MisoSowee Posted July 25, 2010 Posted July 25, 2010 6a is as effective as nu's in CT and lamda's iirc. It's no haku 6a but it definitely gets the job done without much need for spacing. I can't really comment on 2c's effectiveness, but my guess would be it's a bit more situational - higher risk and higher reward. I'm no mu god though :[
Yamato_Youmu Posted July 27, 2010 Posted July 27, 2010 I think ill be using these colors: The one on the right gives me two ideas on what it could represent , EVA-00 or Lancelot from Code Geass.
Shiawase Posted July 27, 2010 Posted July 27, 2010 I think I'll be using the Dizzy colors if I ever get around to buying the DLC. By the way, the link to the color palette image isn't working anymore.
Wokker Posted July 27, 2010 Posted July 27, 2010 I think I'll be using the Dizzy colors if I ever get around to buying the DLC. By the way, the link to the color palette image isn't working anymore. Ta-dah! http://yfrog.com/f/c9mu12colorchartp/ The one on the right gives me two ideas on what it could represent , EVA-00 or Lancelot from Code Geass. Those colors remind me of "Gunleon" from Super robot wars. http://superrobotwar.files.wordpress.com/2009/03/srwhotnews_z_ggmm.jpg
Shiawase Posted July 27, 2010 Posted July 27, 2010 Ta-dah! http://yfrog.com/f/c9mu12colorchartp/ Thanks for re-uploading! Out of the 12 original colors I think I'm going to use #8 (counting from left to right) until I get the DLC pack. :3
Rorshock520 Posted July 28, 2010 Posted July 28, 2010 Complete Mu noob here, I was just wondering... Would you consider Mu more of a pressure/rushdown character, or more of a zoning character? Or is she versatile enough to be either? Thanks!
Wokker Posted July 28, 2010 Posted July 28, 2010 Complete Mu noob here, I was just wondering... Would you consider Mu more of a pressure/rushdown character, or more of a zoning character? Or is she versatile enough to be either? Thanks! From what ive seen, id say shes a hybrid of zoning and rushdown. Mu-12 uses her drive for support rather than zoning.
Domethieus Posted July 28, 2010 Posted July 28, 2010 Random post but how long did it take you guys to unlock Mu? Edit: 3-4 hours was my time
Mizzet Posted July 28, 2010 Posted July 28, 2010 Took me 2 hours, but I was just skipping dialogue all the way, was afraid I was going to wear out the button on my stick lol.
Jugiatsu Posted July 28, 2010 Posted July 28, 2010 Started at 7PM and finished at 2AM. Granted I did 100% on a few stories and didnt do the True End until I at least went through 1 route of everyones. Yeah I thought I would kill my sticks buttons as well. Maybe I should have used a controller for story mode.
MisoSowee Posted July 29, 2010 Posted July 29, 2010 aww geez. Mu shit is hard as nails to do online :\
KojinSagara Posted July 29, 2010 Posted July 29, 2010 im glad i didn't have to play eveyone in story mode to get mu. now i can focus on what i wanted to the most, leraning her, and exploring the possibilites her stiens have in all ranges. right now, I like using Ame no totsuka with two stiens, 6d 5d usually, then using the cover fire to set up another set of 6d 5d. Im trying to see what kind of laser pattern are possible that could potentially shut down the ground or air for a considerable amount (trying to see how useful is 5d jc 5d jc 236A, and Im trying really hard to make her 236A a big part of her game. its something i dont see people do too much, which is okay, but im curious as to what i could do with it, espcially since I can TK it, in order to make it go semi straight. so far the thing i really like about 236A is that its quick enough to sneak in behind a stien toss at mid range if i tk it, and if i full hop it i can throw it out and still use 236d before it hit the ground. maybe im looking for fake gold here, but i gotta try at least ... if someone could try for me, when you knockdown with mu, as you prepare to oki with her 2D, jc and Tk her 236A (i guess 2369A).
Mizzet Posted July 29, 2010 Posted July 29, 2010 I throw out 236a from the air after ending a combo with j.2c and that's about all I use it for atm. Not effective near the corner because it's arc actually takes it out of the screen and it doesn't hit anything.
mooyang90 Posted July 29, 2010 Posted July 29, 2010 Is it just me, or is Mu's overhead really fucking fast? I haven't managed to react block it at all.
