Vecayse Posted January 26, 2011 Posted January 26, 2011 Are you guys gonna update the first pages of the Match up threads with all the write ups you are doing?
FlyingVe Posted January 26, 2011 Posted January 26, 2011 pretty much lol. I added stuff in my previous post. All pretty common knowledge though.
Rhiya Posted January 28, 2011 Posted January 28, 2011 Dayum, thanks for the edits on the mizuumi wiki. Good repository of info, now.
Zeromus_X Posted January 29, 2011 Posted January 29, 2011 I just finished adding some more stuff to the wiki, so now it looks a lot better. Added the damage/meter gain on most of the combos, added some more detail to the zoning section, and added the corner 6C 5D 214D 2B setup (so godly, how could I forget?).
zreb Posted January 29, 2011 Posted January 29, 2011 (edited) Just wanted to say that piling a ton of scattered dustloop knowledge on Mu into one area is a very admirable thing to do and I wish more character forums did this. Glory: http://bb.mizuumi.net/wiki/Special:LongPages Edited January 29, 2011 by zreb
FlyingVe Posted January 29, 2011 Posted January 29, 2011 Wow, so there is more Mu info on the wikia than anybody else. Way to go zeromus!
Vicious176 Posted January 30, 2011 Posted January 30, 2011 I'm still having trouble with that damned 214d (wiff) dash 6a. I've been trying to figure out the timing by the circle coming from her hand and below her feet but at best Its a blue combo. Then again I only get it 1/10 times. On the other hand I can always land the dash 2b, but can't come up with any good follow ups besides her normal bnb or oki set up.
C0R Posted January 30, 2011 Posted January 30, 2011 Habakiri whiffs are not critical to practice. Yes it does lead to 5k~ meterless midscreen when you're punishing a DP, however, the 6b is, for the most part, character specific and the combo won't help you in most matchups. It's good you can do 2b pickups though, those are a must. I'm almost relieved when Kaigu picks Ragna and I can do the larger combos, then I remember that 5b has the same hitbox as my 5c but gatlings into larger damage and has less startup.
Zeromus_X Posted January 30, 2011 Posted January 30, 2011 (edited) Yeah, don't worry that much about the 214D whiff combos. I personally only do them consistently on Ragna, Jin, Haku, and Tager since you can just dial in the 6B after 6A without having to worry about not only doing the dash out of 214D correctly, but also delaying the 6A, 6B. I mean, the extra damage is great, but I'd rather do the combo I can do consistently on everyone and get them closer to corner/setup oki than worrying about a harder combo that I might drop due to lag or just messing it up. If you want to practice it, this is the method that worked for me. You have to dash after the circle under Mu disappears. Practice just dashing out of 214D by itself, then practice 214D, dash 6A by itself. Then practice with someone like Ragna as the dummy, and do something simple like 3C, 6A, (delay) 6C, 214D (whiff), dash 6A, 6B, whatever. Then when you can do that consistently, practice on someone you have to delay the 6B after 6A like Lambda or Carl. Like said, if you can do them, that's good, and it does give a big damage increase on confirms like CH jC and 214D. But if you can do 6A, 6B in regular BnB on everyone along with Fatal, guard crush, and corner combos, you should be good to go on combos so just focus on stuff like different oki setups, zoning, and spacing. Edit: for 214D dash 2B, unless it started with pure 3C (maybe with 2B/5B before?), you're not going to get a noticeable damage increase, so it's just to make it so they can't disrespect 6D 5D.../5D 6D...setups so easily. Edited January 30, 2011 by Zeromus_X
C0R Posted January 30, 2011 Posted January 30, 2011 I finally have real footage of me getting beat up. Hopefully I can get it uploaded to the critique thread so everyone can tell me to use safer block-strings.
choysauce Posted February 1, 2011 Posted February 1, 2011 Hey guys i was looking through the Mu-12 guide and it is pretty awesome, I hope it gets updated still even though cs2 is out for viewing. I hope I'm not repeating something already discussed but I think it'd be good to have a list of good blockstrings. sorry if there is a list like this somewhere already here's a couple i can think of off the top of my head, correct me if they don't sound that useful 2B > 5B > 2B 6A > 5B > 2B 2B > 5B > 6B 2B > 6A > 6B 5B > 2A > 6B 5B > 6B 2B > 2B 2A repeat (add 2B or 6B) 5B > 2B basically with these i was just thinking of how to mixup between lows and overheads other blockstrings i would imagine would be best with putting in some C's into SoD or steins if you push them far out enough. i'm at work so i can't hit up training mode atm.
