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Posted

Mu is part Vegeta and part Yusuke?

gdlk guys, keep up the good work.

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As an update to everybody, I will start making the CS2 Mu guide soon since there is an actual release date now~ I don't know if people want me to stick the same images and stuff from the CS1 guide and keep the format the same. But uhh....let me know on stuff you'd like to see because if not I'll probably stick with the format my CS1 guide was. And yea...I'll go get some videos made with that being said as well.

Posted

I'd like to see a "How do I Mu-12" section, with just general tactics, what good options exist at neutral, when/why to finish a combo with Super/SoD/oki setup (less relevant in CS2 but still there). Would be good to have a few blockstrings/mixups. Maybe some quick matchup stuff too, how to approach them, what mindset, like 3-4 lines per character (or more if necessary). Kind of like the stuff that was discussed about Tager in this thread recently, it was rather simple and straight to the point, but of course leaves a lot of depth and specifics for the matchup threads to discuss.

Hopefully get an answer to this question in there :

the thing is... l just dont know what the fuck to do with mu! day after day l try to play her differently - rtsd, zoning, trap, midrange - they all fall through. l just dont know her like l do rachel. not only that but mu requires this precise-ass playstyle that l cant grasp without getting blown the fuck up. like, alot. it's making my beautiful lion hair fall out.

Oh and not really necessary but kind of helpful for people trying to learn Mu, screenshots of hitboxes for some moves to help demonstrate stuff (spacing, anti-air).

Videos sounds like a good upgrade :keke:

Posted
As an update to everybody, I will start making the CS2 Mu guide soon since there is an actual release date now~ I don't know if people want me to stick the same images and stuff from the CS1 guide and keep the format the same. But uhh....let me know on stuff you'd like to see because if not I'll probably stick with the format my CS1 guide was. And yea...I'll go get some videos made with that being said as well.

If you need any help let me know. I've got a capture card, so I can make the video's to go with anything if you want it.

Posted

HEY! blowing me up pochp ._.

yes i'll be frank, the guide just gave us her moveset and gatling chart... which we kinda know. and really old setups. no "what l should be doing in x situation", or, "why this move should be used". one can say "you should know how to play already derp" but... its a guide, l do not and thats kinda what the last guide felt like. if it's too much l suppose neo could help out since his guide was gdlk.

ve, we need to start preparing to restart the matchup shitz. l got kinda lazy last time since l THOUGHT cs2 was around the damn corner. i'm watching mu vids and seeing what exactly is going on, so we should have a headstart when cs2 drops.

somebody tell me why l should use cs1 5c x.x she has like no good options and the reward is skewed compared to the risk -_-

Posted

Yeah, arginor allowing, I'll remake all the matchup threads when it's time and keep them updated. I figure we shouldn't worry about it till then though.

ALso, Tempest, you have to realize, to us, it's obvious that Mu isn't really a complete character in CS1, but other people just see that she's a solid character and say "what are you complaining about".

Posted

yeah l know, and it's sad there werent many good mu vids on yt, but i'm kinda hoping this will change with mu being in (jp) arcades. lol

Posted

Well, it still looks like Mu live or dies with momentum, when Mu fails, damn she gets blown up.. ANd when she's firing on all cylinders, she can make the tiers look worthless.

Personally, I wouldn't have it any other way.

Posted
Well, it still looks like Mu live or dies with momentum, when Mu fails, damn she gets blown up.. ANd when she's firing on all cylinders, she can make the tiers look worthless.

Personally, I wouldn't have it any other way.

Really? That shit gets old real fast though, just to know that you lost because your character can't recover from ONE mistake?

Posted

think about that though. ONE mistake...

technically, if you win, you made zero.

l dont like the momentum style tbh but she was the closest to resembling rachel and l kinda liked the whole stein mechanic. l may only stick with mu through cs2 for her bs normals and hopefully, better development. and l absolutely love hearing her OST too. since no one gets reward midscreen without huge resource investments i'll actually feel content with her shitty midscreen damage now. lf only 5c staggered on ch or something...

Posted
HEY! blowing me up pochp ._.

O.O wut didn't want to blow you up lol, I'm kind of curious too, as I keep changing playstyles with Mu...

somebody tell me why l should use cs1 5c x.x she has like no good options and the reward is skewed compared to the risk -_-

well IMO CS1 5C is there to make your opponents kind of respect your range or kind of afraid to dash in and attack... yeah -_- indeed.

Really? That shit gets old real fast though, just to know that you lost because your character can't recover from ONE mistake?

