Cryingvoid Posted September 21, 2011 Posted September 21, 2011 C0R, bro, I'm just wondering if you are doing well with your forthcoming combo/setup/etc vid, or is it on hiatus for the time being?
C0R Posted September 21, 2011 Posted September 21, 2011 Tried it out, it's what I'm looking for >u< But generally, I mean to ask if it's okay to explode the steins after I end corner combos that involve Mu's J.2C loop. though by now I assume it's fine to do it maybe. Also, just curious, would playing Mu be better on stick or pad? I'm currently using pad despite owning a stick myself, and I (think) most of the other Mu's in the Phil scene also use sticks. Some of her more advanced options really would be very difficult to perform precisely on pad, whereas there is never a question of a stick being inaccurate. In regards to bomb oki, once you get a really good handle on your knockdown game, you may find yourself using the bomb less and less, but it's definitely a solid option. C0R, bro, I'm just wondering if you are doing well with your forthcoming combo/setup/etc vid, or is it on hiatus for the time being? PNW is currently trying to get a new HDPVR. And my external capture card that I have for personal use is wack. I'll let you guys know when it's done, shouldn't be extravagantly far away.
Cryingvoid Posted September 21, 2011 Posted September 21, 2011 Aile There is one nice and rewarding reset, which is also pretty simple: when you end your combo in the corner with a j.2C loop: ......6A > j.2C > j.5D > 2B > 5C > 2C > ]D[ > j.2C > 2B > [opponent air techs] > 214D Nice thing about this setup is that you are using revolver action when doing 2B > 214D. As far as I know, it severely punishes any tech/no tech, forcing airborne opponent to block, breaking a primer, giving you 40 frames advantage to raise hell. С0R Got it, good luck with equipment then!
C0R Posted September 21, 2011 Posted September 21, 2011 Aile There is one nice and rewarding reset, which is also pretty simple: when you end your combo in the corner with a j.2C loop: ......6A > j.2C > j.5D > 2B > 5C > 2C > ]D[ > j.2C > 2B > [opponent air techs] > 214D Nice thing about this setup is that you are using revolver action when doing 2B > 214D. As far as I know, it severely punishes any tech/no tech, forcing airborne opponent to block, breaking a primer, giving you 40 frames advantage to raise hell. The reward is very high, but it is also very dangerous. Due to the extremely short duration of air tech, the opponent will recover and still have enough time to hit you out of startup of 214d before the move even comes out with any option of air normals. I can't say I recommend it against a disrespectful opponent.
Aile Posted September 21, 2011 Posted September 21, 2011 (edited) Oh, I'll try it out...as soon as I plug in my ps3 again 8V . I'll prolly be cautious about using it as well , since I tend to abuse things enough for people to know how to get around it. Oh right cor, did you happen to get the PM I sent you? : o Edited September 21, 2011 by Aile
YukiBlue Posted September 21, 2011 Posted September 21, 2011 If I'm fighting a guy with around 4/5 Primers, If I have the opportunity to blow some Steins and get a Fully Charged SoD, I'll do it. The Risk is worth the reward of a GB Corner Combo with a Stein Starter. I M O
SolarMisae Posted September 21, 2011 Posted September 21, 2011 I use the 2B > 214D setup i lieu of the braindead 3C > 214D setup sometimes. If they're not expecting it it's awesome, especially if they're mashing tech hoping you drop your combo. It's risky but the reward is quite nice. It's good every so often imo.
C0R Posted September 22, 2011 Posted September 22, 2011 Serious Avatar is for serious posting. I'm currently partitioning my hard drive to install OS-exclusive software for my old external capture source, when this is done I'll be able to begin recording content for multiple things, mainly an Oki tutorial, along with some of the more advanced, newer combos. To top it off I will also be able to begin work on my CMV that I've slated out.
Kayahtic Posted September 22, 2011 Posted September 22, 2011 Good luck with that C0R, hope all goes well. Would be nice to see some new combos too.
Cryingvoid Posted September 24, 2011 Posted September 24, 2011 Doesn't anyone know where to find the actual matchup values? Best - with some reasoning.
AJSmith325 Posted September 24, 2011 Posted September 24, 2011 Hey guys so I decided to pick mu up as a side. I know a little bit of the combos, not the optimal ones yet. I was more so wondering how exactly do you play mu. Am I supposed to play full screen and then rush in once I have a steiner up? Any advice would be appreciated.
Cryingvoid Posted September 24, 2011 Posted September 24, 2011 AJSmith325, read a guide on wiki or here, then it is best to watch some Japanese in a video thread for clearance. No straight answer. You must feel Mu's strong sides for yourself first, then you'll feel when to rush, when to space or when to go on with zoning. IMO
Aginor Posted September 24, 2011 Posted September 24, 2011 More like, know your opponent's weakness and aim for that. Learn the different scenarios you get put into and respond accordingly. But yea, there is no right way to play Mu. It just depends on the match up.
AJSmith325 Posted September 24, 2011 Posted September 24, 2011 Reading through the wiki now and it's really well written and very helpful. Thanks for the advice guys.
YukiBlue Posted September 24, 2011 Posted September 24, 2011 Mu is versatile, You can do a lot, but you need Steins to back your shit up. I sacrifice Damage for Oki every single time unless the resulting Combo would kill / Fatal Counter. But If you like Corner rape and 9K combo's you can indeed do that. As long as you know the matchup, understand what can work for you and what cant. when you get that, Mu just steps up a game. Also, Learn a Guardbreak combo. Mu eats primers.
C0R Posted September 24, 2011 Posted September 24, 2011 Congratulations everyone, I completely forgot earlier, but we've passed the 200 page quota, meaning we have earned our second discussion thread.
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