GenoWhirl Posted May 26, 2010 Posted May 26, 2010 (edited) WELCOME, TO DEM ASS COMBOS ! Combos in Red are the preffered, most practical ones IMO. Note: The numbers for combos with Yata no Kagami (632146D) can vary depending on the number of steins INDEX I) General Notes II) Combos from B Moves III) Combos from C Moves IV) Combos from Anti-Airs V) Combos from Air-To-Ground VI) Combos from Air-To-Air VII) Throw Combos VIII) DEM FEITAL COUNTER COMBOS IX) Asstral Combo and Misc. Data X) Character specific combos XI) Oki setups in combo form! I. General Notes As a general note to set up steins: 5D 2D j.D j.4D (if you can set up that many steins without the opponent punishing you lols) 5D 2D (Your wall of steins which gives you defense and keeps you safer than any other ground stein combination) 5D 6D (Used for setups. Be cautious of using 236D after 5D 6D if you use this after a combo ending in 6C) NOTE: You can end any combo early after a 6C to set up steins, if you feel like giving up damage to set up oki After a combo ending in j.2C, you can set up steins! If you did not use a double jump in the aerial part of your combo, you can set up a stein and air dash towards your opponent to mix up or air dash away to set up more steins. II. Combos from B moves Midscreen 5B > (2B) > 3C > 2B > 5C > 6C > 5D/2D > 63214C (2237, + 1 stein, gains 15 meter) Dash 2B > 3C > 2B > 6A > 6C > 214D Whiff > Dash > 6A > 6B > Dash > 6A > j.2C > Dash > 2B > 6A > j.C > j.2C (3201, Midscreen, 34 meter) 6B (CH) > 2B > 5C > 6C > 5D/6D > 63214C (2568, +1 stein, gains 16 meter, Opponent must be crouching) 2B > 3C > 2B > 5C > 6C > 6D > Yata no Kagami > dash > 5C > 2C > j.C > j.C > j.2C (3390, 50 Meter required, gains 24 meter) 6B > RC > Dash > 3C > 2B > 6A > 6C > 214D Whiff > Dash > 6A > 6B > Dash > 6A > j.2C >Dash > 2B > 6A > j.C >j.2C (4028, Midscreen, 50 meter required, gains 34 meter) Corner 5B > 3C > 2B > 6A > j.2C > 2B > 6A > j.C > j.2C > 2B > 6A > j.C > j.2C (3093, Corner Only) 6B > 63214C > RC > 6B > 5C > 2C > j.C > j.2C > 2B > 5C > 2C > j.C > j.2C (4355, Corner Only, 50 meter required, gains 32 meter) 6B > 63214C > RC > Dash > 6A > 2C > j.C > j.2C > 2B > 6A > j.C > j.2C > 2B > 6A > j.C > j.2C (4.271, Corner Only, 50 meter required, gains 31 meter) 6B > 63214C > RC > 6B > Dash > 6A > 2C > j.C > j.2C > 2B > 6A > 2C > j.C > j.C > j.2C (4354, Corner Only, 50 meter required, gains 32 meter) III. Combos from C moves Midscreen 5C on crouching opponent > (2C) > 6C > Steins > Furu no Tsurugi (1.814, 2121, + 1 stein, gains 9, 12 meter) 3C > 2B > 5C > 6C > 2D > jc > j.C > j.2C (2474, +1 stein, gains 15 meter) 5C > 3C > 2B > 5C > 6C > 63214C (2508, gains 17 meter) 3C > 2B > 5C > 6C > 6D > j.B > j.C > j.2C > Dash > 2B > 5C > 6C > 214D > Stein > j.2C (3414, +1 Stein, 35 meter, 3C MUST be point blank range) 3C > 2B > 5C > 6C > 6D > Yata no Kagami > dash > 5C > 2C > sj.B > j.C > j.C > j.2C (4285, 50 Meter required, gains 25 meter) 3C > 2B > 6A > 6C > 214D(whiff) > Dash > 6A > 6B > Dash > 6A > j.2C > Dash > 2B > 6A > 6C > 214D > 5C > 632146C (5457, 50 meter required, gains 38 meter) Corner 3C > (2B > 6A > j.C > j.2C)x2 > 2B > 6A > 2C > j.C > j.2C (3602, gains 33 meter) 3C > (2B > 5C > 2C > j.C > j.2C)x2 > 2B > Omoikane (5003, 50 Meter required, gains 28 meter, can omit 2B > Omoikane for 3268, gains 27 meter) 3C > (2B > 6A > j.C > j.2C)x3 > 2B > 632146C (5208, gains 32 meter. If there's not enough meter, omit 2B > 632146C for 3486, 31 meter) IV. Combos from Anti-Airs Midscreen 6A > j.2C > Dash > 2B > 6A > 6C > 214D Whiff > Dash > 6A > 6B > 6A > j.C > j.2C (3k damage) CH 6A > Dash > 6A > 6B > 6A > j.B > j.C > Delay > j.2C > Dash > 2B > 6A > j.C > j.2C > Steins (3K damage) CH 6A > Dash > 6A > 6B > Walk forward > 6A > 6C > 214D Whiff > Dash > 6A > 6B > 6A > j.C > j.2C (3.4k Damage) CH 2C > Jump Airdash > j.C > j.2C > Dash > 2B > 5C > 6C > 2D > j.B > j.C > dj.C > dj.2C (2886 damage, +1 stein) CH 2C > 4D > 214D > Dash > 2C > j.C > j.2C (Can end here if too far away for steiners, 2.4K) > Dash > 2B > 5C > 6C > Steins (2.9k+) CH 2C > Dash > 6B > Dash > 6A > j.2c > Dash > 2B > 5C > 6C > 2D > j.C > j.2C > Steins (3k, Plus steins) CH 2C > 4D > 214D > Dash > 6B > 5C > 6C > 2D > j.C > j.2C > Whatever (3.1k+ steins CH 2C > Dash 6B > Dash 6A > j.2C > Dash 2B > 6A > 6C > 214D Whiff > Dash 6A > 6B > 6A > j.C > j.2C (3.6K) Corner 6A > 2C > j.C > j.2C > Land > 2B > 6A > j.C > j.2C > 2B > 6A > j.C > j.2C (2.9k) 6A > j.2C > 2B > 6A > j.C > j.2C > 2B > 6A > j.C > j.2C (2.6K, can end with super for 4.3k) 6A > 2C > j.C > j.2C > 2B > 6A > j.2C > 2B > 6A > j.C > j.2C > 2B > 5B > 623C (Near the corner, 3k) 5C on airborne opponent > 6C > 6D > Yata no Kagami > Dash > 6B > Dash > 6A > 2C > j.C > J.2C > 2B > 6A > 2C > j.C > j.2C (5k, 50 Meter required) V. Combos from Air-To-Ground Midscreen j.C > 2B > 3C >2B > 5C > 6C > 5D > 6D (2K, +2 steins) CH j.2C > j.2D > (delay) 2B > 5C > 6C > 214D > Dash > 6B > 6A > 2C > j.C > j.C > j.2C (3.1k) j.B on crouching opponent > 2B > 5C > 2C > 6C > RC > Dash > 6B > 5C > 2C > j.C > j.C > j.2C (3268 damage, 50 meter required) CH j.2C > Dash 6B > 6A > 6C > 214D Whiff > Dash 6A > 6B > 6A > j.C > j.C > j.2C (3.3K) CH j.2C > Dash > 6B > 5C > 6C > 6D > Yata no Kagami > Dash > 6B > 5C > 2C > j.C > j.2C > 2B > 5B > 623C (3996 damage, 50 Meter required) Corner j.B > 2B > 3C > 2B > 6A > j.C > j.2C > 2B > 6A > j.C > j.2C (2.6K damage. Can end with super) CH j.2C > 6B > 6A > 2C > j.C > j.2C > 2B > 6A > 2C > j.C > j.2C (3K damage) VI. Combos from Air-To-Air Midscreen j.B > j.C > j.2C > Dash > 2B > 5C > 6C > Whatever (2.1K) CH j.C > Dash > 6A > j.2C > Dash > 2B > 5C > 6C > 6D > j.B > j.C > j.2C > steins (3010 damage) CH j.C > Dash > 6A > j.2C > Dash > 2B > 6A > 6C > 214D > Dash > 6A > 6B > Dash > 6A > j.2C > Dash > 2B > 6A > j.C > j.2C (4k