Mizzet Posted July 4, 2010 Posted July 4, 2010 I'm just dumping some combos I came across, might give some people ideas. CH 6c is able to combo into 5d 214d, don't need a prior stein to be there, you have enough time to summon and detonate one. CH 6c 5d 214d (dash) 6b 5c 2c j.b j.c j.c j.2c [3986] CH 6c 5d 214d (dash) 6b Omohikane [4746] 3c 2b 5c 6c 6d Yata no Kagami (dash) 5c 2c j.b j.c j.c j.2c [4285] Can start from 2b 3c, damage lowered to [3261] From the first post, "Throw > 6A > 5C > 6C > 5D > Yata No Kagami (Damage Unknown, 50 Meter required)" can be followed up with (dash) 5c 2c j.c j.2c for [3577]
GenoWhirl Posted July 4, 2010 Author Posted July 4, 2010 MUCH appreciated :3. I bet Heroic will like them since he wuffs 214D combos lol
Mizzet Posted July 4, 2010 Posted July 4, 2010 It's a pity, normal hit 6c is almost able to combo into 5d 214d, just a few more frames of hitstun needed and you won't need to worry about having steins already in the right place if you land a 6c.
Afro-Demon Posted July 4, 2010 Posted July 4, 2010 Do they tech by that time or do they just hit the ground?
Mizzet Posted July 4, 2010 Posted July 4, 2010 Both actually, they hit the ground and tech out, there's not enough float time on normal 6c hit.
Afro-Demon Posted July 4, 2010 Posted July 4, 2010 Hmm, have you tried some extra height? Maybe that will give you the few frames you need. They may be able to only tech when they hit the ground so 3C>2B>5C>6C>5D>214D>... might work. It gets them a bit off the ground to give them some more air time, and if 6C works like rachels 3C where they can't tech till they hit ground, it should combo.
Mizzet Posted July 4, 2010 Posted July 4, 2010 Tried that, but unfortunately it's still not enough time for 214d to detonate. 6c into 5d 236a will cause them to get hit by the electric ball, but it doesn't really unlock any options. 236a in general doesn't seem to mesh well with her moveset at all, hopefully there's something huge I'm missing.
Afro-Demon Posted July 4, 2010 Posted July 4, 2010 I posted a strategy for 236A back in general. Probably horrible idea though. Idk, last method i can think of is 3C>2B>6A>5C>6C>5D>214D>... but that seems less likely to work for some reason.
GenoWhirl Posted July 4, 2010 Author Posted July 4, 2010 so in the corner after a 6B... 6B > FURU NO TSURUGEH > RAPID > 6A > 2C > j.C > j.2C > 2B > 6A > j.C > j.2C For 3.8 K
Afro-Demon Posted July 4, 2010 Posted July 4, 2010 Hmm, some random theory fighter, someone please check to confirm. 2B>3C>6D>2B>5C>6C>236D>9>j.C>j.2C>j.dd Should net around 3k, oki plus 2 steins.
Mizzet Posted July 4, 2010 Posted July 4, 2010 If I recall correctly, because I was thinking along those lines as well, 3c doesn't stun long enough for you to summon a stein and then 2b them off the ground. About 90% sure of this, I'll be glad to be wrong though, I'll check it out next time I play. Would be really great if it was possible, because then you can 2b 5c 6c, and already have a stein to detonate after the wallbounce.
Afro-Demon Posted July 4, 2010 Posted July 4, 2010 Yeah, from what i've seen on yt, she can have some pretty strict timings on her combos, despite how easy they look.
Mizzet Posted July 4, 2010 Posted July 4, 2010 Off the top of my head, 3c 2b is a tight link you'll need to get familiar with, Mu uses it in lot's of things. Also low altitude j.2c on airbourne opponent into (dash) 2b relaunch. One other slightly tight link would be throw to 66a, same as Lambda's. It's not too difficult but takes getting used to. "If you have a steiner set up 3/4th screen, and land CH 2C. wait for character to begin descent and do 214D to explode, follow up with combo. (Currently trying to get a better version of this)" Saw this back on page 6, CH 2c stuns for so long you actually have time to summon a 4d stein and detonate it, into 2c > air combo. I think one of Mu's challenges had a better combo off CH 2c though, so I haven't mentioned this.
Afro-Demon Posted July 4, 2010 Posted July 4, 2010 god. This my only complaint about japanese games. It doesn't take a month to translate, hell even third graders know english over there. They only delay it for hype reasons which is stupid. I swear the game should be out on the tenth over here. I wish i could be of any help, but i can only do theory fighter without a copy of the game.
