Synthesis Posted November 29, 2010 Posted November 29, 2010 Dude, Shockna. You live in Tucson? Hit me up man! We can get in some Mu training sessions. >:3
FireMage Posted November 29, 2010 Posted November 29, 2010 Dude, Shockna. You live in Tucson? Hit me up man! We can get in some Mu training sessions. >:3 So long as I get to join!!!
FlyingVe Posted November 29, 2010 Posted November 29, 2010 I almost always charge SoD just a little. That way if they react to me holding in, it will be released for a lvl1 FC. This also establishes conditioning for you to charge to lvl3 in the future, though I don't particularly recommend that at max range because they can backdash out easily.
StarryShade Posted November 29, 2010 Posted November 29, 2010 I barely use SoD, unless I did a oki setup into 5D 6D 236D dash 5D 4D lv3 SoD for Guard Primer pwnage.
HexaNoid Posted December 8, 2010 Posted December 8, 2010 I know this isn't really the place, but I couldn't find an appropriate active thread to post this in. Anyway, how difficult on a scale of 1-10 would you say learning Mu is?
SolarMisae Posted December 8, 2010 Posted December 8, 2010 It's been said before, and her difficulty isn't so much execution wise. It was said it comes more from how much thinking and planning this character requires with her setups and such, to quote Ve, making her one of the most cerebral characters in the game, and I agree with him. Her combos are not that hard, but using her well is difficult. You can't spam her moves as easily as you could with other characters in hopes of getting anywhere. Difficulty is subjective, and this is BB anyways, so no one is incredibly hard I guess. I'd say she's kind of a difficult character to use effectively, but I can't really rate it.
C0R Posted December 8, 2010 Posted December 8, 2010 She has... a lot of functions, like a LOT of functions. Probably the biggest toolbox in the game, tied with Bang, in my opinion. The issue isn't really learning how to use the tools, but implementing them all at the correct times.
SolarMisae Posted December 8, 2010 Posted December 8, 2010 Yes exactly. Tools ain't shit if you don't know when and how to use 'em.
TD Posted December 8, 2010 Posted December 8, 2010 i'd saaaay 6-7. not the hardest char but her combos are slayer-esque (timing = everything), and her abare imo is one of the hardest to master. lt's very tempting to rushdown with her but her true strengths are traps, zoning, GP breaking, and midrange especially which tends to require alot more thinking than normal for a 'zoning' character. completely imo: some people find her easy for some reason.
FlyingVe Posted December 8, 2010 Posted December 8, 2010 To physically do Mu's stuff about a 7, she has some hard shit, but it's not too bad. To actually play Mu in a fashion that is threatening about a 9.
Aginor Posted December 8, 2010 Posted December 8, 2010 As for the ratings, I'll leave that for you to judge. Some people learn faster than others so it's kind of hard to put a number on that. There are many factors that go into this such as if BBCS1 is your first fighting game or not. How fast do you adapt to different situations? How much experience do you have with zoning characters? It really depends but I think Mu is one of the characters that requires more dedication and time than others. As people said she has a lot of tools and you need to know how to use them and when to use them. The biggest problem I find with Mu players nowadays is I think they need to turtle more and focus on their neutral game. As I see it right now, too many Mus tend to rushdown when there are NO steins on the field at all and that's when Mu is the weakest if she doesn't have space between her and her opponent. Another problem I tend to see is a lot of whiffed moves which leads to big punishes from other opponents which is why I said people need to work on their neutral game. Lastly, you also want to figure in combos. The combos that give Mu the most damage are generally quite difficult (xx 6a 6b 6a 6c 214d(whiff) dash 6a 6b xx). On some characters it's easier than others due to varying character hitboxes. You also have to adjust your combo if you're close to the corner because if you're close to the corner, it's harder to pick up that same combo after the 6c 214d(whiff). So your execution will also factor into the difficulty rating of Mu.
HexaNoid Posted December 8, 2010 Posted December 8, 2010 I see. Thanks the input guys; it was really helpful. Sounds to me like she requires a lot of effort to get good with her, so I'll think I'll have to pass on learning her fully. I'm not a quitter or anything, it's just I'm already dedicated to completely mastering Noel, so picking up a character this difficult as a sub just wouldn't be viable if I have to put in a ton of work. Again, thanks for your time.
