Jump to content
Dustloop Forums

Recommended Posts

Posted

Umm, if you keep moving and don't try to blind rush in, you shouldn't get beat up too bad, but Mu is good at keeping you out regardless (unless you're bang). You should probably ask in the character sub-forums as different characters have different methods for dealing with the lasers. If I've misunderstood your question I'm sorry.

  • Replies 2k
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Posted

What char are you playing?

Generally, you just have to double jump up (to make the lasers aim at you in the air), then land and run/jump towards her to hit her and make the lasers disappear. Laser spam is generally only good for chipping someone down when they have a little bit of health left and don't want to take a risk; not actually good for zoning.

Posted

It's very good for zoning, but not in the same way that Lamda's swords are. The lasers let you control space, and where the opponent is. It eliminates his options and lets you dominate them with normals. The "D wall" is really good for keep away and zoning, just not damage and mixup (ala Hazama and Lambda).

Posted

Well in my case, I play various rushdown types that don't zone traditionally: Ragna, Jin (only because he's forced to a lot in this matchup situation), Haku-men (I'd be lucky to get a Fumajin during D-Wall), Bang sometimes, and Tager.

Right now the only character I can get past D-wall is Arakune, but I get punished big time for it in a lot of cases.

Posted

Well, the character matchup subforums are the best place for this but I can give you my 2 cents worth:

Ragna: Ragna's only real approach is to hurl himself at you, but he doesn't need to get as close thanks to his range. Patiently Back Mu into a corner and don't let her go. Also, GH can double as a psuedo second airdash if you need it.

Jin: Dunno, but sometimes D ice Car has enough speed and high to get through or hop over the lasers. If it hits it's big damage. However, that move is crap on block so be sure you know when to use it and when not to.

Haku: Seems about the same as ragna so me. Move slowly, trap her with normals.

Arakune: Arakune is pretty screwed with his garbage anit-zoning and slow airdash. Wall teleport and landshark can work, but are EXTREMELY gimmicky, and not in any way solid options.

All, in all. Don't be overly stupid, and the lasers won't hurt you too much. And as always, if you see a gap or mistake, get in and hurt Mu.

Posted

How is Laser spamming as a viable tactic? You can get about 6 steiners to fire in one jump so I wanted to know if it was a legit tactic to have lasers on rapid fire shooting every half second.

5D 2D j.D j.4D backdash j.D j.4D repeat ad nauseum.

Posted

After the last j.4d there is a brief pause in the onslaught of layers. A rush game will also ruin you and if you don't get a lucky mid air laser hit, you can't keep them from air dashing into an easy grab combo. Against a lot of opponents however, as they don't know their options, it works phenomenally.

Posted

Laser "spam" is great at keeping most characters away, but if you're behind, it isn't gonna get you any damage. I usually start the match off with lots of lasers to break some GP and make SoD really scary. Making that SoD scarey goes along ways for Mu's offense. You can also do 2D>5D>(delay)>jD>IAD as an approach also.

Posted

Mu is not a pure zoner. Laser spamming will only spell doom for you.

ln fact, it often has for me. (And yes l know what i'm doing)

lt is still pretty good however only on fullscreen... no longer than 5 seconds or you will be run-up-dun-up.

Posted

I find it best to set steins out one at a time after a blocked 2C or even after a blocked 5C I really just try to set them in a certain area on the stage and then use either SoD or her regular 3C combo into 214D.

If I hit SoD and they land onto the side where I have set the steins i usually use 214D so they are forced to block or at least evade it theis leaves me time to use 5D/2D or at least 5D depending on certain characters. Laser spamming is good but I feel it is only really useful on KND where as 214D is very effective if steins are set up properly.

Posted

So far I've used laser spam if they really wanted to run away for some reason (and obviously only if they can't hit you at fullscreen [save for select options, ie Tager]) or sometimes at the end of a round if I had a significant life lead. As long as you're ready to change it up when they start approaching, it's fine to do in moderation. Generally wouldn't want to try this on Ragna or Bang though imo.

