Kamano Posted August 10, 2010 Posted August 10, 2010 I've had excellent damage from using it while all 4 steins were behind my opponent, so that the lasers had to travel through the opponent to get to the steins, and then back again after bouncing off the steins. Best I've had from this is right about 4.8k I'd presume having them in a tight group around head level, and sandwiching the opponent between the steins and yourself would produce the best damage, but for something like this, a practical setup and an ideal damage setup are probably going to be worlds apart
KojinSagara Posted August 10, 2010 Posted August 10, 2010 I also am noticing a problem with characters like bang and noel, who can just run at you because you are so darn fast. I can deal with ragna, but only because I know his strings and mixups so well, but noel is so small and fast that she gets by any set up with little trouble. I find myself running and dashing away trying to zone Aerial C's along the way. It's too much work to keep bang under pressure with his multiple jumps and dashes, and I'm positive that 2C will never beat his primary jump ins. I was playing bang that wasn't even that good, but if mu was in the corner i was taking tons of damage. I know i need to improve my block strings so maybe that's the problem. I really do feel like i have to play perfect just to have a chance tho.
GenoWhirl Posted August 10, 2010 Posted August 10, 2010 You can't do stein explosions in da air >:[ T-That's not Ama no Habaya
FlyingVe Posted August 10, 2010 Posted August 10, 2010 *snip The matchup forums have the information you probably want. Though they are a tad lacking since the character is still brand new to most people. As for Bang, it's just a really bad matchup, Mu has no answers to Bang. @Kamano: Thanks for the info
TD Posted August 10, 2010 Posted August 10, 2010 7-3 Bang's favor. Apparantly, Bang is no longer a boobie man, but an ass man. l can't seem to pressure either, and is it me or is Mu lacking air to ground? l get hit way too many times by an op mashing 2a right under my j.c. Won't be long before Mu is mid - low B tier...
Aginor Posted August 10, 2010 Posted August 10, 2010 The matchup forums have the information you probably want. Though they are a tad lacking since the character is still brand new to most people. As for Bang, it's just a really bad matchup, Mu has no answers to Bang. @Kamano: Thanks for the info She is still new to everybody. Everybody is still trying to figure her out. Mu has answers to some things Bang has.
MisoSowee Posted August 10, 2010 Posted August 10, 2010 T-That's not Ama no Habaya Fail me >:[ I've had recent success mashing 2b because of it's +2(?) on block. Still hard to fight chars like ragna and their ilk though. JESUS KICK! q_q
TD Posted August 10, 2010 Posted August 10, 2010 +1 on block. Most people mash out of the shit anyway.
Aginor Posted August 10, 2010 Posted August 10, 2010 7-3 Bang's favor. Apparantly, Bang is no longer a boobie man, but an ass man. l can't seem to pressure either, and is it me or is Mu lacking air to ground? l get hit way too many times by an op mashing 2a right under my j.c. Won't be long before Mu is mid - low B tier... Forgot to put this in my last post but I honestly don't think this is 7-3. Worst it can possibly be is 6.5-3.5 imo. She's not low-mid. I'm pretty sure she's mid tier. What you're saying is like, "OMG I'M LOSING TO BANG!!!" You do have to realize that she still is a new character and people are still figuring stuff out with her. Give it some time.
TD Posted August 10, 2010 Posted August 10, 2010 l'm losing to everyone actually, including Rachel =( Yeah l am being a bit salty... but damn Mu is taking a mighty long time. l mean first day Makoto being called cheap with dumb parry loops and whatnot. Where's our "omfg dat cheap ass" hatemail at T_T l know Mu is complex, but no one feels should be past the basics by now? Maybe it's just me being fidgety. =/
Synthesis Posted August 10, 2010 Posted August 10, 2010 I agree with Aginor about the Bang matchup, but I don't believe she's mid tier. I think she's high-mid to high tier. Her matchups aren't terrible and the threat of 6C FC combos is just too much to handle. I've landed those combos far too many times these past couple of days. Also, her j.B is a good air to ground tool. It will lose to certain ground attacks, but you could always do j.2C with a stein to protect your landing if it's blocked for air to ground. For wakeup air to ground, just do j.B. Her 2B cross under is just crazy. It's so ridiculously good. If Mu ends up being mid tier or lower, I'm going to assume it's because people/players figured out her setups in and out and found guaranteed ways around them. Her setups and strings are just so varied that I have literally found at least 4 ways to make unsafe things safe and to punish other players. An example: 6C 5D 6D IAD j.B Depending on the timing of the j.B, you'll either cross up or not, but the laser from the 5D will hit meaty. That being said, if you cross up, they'll have to anticipate it and block correctly to block the laser. This is midscreen. I don't know know many characters that have this sort of mixup midscreen.
KojinSagara Posted August 10, 2010 Posted August 10, 2010 she does have an obvious high learning curve based on her drive alone. im not complainin about that. maybe im asking for too mcuh too quickly? sry about that.
TD Posted August 10, 2010 Posted August 10, 2010 eeehh... lf l could learn Rachel l can learn her. lt's just a matter of if my efforts will be be fruitful or less. Right now i'm suffering a losing streak and i'm becoming a bit pissed if not desperate for more knowledge on her. Now l could just use Litchi until the patch or more info is given seeing as she is my OFFICIAL sub (since CT) but come on. l want to learn this chick but she playin hard to get. Her flaws are just so easily exposed, even if they are small they are just exploited even by scrubs.
FlyingVe Posted August 10, 2010 Posted August 10, 2010 Actually, does anybody have a video of the cross-under? I'm having a little trouble figuring out how it's supposed to look/work from the descriptions. I'm can't it to work like I think it should. It's supposed to be like Ragna's Berial Edge bounce double (or single) cross-under, right?
