FlyingVe Posted August 7, 2010 Posted August 7, 2010 Yeah. And most 2A's are 7 frames and the 5A's wiff on crouchers. So it should be safe.
TD Posted August 7, 2010 Posted August 7, 2010 If they barrier block, not really, because you have to compensate the lost space with a short dash. (Should have mentioned that.) Alot of the times, the space between barrier blocking is reactable against Mu, and the +! is quickly forgotten. She's one of those characters whose options up close are limited against people who hold A + B and back...
KojinSagara Posted August 7, 2010 Posted August 7, 2010 So guys, given the developing matchup information, as well as general playing and your own experience, where would you put Mu on the tier list, currently? I give her mid - A tier. Solid damage, zoning and rushdown make her a good candidate for high tier. A lack of really great normals up close and dependance on steins (and their placement) lower her scores, more or less. She's also a bit slow. Well, what do you guys think? I put her in the same area as lambda, I feel that they are pretty much the same spot. She requires more player knowledge than lambda though, so she has a bigger learning curve, and knowledge of specific character wakeup options against your oki is a must. IMO her lack of godly damage like the top 3 is mad up by the fact that she can oki you punish combo u and put in the same oki over again all round. that's a level control that i like in a good character.
Big Red Tie Posted August 7, 2010 Posted August 7, 2010 7.2k isn't godly damage? well, excuse me. i put her at A tier. even if you can't have extended blockstrings or strong mixup, you have guard breaking! also range.
FlyingVe Posted August 7, 2010 Posted August 7, 2010 Well, she can do big damage, but they usually need freak hits (naked point blank 3C), or alot of meter, hell you'll be lucky to break 3k with her coner loop without meter. In addition, alot her damage is character specific. On the plus side, her super is a really good ender, it reminds me of Bang's Daifunka, in that it just tacks on a crap ton of damage to the end of the combo. Her strength is really her oki (as has been said before). It's alot like Akumas vortex in SF4, where in getting hit puts you right back in the same annoying spot. Sadly, her oki is not nearly as strong as Akumas. Also, Bang negates everything Mu can do. Edit: Seriously, F@#!$ Bang!
Kamano Posted August 7, 2010 Posted August 7, 2010 Seriously, F@#!$ Bang! I wholly agree with this statement
TD Posted August 7, 2010 Posted August 7, 2010 Thirded. l don't care who takes top spot, just take Bang off. l hate his design, his style, his story, everything, even in CT, though l do respect some Bang players. But yeah, !@#$ Bang.
ShoMeYaMoves Posted August 8, 2010 Posted August 8, 2010 Thirded. l don't care who takes top spot, just take Bang off. l hate his design, his style, his story, everything, even in CT, though l do respect some Bang players. But yeah, !@#$ Bang. Now, now. Why can't we all be friends? (I've been picking up Mu. ;])
TD Posted August 8, 2010 Posted August 8, 2010 lt's ok, l hate Bang not the players l'm finding Mu to be bad at punishing airborne op's... or breaking out of pressure... and any match that's not in her favor is fucking hard... T_T I NEED PRO MU VIDEOS AND I NEED THEM NOW ;_;
Aginor Posted August 8, 2010 Posted August 8, 2010 Can we please keep on topic? If I find anymore posts that have no relation to Mu from it from now on, I'm deleting it. Whether it's, Fuck Bang or Fuck ragna at least state a reason why you're having trouble and what you're trying to do.
TD Posted August 8, 2010 Posted August 8, 2010 l'll state my problem(ssssssss fucking s). What's good for punishing empty jumps/air/ground dashes? l get run up and buttraped(lol) alot. TOO much. How do l safely end a string that failed to mixup properly? When should l place steins? Do l spam or plan? Both perhaps? Oh, here's a good one. How do l win with Mu? Like for real. And lastly, WHERE DEM PRO MU'S AT!? l needs some vids so l can play right! =<
Kamano Posted August 9, 2010 Posted August 9, 2010 Played a few matches against a tager today, and during one of the rounds I managed to guard crush him... all 10 primers, no bursts were used. I was so proud of myself :3 I did run into a couple problems during those matches though that I never quite found solid answers for. Pardon my scrubbiness here, I only just started playing BB with the US console release. Anyway here's my problems: What's a good answer to sledge? I found that when I had a couple steins up and threw a laser, he was timing sledge to get through the laser easily, and my normal fallback of "they're doing something slow half a screen away, hit 6C" obviously wasn't working on sledge either. Is there anything better than perhaps 214C to punish that type of approach? Second one is just my unfamiliarity with the game I suppose. What is tager vulnerable to while he's charging spark bolt? I had the idea after the guard crush I did to try and knock off a primer or two when he took a couple opportunities to charge, but I noticed even though it seems to act like a guard, he doesn't lose primers. So I guess my question is, how do I stop him from charging it?
Zeromus_X Posted August 9, 2010 Posted August 9, 2010 Voltic Charge can be hit out of by lows. Can be hard to hit them out of it if they're very far away though.
