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Posted (edited)

I reflexively throw the 6d, challenge mode burned it into my brain.

Zzz, it just seems like such a waste, seems like there should be a significant benefit.

The minimum damage on Omohikane is just too good and it's too easy to land.

Maybe with faster stien placement in bbcs2 we'll see some more applicable combos.

Edited by C0R
Posted

Your opponents cant burst. If they try to do it before you do the super, it wont hit you and you can punish them for bursting. It's essentially guaranteed burst safe damage. Whereas 632146c, if your opponent knows you are going to do it, they can burst before you do it so when your super does come out, the burst will hit you and you lost your 50 meter. Oh yea the super is pretty good for chipping your opponents life away if they have no barrier or they don't use barrier guard.

Posted (edited)

...I hadn't thought about the range on burst actually, that's quite a good point. I suppose FlyingVe did...

I wouldn't use 632146D unless it's gonna kill your opponent.

I guess didn't read the clause fully. My mistake.

Edited by C0R
Posted
I suppose FlyingVe did...

Don't give me too much credit, you'll just wind up disappointed. :)

Also, I didn't think of this earlier, but if you do the Gallic Gun super you can follow up into another set-up to continue oki pressure, whereas you're options after Omohikane are weaker.

In short:

Gallic Gun(632146D): low (potentially high) damage, and potentially keep momentum (depending on a few things)

Hype Super (Omohikane): Damage... lots of damage.

RC: Rapid Cancels are amazing, not enough players abuse them. It's especially good since Mu gains decent heat from blocked lasers.

Posted
I wouldn't use 632146D unless it's gonna kill your opponent.

Doesn't happen all the time, but when I have 100% heat and my opponent has about 25%HP left, I sometimes use 632146D to purposely bait a block(normal or barrier) and depending on how my opponent blocks, I either 3C into Omohikane(blocking high) or 6B into Omohikane(blocking low). If both fail, I could either set-up steins or attempt a high-low mix-up game or possibly throw into 5C > 6C combo into whatever.

Posted
...Gallic! Gun!

I rofl'd that one.

New Stiens during Yata no Kagami remain untouched to my knowledge, I've never actually had a good reason to try something like this before.

Even without the cs2 speed increase, I'm pretty sure you could use the extra hitstun from multiple steins on cast to drop two more stiens (6d>4d?), 66>superj.C>j.c>j.2c Follow up with aerial 2d>5d>236a... I'll have to see what the pressure's like when I get home.

Posted

Spending 50 heat to put the opponent in a tiny bit of guard stun to either place a few stiens or attempt a fairly crummy mixup seems pretty inefficient. Especially if your goal is to try to force a hit with meter, you could just use RC's.

And no, stiens placed during Gallic Gun are not part of the chaos.

Posted

I was thinking you'd end a combo with 4 stien Gallic instead of omohikane, relying on the potential oki damage from a 4 stien setup as compensation.

*shrug* Who knows, 2x (214d) + SoD could land a crush, 3c>x, I'll have to try and implement it.

Posted

Oh, yeah that could work, but to follow up after a 4 stein Gallic Gun you need very specific stien placement, and just having 4 steins out is pretty rare as you should use them to get in and be generally annoying. The 4 stein combos seem like combo movie fluff to me.

Posted (edited)

Well that's just the thing, that bit of delay is breathing space for you and not your opponent. Plus 214d has such a loooooong lasting hurtbox you could pop your stiens pre-ukemi, dash after the 214 and play with their shield in a really hard oki game.

Those are just the types of concepts that I find rather interesting, whether or not I can find a way to apply it effectively is a different thing entirely.

Edited by C0R
Posted

Ve, you don't need specific stein placement tbh.

As long as you 6D before gallic gun the beams will all hit, and whether they get a double hit or a single hit only changes how high they go, you can still combo off it. (I think you can get a lvl 3 SoD on a 4 stein Gallic after 6C)

Posted (edited)
but to follow up after a 4 stein Gallic

I'm pretty sure he means everything for post-combo setups.

