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Posted

6C has repeated move proration, it's kinda useless to combo after it unless it's a super so you get its minimum damage.

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Posted
6C has repeated move proration, it's kinda useless to combo after it unless it's a super so you get its minimum damage.

that's why I said it was a useless combo, I just wanted to find a way to get into 236D

Posted

Well you said useless "but it opens up possibilities for some one else to maybe find something", which made me wonder if you thought it was really that useless.

Anyway about comboing into 236D, it was one of the first thing i looked into so we can talk about that, and sadly i doubt there is much interesting to discover.

Comboing into the laser isn't very hard if you have orbs on the field, here you used the 6C FC to put one during a combo, you could do the same with an orb allready on the field to land the 214D explosion and proceed with your combo. The fact is that damage from 236D laser isn't very good, and the laser make the opponent go high in the air, which limits your options afterwards.

Posted
So i've found more about a combo i posted a while ago, it can be done on much more characters than i thought at first with little tweaks, here'e a link to the post i'm talking about: http://www.dustloop.com/forums/showthread.php?8950-Mu-12-Combo-Discussion&p=680017&viewfull=1#post680017

So this can be done not only on the 5 chars in the quote, but also on Bang, Carl, Jin, Lambda, Litchi, Mu, Noel and Tsubaki.

- Jin and Noel : you just need to get the first 66A deep and walk forward a bit after 6B then hit with 6A, not really harder.

- Bang, Carl, Lambda, Litchi, Mu and Tsubaki : way harder, some need the walk forward 6A, some others only depending of the spacing. 6A 6B juggle is also harder to get on those and that's a big part of the combo, but i found the solution for that.

I think Carl might actually need to be separated as getting the walking 6A is really hard against him, for now i don't find this really reliable against him, have to work on it.

A vid with some exemple of what you can do with this : http://www.youtube.com/watch?v=jfA7M-AJEx4

So for the 6A 6B juggle, it's actually not hard to get this on everyone, you just have to delay the 6B by a few frames, of course you'll need to get 6A to hit low to the ground but not "last frame before they hit the ground " low, so it can be done reliably against everyone this way.

What about Hazama? I tried it on him and the 6b reps don't seem to be trouble some but the walk up 6a or immediate 6a is weird because of his hitbox.

Posted

His hitbox makes it impossible i think, you can see the problem with that :

Air throw RC, 6B > walk 6A > 6B, it gives you the closest distance you can get after the first 6B, walk 6A is possible on every character i listed but can't be done on Hazama so i guess this combo won't work, at least i couln't land it even once.

Posted

Finally getting the Point Blank 3C > 2B > 6A > 6C > 214D Whiff > 6A shit. Flashy as heel and tough. I kinda wish it didn't need point blank 2B/3C

Posted

Hi, I hope this is the correct place for requesting help on challenge mode's combo missions.

I LOVE the challenge mode. I gives me hell, but I really enjoy playing it.

I'm stuck on #7 of Mu-12's mission: 2C, 9, 66, j.C, j.2C, [land, 66, 2B,] 5C, 6C, 2D, j.B, j.C, jc, j.C, j.2C.

I'm clueless as to how to land the part enclosed in the bracket. I'm not sure if I'm not dashing into 2B fast enough or if the height of my earlier j.C, j.2C is incorrect.

Posted
Hi, I hope this is the correct place for requesting help on challenge mode's combo missions.

I LOVE the challenge mode. I gives me hell, but I really enjoy playing it.

I'm stuck on #7 of Mu-12's mission: 2C, 9, 66, j.C, j.2C, [land, 66, 2B,] 5C, 6C, 2D, j.B, j.C, jc, j.C, j.2C.

I'm clueless as to how to land the part enclosed in the bracket. I'm not sure if I'm not dashing into 2B fast enough or if the height of my earlier j.C, j.2C is incorrect.

try delaying the j.C till the last possible moment

Posted

Fatal Counter Combo:

(Corner only)

6C > 5D > 214D > 6B > 5C > 2C > j. C . > j. 2C > 2B > 5C > 2C > j. C > j. 2C > 2B > Wisdom of the Divines (Damage : 6108)

Posted

With 1 stein behind the opponent

6b>yata no kagami>66>3c>2b>6a>6c>214d>66a>6b>66a>2c>j.c>j.c>j.2c=4906

Awesome combo amirite? Only thing is it misses on almost everybody's crouching hitbox T_T

The only exception being tager, that fatty :P

But if they're standing they're fair game! o_O (gl with that)

Also if you had a made a low j.2d the combo will work, even on crouching.

