe we can anti air this, you can guess with a DP (or backdash if midscreen) but it's a guess. I'd have to try dash under maybe... if not try to IB and hold that.</p><p>5b &gt; late chain 5c/mixup : 5b says its -6 on the frame data, so if you want to guess he'll do a mixup you can press a button, but as he can chain into things that allow him to keep pressure, it's a big risk.</p><p>6a : 19f overhead, luckily he can only chain into it from 2a, 5a, and 5b. He gets no damage without spending 50 meter, and it is -8 on block. Very hard to react to, but it's usually not worth the risk to guess he'll go low (2b) and eat a full combo.</p><p>j.214d : fast overhead, leads to a combo in the corner (or with another 25% for ex ice car). 22f startup, so reactable, but just don't forget about it. Honestly can't remember if it's plus or minus on block.</p><p></p><p>3.2 Okizeme/Resets</p><p>I'm not sure how much of this still applies to CPE</p><p>Most common midscreen air combo ender was j.d freeze. From there, he could :</p><p>-left right 5b air unblockable</p><p>-let you land then high/low with 6a/2b</p><p>-throw</p><p>-instant airdash j.d and cross you up again?</p><p>I don't know of a magic solution. Take a guess. Their resources can be a hint (50 meter, expect overhead). You can try an OS backdash if their timing isn't prefect (44~3AB, gives you either backdash or barrier), but if you mistime it you might get airdash.</p><p></p><p>If he ends his combo in the air special that knocks down,</p><p></p><p>In the corner, they could end a combo in 6d, and then either go for safejump, or airdash high/empty jump low. 6d forces stand, so you can't delay anything and have to guess. They also often end combos in double sekkajin which gives them a safejump j.2c, which I believe tags rolls as well, but you can delay your tech as to avoid this. Just don't delay too much or they'll otg you into a fresh combo, window isn't big.</p><p></p><p>There are also some combos where they will freeze you and reset into like 5c (hit) crush trigger (reset). If you see ice, late in a combo, be ready for /something/.</p><p></p><p></p><p>4. Your Offence</p><p>-His meterless DP has a slow startup (20f), so if you time a meaty correctly (2a or 2b generally, since they both have only 10f of recovery), you can recover in time his reversal. You can get a similar result by using 2a or 2b after a blocked projectile, but it's harder to do reliably imo. His 25% meter DP has 13f startup so you could also get the same result but the timing is much stricter and I don't recommend trying it. Note that the followup to that DP is unblockable if fully charged. Many Jin players tend to release it right before, in an attempt to catch a jump out or a button press between the hits. Backdash to avoid the situation if you're far enough midscreen, besides that I don't know of anything reliable you can do besides guess, the rewards are generally in your favor at least.</p><p>-2d can call out using 236a/236d/setting up too many steins from rather far, be careful.</p><p>-Ice Wave super can call out the same things much faster too, so be very careful of how you do pressure when he has 50 meter.</p>
]]></description><guid isPermaLink="false">7668</guid><pubDate>Wed, 30 Oct 2013 01:26:48 +0000</pubDate></item><item><title>[CP] Mu vs Taokaka</title><link>https://www.forums.dustloop.com/forums/topic/7677-cp-mu-vs-taokaka/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7677</guid><pubDate>Wed, 30 Oct 2013 01:30:14 +0000</pubDate></item><item><title>[CP] Mu vs Relius</title><link>https://www.forums.dustloop.com/forums/topic/7676-cp-mu-vs-relius/</link><description><![CDATA[
<p>This matchup is somewhat different. Both characters' have tools that interact in a very interesting way in the matchup. Definitely not straightforward. I have a good amount of experience in the matchup, but my results haven't been the best, so maybe my assertion of it is incorrect <img src="https://www.forums.dustloop.com/uploads/emoticons/default_wink.gif" alt=";)"></p><p></p><p>1. Your Objectives</p><p>Each player has to know how to deal with each others' tools or they get overrun. Neutral is a game of cat and mouse with a lot of movement. Once either character gets in it could be over for the other, as they both deal with each others' reversal options decently.</p><p></p><p>2. Neutral</p><p>I think one of the most important things to note (in general, but for this matchup in particular), is to not waste your second air option (doublejump/airdash). You will often end up in a situation where that is the only correct answer to escape(blocking will put you in the blender).