FlyingVe Posted August 15, 2010 Posted August 15, 2010 5C Leads to 6C on CH or if you hit meaty. If not you get to do 63214C (can charge for primer genocide). Both of the options yield similar damage to Ragna's 5B>5C>HF combo. Of course if you land the 6C afterwards you can start the oki show.
FlyingVe Posted August 15, 2010 Posted August 15, 2010 Be careful not wiff that 6C. That's happened to me a few times (the 6C appearing behind them), and you'll look really stupid.
Arcade Fire87 Posted August 16, 2010 Posted August 16, 2010 Damnit, I keep lurking the Mu boards thinking I'll be disinterested enough to play her Her gattling attacks look so unsafe and looks like she can eat reversals like crazy Why am I still interested in trying her out? She looks too complex If she had Lambda's 5B I think she'd be so much better
TD Posted August 16, 2010 Posted August 16, 2010 Mu is fine. Her moves are unsafe if you don't know her. She needs some getting used to. You can't afford many mistakes either. So my opinion is: if you don't really like her, you probably never will. Yes, Mu has a "hidden" complexity. She only LOOKS easy to play (to some, anyway) But hey, if you do pick her up and need help and l -can- help, then l won't mind.
FlyingVe Posted August 16, 2010 Posted August 16, 2010 In all fairness Arcade, Mu doen't really fit your style. She is an oki and projectile supported rushdown character. She is very complex (like Dahlia said). You'd be more at home with Hazama or Bang for my money. Dahlia is right, if you don't like the character, you probably never will, and I don't recommend playing a character you don't like.
Wokker Posted August 17, 2010 Posted August 17, 2010 I have returned to playing Mu-12. I like Makotos play style, but also Mu-12´s. Ill play them both.
Exia 00 Posted August 17, 2010 Posted August 17, 2010 From my understanding I should be zoning Jin, take advantage and oki and DP during block strings. I kinda just started this game so I'm kinda weak on the oki section but I do manage to get him off me with dps during bad ice cars etc. Thing is I don't know what I should keep him at bay with. I get some turrets up but he still gets in. Any advice would be appreciated. I checked the match up thread. Not exactly what I was looking for. First time posting lol
FlyingVe Posted August 17, 2010 Posted August 17, 2010 From my understanding I should be zoning Jin, take advantage and oki and DP during block strings. I kinda just started this game so I'm kinda weak on the oki section but I do manage to get him off me with dps during bad ice cars etc. Thing is I don't know what I should keep him at bay with. I get some turrets up but he still gets in. Any advice would be appreciated. I checked the match up thread. Not exactly what I was looking for. First time posting lol Check the matchup thread. Jin is very vulnerable to Mu's oki especially her cross under and guard break setups. You typically want to keep him at 5C and jC range. Your range is better than his.
Exia 00 Posted August 17, 2010 Posted August 17, 2010 Thank you. I assume the guard break setups would be in the guide thread. I'll try to learn more about this oki stuff.
TD Posted August 17, 2010 Posted August 17, 2010 5c, 2c, j.c, 6a should keep him from being dumb. And yes, learning her oki asap is STONGLY advised.
FlyingVe Posted August 17, 2010 Posted August 17, 2010 And yes, learning her oki asap is STONGLY advised. A thousand times this. Oki is what Mu does. Without it, you're playing a very crappy midranger.
Exia 00 Posted August 17, 2010 Posted August 17, 2010 Seems like every time I pick up a new fighting game, I decide to pick a character thats hard to learn :/ Too late now. Thanks again. I was lost but i have a sense of direction now.
TD Posted August 17, 2010 Posted August 17, 2010 ^NP Have any of you seen pulsr's video? ln it, there's a particular setup. ...3c - 2b - 5c - 6c - 5d - 6d No 236d. Now i'm aware that steins when summoned give (very low) +frames. But when l attempt to mixup, they just mash/jump out of it. So, do l have to do 236d? l've been doing 6d - 5d before the vid (with no success), but if there's a possible way to save steins and still mixup, l want to do it.
MisoSowee Posted August 17, 2010 Posted August 17, 2010 For that one he did 5d 6d super jump forward. If they jump out you can probably grab 'em. But really they shouldn't be able to jump out.
tra` Posted August 17, 2010 Posted August 17, 2010 From my experience with that setup its usually to set them up for a 214D, I've never really had anyone mash out as they were too scared to. i don't know if its just me but after a 6C 5D 6D it seems a lot of people want to block the lasers standing and end up eating a 2B
Kamano Posted August 18, 2010 Posted August 18, 2010 Speaking of pulsr's video THANK YOU PULSR Excellent video, very well done.
Exia 00 Posted August 18, 2010 Posted August 18, 2010 Speaking of pulsr's video THANK YOU PULSR Excellent video, very well done. I second that. It helped me a lot.
Aginor Posted August 18, 2010 Posted August 18, 2010 2a is a great ghetto anti-air so be careful. Fixed. @Tempest Dahlia: do a meaty jump in if they're mashing. If they're mashing DP just block and punish him/her for it.
Voidddd Posted August 18, 2010 Posted August 18, 2010 hey what are some good blockstrings/pressure strings with mu (if she has any) the ones Ive been using are getting too predictable against the people I play against regularly
TD Posted August 18, 2010 Posted August 18, 2010 Thanks. l usually IAD after the setup, to cross up ( a habit l need to stop abusing, it is getting me in alot of unfavorable situations.) So l pretty much jump in, l can mixup from there right? l've been fooling around with jumping in, but l still don't like attempting to mixup only for them to jump right out of the damn thing... I assume the meaty jump is also for if they do happen to jump out too, then? lmma try it out Goodness, l need to ask Rin to record me. l need some critique.
FlyingVe Posted August 18, 2010 Posted August 18, 2010 hey what are some good blockstrings/pressure strings with mu (if she has any) the ones Ive been using are getting too predictable against the people I play against regularly Usually I do alot of 2AxN>2B and [5B>2B]xN. Most of my variation comes from jump cancels off the 5B (IAD back, jC, IAD j2C[crossup]), using 2B for frame traps and tick throws, and 6B; or if I'm lazy just end with a C attack>63214C(lvl1-3).
MisoSowee Posted August 18, 2010 Posted August 18, 2010 Fixed. Just because it's ghetto doesn't mean it won't beat your crap out Q_Q
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