C0R Posted February 1, 2011 Posted February 1, 2011 6b is actually a pretty risky move, it's slow, easy to IB, leads to low damage without meter and very few resets. It's great if you have a tsurugui beam out to keep them locked down, but otherwise it's much more reliable to end on either a jump cancelable move, 2b or tick grab.
choysauce Posted February 1, 2011 Posted February 1, 2011 yeah i know its unsafe, but when u have the meter or have the life/willing to take the risk, it's an option. i usually cancel into a SoD if it gets blocked, but i know that's not 100% safe. but a decent option to have them not mash any normals (delaying it slightly to CH them) if they don't have an invincible move. but you're right, this was supposed to be a list of blockstrings not mixups lolll. my brain is fried from work.
C0R Posted February 1, 2011 Posted February 1, 2011 Actually, there's a ton of room between IB 6b and even the fastest SoD, more aware players will jab you out like nobody's business, but if used carefully, it works well enough.
FlyingVe Posted February 1, 2011 Posted February 1, 2011 Canceling into SoD will usually get you DP'd. Backdash is really your safest option if it get's blocked (especially if they are braindead DPing). This is a little less of a problem in CS2 because the risk reward on 6B is alot better.
Zeromus_X Posted February 1, 2011 Posted February 1, 2011 There's a list of blockstrings and general ideas in the Mu wiki. Regarding 6B, it's very unsafe on instant block, so you'll usually want to wait until you have 50 meter to use it against better opponents. But you can do some gimmicks by cancelling the first hit with 236A, SoD, or 214D with stein nearby. Or DP when they IB the 2nd hit and try to punish lol.
FlyingVe Posted February 1, 2011 Posted February 1, 2011 Hone dat yomi. Also, I've been seeing some stuff in CS2 that makes it easier to cover 6B with laser fire. The new stein timings rock. Somebody at ArkSys likes Mu.
TD Posted February 1, 2011 Posted February 1, 2011 I'm almost done with the noel matchup, but now I'm wondering whether I should continue. Cs2 will be out in just over 2 months, and a lot of the info is going to change. It would be pretty moot; however I definitely think we should start again when it comes out.
Innolis Posted February 1, 2011 Posted February 1, 2011 Well, I'd still do it, at least you have the format. You'd just have to edit it to match CS2 data. But still, its your proyect, so you decide.
FlyingVe Posted February 1, 2011 Posted February 1, 2011 I don't the machtups and strats will change a huge amount.
choysauce Posted February 1, 2011 Posted February 1, 2011 is it confirmed that the cs2 changes are coming with platinum? or is that just a heavy speculation?
FlyingVe Posted February 1, 2011 Posted February 1, 2011 It is not explicitly confirmed, but given that Plat was never in CS1, it holds to reason that they will be coming together or near each other. Which means march sometime.
choysauce Posted February 1, 2011 Posted February 1, 2011 That is a gdlk observation Ve, it makes total sense! yeah, it seems pretty set that they'll come together, since they balanced Plat with cs2, it makes zero sense to put her in with the cs1 build. oh man that makes me feel so torn, i was on a huge hiatus from BB, and decided to start playing again once revelations and evo announced BB in their tournies. is it worth it to brush up on cs1 mu? or better to start learning the new things for cs2 mu? cuz it seems like with the 3C techable nerf, you won't be able to combo into 6C as much, thus reducing the frequency of my favorite setups (slide unders and laser show lockdowns) =(.
Recommended Posts