Damage. end with 2B > 63214C for 5.7k damage) Corner j.B > j.C > j.2C > (2B > 6A > j.2C) X2 > 2B > 6A > j.C > j.2C (2.9K damage. Finish with 2B > 632146C for 4.7K) j.C > j.2C > (2B > 6A > j.2C) X2 > 2B > 6A > j.C > j.2C (3.2K damage. Finish with 2B > 632146C for 4.9K) VII. Throw Combos Midscreen Throw > 5C > 6C > 5D > 63214C (2.1k + 1 stein) Throw > 6A > j.B > j.C > j.2C > 2B > 6A > 2C > j.C > j.2C > Steins (2.7k Damage, You can set steins or airdash away if wanted) Air Throw > Rapid > 2B > 5C > 6C > Steins/63214C/j.2C (Roughly 2.7k if you go for steins, midscreen, 50 Meter required) Throw > Dash > 6A > 6B > Dash > 6A > 2C > j.C > j.C > j.2C (2.9k) Throw > Dash > 6A > 6B > Dash > 6A > sj.2c > Dash > 2B > 6A > 2C > j.C > j.2C (3.1K) Throw > Dash > 2B > 5C > 6C > 214D Whiff > Dash > 6A > 6B > 5C > 2C > j.C > j.C > j.2C (3.2K, omit last j.C for oki) Air Throw > Rapid > 2B > 6A > 2C > j.C dj.B > dj.C > dj.2C > Steins (3.4k, midscreen, 50 Meter required) Throw > Dash 6A > 6B > walk a step > 6A > 6C > 214D Whiff > dash 6A > 6B > dash 6A > 2C > j.C > j.2C (3.5K, do not use on Carl, Lambda, Litchi) Throw > Dash > 6A > 5C > 6C > 6D > Yata No Kagami > Dash > 6B > 6A > j.C > j.2C (3.7k, 50 Meter required) Throw > Dash > 6A > 6B > 5C > 6C > 5D > 632146C (4.3K, 50 Meter required) Air Throw > Rapid > Dash > 6B > Dash > 6A > j.2C > Dash > 2B > 6A > j.C > j.C > j.2C (4.4K, 50 Meter required) Corner Throw > 6A > j.2C > 2B > 6A > j.2C > 2B > 6A > 2C > j.C > j.2C > Steins (2.9k Damage, Corner, +steins) Throw > 5C > 2C > j.C > j.2C > 2B > 5C > 2C > j.C > j.2C (2.9k, Corner) VIII. DEM FEITALS MOST OF THESE COMBOS ONLY WORK MIDSCREEN, ON GROUNDED OR QUITE CLOSE TO THE GROUND OPPONENTS. 6C > 5D > 214D > dash > 6B > 5C > 2C > j.B > j.C > j.C > j.2C (3986 Damge) 6C > 5D > 214D > 6B > Dash > 6A > 2C > j.C > j.2C > Dash > 2B > 5C > 6C > 6D > Furu no Tsurugi (4187 Damage, +1 Stein) 63214C (charged) > 6A > 2C > j.2C > 2B > 5C > 6C > 2D > JC > j.B > j.C > JC > j.C > j.2C (4.4K, Near the corner) 6C > 2B > 6A > 2C > j.C > j.2C > 2B > 5C > 6C > Omohikane (4.6k, 50 meter required) 6C > 5D > 214D > dash > 6B > Omohikane (4746 Damage, 50 meter required) 6C > 5D > 214D > 6B > 5C > 2C > j. C . > j. 2C > 2B > 5C > 2C > j. C > j. 2C > 2B > Omohikane (6.1K, Corner, 50 meter required) 63214C (charged) > 6A > 2C > j.2C > 2B > 5C > 2C > j.C > j.2C >2B > 5C > 6C > 5D > Omohikane (6.1k, Corner, 50 Meter required, +1 stein) 6C > 63214C (Charged) > Dash > 6B > Dash > 5C > 2C > j.2C > Dash > 2B > 5C > 6C > 6D > Yata no Kagami > 6C > Omohikane (6538 damage, 100 Meter required) 6C > 63214C (Charged) > Dash > 6B > Dash > 6A > 6B > Dash > 6A (JC)> j.C > j.2C > 2B > 6A (JC) > j.2C > 2B > 6A > 2C (JC) > j.C > j.2C > 2B > 632146C (7.2k, combo builds 50 meter, click link for vid and variations ) IX. Asstral Combo and Misc. Data. 2A > 5B > 3C > 222D 214D (one or more stain) > wait > 5C > 6C > 2D > JC > j.B > j.C > JC > j.C > j.2C > J.D/etc (Roughly 3k. + 2 or more Steins) After 623C: Dash in or 2D > j.D > j.6D (+ 3 Steins, sends opponent fullscreen) After 6B: Omohikane or 63214C (3K/1.7K) X. Character Specific Combos Use these combos against Tager and Rachel. 