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Posted

Might as well get things going here.

With the aid of a friend, I was able to get a few good hours playing against Mu with Tager. I found this match not much different than fighting Nu or Lambchops. Mu will play hit and run most of the time, and pretty much try and zone you to death. It is easier to get in on her compared to the other two, her projectiles do not have a high low hit property, and she doesn't do as much damage... for now maybe. However, once she gets a good knockdown, she can lock you down very well with properly placed steins and is free to mix you up (Think of it as Litchi staff, or Aegis Reflector). I can say with confidence that this match is not in Tager's favor. But not as bad as Lambchops.

Some notes:

- Her normal lasers go away when you hit her. They have very little stun. You have to watch out for her command version which she shoots out from her back. Those have more stun and semi EX Beast properties.

- Her DP is too active and invincible for Tager to A Buster or 720 through. It won't work like it may have against say Jin's Fubukis or Rehhyou, which are only active for a few frames. You can back dash it with relative ease, but like many DPs, just block and punish.

- Free 720 and maybe B buster if you block her 2 hit overhead.

- Spark Bolt goes though one of her projectiles except for her Multiple Laser Distortion Drive, where the tables turn and the lasers go through YOUR Spark Bolt! (Unsure what happens against a single laser) Although, she is not invincible after the super flash and you can A Buster her out of it.

- Block her lasers! Please! Once she fires her command laser she is free to do whatever she wants which may include hitting you out of sledge.

- Keep track of her steins. If she fires her command laser, it will come back and stab you in the back. Even if you hit her while the laser is out!

- Her 6C (I think it is her 6C (the horizontal stab)) is the only one that is sledgable out of her normals.

Posted
So we got the hulking 10 primer behemoth Tager against our little Venom chick. Hmm...let's break this down.

Sledge beats: Lasers, Explosions, 6C.

Sledge loses to: Everything else.

It's actually a semi-bad matchup for Mu depending on if you can manage to keep your distance. You want to keep your distance but then you realize you can't do too much to hurt Tager from fullscreen since he can just block or sledge. Hell, charge works too to avoid the blue laser and explosions. So he isn't easy to guard break.

You can try to zone him but you can't really keep at it too long. Get too zoning dependant and Tager ends up in your face regardless because your zoning can't really hurt him. Poking with 5C is really good to keep him out of your face. 5C to 63214C is great at keeping him midscreen. If he superjumps just gatling 6A to 2C and jump cancel get out of there.

Do not use 6C unless it is already in a combo. Otherwise Tager can just sledge or Bolt right through for counterhit combo.

Spark bolt itself, is scary against you. Zoning must stop since you have recovery on D moves. 5D jump cancel block is alright but a fast draw Tager can catch you with it anyway.

Go for 2C combos whenever possible and do j.c j.2C enders and set only one stein. Once Tager wakes up, if he reversal sledges just j.2C for the sweet counterhit.

Main thing to do is bait sledge and counter it. If Tager isn't sledging, play the hakumen game and space him out with 5C and j.C. Occasional 63214C.

Dropping Heroic's awesomeness here

  • 4 weeks later...
Posted

also sad note, DP beats MTW if done twice in quick succession (at least im pretty sure thats what happened to me)

Posted
also sad note, DP beats MTW if done twice in quick succession (at least im pretty sure thats what happened to me)

Far as I know, that's the case with all DPs. Only way around it would be to RC and punish.

Posted

I still dont know all the intricacies of CS, but im fairly certain you could MTW through Jin's DBs in CT.

either case, was hoping that the Armor frames would eat the hit and leave her vulnerable to the rest of it a la MTWing through bursts.

Posted

that only works if they clash...but DP's have so many active frames or they hit at the end of the invul so they can do it again an example of this is infernal divider, if he does it to MTW it will clash and he can do it until MTW ends or he hits you, I am sure your gonna get hit for trying that...mu's DP is no different she is gonna clash with MTW and do it again until your hit.

  • 3 weeks later...
Posted

As for a Mu vs Tager match...Mu clearly wipes the floor with us. At times Tager can get in. This is a matchup I find that magnetising her is absolutely essential but it can hurt you or help due to her zoning and stein placement strategy. Not to mention her ability to clearly pressure Tager all the way across the screen for free. And if the sledge comes out mostly he will eat a free fc or normal counter hit. Been playing this matchup almost everyday. Save your spark bolt for combos. This matchup is almost as bad as Nu-13. With proper stein placement which she is 100 percent guaranteed due to our slowness will and can keep Tager all the way across screen. Since we are big its very easy to detonate to halt all Tager's advances and replace old steins with new ones with ease. Also her like arrows of heaven is very useful at putting up a wall of defence or baiting sledge. She can also cheese 3-4 primers in a block string my friend made up. This matchup to me is a 7-3 Mu's way. I know most probably won't agree but this is what I deal with everday. Magnetism is important in this matchup but you won't be getting it often unless you get to her before she places 2-3 steins. On a last note....This is my research after I witnessed firsthand what she is truly capable of....theres a reason Tager has 10 primer.