The way I see it, if you're under pressure and manage to find a way out, you've lost your momentum. Her pressure and mixup is unsafe against an opponent that IBs, so it's only if you manage to get a knockdown or SoD that you can place steins and return to a situation that's in your advantage. So I just think that it's harder for her to recover compared to other characters in CS1 after a mistake (that your opponent manages to punish you correctly for).

And by momentum I don't mean up close pressure, I just mean ex : having a stein ready to fire, placing another one, spacing your opponent, making it really hard for him to get in, doing safe stuff, forcing him to try something unsafe and punishing him for it. Heck, even returning to a neutral situation where you have no steins out so you can't do the command laser, if the opponent is too close, and putting a stein out isn't always a good idea, maybe I'm exaggerating a little, but anyways... This is matchup-specific though.

I'm not complaining either though, I actually like this too :)

Posted
yes i'll be frank, the guide just gave us her moveset and gatling chart... which we kinda know. and really old setups. no "what l should be doing in x situation", or, "why this move should be used". one can say "you should know how to play already derp" but... its a guide, l do not and thats kinda what the last guide felt like. if it's too much l suppose neo could help out since his guide was gdlk.

"what I should be doing in x situation" is mostly match up based. There is no one answer. "why this move should be used" kind of listed in description of each move but I'm pretty sure one can figure out after a little experimentation. one can say "you should know how to play already derp" you just play the game. There's no one style of play. The idea is to develop your own style by experimentation. I'm not here to tell you exactly how you should play. I can give you ideas by the way I play but there are multiple ways to play a character.

Posted

so then maybe the guide should be from multiple players' perspectives rather than one.

Posted

Sure? Or just look at it from multiple perspectives? Just because I play one way doesn't mean I can't look at something from another perspective. Either way, I'll have the next guide proofread by somebody.

Posted

Hey Agi-San-Sama, I thought Pulsr was/was also Mu mod, I do know he's a mod of something, but Mu is not it apparently :psyduck:

Posted

yea where is pulsr, he was doing good shit and then dropped the game. hopefully he'll decide to do a guide :w:

Posted

Meh, I think aginor had it right. Guide should be basics, teach them to play the character, then teach them to play her right.

The guide isn't really for DL Mu players, or even DL people in general, we know this game (I hope), its for the rest of the online populace who is looking for some quick info on the character.

My offer to do video for the guide still stands.

Posted
Hey Agi-San-Sama, I thought Pulsr was/was also Mu mod, I do know he's a mod of something, but Mu is not it apparently :psyduck:

Pulsr was never the Mu mod. He's the mod of the May forums I believe.

yea where is pulsr, he was doing good shit and then dropped the game. hopefully he'll decide to do a guide :w:

Most likely that's not happening. From what I heard, he's switching to another character. But then again he plays like a ton of characters but tbh, I don't think so.

Meh, I think aginor had it right. Guide should be basics, teach them to play the character, then teach them to play her right.

The guide isn't really for DL Mu players, or even DL people in general, we know this game (I hope), its for the rest of the online populace who is looking for some quick info on the character.

My offer to do video for the guide still stands.

Yea. Mainly, my guide was just the basic stuff. Description of each move and it's special properties if any, setups/oki, frame data, basic combos and general tactics. To be honest, my guide is for everybody. I had written with the assumption that the reader knows notation, fairly new to the game, and wants to pick up Mu.

Don't worry, I'll have something for you to do in the future.

Posted

Tired, been playing for almost 14 hours against Huey and Spark, urk.

On a side note, special canceling steins into DP is like the best thing ever, and the fastest way to get mid-screen respect.

Posted

^been doing that lately. dp is really really really really really really good when zoning. like it's lame and all but who cares it gets steins up. i've wrote down a few matchup thingies about this. against jins swords l 5d dp and it works wonders, l dp litchis staff fling (fullscreen!!!) for more setup time... dp really should be used liberally. <_>

l need some last minute assistance from you guys. vs bang and vs makoto. lm going to be in the rev. tourney today and its full of bangs and omni's mak. l plan on winning so l want to make sure all my odds and ends are straight.

l know vs bang, aa's arent too hot, but max range j.c hurts him, and so does 2d, 4d and j.steins. but midrange 5b wrecks my face. and vs mak 2a is what im looking for 90% of the time, so a spaced j.2c beats her face. do you guys have any goodies on these two to share?