3C > 2B > 6A > j.2C > 6A > 6B > 6A > j.2C > 6A > 6B > 5C > 2C > j.C > j.2C > 6A > 632146C (5994) (4246 without 6A>super) (6A>5B>super on tager for 6055) CH 6C> 63214C > dash 6B> dash 6A> j.2C > [6A> 6B> 6A> j.2C] x2 > 6A> 6B > delay 6A > 632146C (7.5k, BUILDS 50 METER, Near corner) As a set note, the 6B > 6A > 6B juggle is very unstable on most of the cast, so the following combos are to be used on Ragna, Jin, Rachel, Hakumen, Hazama, Tager, Tao and Noel. Dash 2B > 3C > 2B > 6A > 6C > 214D Whiff > Dash > 6A > 6B > Dash > 6A > 2C > j.C (jc) > j.C > j.2C (3.1k) CH 6A > 6A > 6B > Dash > 6A (jc) > j.2C > Dash > 2B > 5C > 6C > 5D/whatever > 63214C (3K, Anywhere, + 1 stein) Air Throw > RC > 6B > 6A > 6B > Dash > 6A > 2C > j.C > j.2C (3.9K, 50 meter) Air Throw > RC > 6B > 6A > 6B > 5C > 6C > 6D > 63214C (3.9k damage, +1 stein, 50 meter required) CH 2C > 63214C (charged) > Dash > 6A > 6B > 6A > j.2C > Dash > 2B > 5C > 6C > 5D/whatever > 63214C (3.9K, +1 stein) CH 6B > 2B > 5C > 6C > RC > Dash > 6B > Dash > 6A > 6B > Dash > 6A > 2C (JC) > j.C > j.2C (4.1k, 50 meter required) 3C > 2B > 6A > 6C > 214D Whiff > Dash > 6A > 6B > Dash > 6A > j.2C > 2B > 6A > 2C > j.C (jc) > j.C > j.2C (4.1k, 3C must be point blank) Air Throw > RC > 6B > dash > 6A > 6B > Dash > 6A (JC) > j2C > Dash > 2B > 6A > 2C (JC) > jC > j2C (4.1k, 50 meter required) XI. Oki setups as combos! Transcribed from the end of the video. Thanks to Silfer for the find, and the Mu player for the awesomeness. ~ =2b > 3c > 2b > 5c > 6c > j.b > j.c > j.2c > land > Dash > 2b > 6a > j.c > j.2c > steins ~ = 3C>2B>5C>6C ~ =3C > 2B > 5C > 6C > j.B > j.C > j.2C > dash >2b > 5C > 6C > 214D > anything ~ =CH jC>Dash6B>6A>j2C>Dash2B>5C>6D>enders ~ =2C > JC > jb > jc > j2c > dash > 2b > 5c > 6c Oki setups and followups presented as combos (Most will combo if the laser hits) ~5D>6D>236D>6D>2D>IAD>jC>2B>3C ~5D>6D>236D>6D>2D>jC>2B>5C>3C ~5D>6D>236D>5D>63214C(Lvl3)>Dash6A>6B>Dash6A>j2C>Dash2B>6A>j5C>j2C ~5D>6D>236D>Dash6D>2D>63214C(lvl3)>Dash6A>6B>Dash6A>j2C>Dash2B>6A>j5C>j2C ~5D>6D>236D>6D>2D>j3D>j6D>j5D 50 Meter Combo (Damage Meter) ~6D>632146D>Dash6B>6A>2C>j5C>j2C (3650, 16) 50 Meter RC Combos (Damage, Meter) 2B>3C>RC>6B>Dash6A>5C>6C>214D>Dash6A>6B>Dash5C>2C>j5C>j2C (3642, 28) 2B>5C>3C>RC>6B>Dash6A>6B>6A>j2C>2B>6A>5C>j2C (3354, 22) 6B>RC>Dash2B>3C>2B>5C>6C>214D>Dash6A>6B>Dash>5C>2C>j5C>j5C>j2C (3818, 26) 2B>3C>RC>Dash6B>6A>6B>6A>5C>6C>214D>Dash6A>6B>6A>j5C>j2C (3665, 29) 100 Meter Spirit Crushing Combo (Damage, Meter) (4 steins behind opponent) 6C(FC)>63214C(lvl3)>Dash6B>6A>6B>632146D>j5C>j2C>2B>632146C (8326, 7) Mod Edit/Update: It's been nearly a month since this thing has been edited. Since I feel more active now, I'll be editing this from time to time. I've made some updates to the general section and the midscreen B combos. 10.30.2010 Update: Sections 1, 2, and 3 are fully edited now. They were done on Ragna or Jin. As a few notes, I took out some combos because they were just too impractical or redundant combos. Added meter gain to each of the notes. Edited December 9, 2010 by Aginor
