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Posted

The problem with maining Mu right now is you really only have netplay to gain exp unless you have a good amount of sessions so it's a lot harder to get exp with her. And some people pick up characters faster than others. It's natural. Once you play a lot more and get the hang of BB it shouldn't be too hard.

Mu is not easy to learn and I think the play style doesn't really matter either especially if you're just starting to learn fighting games. But having a similar play style helps. I just think that if you want to learn a character and the play style doesn't suit yours, just learn/play that character anyways.

As for subs and mains, I guess other people found characters that they are more interested in?

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Posted

Yeah, I definitely struggle playing this game, considering I've only even played video games for two years, and only played BB since CS release. It doesn't help that I've no local scene whatsoever living in Hawaii and no decent arcades. I have no way of really learning how to actually play, since I've no competition. Perhaps picking up Mu when my only option is netplay (which I loathe) might not have been optimal for me. >>;;

Either way, I'm determined to get better with her eventually despite that. She's such an interesting character. Hopefully when she's out in the arcades (In Japan, at the very least..) we'll start seeing her full potential.

Posted (edited)

Mu's difficulty isn't the same as say, carl's difficulty. Carl is hard because you actually need to be very good with inputs and timing to do his stuff. While Mu does have that some legitimately hard links, her difficulty comes from having a good sense of spacing and setups. Because of her playstyle, it's alot more like playing chess (or bomberman), in that you are always setting up stuff to trap the opponent. Just using Mu's moves willy-nilly without a plan won't get you as far as that will with say, Ragna or Bang.

In short Mu is a very cerebral character, perhaps the most cerebral in the cast.

Also, on a random salty note.

XBL Mu-12 Tier List:

S:

atomicoffspring(pulsr)

A:

Zermous_X, FlyingVe

B:

Satosa Jin, NickExtreme

And that's pretty much all the Mu's I've seen. It okay, I like playing an underplayed character.

Edited by FlyingVe
Posted
PSN Mu tier list? I think Zeromus or Tempest should make it. I don't play online much.

no not me. l get blown up all the time by haku/ragna. l dont think thats really okay in a competitive net world.

meybe when l ACTUALLY START ZONING. l've somehow turned her into a rushdown monster... yet thats not what she is meant to do (as shown when that 6b gets ib'd...) so, basically, i'm not even playing her right.

not very pro if you ask me lol. give that title to neo

Posted

It warms my heart that people think I'm actually good, lol.

meybe when l ACTUALLY START ZONING. l've somehow turned her into a rushdown monster... yet thats not what she is meant to do (as shown when that 6b gets ib'd...) so, basically, i'm not even playing her right.

I'm having this problem except now I'm zoning a bit too much in some situations...before I'd try to sort of rush down with her, but I'd get beaten up by people who can IB. Well, that's what I like about this character, so versatile and so much to learn.

Posted

Zeromus, if I upload a replay to my driveCard could you upload it?

Posted

I don't have a decent vid to demonstrate my playstyle on it, plus my friendly has my Ps3 to beat Creed Brotherhood, plus I can't even remember (I don't play her much in ranked because netcode kills my 662b pickups). I just wanted to know if it was an option for the future. Thanks though!

Posted
It warms my heart that people think I'm actually good, lol.

I'm having this problem except now I'm zoning a bit too much in some situations...before I'd try to sort of rush down with her, but I'd get beaten up by people who can IB. Well, that's what I like about this character, so versatile and so much to learn.

I've got the exact opposite problem, sometimes I really just need to sit back and press the zoning advantage. Still, I've been using alot of your zoningrunaway strats to great effect.

Posted

The things I would do for airborne 214d that doesn't halt momentum.

Posted
The things I would do for airborne 214d that doesn't halt momentum.

I here that... though a j214D would be broke as all get out.

Posted

j.2d > j214d = best jumpin ever

But enough of my wishlist.

Posting in matchup subform, brb.

Posted

Help me out, guys.

So l know mu's rushdown is reallybad, and any fairly competant player can block everything and punish her with alarming consistancy should a string fail.

So, what are good ways to end strings that will either:

1 - get me far away from the opponent (... 2c iabd is fine but yea) or:

2 - beyond her 5c range? (5c - 6c - max range sod as an example.) this tends to be the unpunishable range here.

also, is there a better way to cancel a blocked 6b rather than sod or rc into low/iabd?

Posted

2c > 6c is a pretty clean frame trap, and the on-block stein cancel from 6c to 2d IAD.b works great for me.

Other then that, SoD is pretty safe, and should be at the end of the vast majority of your normals. Is someone punishing SoD at midrange?

Posted (edited)

Long range 5C (2C) 6C xD jump away is good, even if they IB you'll still be able to run away.

It might be a bit gimmicky, but I've had good luck cancelling 6B with 236A lately. 6B (1) 236A in a string can certainly confuse the opponent or throw off their IB timing.

Edit: Oh yeah, don't forget about 214D if you have steins over them. 6B(1 or 2) 214D is a cool looking way to continue pressure and break a primer. Not very likely to get mashed out of on reaction if you're not completely predictable, plus the situation doesn't happen too often. And well, nobody wants to get hit by 214D...

Edited by Zeromus_X
Posted

I know it's useless now, but 3c combos into 236a. So keep your eyes out come patch day.

Which is hilarious.

Posted

thanks guys.

sod is punishable. if the 5c/3c/anything but 6c is ib'd before sod they'll hit you out of the animation. and if the sod is ib'd after... well, it's -15...

l'm working on my conditioning and yomi - it includes turtling alot to test my patience, predicting the opponent and using the appropiate c move, using ...2b 5c 6c 5d sod instead of standard oki, and NO RUSHDOWN. l have to learn this chick, and the training sessions are grueling, but it must be done. l must learn the art of keepaway

Posted

Why would you use SoD if they're within range to hit you anyway? 6C should only be used after as many gatlings as possible to increase distance. So that even with an IB'd sod, the -15 doesn't help them much due to the amount of time they have to spend closing the distance.

Posted (edited)

I feel sick, I was looking for match up vids verses litchi and after watching and critiquing the mediocre Mu, i realized it was a video of me fighting my buddy Rush months ago. I died a little inside then realized its not so bad see that iv improved a bit since then. I just want to know who's the ninja that uploaded it without saying anything.

Edited by Vicious176
Posted

oh !@#$. wow that must suck. well now you have a bookmark to improve from.

one more favor peeps

meooeri is my american idol (lol pun). l absolutely love his style and l feel like he's the first mu to play her correct from what i've seen. the fact that he got that ragna all scared really excited me. it's a shame he only has one vid up, if someone from xbl could record him more?

Posted

So, for blockstrings including SoD, you can charge it at max range to scare them. They can back up and it will whiff if you charge it too much, but it's good to attempt to punish IB or pokes. Charge to lvl2 sometime, and if they're in range, you can charge to 3 if they get scared. This is really strong because you can react to their character twitching by releasing it, and you may even catch jump out startup, or a poke and we all know FCs are sexy.

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