Posted

For both matchups, you want to run away and not be afraid to time out to win. Like most of Mu's other bad matchups, you just don't have the reward for the risk in a lot of situations, limiting what you can actually do.

VS Bang, run away and be as annoying as possible. Try to get him to use up most of his nails so if you get caught, you don't have to spend as much time in blockstun. If you can get him into the corner you can have fun but of course watch for dat 5A.

VS Makoto...I'm not too sure what to do to be perfectly honest. I like to use 2B and SoD to space, since they'll beat out her 3C. I've fought Omni's Makoto before and he says you should "zone her like Tager". Unfortunately I feel that Makoto can afford to take risks and just disrespect Mu's zoning. If you use 5C or 6C in a blockstring, she can just 3C under it for like 7k damage out of nothing. Let's not even speak of being cornered by her. It's a matchup I'm personally very uncomfortable in.

Posted

let him use nails? hmm... yea, nails hurt mu alot (236a so useless -_-). lk told me that a good strat is to jump and get hit by them. huh, bang w/o nails is so much easier for another reason too, it eliminates an approach method so l only have to worry about his aerial movement and 5b. l can even start using 5c, lol.

zone her like tager? makoto's incredibility fast and so is her 2a.... l dont think im going to do that ever lol :P j.2c beats her 3c and 2a (her most important pokes vs mu imo) and that 3 way dash thing (though unsafe if blocked l think thats great coverage and the risk/reward is in mu's favor). besides that i've been using sod. l cant get steins rolling because the threat of 2a = 6k really haunts me.

so l just have to be lame then. thanks neo :D

Posted

She has a "Liberal" DP now? perhaps my fears have been cemented even further :P

Posted

liberal as in MASH IT.

l mean, my zoning game has gotten so much better. we always knew her dp was fully inv and that it was meant for something besides ib. it nulls projectiles and f1 inv, plus she gets no reward from it; I myself thought using dp to zone was good but l was scared (dat psr pride ._.)

but l mean, coupled with almost any d, not only is it good to use but its SAFE (consistantly, but unreliably) to throw out even if baited. you have to know when to do it, but yeah her dp has gained alot more of my respect (I feel like l know mu a little more.)

im fitting it into the matchup stuffs im writing. btw it beats ALL of noels options besides 4d (so), j.4d (._.), and supers (can be telegraphed). :P

Posted

About the Makoto matchup, I play Nini Heart regularly so here are a few things I keep in mind.

Never use 5C or 6C at neutral. The risk/reward is way too fucked with Makoto's 3C. You can't even rapid to keep it safe. Also obvious, but jumping in is a bad idea period.

Air to air is bad, makoto's j.B is really deceptive and godlike. I think it moves her hitbox or something, because it really often screwed up my air-grabs, and it comes out pretty fast so if you're not max range it will usually beat your j.C. On counter hit, expect either 4K-ish and corner oki or 6K+ if it's for the kill.

2A whiffs on her 3C, just in case you were wondering.

The attack on Mak's 3C comes out slower than it appears, so going for the foot invulnerable 6B is tricky, don't do it unless you know the timing, and even there... just grab her out if you know the timing (like don't react too slowly or you get CH).

Uh don't be too liberal with your DP on this one, if she parries that shit with 50 Meter, GG.

Commet cannon is really dangerous if you're putting steins out and you're not exactly fullscreen. It doesn't go fullscreen, but sometimes it's deceptive, try it out in training mode to see the safe range if you don't know it. On counter hit, pretty much GG.

Nini likes to use his 214B/C with barrier to get in, you can air grab this, but if you get predictable and the Makoto goes for lightning arrows instead, GG.

Be REALLY careful with your bursts. The obvious one is don't burst a drive if he has 50 meter, but at all times, try to time your bursts really well with an attack, but you probably already do this.

REALLY IMPORTANT : commet canon breaks 2 primers point blank. 1 for the drive and 1 for the projectile. Watch your primers.

Orb oki in the corner, best thing to do is block, DP is too slow and too far to hit. Super can work depending on how he times the orb.

Makoto's j.2C, don't anti-air it, it will just clash. Don't push buttons if you block, way too much + frames on block, even IB isn't enough sometimes. Don't fight this in any possible way, just dash away to safety.

Last thing, dunno if omni does this, but whenever Nini drops a combo in the corner, 90% of the time, he grabs for the "reset" so just keep an eye out for this.

The best way to play this matchup IMO is kinda like Tager, put up steins max range, dash under jump in attempts and be unpredictable. Command laser is really good but be careful with BBS.

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