Overheat Posted August 10, 2010 Posted August 10, 2010 I'm guessing it's similar to this: http://www.youtube.com/watch?v=ReJZXx64l14
Aginor Posted August 10, 2010 Posted August 10, 2010 I agree with Aginor about the Bang matchup, but I don't believe she's mid tier. I think she's high-mid to high tier. Her matchups aren't terrible and the threat of 6C FC combos is just too much to handle. I've landed those combos far too many times these past couple of days. Also, her j.B is a good air to ground tool. It will lose to certain ground attacks, but you could always do j.2C with a stein to protect your landing if it's blocked for air to ground. For wakeup air to ground, just do j.B. Her 2B cross under is just crazy. It's so ridiculously good. If Mu ends up being mid tier or lower, I'm going to assume it's because people/players figured out her setups in and out and found guaranteed ways around them. Her setups and strings are just so varied that I have literally found at least 4 ways to make unsafe things safe and to punish other players. An example: 6C 5D 6D IAD j.B Depending on the timing of the j.B, you'll either cross up or not, but the laser from the 5D will hit meaty. That being said, if you cross up, they'll have to anticipate it and block correctly to block the laser. This is midscreen. I don't know know many characters that have this sort of mixup midscreen. She could end up being high-mid tier but she's not on the level of hakumen, ragna, litchi, or bang good. Therefore she isn't high tier. Mu's j.B is actually not a very good air to ground tool. Some characters will just use a 2a or a 5a AA and you'll get beat out. The 2b cross up isn't something to be abused. It's a good cross up but people will catch on eventually. That example you posted seems like it's bad against forward rolls so might as well just do that or backwards roll. It seems like you're just assuming your opponent will neutral tech. And Bang has that kind of mix up mid-screen.
Kamano Posted August 10, 2010 Posted August 10, 2010 Oh god I just started legion mode, hovered over Mu, and hit start to select my color... and it just selected her with default colors Default colors don't feel like the same character anymore after 100+ matches as Dizzy colors Sorry for this being non-gameplay related, but I love my Dizzy-Mu
Silfer Posted August 10, 2010 Posted August 10, 2010 So...has anyone been able to pull of the FC combo online? I got raped by multiple tagers yesterday (seems that my previous post about tager being easy came back to bite me in the ass...) and I landed at the very least 3 fatal counters per match, I just couldnt complete the combo. Furu no tsurugi comes out way too late 'cos of the lag, and doesnt bounce him far enough...any thoughts or alternates? I dont wanna turn this into the tager match up, but come on...mu should be at least on equal grounds with him :S
Mizzet Posted August 10, 2010 Posted August 10, 2010 There's an alternative 6c FC combo that's slightly easier on the hitconfirm window, instead of FC 6c to full charge 63214c, you can do a 5d stein+ detonation, so FC 6c 5d 214d++. I believe it doesn't give as much damage as Furu no Tsurugi but it's an easier option if you want one.
Silfer Posted August 10, 2010 Posted August 10, 2010 There's an alternative 6c FC combo that's slightly easier on the hitconfirm window, instead of FC 6c to full charge 63214c, you can do a 5d stein+ detonation, so FC 6c 5d 214d++. I believe it doesn't give as much damage as Furu no Tsurugi but it's an easier option if you want one. I'll take anything I can get, playing with this much lag is becoming unbearable in CS...(I fucking hate my country's ISP's)
Big Red Tie Posted August 10, 2010 Posted August 10, 2010 i've been able to pull the FC 6C 63214C combo off online sometimes i mess up the 2nd 6B but that's more character specific stuff
TD Posted August 10, 2010 Posted August 10, 2010 If you're doing 6c, your next input, whether it be stein into explosion or sword of decimation, should already be buffered in. Basically, you should always expect 6c to fc if you're doing it outside a string/combo, and therefore, should always be prepared to do the combo.
Silfer Posted August 10, 2010 Posted August 10, 2010 If you're doing 6c, your next input, whether it be stein into explosion or sword of decimation, should already be buffered in. Basically, you should always expect 6c to fc if you're doing it outside a string/combo, and therefore, should always be prepared to do the combo. This might be the problem, I'll try it when I get home from work. Either way its hard to pull of for me, I always get "0" type connections.
dtruth Posted August 10, 2010 Posted August 10, 2010 Sorry if this is the wrong thread, but I just recently got interested in playing Mu and after reading some of the posts on this thread I'm still confused on how should she be played. From what I'm reading she has a decent rushdown/oki game with a high ability to guard crush opponents. What block strings are you using for this and do they usually end in 63214C? Also I'm unsure what on what to do for stein placement and use. I usually stick to 5D>6D 236D since this whole style of play is confusing to me. I plan on just reading through the oki and setup thread to figure out what to do on knockdown. If anyone can point me to any other post on these subjects it would be helpful.
Kamano Posted August 11, 2010 Posted August 11, 2010 For blockstrings, I personally tend to end just about everything I do with Mu in sword of decimation. It knocks off primers, has a big hitbox if they attempt to do something, and, well, I just like using it. I don't know how it stacks up in terms of frame (dis)advantage though. As for steins, They all have their uses, though in my experience you'll get the most mileage out of 5D, 6D, 4D, and j.2D. The others tend to put steins too high in the air, and by doing so they tend to lose a lot of their usefulness. The lower they are to the ground, they better angle they're going to have in terms of shooting at a far away opponent; too high and the lasers control significantly less [useful] space, and having them too high also reduces your ability to successfully hit anyone by blowing them up.
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