FlyingVe Posted April 29, 2011 Posted April 29, 2011 Characters like Rachel, Litch, Mu, Valk, Plat, have lots of room for growth, I would expect them to finish higher in the tiers than they are now. Especially Mu, as she has had huge gameplay changes, and this is the first time she's really been used on a wide scale (japan). @SolarMisae: The wosrt part about netplay CS1 Mu, is the difference between the hard and easy stuff. It's not just eeking out a few extra damage, some of her hard combos do almost twice as much as the easy versions. plus laser stuff in general gets fucked on line.
LunaKage Posted April 29, 2011 Posted April 29, 2011 damn right l will. but im not planning to 2a/2d my way to victory. and im already playing rachel who l presume will be top tier by the end of cs2 anyway. ldc about tiers through l dont mind whoring either, if a character l like is at the top. *Recalls TD's Mu strats when up close* Hmm, well maybe it's just Mu.
FlyingVe Posted April 29, 2011 Posted April 29, 2011 Airgrab RC triple 6b combo is impossible online. I don't even try double 6B. They're too character specific and tight. Online I just wind up dropping a huge combo... sigh... Alle-can combos are the ones I miss the most. They are mad cool, and do much damage.
TD Posted April 29, 2011 Posted April 29, 2011 l still dont get what she is supposed to do at all and l dont think the issue here is complexity. if l had to describe her, she'd be a keepaway character with trap tools. she can keepaway better now, yes, but simply being keepaway... thats too general. most characters play keepaway at some degree. l think if mu somehow became the best character, l still wouldn't play her. im truly disgusted with the entire moveset. though l am interested in how she develops. how l was supposed to play her.
FlyingVe Posted April 29, 2011 Posted April 29, 2011 Personally I've always played Mu ver midrange. I've always thought her C normals were her best zoning tools. The reward you get from a CH jC is just stupid (Classic CS1 stupid though). Note: This reward requires a combo that will barely work online.
C0R Posted April 29, 2011 Posted April 29, 2011 (edited) l still dont get what she is supposed to do at all and l dont think the issue here is complexity. She has enough options that you can do whatever you want. Just make up shit on the fly keep track of stein placements. I play in probably the strongest scene in America, and their advice is always the same: "Mix it up, keep it fresh, your character has a greater capacity for creativity than any other on the wheel." If you know the hitstun on command laser, custom combo that shit. If you know the blockstun, tick grab like a ho. You don't have to remember setups, you just have to know that this works there. The reward you get from a CH jC is just stupid What combo do you use? Edited April 29, 2011 by C0R
TD Posted April 29, 2011 Posted April 29, 2011 thats just j.c though. 5c was pretty shitty and 6c was a deathwish if you whiffed or it was ib'd, or if you count the 20f startup. once l thought she was an air char due to j.c but her normals arent suited for air to ground. mu covers mainly horizontal range, but she wasnt scary midscreen really. most of her good damage was from point blank hits which is pretty meh. l thought oki would work, but zidane pretty much shot that idea right away. l tried zoning, l tried trapping, l tried turtling and running away. l tried mixing everything. who knows maybe l was right somewhere. idk, but im curious as to how she will end up. that much l am, if only for the curiousity.
TD Posted April 29, 2011 Posted April 29, 2011 She has enough options that you can do whatever you want. Just make up shit on the fly keep track of stein placements. I play in probably the strongest scene in America, and their advice is always the same: "Mix it up, keep it fresh, your character has a greater capacity for creativity than any other on the wheel." If you know the hitstun on command laser, custom combo that shit. If you know the blockstun, tick grab like a ho. You don't have to remember setups, you just have to know that this works there. What combo do you use? l did this. it was a foundation of sorts. lasers work when they want to though :l
FlyingVe Posted April 29, 2011 Posted April 29, 2011 Snip* What combo do you use? 1) I second this, though I prefer to keep it simple rather than complicated. Every time I try getting fancy I just hate myself. 2) I use the haba-can (I said alle-can a minute ago and feel stupid) combo, CH jC>6A>(5C)>6C>214D(wiff)>6B>go nuts. Depending on matchup (player and character), situation, and mood, I will decide whether to go for damage, distance, or oki. @Tempest: Hazama blows up Mu... not much we can do about that really. And agreed, lasers can be un reliable at times, which is why I son't rely on them so much. Many people have commented that I play her rushdown, not sure if this is true or not.
C0R Posted April 29, 2011 Posted April 29, 2011 @Tempest: Hazama blows up Mu... not much we can do about that really. I dunno about that one, the matchup is hard but I don't think it's worse than 5.5 in his favor, maybe it's just because I know the matchup, seeing as I play Dusty, Huey and Wuku's Hazamas a LOT. Also, I'm pretty sure you can get 6k off ch j.c with double 6b.