I did not know you could actually fit in a level 3 SoD after a quad gallic > 6c though... Or do you mean hitting with 6c during the lasers, then charging SoD during the laser hitsuns? Won't they be too high?

Edited by C0R
Posted
Ve, you don't need specific stein placement tbh.

As long as you 6D before gallic gun the beams will all hit, and whether they get a double hit or a single hit only changes how high they go, you can still combo off it. (I think you can get a lvl 3 SoD on a 4 stein Gallic after 6C)

I'll try it then. Like I said before the odds of actually getting a 4 stein Gallic are very low, unless you're trying for it.

Also, since this is combo discussion, I've been experimenting with linking gallic off of laser hits. It works, I'm just working setting up the hitconfirms before I post anything more concrete.

Posted

I'm trying to imagine that

Opponent is placed between two steins, 236d connects before consuming second stein, hitconfirm for Gallic? That sounds very interesting.

Posted

yeah I tend to play a group of people online who love to rush down all the time, so any time I set up a couple of steins I'm back on the defensive trying to get them off me. It shouldn't matter where the steins are on the field, so long as the one you set up with 6C is 6D Gallic so that at least one laser will put them in hit stun. (of course if the stein is off map on one side and you gallic in the corner on the other side, chances are that the laser will be out of range since max range of lasers is only 20-50% longer than a full stage)

Posted (edited)

Did more experimenting with FC lv2 SoD, found some rather appealing followups from pretty much anywhere onscreen, though there are quite a few annoying factors for this already too situational Fatal.

A video to go with this I chose Lambda as dummy for no reason other than it works on her. And yes I use a pad ;)

Midscreen version: From midscreen you can followup with dash-in 2B but the timing is extremely tight. Certain characters make landing that 2B even more difficult, if not impossible at some ranges. For sake of shorthand, "match start distance" is what I refer to as a range where 2C whiffs (ignore Tager) but SoD hits.

-From about match starting distance this hits: Ragna Jin Noel Tager Litchi Taokaka Lambda Mu Makoto

-A step closer than above is required for: Bang Arakune Hazama Tsubaki

-Almost point blank (don't bother): Hakumen

-Forget it: Rachel

Hitting the FC in the air will likely give you more a little more freedom to land 2B but I wasn't able to accurately test this. Personally I had more issues landing the j.B than the dash 2B, though.

Midscreen:

FC SoD (Lv2) > dash 2B > 5C > 6C > 5D > j.B > j.C > j.2C > dash 2B > 5C > 6C > [steins/whatever]

[3553 DMG / 28 Heat]

*Misc note: did this badly in recording after 2nd 6C but I tried it last out of all of these, was tired of trying for 30 minutes and thought it was good enough to make a point*

Midscreen to Corner: Similar to above (with the same character exceptions) but by the 2nd Dash 2B if you are in the corner you can do a couple (extended) corner loop reps. A slight variation is recommended/needed if you want to end with Omohikane (632146C).

M to C (no super):

FC SoD (Lv2) > dash 2B > 5C > 6C > 5D > j.B > j.C > j.2C > dash > [2B > 6A > 2C > j.C > j.2C] x2 > [whatever]

[4287 DMG / 45 Heat]

M to C (super):

FC SoD (Lv2) > dash 2B > 5C > 6C > 5D > j.B > j.C > j.2C > dash > [2B > 6A > j.C > j.2C] x2 > 2B > Omohikane

[5840 / 41 heat before super (need 9 to start)]

Corner variation: If the first dash-in 2B hits in the corner you can just do a bunch of corner loop reps for really easy damage. It's possible to do [dash 6B > 6A > etc] instead of dash 2B but you have to be much closer to the corner thus I didn't really experiment with it for these purposes.