SuzuKnow Posted July 2, 2010 Posted July 2, 2010 http://www.youtube.com/watch?v=jRATK_gaPlA Better than usual Mu Few combos I noticed (No damage because the video was too fuzzy) 1:15 - CH 5A > 2A > 5B > 3C > 2B > 5C > 6C > 5D > Furu no Tsurugi doesn't look very damaging but looks like it's a nice way to push the enemy off and set up more laser spam. 1:53 - CH 3C > 2B > 5C > 6C > 5D > jc > j.C > j.2C Looks like another low damage combo, but looks nice if you want to keep them in your laser pit. 2:20 - Not really a combo since 6A didn't connect, but nice to know you can use Yata no Kagami after you usualy 5C > 6C > 5D stuff If no one does it before me I can write down all the challenge combo stuff tomorrow if anyone is interested in those.
SuzuKnow Posted July 2, 2010 Posted July 2, 2010 Alright, I'll get on that tomorrow when I get my hands on it, as well as testing out some other stuff I haven't gotten answers to. I'm actually looking forward to it, supposedly there's combos for 5k and 6.5k on the later levels. Should be some fun stuff to learn.
Twin Rhapsody Posted July 2, 2010 Posted July 2, 2010 Alright, I'll get on that tomorrow when I get my hands on it, as well as testing out some other stuff I haven't gotten answers to. I'm actually looking forward to it, supposedly there's combos for 5k and 6.5k on the later levels. Should be some fun stuff to learn. They'll probably cost 100% Heat and be ridiculously impractical though, but I'm looking forward to it. :3 Don't suppose you'd be able to make a vid of the Challenge Mode stuff as well?
SuzuKnow Posted July 2, 2010 Posted July 2, 2010 They'll probably cost 100% Heat and be ridiculously impractical though, but I'm looking forward to it. :3 Don't suppose you'd be able to make a vid of the Challenge Mode stuff as well? The 6.5k takes 100%, but supposedly the 5k one takes 50%. And I might be able to. I'll be over at a friend of mine, and he owns a Dazzle, so the quality might not be great but I'll upload each challenge and make a list of the combo notations since most of the challenges I've seen have been mostly text based.
SuzuKnow Posted July 2, 2010 Posted July 2, 2010 Is it possible to get 2 Yatanokagami in one combo? I can't say I've seen it done before, but everyone is still learning her so I don't really expect much right now. I would think so since it launches in a set way from what I've seen. Another thing to add to my list of things to check out tomorrow I guess.
