Silfer Posted July 29, 2010 Posted July 29, 2010 That's a bad reason to dump a character. But uhh...Mu's more advanced combos are hard to pull off. It's a lot of dash 2bs. She involves a lot of dashing and that 6c 214d(whiff) 6a. I mean if you want online friendly combos, you might as well pick ragna or bang. I migrated from tao simply because pulling taunt loops online with my connection is impossible and I didnt feel like playing with a crippled character...plus I really liked MU. But I do appreciate suggesting ragna or bang.
Whaa Posted July 30, 2010 Posted July 30, 2010 For 66a after the throw, 90% of the time when I was learning it, I would try and dash too early and not get the dash at all, since I was still in recovery from the throw. The main thing is to understand that you can wait longer than you think before executing the 66a, it might look like it's too late and they're going to hit the floor first, but 66a comes out really quick so just slow it down a little. 214d(whiff) 66a is the same thing, except the window is even smaller. Ill give it try thank you
MisoSowee Posted July 30, 2010 Posted July 30, 2010 The whole concept of later rather than before helped alot with the 214d 66a cancels. Another thing that really helped me is to rember it's 66a, not 66 6a. I try to press a in conjunction with the second 6 to get it out earlier. I can get it like 80% now :D (offline though :x)
Whaa Posted July 30, 2010 Posted July 30, 2010 I can get the 66a cancel about 70 % of the time (I practice from a throw), didn't try it yet from 214d yet, one thing I noticed is, after the 66 cancel I can hold a and itll work. So it be 66 hold a then the hit, not entirely sure if its just me or not.
Big Red Tie Posted July 30, 2010 Posted July 30, 2010 easiest way to do the 214D 66A cancel? don't do any combos using it it's too easy to mess up the timing and drop the combo completely to be worth the slight boost in damage/steins/whatever
MisoSowee Posted July 30, 2010 Posted July 30, 2010 Yeah I just stopped using it online lol. For now off 2b I'll do something like 2b-3c-2b-6a-j.2c-66-2b-5c-6c-stein-j.2c stein-mixup Does only a few hundred less damage and it's still pretty decent. You can replace 2b with 5b if you're a bit far I think.
Big Red Tie Posted July 30, 2010 Posted July 30, 2010 i also can't do j.2C 66 2B i just pray for fatal counters mid screen
MisoSowee Posted July 30, 2010 Posted July 30, 2010 Did you try the walking trick I mentioned? Do j.2c and then hold forward to see when the delay of the move ends. Once you get a grasp of that it might help you get the 66 2b down. Or you can pray for fatal counters :P
Big Red Tie Posted July 30, 2010 Posted July 30, 2010 well mostly i end up doing shitty bnbs for 2.2k + a stein and then i try for CH 5C with the stein for big damage, or try for a fatal it probably won't work so well once people are more used to mu
MisoSowee Posted July 30, 2010 Posted July 30, 2010 You get big damage off CH 5c? How o.o? Without spending meter I mean. All I can see in my head is 5c 6c steins. They're too low for j.B or j.C to hit. Maybe not tager though o.o
Big Red Tie Posted July 30, 2010 Posted July 30, 2010 CH 5C 6C 214D 66B etc. i consider 4k+ big damage
MisoSowee Posted July 30, 2010 Posted July 30, 2010 Oh I didn't think you were assuming there was a stein. My bad.
Big Red Tie Posted July 30, 2010 Posted July 30, 2010 and then i try for CH 5C with the stein CH 5C with the stein the stein 2.2k + a stein the stein !!
Jugiatsu Posted July 30, 2010 Posted July 30, 2010 What is amazing me is how badly I got my ass kicked last night. I would of thought people we're not yet used to Mu but my God I was proven otherwise. Maybe it was just combined with my terrible Mu playing but then again I have only been training with her for 2 days. I also watched a lot of beginner replays (lvls 1-10) and a LOT of Mu players like to accidently throw out 6C at a bad time which in turn gets them stuffed. I unfortunately am guilty of that as well. I think my biggest issue is finding when the best time to throw out Steins are. Seems to me against characters like Noel and Ragna they can just rush your shit down by the time you get even one out and punish you for it.