Corner (no super):

FC SoD (Lv2) > dash > [2B > 6A > j.C > j.2C] x3 > 2B > 6A > 2C > j.C > j.2C > [whatever]

[4349 DMG / 45 Heat]

Corner (super):

FC SoD (Lv2) > dash > [2B > 6A > 2C > j.C > j.2C] x3 > 2B > Omohikane

[5929 DMG / 42 Heat before super (need 8 to start)]

Again I realize, very situational. But pretty nice damage if it happens.

Side note: in the corner this works

CH 623C > 5A > 6A > j.C > j.2C > [whatever]

Someone remind me to stop practicing impractical stuff :v:

Edited by Edalborez
Posted

Currently working on Chapter 2 : Advaced Combos on my Mu-12 Video Combo Guide and need fellow players' input:

What combos, listed on not, do you consider "advanced"?

What would be for someone willing to learn Mu-12 her most difficult, yet practical combos to know besides (not including oki set-ups)?

I plan on starting recording tonight, so input would be much appreciated :keke:

Posted

214d(wiff) combos

jC>6A>j2C>4k combo (fucking impossible to do online though)

Air Throw RC combos (not sure if this was in the last vid)

Crossunder followup combo

Gallic Gun Follow up combo

Posted

Still, there is a specific combo for that situation. Other setups just net you normal BnB's.

Maybe just leave the oki setup out and show how to combo with different stein explosions.

Posted

FC combos aren't so hard to do as they are to hit confirm and know how far you are from the corner by the time you 6c.

Mu's hardest combos involve xx 6a 6b walk up 6a 6c 214d(whiff) 6a 6b 6a since it's really character specific. Some characters you don't walk up and instead you do 6a as fast as possible after the 6c. Some characters you have to delay the 6c a few frames after the 6a. Then once you do the 214d(whiff) 6a then you have to adjust to whether you have to delay the 6b by a few frames depending on the hitbox. So far the only character I couldn't get it on was Hazama. Oh yea if your 6a before 6c whiffs, it's due to your initial 6a. Even though you might hit them at the right height, you aren't close enough to them so the 6a before 6c will whiff even though you time it right. As for a follow up after that sequence, you'd want to just use jc j.c j.2c. Keep in mind when you do this, 2b 632146c won't work (at least I've had no luck with this). You can only do 632146c if you can do 2b 5b 632146c on your opponent.

The starters for the sequence I listed above include 6a(CH), j.c when you are low to the ground, 2c when you CH your opponent when they are on or close to the ground, air throw rc 6b, and throw I believe.

Next, hardest would be 214d(whiff) combos. After that are combos that involve dash 2b. I'll list the ones I suggest.

6a(CH) 6a 6b walk up 6a 6c 214d(whiff) dash 6a 6b 6a j.c j.2c

*Above can be repeated for the starters I mentioned. Just replace 6a(CH) with a different starter.

5b 3c 2b 6a 6c 214d(whiff) 6a 6b 6a j.c j.2c

*5b at point blank range otherwise first 6a will whiff

*If this is started with 3c, you have to space yourself a little away from your opponent. Can't be point blank or max range. Somewhere in the middle. Too close = 6c whiff and too far = 6a whiff

throw dash 6a j.2c dash 2b 5c 6c

*I guess this would be kind of simple but what makes it tricky is the dash 2b.

Posted

^^

I personally believe that 214D whiff combos are probably the most challenging; Chapter 3 will cover Character Specifics

Throw > Dash 6A combos are definitely easier than 214D whiff combos, especially for those familiiar with Lambda's Throw 6A timing

Dash 2B OTG combo continuations are easier than it is made out to be, it just really depends on what height and how close you execute j.2c in your combo as well as hitboxes.

I really appreciate the breakdowns and suggestions, they definitely will be put to good use.

Posted (edited)

The best throw combos use both dash 6A and 214D(wiff). They are also a bit stupid...

Throw>Dash6A>5C>(delay)6C>214D(wiff)>Dash6a>6B>6A>2C>(JC)>jC>(JC)>jC>j2C (3.4k)

Edited by FlyingVe
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