Posted

as long as you pay attention to what they're doing and can gauge how they're feeling then laser spam can be fine

obviously it won't work as a standalone strategy against a good player, but if someone falters or doesn't know the timing/placement to get through your lasers you can gain the lead quite easily

  • 2 weeks later...
Posted

Random and useless question but I've seen sometimes the screen shakes during Omohikane and sometimes it doesn't. Anyone know what affects this?

Posted

Random stategy thought:

Many Mu players (me included) have a really bad habit of using 3C in blockstrings, and always canceling 3C into stein. You REALLY SHOULDN'T do alot of un-hitconfirmed 3C if you can avoid it, but the stein cancel doesn't make it totally safe. You can use SoD to make it safe against some of the cast, and you should still use 3C>SoD to get people to second guess counter attacking giving you the spit second you need to make 3C>Stien safe again.

Posted

Going into any C attacks from A and B attacks in general is a pretty bad idea if your opponent knows how to IB. If they IB, there are HUGE openings in mu's blockstrings enough for 360/720/DP and the list goes on. I recommend doing stuff like 5b 2b 5b pressure or 5b 6a. You can also end your blockstrings early to jump cancel iad.b to set up steins depending on the opponent.

Posted

Hey guys, is there an in-depth frame data set out there for Mu yet? I've seen basic start-up frames but am more interested in frame advantage etc. Are there any moves that leave Mu at some kind of frame advantage on block?

Posted

Frame data is a little limited seeing as there hasn't been a mook that has Mu-12 data (that I'm aware of). Check the guide thread for the frame data we've figured out. Mu's attacks with frame advantage are 2B (+1), 63214C(lvl 3) (~+2), and of course her lasers give her some frame advantage when they hit.

Posted

Sup Mu boards,

Thought I would come in and say hello in the GD thread before I started posting everywhere else chattin' about Mu strat. That way I don't get as many "who the f*** is this guy?" comments. d:

So yeah, SoCal Mu, haven't been to too many tournaments yet, but going to start shortly. Got a pretty dedicated group of guys that run in-house ranbats every other weekend; we get some good competition going.

Anyways, I'll be around, lurking threads, posting random insight, etc.

Posted
Hey guys, is there an in-depth frame data set out there for Mu yet? I've seen basic start-up frames but am more interested in frame advantage etc. Are there any moves that leave Mu at some kind of frame advantage on block?

The only moves I know that give + on block would be lvl3 63214c and 2b. Another one would be if you happen to get your opponent within a clump of steins where they are forced to block and can't do anything because they're locked from blockstun. Oh yea and 214d I'm pretty sure if they block it.

Posted

So what methods do you guys use to zone? I'm having a lot of problems with characters (especiallly the rushdown ones) who just run up and jab me if I try to set stuff up...

Posted

I would say that you space it properly, I was reading the ragna matchup and found that the general strategy applies to a whole lot of characters. Condition them to fear your range and set up steins whenever posible, but dont get greedy or overly anxious. She can stand her own for a while without steins. Obviously this is all easier said than done, but that would be my advice.

Posted
So what methods do you guys use to zone? I'm having a lot of problems with characters (especiallly the rushdown ones) who just run up and jab me if I try to set stuff up...

You're approaching it wrong. The idea isn't to zone with a million steins, it's to trap with what you have.

You know, one well placed stein is better than FOUR onscreen ones? Just plan and place one, see what op does, act accordingly.

It works hella good bar Bang/Ragna. (Most Ragna.)

Posted

Exactly. Rely mainly on trapping them into an area or restricting their movement by making them fear the steins. An example of this is forcing them to the air with 5D 6D j.2D 5D setup. The threat of 214D on the ground SHOULD be too much for them to just dash in, which will make them jump. Mu excels in the air with j.C, but keep in mind that the ground string of steins isn't just for show, so pop them every now and then.

Honestly, it feels like she is a control character rather than zoning or rushdown. She wants to control space and keep you out of it.

And again, I can't emphasize this enough, but NEVER summon more than two steins raw unless you know they won't bumrush you. Be patient.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...