</p><p>It's also important to note that while he has the doll summoned, she can block lasers for him. When she attacks, he goes in front, and if not she's in the back. I'd still recommend placing steins behind Relius if possible, as in those critical moments, she'll most likely be attacking. Even when she isn't summoned, Relius' normals are still something you have to respect.</p><p>-5b : ground-to-ground, is very fast for its range, and the hurtbox doesn't extend vertically, so it's hard to anticipate with a 2b. When he's at a range where he could do it, expect it, and backdash. 5c can prevent him from getting to that range, but he has a ton of other options to deal with that...</p><p>-j.b : feels like a circle of hitboxes around him, rather hard to challenge air-to-air unless it's with a well spaced j.c. Seriously respect this move, though I heard it may have been slightly nerfed in CPE.</p><p>-j.2d : great air-to-ground. I honestly don't know how to deal with this move, anything I try (5a, 6a, 2c) seems unreliable. Try to avoid being in a situation that can lead to this. Even without the doll summoned, he can summon mid-air to stall his momentum, and then either do a jump in normal or j.2d. Very hard to anti-air, dash under if you think he'll go for it, but be careful of j.b hitting behind him.</p><p>-214a : this move destroys projectiles and moves forward fast, hard to challenge. Try to instant block &gt; 5a if relius is too far for dash 5b, which may cause her to unsummon (I think the window you have to do this depends on the spacing, so sometimes you can't), he can also go into 2d after which has armor, so if you hit the armor with your 5a, jump cancel.</p><p>-214b : jump back j.b to hit her before he can do 2d. If you don't do anything about it, he can either dash in or do a 2d afterwards. This move will track you on the ground and can be used to call out most grounded projectiles, kind of why 236a isn't great.</p><p>-214c : fraudulent at neutral (or desperate imo). 5a it, or superjump over. It will activate once it senses your hurtbox close by, so if you try to use a slower normal, you could get hit if you mistime it. If you panic and block it, he's in.</p><p>-22a/b/c : be careful at the ranges where these can come out of the ground, especially if you're trying to set up steins or totsuka. Not much of a threat, but still there.</p><p>-6d : this goes really far. Can't say exactly how much, but I recommend against using 5c for ground to ground when he has the doll out. He can also do 236a (dodge) 6d to call it out.</p><p>-j.214b : I guess this is a thing, he can call out anti-airs with it too whether or not the doll is summoned. Not quite as strong as j.d stall/j.2d, but much easier to use. If you expect it, just dash under, and anti-air the j.b that will most likely come.</p><p></p><p>Seems pretty overwhelming, but Relius himself has trouble dealing with some of Mu's tools.</p><p>-Air-to-air, our j.c is still very strong defensively, hard for him to go around it.</p><p>-Steins may have startup, with all the cancel options, it's hard for him to punish them, as long as you keep a cancel option available (this will be different in CPE and I don't know how the matchup will be).</p><p>-His doll has a gauge, steins don't. If you can avoid a few of his attempts to get in, he might be in trouble.</p><p>-His anti air isn't as good as some characters'. Especially when you've pinned him down with a laser (ex : hit him in the air, so his doll unsummons, he's out of air options, can't capitalize, but you know where he'll land), try to jump in on him without pressing a button. If he whiffs 2c because you land behind him or too far in front, you get a nice crouching punish.</p><p></p><p>3. His Offence</p><p>If he got you to block a normal but doesn't have the doll summoned, you still have a shot at avoiding the vortex. If he has a lot of meter at this point, he'll most likely try to summon. Most common strings to summon are either special cancelling a normal into 214a (ex: 5b 5c 214a) or 5d(ex: 5b 5d dash 5b). try to instant block &gt; 5a if you think he'll go for 214a. mash some big button like 5c or 2c if you think he'll go for 5d. If you try to react to 5d you'll probably be too slow for a normal, but a DP could work, since there's a good chance they'll 5b after.</p><p></p><p>If he got you to block something and the doll is already out, you can't really escape. He will most likely do a string into 3c to jump cancel, but still look out for 6a or crush trigger in case (they're slow, you should be able to react). From there, there are 2 options, he will either do doll 6d or 2d, and if 3c hits he can convert either of these into a combo.</p><p>3c 6d : he'll either do a (possibly) gapless j.b after, or go for an airdash/low/throw mixup. This is a good opportunity to start learning fuzzy guard to jump out, just be aware of the airdash throw he could do. If he just does j.b (no mixup), there's a chance he'll land and then do dash jump j.2d to create a left right ambiguous mixup (that also baits throws somewhat). A good place to fuzzy jump.