Zeromus_X Posted November 25, 2010 Posted November 25, 2010 I don't know if it's similar to Lambda's timing, but this is how I learned the timing for Mu: Look at when Mu turns her face back to the side after the throw. It's just a little bit after the throw damages the enemy and they start falling. That's when you should input the dash 6A. After that just get it into muscle memory.
TD Posted November 25, 2010 Posted November 25, 2010 l just do things and hope it works. but that just how l go through life lol. anyway. (not really) new corner oki. ... 3c 2b 5c 6c 5d (or 2d) 7/8j.b j.c j.2c j.2d j.236d 5d before 6c prevents tech rolls/most dp followups, whilst the 2d prevents jumpouts. seen a flashy part of it somewhere and tweaked it to make it useable. l tend to do this alot and l love it but it's solely corner. lf you prorate too much j.2c will not hit. only do if the 6c will hit obviously.
Shockna Posted November 25, 2010 Posted November 25, 2010 For some reason my post buttons aren't working right now, so I'll put it here: Slight edit to the combo I put up earlier. It doesn't have to be that close to the corner. It works perfectly well and stably when you're just a little off to the side and they're within any part of the 6C range. You can probably do it from even farther back, but I've yet to confirm it since I -suck- at dash 2B pickups. >_>
FlyingVe Posted November 25, 2010 Posted November 25, 2010 (not really) new corner oki. ... 3c 2b 5c 6c 5d (or 2d) 7/8j.b j.c j.2c j.2d j.236d I already listed that one, it can be extended alot with jD and 5d (I don't remember fully). Problem is, the 214D 2B corner trap is better in those situations.
TD Posted November 25, 2010 Posted November 25, 2010 damn l should read the first post lol ok sorry folks.
Vicious176 Posted November 25, 2010 Posted November 25, 2010 I don't know if it's similar to Lambda's timing, but this is how I learned the timing for Mu: Look at when Mu turns her face back to the side after the throw. It's just a little bit after the throw damages the enemy and they start falling. That's when you should input the dash 6A. After that just get it into muscle memory. That worked, got it first try. You never fail to help
C0R Posted November 25, 2010 Posted November 25, 2010 I don't know if it's similar to Lambda's timing, but this is how I learned the timing for Mu I can't say for certian without looking at frame charts, but I learned Lambda before Mu, and I can't tell the difference between their B+C>66A links.
Silfer Posted November 25, 2010 Posted November 25, 2010 I recently started subbing lamdba and oddly enough I have more consistency with her throw->dash 6a than with MU's...I dunno, its probably that naked ass distracting me.
Shockna Posted November 25, 2010 Posted November 25, 2010 I don't know if it's similar to Lambda's timing, but this is how I learned the timing for Mu: Look at when Mu turns her face back to the side after the throw. It's just a little bit after the throw damages the enemy and they start falling. That's when you should input the dash 6A. After that just get it into muscle memory. It's completely identical, down to the frame data IIRC
TD Posted November 26, 2010 Posted November 26, 2010 this is so sexy. airthrow RC 6b(1 hit) dash 6a 6b walk 6a 6c 214d (whiff) dash 6a 6b dash 2c j.c j.2c 4.6k
Shockna Posted November 26, 2010 Posted November 26, 2010 this is so sexy. airthrow RC 6b(1 hit) dash 6a 6b walk 6a 6c 214d (whiff) dash 6a 6b dash 2c j.c j.2c 4.6k That does look sexy. What's the timing on the RC? I didn't think Mu's air throw could be followed up (The timing is at least different from Lambda, anyhow). Also, if you're near the corner can you follow up with a 2B - 6A - j.C - j.2C x N loop?
TD Posted November 27, 2010 Posted November 27, 2010 as soon as they hit the ground, rc. yes it can be followed up with that. after the double 6b's, omit the 6c 214d whiff and do 6a j.c j.2c x n
TD Posted December 1, 2010 Posted December 1, 2010 we need guardbreak combos. why hasnt anyone noticed lol. srsly.