Big Red Tie Posted July 30, 2010 Posted July 30, 2010 against heavy rushdown characters you only get steins in combos and right after combos or if you super double jump and feel silly
Chijiko Posted July 30, 2010 Posted July 30, 2010 Okay total noobie here i picked up BB CT and simply adored playing Rachel i wanna go pro and im really digging mu anyone know if she's tourney legal? Plz an ty =^0^=
Synthesis Posted July 30, 2010 Posted July 30, 2010 You could also just put one out and jump cancel it or if they are running in you can take a slight risk with either Origins or 63214C as a special cancel. Anyways, I found some stupid setups in the corner after a j.C j.2C. Here goes. I'll list the setup as if from a throw. Throw 5C 2C j.C j.2C land 2B 5C 2C j.C j.2C 5D(JC) falling j.B(meaty if they neutral tech) (stein goes off to protect landing) do whatever. This is As soon as you land, if they blocked the falling j.B, you can throw for a normal throw, or you can go ahead and pressure like normal. If they get hit by the j.B, though, you can land 2A 2B 3C 2B 5C 2C j.C j.2C 5D(JC) setup again. The link from the stein hit to the 2A is very strict, so you'll have to practice it if you want to do that. The other mixup using this exact setup is a low. You can 5D(JC) fall land 2B. The stein you placed hides whether or not she is doing the j.B until after you're on the ground and you can 2B after the stein hits them and forces them to block or get hit. If they get hit, it combos into 2B. Blocking the stein can also seem like they got hit by the j.B. The mixup is about timing the jump and the attack you plan on following up with. This setup has multiple mixups built into it. They go like this. Throw 5C 2C j.C j.2C land 2B 5C 2C j.C j.2C 5DD(JC) falling j.B(meaty if they neutral tech)(stein doesn't go off yet) upon landing, you can throw them for a normal throw and the stein will go off, or you can pressure like normal with something like falling j.B j.2C (stein) land. If the j.2C hits, the stein will pick them up off the ground, but I don't know if you can combo off this. If you can, that makes this a 50/50 setup with j.B land 2B and j.B j.2C being the mixup. Some of these mixups only work if your opponent is expecting the safer option. Since a lot of these aren't reactable, you can just condition your opponent by doing the fastest and safest one and punishing their attempts to get out or to hit you.
A.4.Awesome Posted July 30, 2010 Posted July 30, 2010 Okay. Ive been working on Mu-12 for awhile now. Im a total nub (CS is my first BlazBlue) so my abilities arent as... Tempered as yours. Nonetheless, I have some questions on a couple combo's I concieved (it probably already was done, but I mean I came up with it without any external help). A corner trap starting off with: C > 3C > 2B > B > 2C > 632146C. Uses 50% heat and does just under 4k. 14 hit combo. Is this any good? And as a general way to get some distance and set up stiens: C > 2C > 3C > 6324C > (insert stein chain set-up here). Again, Im very new, so please critisize my tactics or set up: I really need the info.
Synthesis Posted July 30, 2010 Posted July 30, 2010 Is the second one a combo? If that's the case you can omit the 2C and just 5C 3C 2B 5C 6C 6D 63214C for stein setup or you can pop the stein by the opponent as a sort of trap. If they do anything other than block, you get damage. The first combo doesn't do enough damage to denote using 50% meter. Save the meter for 632146D in combos or to RC 63214C in the corner off 6B for good damage off mix up.
Jugiatsu Posted July 30, 2010 Posted July 30, 2010 Okay. Ive been working on Mu-12 for awhile now. Im a total nub (CS is my first BlazBlue) so my abilities arent as... Tempered as yours. Nonetheless, I have some questions on a couple combo's I concieved (it probably already was done, but I mean I came up with it without any external help). A corner trap starting off with: C > 3C > 2B > B > 2C > 632146C. Uses 50% heat and does just under 4k. 14 hit combo. Is this any good? If you're able to do this you might as well pull off the one that makes it worth it. 3C > 2B > 5C > 2C > j.C > j.2C > 2B > 5C > 2C > j.C > j.2C > 5B > Omohikane. 5000 damage and 50% required Or you can do my personal favorite that makes me smile with pleasure everytime I am able to pull it off on an opponent. Once again knocking them into the corner due to the first hit. FC 6C > 63214C > 6B > 5C > 2C > j.C > j.2C > 2B > 5C > 2C > j.C > j.2C > 2B > Omohikane. Close to 6500 I believe. For both those combos if you dont have 50% tension by the time you get to Omohikane you can substitute 612C for it instead. Just be aware they can tech very quickly after it. If you do finish with this I like to jump, set a stein, then come down with 2B. Then you can lead into the combo they posted earlier about corner traps.
Aginor Posted July 30, 2010 Posted July 30, 2010 Never end your combo with a DP because you pretty much end all your momentum UNLESS you know you can kill your opponent with it. I'd suggest ending with j.2c and set up steins because at least that way you can maintain pressure.
KrazySh0t Posted July 30, 2010 Posted July 30, 2010 Okay total noobie here i picked up BB CT and simply adored playing Rachel i wanna go pro and im really digging mu anyone know if she's tourney legal? Plz an ty =^0^= The only characters in this game who wouldn't be tourny legal are the unlimited versions.
ecksdek Posted July 30, 2010 Posted July 30, 2010 FC 6C > 63214C > 6B > 5C > 2C > j.C > j.2C > 2B > 5C > 2C > j.C > j.2C > 2B > Omohikane. Close to 6500 I believe. I can't get the first 5C to connect. Unless it is supposed to be 665C, but in that case it would be a lot easier to just do 66A. 66A version is what I am using currently. EDIT: Rather, I can't get the rest of the combo to connect after the 5C. They are always too far away for 2C to connect without the dash there.
A.4.Awesome Posted July 31, 2010 Posted July 31, 2010 It seems to me as though Yata no Kagami is much more useful than Omohikane. Elaborate? Yata no Kagami has potential to deal ALOT more damage than Omohikane and has the added bonus of range. And what would be the most practical number of stiens to set up at once? 2? 1? Of course try for 4, but what can you people usually deploy before the enemy is upon you?
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