TD Posted December 8, 2010 Posted December 8, 2010 she took me a month to learn. the longest l ever took to learn someone was two weeks and that was rachel x.x mu is just a different char than the cast so you cant just say ' l played nu in ct she should be fine' because unlike most other chars she's almost completely reliant on max 5c range. and l must say one's patience will be tried playing her. (I think l finally got it though :D ) meoori, an xbl player has got it down it seems and i've been studying that one vid of him. he needs to record some more =(
FlyingVe Posted December 8, 2010 Posted December 8, 2010 Could you send me some links of him? I couldn't find any.
TD Posted December 8, 2010 Posted December 8, 2010 lt's only one vid but it singlehandedly changed my entire style, l love it. one sec
TD Posted December 8, 2010 Posted December 8, 2010 l've been saying his name wrong. lt's moocori. he's in the video thread btw, last page nickextreme posted the vid. well anyway he didnt do mixups and relied solely on midrange pressure. he got the ragna well conditioned (although he kept fucking his momentum up and lost due to many mistakes). even if he wasnt particularly great the point is he played her 'right' in my eyes, which is the first i've seen as of yet.
Aginor Posted December 25, 2010 Posted December 25, 2010 Merry xmas mu players. I hope your xmas is filled with joy.
Ginseng Posted December 25, 2010 Posted December 25, 2010 He's lying, he's hoping you guys will be on losing streaks!
Rhiya Posted December 26, 2010 Posted December 26, 2010 I'm bored, and might pick up Mu as a sub, so, silly question. Since I'm an Akiha player in MB, I'm curious as to whether or not j.2C ever gets used as mixup tool. It doesn't seem to be TKable at the height it can be combo'd from, but jumping against a player conditioned not to tech roll, etc., and making them guess between j.2C and a low when you land sounds mildly feasible. /stupid questions
FlyingVe Posted December 26, 2010 Posted December 26, 2010 You can use j2C to mix people up, but it is very ill-advised. The problem is you can't combo off it without meter or CH, and even then the combo isn't as juicy as you would want (to be spending meter on anyways). Also, it doesn't really force a guess, because j2C isn't all that fast (Instant Air j2C is 25f I think).Most importantly, it isn't all that safe, especially when it isn't done instantly. However, it does have some uses (outside of combos). It's occasionally a good zoning tool as it has a huge hitbox, you can bait some AA's in certain situations, and you can use it to punish some things if the opponent is getting predictable. Also, you can do a very ambiguous cross-up with it; though this is best saved as a round ender as you will need meter to do any damage with it. There are also a few setups that make it pretty safe (~>j2C>4[D]>AirDash>j2C>4]D[)
Rhiya Posted December 26, 2010 Posted December 26, 2010 (edited) Thanks a lot. Awesomely detailed answer. I have gotten it to combo without meter, though, but I guess it's useless since it has to be done as you're landing (which was why I asked about mixup between j.2c and a low). I guess it sort of reminded me of an Akiha mixup between j.2C and 2A. EDIT: Another question. >_> Based on this, There are also a few setups that make it pretty safe (~>j2C>4[D]>AirDash>j2C>4]D[) Does the laser from your stein go off when you /release/ the button? I haven't played with Mu much at all, so I wouldn't have noticed myself -- and that seems like an important bit of information. Edited December 26, 2010 by Dusk Thanatos
FlyingVe Posted December 26, 2010 Posted December 26, 2010 (edited) I regular laser fires 1.5 seconds after you place the stein, a charged laser 2 seconds; provided you don't get hit or block. I use that notation because the spot where the laser hits can be relevant. In that specific setup the charged shot hits a few frames after block-stun from the j2C ends, thus making it safe and giving you a slight advantage. Of course they can techroll out of the setup. Also, I have never been able to get j2C to combo on a grounded opponent (no meter or CH), i'll have to verify it to believe it (no offense). Edited December 26, 2010 by FlyingVe
Rhiya Posted December 26, 2010 Posted December 26, 2010 No, it's understandable. I don't even play Mu yet. The window was very tight (the point at which it combo'd was damn close to the point at which it didn't work at all), and it didn't work from TK j.2C; it had to be done as you were falling from a jump, making it not-so-useful.
FlyingVe Posted December 26, 2010 Posted December 26, 2010 Stupidly tight links are nothing new to Mu, I'll have to try harder. You can also do j2C so low to the ground the animation starts but gets canceled by landing. I've thought about using this for mixup, but the timing is a little silly.
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