FlyingVe Posted April 29, 2011 Posted April 29, 2011 (edited) I dunno about that one, the matchup is hard but I don't think it's worse than 5.5 in his favor, maybe it's just because I know the matchup, seeing as I play Dusty, Huey and Wuku's Hazamas a LOT. Also, I'm pretty sure you can get 6k off ch j.c with double 6b. My experience probably isn't as good as your then, but it always seems that he has easy answers to everything. I peg it 6.5 against. However, if you can manage to get momentum you can win, but to me that was always like saying, "if Tager can catch Hazama he has a shot", but no where near as severe. What combo do you use? I think I get 5.6 with meter, More in the corner. Edited April 29, 2011 by FlyingVe
pochp Posted April 29, 2011 Posted April 29, 2011 Mine also does slightly more than 6K from midscreen (can't remember exact amount). j.C CH (dash) 6B step 6A 6C habacan dash 6A 6B dash 6A j.2C dash 2B 6A j.2C dash 2B 6A 2C j.C j.2C 2B shotgun. Of course, doesn't work on some of the cast. The dash at the beginning depends on the situation, sometimes you need it, sometimes it makes the following 6B crossup between both hits Ve, what are you using in the corner? I usually assume that when you start in the corner you do less damage than midscreen because you can't habacan.
FlyingVe Posted April 29, 2011 Posted April 29, 2011 I meant in the corner after the habacan. But thanks, I didn't realize you could get two dash j2C>2B links off just a CH jC.
C0R Posted May 8, 2011 Posted May 8, 2011 ch j.c > 6a > 6b > walk 6a > 6c > habacan > dash 6a > 6b > 6a > j.c > j.2c > (2b > 6a > j.c > j.2c)x2 > 2b > (5b) > super for 6300~ In other news. SoD4 FC > RC SoD4 > 6b > dash 6a > 6b > walk 6a > 6c > habacan > 6a > 6b > 6a > j.c > j.2c > 2b > 6a > (I think 2c is possible here) > j.c > j.2c > 2b > 5b > super 8500~ for 50 meter.
C0R Posted May 8, 2011 Posted May 8, 2011 It'd be pretty godlik. Oh another side note, the most optimal combo in cs1 in the corner with a 3c starter is (2b > 6a > j.2c) x3 > 2b > 6a > j.c > j.2c, it does 12 less damage then the other one and generates 11 more heat.
Zeromus_X Posted May 9, 2011 Posted May 9, 2011 (edited) Checking out the Japanese BBS for CS2 Mu, looks like there's some combos nobody posted here before: http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1300684561/ Check out this hot grab combo into 214D (!): Throw, dash 6A, 6B, dash 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D, 6C...(2.5k~) You can end with xD, 632146C for around 3.7k midscreen. Spacing is kind of weird (you have to be like, off midscreen and not too close to the corner...: [__X--->] or [_<---X__]) and it doesn't work on everyone but it's so stylish. 2C CH into 4D bomb: 2C CH, 4D, 214D, dash, jump jB, jC, j2C, dash 2B, 5C, 6C ~ (2.7k~, 4k with super) 6C FC Habayaaaa combo: 6C FC, Habayaaa, dash jump jC, j2C, dash 2B, 5C, 6C, Habayaaa (3k lol) The link also has combo parts and some oki setups after 3C and j2C, so this should be a very good reference. Edited May 9, 2011 by Zeromus_X
C0R Posted May 14, 2011 Posted May 14, 2011 (edited) Alright guys, I need your feedback. Using this legend () - Optional, used mainly for combo enders or notes (ex. 6c > xd > (xd > 612346c)x - Button input of your choice (ex. 6c > xd is a stein placement of your choosing)~ - Continue until appropriate, used to fix range/spacing issues (ex. 66~6a)[]x# - A loop, repeat bracketed inputs (#) times ex. ([2b > 6a > j.2c]x3): - Minor Delay, as to not overly spell out waiting periods (ex. 6a > :6b) Does this combo make sense 5b > 5c > SoD > 66~6a > :6b > 66~6a > 7j.c > 7j.c > j.2c > 2b > 6a > 6c > 5d > 8j.c > j.2c > SoD > 6a (632146c) > 5c > xd = 4843(6020)/49(46-50) 2(1) Steins Edited May 14, 2011 by C0R
pochp Posted May 14, 2011 Posted May 14, 2011 Looks good, but you might want to specify the difference between a jump-C and a jump cancel and a double-jump-C, even though it was likely a typo in this case. I'm assuming you meant "...66~6a > 7jump cancel > j.c > j.2c > 2b..." I like the idea for minor delay, as well as specifying which direction to jump.
C0R Posted May 14, 2011 Posted May 14, 2011 Looks good, but you might want to specify the difference between a jump-C and a jump cancel and a double-jump-C, even though it was likely a typo in this case. I'm assuming you meant "...66~6a > 7jump cancel > j.c > j.2c > 2b..." I like the idea for minor delay, as well as specifying which direction to jump. Actually, that combo uses back jump.c, double back jump.c, j.2c, it's pretty stylish. Good to know the notation reads well enough.
FlyingVe Posted May 14, 2011 Posted May 14, 2011 I woulnd't use the ~ for that, just typing Dash 6A will suffice. Even if that wouldn't suffice ~ is usually used for something else, like ~>SoD>Dash>6A>~
C0R Posted May 14, 2011 Posted May 14, 2011 I woulnd't use the ~ for that, just typing Dash 6A will suffice. Even if that wouldn't suffice ~ is usually used for something else, like ~>SoD>Dash>6A>~ Hmmm, I usually see the xxx or ... notation to imply "anything that would go here". In some mid-screen combos you need to dash a long way, to pick up corner bound and stuff, so it's not just a small dash buffer, and I couldn't really find a good way to imply that the timing would be different depending on ranges. Admittedly, it should be obvious to the person performing the combo.
FlyingVe Posted May 14, 2011 Posted May 14, 2011 xxx usually means special cancel. There's a notation guide in the GG frame data info.
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