MisoSowee Posted July 29, 2010 Posted July 29, 2010 blarjaselkfjslk i've been doing this for hours, but i'm still so awful at it. Anyone have tips for 214d>66a cancels? it's so tough even offline. I'm scared to go online x_x
DC Posted July 29, 2010 Posted July 29, 2010 Anyways XBL Mu players, if you have any GOOD matches you want recorded and uploaded to my Youtube, contact me via visitor message or pm. (Note: Must be uploaded to the leaderboards obviously.) Youtube link in sig. Noel and Mu vids only<3
Whaa Posted July 29, 2010 Posted July 29, 2010 blarjaselkfjslk i've been doing this for hours, but i'm still so awful at it. Anyone have tips for 214d>66a cancels? it's so tough even offline. I'm scared to go online x_x Yeah i feel your pain, been trying to do 66a after the throw...failing every time
Synthesis Posted July 29, 2010 Posted July 29, 2010 What I tend to do while zoning is (5D 2D/6D jc.5D 2D/6D 236A 236D land)xn until they get in, in which case I start popping them. The 236A prevents them from just running in blindly because of the arc. Also, if they just like to turtle instead of attempting to get in, just do jc.5D 2DD land instead. It works sooo well, surprisingly. EDIT: Also, with her combo 5B 2B 3C 2B 5C 6C stein 63214C, I think that 6D is the best stein here, because it goes to where they land from the combo, so you can pop it if you think they're going to poke or do anything (like Tsubaki charge, Hazama drive, Tager ANYTHING) and if it lands you can run in and get an air combo into oki setup. It's super strong.
Mizzet Posted July 29, 2010 Posted July 29, 2010 For 66a after the throw, 90% of the time when I was learning it, I would try and dash too early and not get the dash at all, since I was still in recovery from the throw. The main thing is to understand that you can wait longer than you think before executing the 66a, it might look like it's too late and they're going to hit the floor first, but 66a comes out really quick so just slow it down a little. 214d(whiff) 66a is the same thing, except the window is even smaller.
Rorshock520 Posted July 29, 2010 Posted July 29, 2010 Hey guys, I just started playing Mu (well, I suppose we all have just started, but you know what I mean) and overall, she's a blast. I love her overhead, and in general I've been doing pretty well. I've also fallen in love with j.2C...maybe a little too in love as I do that move incredibly often. Anyway, I have had a few problems, mainly against rushdown characters...or Tager. I was just wondering how you guys keep rushdown characters off of you? Also...uh...what can you do against Tager? Thanks!
Mizzet Posted July 29, 2010 Posted July 29, 2010 5c is great against Tager, space yourself well and it stuffs a lot of things, especially sledge happy Tagers. As for if he approaches by air with his huge j.d, 2c feels like it would be good, but I haven't played Mu that much so I'll leave it to other people to talk about that.
Wokker Posted July 29, 2010 Posted July 29, 2010 I havent got my copy yet so ive havent played Mu-12 yet. But what I know vs rushdown is to keep distance with 5C, and lasers if you are at long range, you can also use Tsungui(i think its called, her shield move) to push them away, but do not spam it so it becomes predictable. 2C vs jump-ins stops most of their moves. The most important thing is to keep your distance and poke, since Ragna or (insert rush-down character here) can be really scary up-close. Check dis shid out me bredda. Mu vs Tager Matchup http://www.dustloop.com/forums/showthread.php?9186-Mu-12-vs-Tager
Silfer Posted July 29, 2010 Posted July 29, 2010 aww geez. Mu shit is hard as nails to do online :\ shiiit, is this for real? I dumped tao for MU since her combos seemed more online friendly T___T
Aginor Posted July 29, 2010 Posted July 29, 2010 shiiit, is this for real? I dumped tao for MU since her combos seemed more online friendly T___T That's a bad reason to dump a character. But uhh...Mu's more advanced combos are hard to pull off. It's a lot of dash 2bs. She involves a lot of dashing and that 6c 214d(whiff) 6a. I mean if you want online friendly combos, you might as well pick ragna or bang. Anyway, I have had a few problems, mainly against rushdown characters...or Tager. I was just wondering how you guys keep rushdown characters off of you? Also...uh...what can you do against Tager? Thanks! If any rushdown character is close to you, block or DP. Against tager just zone him all day. If you get close to the corner, just run under him if he jumps. If he just walks, fight your way out or try to air dash over him.
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