FlyingVe Posted August 9, 2010 Posted August 9, 2010 Guard crushing Tager is fun. Sledge beats projectiles, but loses to everything else. Basically, you want to throw you laser from a range where the sledge can't reach you, so that you can punish the recovery. Alternatively, throw the projectile early enough that you recover from it in time to hit Tager out of the sledge. As you get more experienced with you characters you will become better at dealing with the sledge, and as you do, Tager's will become very nervous about using it. Volt charge has auto guard, meaning your attacks do hit him... they just don't do anything. However, it is still vulnerable to low attacks, and you can still throw him. One of my favorite tricks (though I don't get to use it often), is, if he's charging to block laser fire, time you 6C to hit him as he finishes charging and get a massively juicy FC combo.
Devdan Posted August 9, 2010 Posted August 9, 2010 After getting killed by Bang's umbrella DD while doing 236 D, I think I hate Bang now too. Not as much as Tager though. I lose to just about every Tager I fight, even though half the time I rule the first round. It'd maddening. And I eat a 720 more often than not. Stupid spark bolt is broken.
Kamano Posted August 9, 2010 Posted August 9, 2010 Voltic Charge can be hit out of by lows. Can be hard to hit them out of it if they're very far away though. Ah, that's what I was looking for punish the recovery. This is what I was having a brainfart about and should have been doing instead of thinking for some reason that a 6C during sledge would miraculously hit him if he's charging to block laser fire, time you 6C to hit him as he finishes charging and get a massively juicy FC combo. I'll keep this in mind for next time Thanks, both of you
Slowpoke Posted August 9, 2010 Posted August 9, 2010 Is 236A a good round opener? I've started airdashing backwards and throwing this out to give me space and start my stein setups. Any characters I really shouldn't be doing this against ? It seems like no matter what else I do I'm either open if I try to place a stein, or I'm outside of my optimal range and just sit there doing nothing. Basically any tips for opening the round?
Big Red Tie Posted August 9, 2010 Posted August 9, 2010 pretty much any character can IAD at you and knock you out of it i think it's there for eating projectiles, not so much for spacing opening the round: superjump straight up. no one expects it
GenoWhirl Posted August 9, 2010 Posted August 9, 2010 It's like when I start the round with Rachel. SUPER JUMP 7D YEAAAAAAAAAAAH LOBELIAS So with Mu it'd be SUPER JUMP J.D J.2D AMA NO HABAYAH YEAAAAAAAAAAA
Kamano Posted August 9, 2010 Posted August 9, 2010 Yeah, I tried starting my rounds off with 236A or j.236A, and in general it wasn't very effective, and found myself being hit out of it a ton. Now I tend to either just sit for a second and attempt to 2C any forward jump or airdash, or I'll j.C j.2C... oooor superjump back and throw a couple steins out. Really depends on the character I'm up against
Silfer Posted August 9, 2010 Posted August 9, 2010 Is 236A a good round opener? I've started airdashing backwards and throwing this out to give me space and start my stein setups. Any characters I really shouldn't be doing this against ? It seems like no matter what else I do I'm either open if I try to place a stein, or I'm outside of my optimal range and just sit there doing nothing. Basically any tips for opening the round? I wouldnt open with it, the startup kills it. I usually just crouch and the beggining of the round. Most people really like to jump backwards and then forward cancel it. So I just counter them with 2A for a nice 4 hit combo + steins. I do use j236A quite a bit, it usually throws people off balance (they just dont understand what to do with it) and inexperienced players are plain scared of it (I mean, its a big ball of lightning, must hurt like shit right?) and gives me time to set up more steins. Its also real fun to see it clash with ouroboros and cancel it. I lose to just about every Tager I fight, even though half the time I rule the first round. It'd maddening. And I eat a 720 more often than not. Stupid spark bolt is broken. I used to lose to a lot of tagers too, then I realised most of them are sledge happy...but for the few good ones I've encountered, I think its just a matter of patience and controlling your space. He cant really do anything to you without spark bolt and then again you can try and bait it if you know its coming. Fishing for 5C CH is also a good idea.
MisoSowee Posted August 9, 2010 Posted August 9, 2010 It's like when I start the round with Rachel. SUPER JUMP 7D YEAAAAAAAAAAAH LOBELIAS So with Mu it'd be SUPER JUMP J.D J.2D AMA NO HABAYAH YEAAAAAAAAAAA You can't do stein explosions in da air >:[
Devdan Posted August 9, 2010 Posted August 9, 2010 Tagers being sledge happy is why I win the first round. Then they stop being stupid about it, and sit around and wait for spark bolt to charge, and manage to block correctly when I try to attack them in the meanwhile. I can't bait sparkbolt, because I have virtually no idea how to, or what to do against it. It is so very fast, and if I'm already magnetized jumping means the round is now over and I lost.
Kamano Posted August 10, 2010 Posted August 10, 2010 Over the last few days I've realized just how much I love Mu's Blessed Mirror super as a simple punish. Before, I had been typically just been tacking on a Wisdom of the Divine at the end of short combos or after overheads, but seeing just how much damage Blessed Mirror can do has really changed my mind on how I use my meter... With 4 steins out I'm easily getting 4-4.5k from just using the super raw to punish bad jumpins and the like. I wish I would have realized the usefulness of this super sooner, it's really quite nice.
FlyingVe Posted August 10, 2010 Posted August 10, 2010 It' a surprisingly fast move too. Actually, a question about the mirror. It does damage based on the number of stiens out, but also based on the position of the stiens relative to you and your opponent. What is the ideal set-up to get the most damage from the Mirror? I've gotten everything from 3k to 4.5k from 4 stiens.
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