MisoSowee Posted July 4, 2010 Posted July 4, 2010 Off the top of my head, 3c 2b is a tight link you'll need to get familiar with, Mu uses it in lot's of things. Also low altitude j.2c on airbourne opponent into (dash) 2b relaunch. One other slightly tight link would be throw to 66a, same as Lambda's. It's not too difficult but takes getting used to. "If you have a steiner set up 3/4th screen, and land CH 2C. wait for character to begin descent and do 214D to explode, follow up with combo. (Currently trying to get a better version of this)" Saw this back on page 6, CH 2c stuns for so long you actually have time to summon a 4d stein and detonate it, into 2c > air combo. I think one of Mu's challenges had a better combo off CH 2c though, so I haven't mentioned this. iirc it was something like 2c CH > IAD j.C > j.2c > etc. etc. etc. @above: seconded. I really wish I could do something concrete :[
Mizzet Posted July 4, 2010 Posted July 4, 2010 Dumping a little more stuff. If for any reason you find yourself doing 3c > Omohikane, you can do 3c 5d Omohikane and it will still come out in time to combo. Nets you an extra stein you can detonate after the super ends to lock them down immediately on wakeup. Mu recovers slightly faster after the super so it's good for detonating the stein. The same thing applies to 6c wallbounce into Omohikane when your opponent is cornered. If you manage to tag someone who was in a crouching position, 5c/2c combos into 6c so you don't need to rely on a 3c 2b relaunch to land 6c in this case. The normals you use before 5c/2c in this case could be anything, up to you to confirm your opponent is crouching and react accordingly. Example, 5b 5c 6c 6d Yata no Kagami (dash) 5c 2c j.c j.2c [3856]
crazycrackers Posted July 5, 2010 Posted July 5, 2010 My appologies if this is already known, but it seems instead of doing (throw is just an example): (corner) throw>6a>2c>JC>j.c>j.2c>2b>5c>2c>JC>j.c>j.2c or something like that we can actually do: (corner) throw>6a>JC>j.2c>2b>6a>j.2c>2b>6a>2c>JC>j.c>j.2c for a 3x loop. Not sure how the damage compares, but I would guess that the latter is more damaging and builds us more meter. Also, could Mu loop Tager mid-screen? My gut tells me probably not, but he's so huge that its worth trying.
Mizzet Posted July 5, 2010 Posted July 5, 2010 Doesn't work, they tech out between the second 2b and 6a. Probably some moves don't prorate as well (j.2c?) so it's not advantageous to put them early in a combo. 6c seems to have very bad same move proration as well, CH 6c 5d 214d++ does more damage than CH 6c 5d 5c 6c 214d++, doing 6c more than once in a combo seems to hurt it's damage very badly. You can see this for yourself by doing 6c Rc 6c RC 6c, the first one deals 800, second one 200'ish, and last one only a 100, it scales down very quickly. Also, CH 6c gives you enough time to summon two steins and still be able combo into Yata no Kagami, for example, starting from zero steins, CH 6c 5d 6d Yata no Kagami 66b 5c 2c j.c j.c j.2c [5175] I'm kind of hitting a wall at this point, would be nice to have a way to combo into stein summon + detonate reliably, but only CH 6c/2c allow that and I'm not finding anything else atm. Without that her damage seems rather gimped and seems to revolve around being aware of your stein placement and capitalizing on opportunities that open up, more reactive than proactive.
crazycrackers Posted July 5, 2010 Posted July 5, 2010 Doesn't work, they tech out between the second 2b and 6a. What? http://www.youtube.com/watch?v=Zi7eWIiu6Y0 30 seconds you can see it work.
Mizzet Posted July 5, 2010 Posted July 5, 2010 Oh, it's 6a j.2c 2b 6a j.2c, sorry, I read it wrong. Looks about the same damage as the normal loop, normal one is around 3k as well, give or take a little if you omit the last 2b 5b 623c in favour of oki.
Heroic_Legacy Posted July 5, 2010 Posted July 5, 2010 2C CH 4D 214D is a very strict timing. Easy to get in training but if you have the reactions to do this in a fight without fishing for a 2C CH you have my blessings. 2C CH 4D 214D 66 2C J.C J.2C 3k (Can end here if too far away for steiners) 66 2B 5C 6C ender 4k/5k
Mizzet Posted July 5, 2010 Posted July 5, 2010 That's true. The way things are looking right now, summoning steins and detonating them mid combo doesn't seem like it'll be a big part of Mu's game. Kind of a pity imo, it's flashy, excellent damage, and has the potential to add some depth to her game. I'm holding out on something being discovered to allow this, but I personally can't find any way to do so.
Mizzet Posted July 6, 2010 Posted July 6, 2010 Nu and Lambda's air grabs have always been doing 2000 damage too. I read somewhere in passing that murakumo units weigh like, 200kg with all that gear on, no surprise it hurts like hell getting piledrivered by them lol. The trade off is that you can't combo after it without RC.
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