FlyingVe Posted December 1, 2010 Posted December 1, 2010 You mean SoD(lvl3)>5.5k+? That one seemed pretty good
FlyingVe Posted December 2, 2010 Posted December 2, 2010 Right here, I exaggerated the damage about 100 points... Also, some Sword of Decimation guard crush combos...crazy damage off guard crush. I figured these out on my own, so there's likely more optimal ones, I've heard you can even get 6k off a guard crush! Males: 63214C (fully charged), dash 6B, 6A, 2C, jC, j2C, [2B, 6A, jC, j2C] x2, 2B, 5B, 632146C (~5.5k, builds 45 heat) Females/Bang/Hazama: 63214C (fully charged), dash 6B, 6A, jC, j2C, [2B, 6A, jC, j2C] x2, 2B, 632146C (~5.3k, builds 42 heat)
TD Posted December 2, 2010 Posted December 2, 2010 (edited) l just found a 6.5k one. dunno if it's just me reading 5 as 6 though but i'll post later, if it actually is EDIT: lol it's 5.5, sorry but yeah thats great. l've resorted to midrange, zoning, and primer breaking. it's alot less mindless too, which will improve my overall game :D l need this combo because it's prolly the one i'll be using from now on Edited December 2, 2010 by Aginor
Zeromus_X Posted December 6, 2010 Posted December 6, 2010 (edited) 2B Roll punish combos in the corner, don't let them escape that easily: M: ...2B (tech roll punish), 6A, 2C, JC jC, j2C, [2B, 6A, JC jC, j2C] x2, (2B, 5B, 632146C) (3.1/4.7k, builds 35 heat) F/BA/HZ: ...2B (tech roll punish), 6A, JC jC, j2C, 2B, 6A, JC j2C, 2B, 6A, JC jC, j2C, (2B, 632146C) (2.8/4.5k, builds 28 heat) Sword guard crush combos from further away. You can move them towards the opposite corner even from the other player's starting position, and they still do awesome damage: M: SoD guard crush, (dash) SoD, dash 6B, (dash) 6A, JC j2C, (dash) 2B, 6A, 2C, JC jC, j2C, 2B, 6A, 2C, JC jC, j2C (5B 6B 632146C) (3.8/5.5k, builds 47 heat) F/BA/HZ: SoD guard crush, (dash) SoD, dash 6B, (dash 6A), JC j2C, (dash 2B, 6A, 2C, 9JC jC, j2C, 2B, 6A, 9JC jC, j2C, (2B, 632146C) (3.7/5.3k, builds 43 heat) Edit: These actually gain a bit more heat than the other versions, might be best to just use these. Edited December 6, 2010 by Zeromus_X
Shinkada Posted December 7, 2010 Posted December 7, 2010 Figure this'd be the right place to ask; can anyone give me some tips for (dash) 2B? It pops its ugly head up in a ton of Mu combos and I freaking hate it, no matter how much I practice I can never seem to do it regularly, it's ALWAYS techable. (dash) 5C isn't easy either but nowhere near as bad as 2B.
SolarMisae Posted December 7, 2010 Posted December 7, 2010 You should have looked around before you posted....go back and read the FAQ thread kk?
Shinkada Posted December 7, 2010 Posted December 7, 2010 May as well say "Just run at 30kmph, if you don't do 30km in an hour you're running too slow." Yes, no dash = too early and tech = too late is kind of obvious. I was just wondering if there's any other tips to doing this (tips like 632B146C for 2B into 632146C for instance) that make it have less than, I dunno, half a frame of leeway.
SolarMisae Posted December 7, 2010 Posted December 7, 2010 (edited) Theres no secret like that for this link...immediately after you land do 663B. Seriously...Agi probably explained it the best way it can be explained. if you don't move, yeah you did it to fast so do it a bit later. If you get there too late and they tech do it a bit it sooner. Keep doing that till you find the window. It's there, trust me...it's small but it's there. Edited December 7, 2010 by SolarMisae
Shinkada Posted December 7, 2010 Posted December 7, 2010 I know it's there, I've done it a grand total of three times in like 3 hours of play, but it's ridiculous. I'd expect this shit from post-release combos but the devs intentionally putting in a link with a gap that can't be bigger than 2 frames is sickening. I just thought there had to be something I was doing wrong that increased the opening, something to make you reach the ground sooner, I dunno. This is just stupid, it's so stupid in fact that it's making me want to go back to Tager.
SolarMisae Posted December 7, 2010 Posted December 7, 2010 (edited) If you have a problem with it, and are getting this upset just cause you can't connect it, then by all means please DO go back to playing Tager and his stupidly easy combos. Mu is obviously not for you if you think the dash 2b link is hard. (It's not that hard...) Sorry that theres no "magical secret" that makes it Tager-level-easy for you. Edited December 7, 2010 by SolarMisae
Silfer Posted December 7, 2010 Posted December 7, 2010 I know it's there, I've done it a grand total of three times in like 3 hours of play, but it's ridiculous. I'd expect this shit from post-release combos but the devs intentionally putting in a link with a gap that can't be bigger than 2 frames is sickening. I just thought there had to be something I was doing wrong that increased the opening, something to make you reach the ground sooner, I dunno. This is just stupid, it's so stupid in fact that it's making me want to go back to Tager. I dont wanna sound like an asshole, but there really is no "trick" to it other than doing it right when you land. If you want a visual cue...I would say that by the time mu's feet are about to touch the ground, you should already be buffering a 663, but I may be wrong... I dunno, its not really THAT hard a link (or at least its not her hardest link). About falling faster...well nothing right now will make you fall faster, however, come CS2 the gravity will be increased, so that "should" make it easier.
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