GenoWhirl Posted July 2, 2010 Author Posted July 2, 2010 All very hype and appreciated :3 The 6A SHOULD hit since it's the same throw as Lambda AND the 6a is the same as Lambda's :v. I'll add it as "Unconfirmed". If it's confirmed it'll replace the current Throw combo since you can probably finish in Furu no Tsurugi too. It seems Mu's 3C has pretty long stun time. If I had the game...I already have some weird ideas
Heroic_Legacy Posted July 2, 2010 Posted July 2, 2010 Corner loop. 3C 2B 5C 2C j.C j.2C land 2B 5C 2C j.C j.2C land 2B 5b 623C(Meterless, 3kish) End with 2B stab super for 5003 damage. Throw variation goes straight into 5C 2C. Does a little more than 5k with super. j.2C CH on grounded dash forward 6B 5C 2C loop from there. Does about 5.4k with super. 2C CH on grounded launches, so j.C j.2C 2B 5C 2C j.C j.2C 2B super. Doesn't do as much damage as the other variations since it's a bit shorter. You can alternatively wait for them to fall and 5C 2C them but the combo is meh. Anti Air: 6A 2C j.C j.2C (If in corner, do Corner loop once and 2B ender of choice.) Otherwise, dash in 2B 5C 6C 2D j.D j.6D for 3 Steiners firing as they tech. 2C has a crapton of invincibility. Random notes: 2D is jump cancelable. so 2D j.D is possible to set out Steinrs fast. Overhead seems to only combo into super. Even with an RC the damage done isn't well worth it. Just pushes them away and adds Steiner. 6B RC(2nd hit) 2B 5C 6C 2D jc j.6D j.D. 50 meter for a measily 2k combo but 3 Steiners and they are fullscreen. Opponent techs when lasers start firing. 6C FC 63214C(Charged) dash forward 6B into stabby super is very good damage. Yeah, Trial 10 is a giant version of this, but it requires 100 meter and spacing dependant. This does 5K for 50 meter and allows you to keep steiners on the screen if you set them pre-timed. 5C 6C combos on crouch or CH.
Andarel Posted July 2, 2010 Posted July 2, 2010 That sounds...pretty damned decent. How many reps of corner loop are feasible (or is it just a corner combo) and d'you feel she has the tools to get people into the corner reliably? How tricky is her execution, as far as you can tell? Can she do anything reliably full screen a la Lambda's Spike Chaser followups?
Heroic_Legacy Posted July 2, 2010 Posted July 2, 2010 Just 2 loops. Maybe more. Haven't tested FC RC. That might net 3 because if you try for a 3rd loop you drop it after j.C. Not enough time to j.2C. So the extra 2 frames will help in the FC. She can get people into the corner fairly easily. Almost all her counterhits go into 6C(Causes wallbounce) or cause launch and end up with them in the corner anyway. Very tough execution on OTG BnB combos. A lot of her stuff is knockdown dash in 2B OTG to continue comboing. I'm sure there's longer setups and places to place Steiners in the middle but right now I'm trying to formulate things that I can do/try. Fullscreen she just presses 6D 2D and j.6D j.4D. Steiners do her pressure for her. Alternatively you can set up a wall of steiners (6D short hop 6D j.6D and 5D.) If they go into it you can explode them for very good damage. 4 Steiners exploding at once with opponent in it? 3.7k. And you can followup for even more damage.
Rageru Posted July 2, 2010 Posted July 2, 2010 ^ Nice find on some combo of Mu ^_^ Did you found out any combo can use 2 YatanoKagami in one combo? Since I saw this distortion drives activate fast..... don't know its possible to get 2 in a combo or not
Heroic_Legacy Posted July 2, 2010 Posted July 2, 2010 Normals: (Any not listed are the exact same as Lambda's.) 6B: Overhead. 2 hits. Super cancelable only, Can be RC'd to combo off of lightly to send them into the corner. Otherwise, just hits by itself. 1.4k damage on it though. 5C: Horizontal swing of blade. Good poke, gatlings to 2C/6C. Special cancelable. 2C: Crouches way down, swings blade in a weird arc. Head invulnerable. Jump cancelable. 6C: 1/2 screen poke. Causes wallbounce on hit. Doesn't hit in front of Mu. Kinda like Nu's 5D in terms of the gap. Fatal Counter leads into 7K with 100 meter. But that's if you need to milk every last bit of damage. 63214C: Think Lambda/Nu's 6C. But, make it one hit. Make it primer break. Make it fatal counter, make it chargable to break 3(!!!) primers. Uncharged hit just sends them fullscreen. Charged hit wallbounces. j.C: Mu's 5C in the air. Not Hakumen distance, but not bad. j.2C: Instant overhead-able. Safe on normal block from this range. IB allows it to be heavily punishable. (Carl IB'd this move and punished with 5C) I don't know the names of moves. Yata no Kagami is it the Megalomania super? Or the stabby super? Stabby super can't be combo'd off of. Blue beats if they don't tech. Just use the extra second to not dash in but instead set up steiners. Megalomania laser super is terrible on startup. And has no invincibility. None.
