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Posted

I'm also interested in the frame data, I don't completely understand at which point a move is safe in BB (Tekken anything less then -10 was safe). In a couple videos I noticed a Mu using 2a >2b > 5C > 2C > 63214C (sometimes left this out) and there was no punish from the opposing player. Without the 63214C it doesn't look safe so I started to believe it was just a lack of knowledge players have on Mu.

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Can anyone recommend me some good jump-ins and anti-airs? Also, id really like to know how some ways to use her 632146-D move effectively.

Posted
I'm also interested in the frame data, I don't completely understand at which point a move is safe in BB (Tekken anything less then -10 was safe). In a couple videos I noticed a Mu using 2a >2b > 5C > 2C > 63214C (sometimes left this out) and there was no punish from the opposing player. Without the 63214C it doesn't look safe so I started to believe it was just a lack of knowledge players have on Mu.

Just for a point of reference, in the "Guide" section at the top of the site, there's frame data for most characters (All except Mu and Makoto). "Good" 5As, such as Bang's, Ragna's and a few others are 5 frames, the rest are 6. 5Bs are roughly 8 frames or longer. According to the Mu Guide topic, assuming I'm reading correctly, sword of decimation is -10 on block. So yeah, it's unsafe, but at the same time, ending a blockstring with a sword generally means they're going to be a decent distance from you. A few characters could probably punish it, but distance is just as much of a factor as frame disadvantage, so they'd need a really fast, looong reaching normal to do so. Personally I'd say keep at it until someone gives you a very good reason otherwise.

Can anyone recommend me some good jump-ins and anti-airs? Also, id really like to know how some ways to use her 632146-D move effectively.

Jumpins: j.C and j.2C. Her other aerial attacks don't really stand out, so those two are your solid options. Personally I really love j.2C in general... Could just be me playing bad opponents but I can land silly j.2C shenanigans all day long

Antiair: 2C and 6A. 2C is excellent if you have the time to get it out, as it's a bit on the slow side, but it's air unblockable, and has a decent hitbox, easily comboed from, etc. 6A is your quicker option, but it hits more horizontally than vertically

I've been messing with Blessed Mirror a lot myself recently, and I've been fairly successful in using it as a sort of antiair and to punish a few things from a long distance. It can be comboed into, but I think the real beauty is the almost absurd damage it can do on its own as a punish

Posted

I've been messing with Blessed Mirror a lot myself recently, and I've been fairly successful in using it as a sort of antiair and to punish a few things from a long distance. It can be comboed into, but I think the real beauty is the almost absurd damage it can do on its own as a punish

QTF, I got around 4k dmg with a triangle +1 stein setup on a CH on ragna. Comes out real fast too.

Posted

I got ~5050 last night from a mirror

definitely my record so far, almost died laughing when I saw how much it did

Posted

yeah..so I cant beat tager online anymore, lag is just too much. I'm seriously thinking about returning the game right now... so salty

Posted

I just really started trying it today and her 632146-D seems to work best on jump-ins and pre-determined cross-ups. In general, a punish move that dose a crap load of damage if planned and executed at the right moment. Fought a friend who plays a mean Noel and as soon as I see him trying to j.2D me overhead, I hit the move with all 4 steins out and it takes a huge chunk out of his health :) Not sure how it works on Tager since he beats out a lot of Mu's set-ups.

Posted

I'd try to avoid using on normal jumps though. The last thing you want to see is a Kara cancel and that barrier going up. Also, it has no invulnerability.

Good thing about Tager though, is that you don't really need to play oki games with him. Just keep him at a distance and the match is yours.

Posted

Alright, finally trying this girl out.

How do you set up steins without losing to pressure? Because I rarely seem to be able to set steins up against anyone good without getting pressured.

Posted

Well, there are really two times to set up stiens in my mind.

1) Long range. The opponent is full screen and you want to make him come to you rather than the other way around.

2)After a knockdown. Oki is what Mu does. I recommend learning all the oki tricks and strings; from stien setups, to crossups, to crossunders. You want to keep the opponent knocked down as long as possible.

Also, be sure to place you steins thoughtfully. Unlike a fireball they serve a purpose even after they shoot, so try to position them to facilitate that.

Posted

The last part is the hardest and is easily forgotten.

Also, you can set then up during blockstrings as well.

Posted

Also if you can condition them to block an air-to-ground jC, I've had some success baiting a block and setting up a stein instead. Ideally as Miso said, you'd be hitting with the jC from a good distance away.

Posted

I'd like to pose a question to all the Mu-12 users. What do you do after you guard break the opponent? It's happened to me several times, and I never feel like I'm making the most of it. I've been playing around with stien explosions, but I'm still trying to find out what the ideal guard crush combo is.

Posted

63214c charge usually (but I hardly get 'em anymore. I play the same people over and over and they know all my setups bjalskjflksdfjlsd)

If not 3c if I reacted really slowly.

Posted

For the cross under: After 5c - 6c - 5d, the 663b she be on the other side right? l feel like l'm doing it right but then l never knew what l was supposed to be doing...

Posted

Well, who are you doing it on? It's hard on Hakumen and nigh impossible on Tager (though I have crossed under him before). The real trick is how late you do the 2B. You have to go deeeeeeeeep with the 2B to cross under. The beauty of this is, that if they don't tech, you can continue you combo off the bluebeat.

Posted

l was doing it on Ragna. So after th 5d, l just do 66, then 3b, or the entire thing at once?

Posted

That's what I figured. I was just thinking that given how long a guard break lasts, that one might be able to set up something more severe (and awesome).

Posted

Ah l see what l'm doing. l'm pressing 661b, not 663b... wow. Ok, l think l got it! =D

Posted

Cross under is sexy. Works like a charm. And it's pretty "hidden" too... like Jam's 5d.

QQ, can Mu zone -effectively-? Or is she strictly trap/oki? lt could give me something more to train with if so.

Posted

She can zone some characters (Tager, Arakune) in the traditional projectile sense. But I think she excels at midrange zoning. Much in the same way that a good Ragna will keep you at the very far end of his normals (often times), mu can do the same thing with hers. Basically, stay in that sweet spot where you can poke with 5C, but your opponent would need to move to hit you. Also, abuse her speed, I only recently came to grips with just how fast Mu is.

Then again, my Ragna half is making me play her more aggressive than most.

Posted

Ragna is on my shit list. (raeg)

So, like Ragna. But Mu hasn't many options from 5c but a stein which can be punished. Unlike Ragna whose 5b leads to many things, even from the tip of his shoe he can do a mixup.

Mu can do 5c - (6c, d, 63214c) and that's it. Now if 5c was jcable...

She needs better pressure strings, all in all.

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