</p><p>3c 2d : no escape. Maybe you could DP rc between the two hits of 2d but I'm not sure what would happen. At least there's no gap so it'll most likely be an airdash/low mixup. You can try a counterassault here unless you think he'll bait, as there's a good chance they'll go for a mixup. This one consumes a bit more gauge, so at least he generally only runs this twice, I think?</p><p></p><p>Then there's the common situation where he'll pressure you without the doll, in order to build the gauge back. Only blocking here is bad, definitely try to escape, but be smart about it. He will try to bait your escapes (mash/jump/dp/backdash). Backdash is really good midscreen because he really needs to go out of the way to bait it, weakening other options. In the corner, escaping this can be hard...</p><p>- ~ 6c 41236b (reel in) : try to IB and dp before the 6c. You can mash out before the reel in hits you, jump, or DP it. It's only +1 so you can try to IB-&gt;button, or DP afterwards as well. If you block a full sequence of this, his doll meter is probably back.</p><p>-rising j.a : if he thinks you'll jump there's a good chance he'll try to catch you with j.a. It's multihit and he can chain into j.b land, do it again, or whatever. If he caught you with this, the doll is coming back. If he whiffs because you stayed on the ground, dash under.</p><p>-iad j.a/b : I guess he can only go into this from nothing or 3c (since it's his only jump cancel on block normal besides 5a, note it'll be 2c in CPE). It'll probably catch upback depending on timing, be ready and anti-air or DP (I think? haven't actually tested).</p><p></p><p>In general be careful that he can special cancel any normal into 236a to bait bursts or counterassaults, so don't consider them safe points even if he's below 50 meter.</p><p></p><p>A common CH punish combo with him involves 3c CH jump falling j.c, so it'll bait bursts, be patient with them. (not sure if this will still work with 2c in the next game)</p><p></p><p>If he does the doll super where she starts swinging multiple times, you can clash it with your DP then cancel into Ikutachi to escape.</p><p></p><p></p><p>4. Your Offence</p><p>If he has doll summoned while you're pressuring him, be super careful of 236a 2d (dodge into armor move), this will call out frame traps and any larger gap as well. It's a pretty stressful situation for both players, as his doll meter is also slowly depleting itself and will try to escape because he can.</p><p>If he doesn't have the doll summoned, have fun. Chain into 6c is risky as he can 236a it. If he has 50 meter, he can super to beat anything slow on our end like totsuka. His spin is still good for beating stuff like overhead, but stay unpredictable as always. You can throw it or punish the end of the recovery with a normal, it's quite long. Thankfully his backdash was nerfed a lot since CSE (and bbcp 1.0 I think), now it's still okay, use normals that recover fast like 2a, 2b, to stay safe.</p><p>His crouching blockstun hitbox extends high enough so you can do stuff like 2a 5a and 5a won't whiff.</p>
]]></description><guid isPermaLink="false">7676</guid><pubDate>Wed, 30 Oct 2013 01:29:53 +0000</pubDate></item><item><title>[CP] Mu vs Bullet</title><link>https://www.forums.dustloop.com/forums/topic/7662-cp-mu-vs-bullet/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7662</guid><pubDate>Wed, 30 Oct 2013 01:24:30 +0000</pubDate></item><item><title>[CP] Mu vs Mu</title><link>https://www.forums.dustloop.com/forums/topic/7682-cp-mu-vs-mu/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7682</guid><pubDate>Wed, 30 Oct 2013 01:32:08 +0000</pubDate></item><item><title>[CP] Mu vs Terumi</title><link>https://www.forums.dustloop.com/forums/topic/7680-cp-mu-vs-terumi/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7680</guid><pubDate>Wed, 30 Oct 2013 01:31:24 +0000</pubDate></item><item><title>[CP] Mu vs Tsubaki</title><link>https://www.forums.dustloop.com/forums/topic/7678-cp-mu-vs-tsubaki/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7678</guid><pubDate>Wed, 30 Oct 2013 01:30:33 +0000</pubDate></item><item><title>[CP] Mu vs Makoto</title><link>https://www.forums.dustloop.com/forums/topic/7671-cp-mu-vs-makoto/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7671</guid><pubDate>Wed, 30 Oct 2013 01:28:00 +0000</pubDate></item><item><title>[CP] Mu vs Litchi</title><link>https://www.forums.dustloop.com/forums/topic/7670-cp-mu-vs-litchi/</link><description><![CDATA[
<p>Discuss the matchup here. This post will get updated with relevant information eventually.</p>
]]></description><guid isPermaLink="false">7670</guid><pubDate>Wed, 30 Oct 2013 01:27:36 +0000</pubDate></item></channel></rss>