OORR if you get a CH 6a or 5b and combo into 6b it'll work. But meh :x

Posted

first things first, according to frame data 5B is faster than omohikane...so unless it's wrong (and I'm just terrible at doing 2B > 5B > super) anytime you can do 2B > 632146C you can do 2B > 5B > 632146C for more damage...HOWEVER 2B > 5B > omohikane ONLY works on males minus hazama and bang (so tager, arakune, carl, jin, ragna, hakumen)

new optimized corner loops

3C > 2B > 6A > 2C > j.C > dj.C > j.2C > land > 2B > 6A > j.C > j.2C > 2B > 6A > j.C > j.2C (3739)

unless I just suck at it, I think it's impossible to land the super after this combo, if you want to land super on normal characters

3C > 2B > 6A > 2C > j.C > j.2C > land > 2B > 6A > j.C > j.2C > 2B > 6A > j.C > j.2C > 2B > 5B > 632146C (5380) (3602 without 2B>5B>super)

on females + bang and hazama (cause they're bitches -.-)

3C > 2B > 6A > j.C > j.2C > land > 2B > 6A > j.C > j.2C > 2B > 6A > j.C > j.2C > 2B > 632146C (5208) (3486 without 2B>super)

2B starters

2B > 3C> 2B > 6A > j.2C > 2B > 6A > j.C > j.2C > 2B > 6A > j.C > j.2C > 2B > 5B > 632146C (males)(2734 without, 4.5K with)

females

2B > 3C> 2B > 6A > 2C > j.C > j.2C > 2B > 6A > j.C > j.2C > 2B > 632146C (2.6k/4.2K)

found a delicious new combo on 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)

or

2B > 3C> 2B > 6A > j.2C > 6A > 6B > 6A > j.2C > 6A > j.C >j.2C (tager only)(about 3100)

2B > 3C> 2B > 6A > j.2C > 6A > 6B > 6A > 2C > j.C > j.2C (Rachel) (about 2800)

for super modify to

2B > 3C> 2B > 6A > j.2C > 6A > 6B > 6A > j.2C > 6A > 6B > 632146C (4.6k works on both)

you can always just do the female version for everyone, but these are the options....they don't do MUCH more (cept for the tager combo) but they ARE an improvement regardless

Posted

Transcribed from the end of the video. Thanks to Silfer for the find, and the Mu player for the awesomeness.

~ = 3C>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)

Posted

I was playing around with Mu's astral finish today, and I came up with a few new combos:

CH 5C>222D

CH j2C>222D

5D>6D>236D>6D>5D/2D>222D (this one is pretty useless as you could just start a BnB to astral here anyways)

Posted

I didn't see this one up front, so if it's been posted already, I apologize.

6C (FC)>63214C (Fully Charged)>Dash>6B>Omohikane (5091 dmg, 50 meter)

Really easy to do if you land the Fatal Counter. :kitty:

Posted

didn't see this on the front page (or any of the ones that I saw), but 6C Blessed Mirror is a normal hit combo. 4 Steins is about 4.1K. I think each stein adds around .6K or something.

Posted
It's much better to do 6C>6D>Blessed Mirror. It does more damage and you can juggle afterwards.

Ahh, okay I see where it's listed. I was looking for it under C moves, but it's just part of the 3C combos.

Posted
I didn't see this one up front, so if it's been posted already, I apologize.

6C (FC)>63214C (Fully Charged)>Dash>6B>Omohikane (5091 dmg, 50 meter)

Really easy to do if you land the Fatal Counter. :kitty:

I want to post if but really everyone should just learn the 7.2k combo :v:

Posted
Ahh, okay I see where it's listed. I was looking for it under C moves, but it's just part of the 3C combos.

As a note, it must be 6D to guarantee the juggle (or hit) if that 6D is your only stien. Also, you have to input the 632146D pretty fast after the 6D.

Posted

4d works after certain setups too (but there isn't much of a reason to use it)

And if you guys are sitting on 100 meter after 6d yata no kagami you can dash up and do 5c omohikane. It won't work if a ton of lasers put 'em high in the sky though :[

Posted

i just started playing mu, yesterday, i was wondering if we could gather up some good blockstrings that are safe or good for mixups/setups to add to the combo section. i feel it's one of the things i have trouble with coming up with or looking for when i start a new character. i would imagine any string into D's+jump cancel is fairly safe? cuz usually you'll end a string with them fairly far away

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