Andarel Posted July 2, 2010 Posted July 2, 2010 What really interests me about Mu-12 is how her firing system works, because that and rapid canceling may be what opens up longer combos if you can maintain hitstun with laser shots. What firing options (commands/bounce shots vs snipes, do they knock down, etc.) does she have / are they cancellable int/out of? I doubt you'll get the opponent hit by 4 steiners exploding...can you do 5C 6C into steiner detonate and continue from there? EDIT: Is her 2C the slash that looks a lot like Jin's light DP (forwards rising arc)?
Rageru Posted July 2, 2010 Posted July 2, 2010 @ Heroic_Legacy - Yata no Kagami is the distortion drive that shoots all lasers at once ^_^ Whats the input of the Mu that release a things like lighting ball that floats slowly?
Heroic_Legacy Posted July 2, 2010 Posted July 2, 2010 If you set a steiner out, it fires about 3 seconds after being set. If solo, it fires a weak one shot gold laser. I think if you manage to line them up, it becomes a silver laser that breaks primer and hits 3 times. Not sure. Seems to be random. Yes, some combos in trial mode requires Steiner shots. j.C jc j.C j.2C is impossible without a steiner shot to hold them in place for the second j.C. Steiners only shoot once, then they float there. You can force a bounce laser with 236D. But the startup is like, 40 frames. The laser stays and hits a ton of times if you manage to get the opponent stuck between the steiners. Also homes in. 214D causes the explosion, also takes 40 framesish. Very slow startup moves. Upon seeing me do those, I got Carnage Scissored a few times in offline play. Yeah, try to do it while they are knocked down. You can't combo into them. You CAN, hit confirm if the lasers hit on the bounce. I've personally done 5A 5B 2B (Laser) 5B 5C 3C (Laser) 5C 6C 6D (Laser) I guess you could say it looks like Jin's 623A. I wouldn't. It still looks like Nu's 2C without the multi blades, but at a different angle.
Heroic_Legacy Posted July 2, 2010 Posted July 2, 2010 @ Heroic_Legacy - Yata no Kagami is the distortion drive that shoots all lasers at once ^_^ Whats the input of the Mu that release a things like lighting ball that floats slowly? 236A. Never use that thing. Yata no Kagami should never be used then. Yeah, you'll combo into it. You do it twice, you'll hit ONCE. For 400 damage. Not worth 50 meter. If you set the Diamond pattern up and the opponent gets caught, it does 6K though.
Rageru Posted July 2, 2010 Posted July 2, 2010 The 236A things can use in air right? is it able to do in combo? What happen if there is no diamonds when using the Yata no Kagami? Do no damage? Sounds terrible to get trap into it if the steins around...
Wokker Posted July 2, 2010 Posted July 2, 2010 Can she use 214D(Explosion) and 236D(Shoot laser) in air? Or can you only use them on the ground?
Rageru Posted July 2, 2010 Posted July 2, 2010 ^ I have see some video that show she can shoot laser at air but don't know explode can do also or not
Twin Rhapsody Posted July 2, 2010 Posted July 2, 2010 Much appreciated info Heroic, thanks. Mu's looking beter the more I hear and see, just gotta wait until the 27th to try her myself.
bangmoo Posted July 2, 2010 Posted July 2, 2010 http://www.youtube.com/watch?v=BkGjuc86x2Q hrmm what do you guys think?
Narcowski Posted July 2, 2010 Posted July 2, 2010 I like the orb setup + carry combo, especially since it gives her 26 meter, plenty for her to do the full 5k damage version of her corner loop.
Recommended Posts