Posted

seriously watch your primers and make sure to take every opportunity to preserve them

i believe you can charge through charge lasers/63214C if you can time it right/they don't mixup the timing or rush in

  • 2 weeks later...
Posted

Playing both characters (at a low level, even so) I feel this matchup probably even or slightly in Mu's favor. She's got gimmicks and good(?) oki but her blockstrings kind of suck. If she goes for 3C (or anything that's at the end of a gatling, but it's her main combo starter so...) and it gets blocked, her options are generally limited to 3C > 63214C (Not very safe, but primers) or 3C > #D > jc/IAD/whatever. Not sure how to abuse the latter yet. Her 6C is probably the only safe thing to Sledge through but it can be baited so watch out.

On the plus side her overheads suck unless she has meter (for 6B, still not great) or gets a CH, I believe (why you mashing?) so blocking isn't that bad. Don't use Spark/Charge/Sledge recklessly and keep her DP and 632146C super in mind on wakeup. Always remember that her 236D laser does NOT go away if she is hit and can interrupt you mid-combo, though if you're slick you might be able to avoid it during Collider/any throw if it just so happens to "hit" you during it but don't count on it. On the defensive she might go for ...6C > 4D > 5D > 214D (steins blow up) to force you into a guessing game on wakeup. There's a video floating around on that somewhere...

Posted

5C and j.C > tager

B sledge loses to 6C iirc unless they 6C while you're starting it up, in which case :psyduck:

also i had her DP and omohikane clash with B sledge on the last frames with the electricity, i think, but yeah.

  • 4 months later...
Posted

This match up is definitely a lot harder than lambda's for me - due to the fact that Mu has viable close-range options, primarily 5c which has a start up of only 14 frames.

I'm having a bit of trouble dealing with her antics. She's not afraid of Tager close range, and she can park her self behind a stein and bait... everything. B-sledge obviously will give her a free CH-combo. Where-as the moment I get close enough, 5c comes out and because I'm terrible at instant blocking - I just get hit.

Also: Lasers everywhere! I don't know what to block and when I can react, I usually just get CH out of shit.

Posted

1) I don't really recommend sledge in this matchup. Because of how the lasers work, often times even if you hit Mu, you'll get CH and punished for it.

2)Lasers are best dealt with by just blocking them. If you are caught with the command laser, IBing and "good 'ol" jump back barrier is pretty annoying for Mu to deal with, though Tager's size means this isn't perfect.

3)IB her C series pokes, they have massive gaps between them.

4) Remember Mu doesn't really have much to mix you up with, so stay patient. Don't give her damage by impaling yourself on stuff.

5)Punish SoD with IB>Spark, and punish 3C with IB>5A, IB>360B> or IB>360A/720(only if you smell 3C>SoD). Also, don't push buttons after blocking a charged SoD, Mu has frame advantage.

6)Tager's 5C is pretty solid too and you can kinda poke at Mu with it, just watch out for the jC. It's like Haku's, but leads to a hell of alot more damage.

7)There isn't really a whole lot Tager can do in this matchup, it isn't the worst matchup in the game for nothing.

Posted
1) I don't really recommend sledge in this matchup. Because of how the lasers work, often times even if you hit Mu, you'll get CH and punished for it.

However, if the Mu's spacing is off, you can sledge through 236D, trade with the laser, and still stagger Mu for a good while (depending on stein placement). This is a perfect time to get in and start some gimmicks and tick 360s. A successful throw or 360 will also make you invulnerable to the laser even if it's still bouncing around. So try to pay attention to her stein placement/order and her position. I don't like using 236D much in this matchup for this reason, and just use a lot of movement, and different patterns with 214D instead.

4) Remember Mu doesn't really have much to mix you up with, so stay patient. Don't give her damage by impaling yourself on stuff.

To add to this, Mu's "mixup" options without meter or steins setups are remarkably self-destructive in this matchup. 3C has already been covered, but IB'ing 6B is a free 360 unless the Mu does something silly/yomi like 6B into DP or 6B (1hit), 236A or SoD. Mu shouldn't really be rushing you down without meter, or even at all, the risk/reward is in your favor in that situation imo. (Unless you're in the corner, then you should be afraid).

But yeah, against good Tagers, this is just going to be Mu running around a lot, zoning, and chipping off guard primers, using quick blockstrings just to get away or break a primer. You'll really have to read the Mu player and condition them when/if you get in to have a chance. She has low health so after you bait a DP or catch jump mashing this shouldn't be too hard to do before she gets 50 meter. At the very least if you get in and magnetize her she has to be afraid. Walking forward to approach/get me closer to the corner really is gdlk cause it shows you aren't just a big brown hitbox I can run around all day. :v:

Posted

Rule of thumb when dealing with 236D (command laser). (key word: rule of thumb, use your brain a little)

1 stein - Sledge OK

2 stein - Sledge maybe perhaps OK

3 stein - Sledge not OK

4 stein - Never sledge

However like Zeromus said, because of Tager's suckitude, it's usually better to zone him with explosion setups, and quite frankly Tager can't do much about that.

Posted

I'd say this is 2nd worst. Tager has absolutely nothing on Valk.

Tager at least has a guessing game against Mu after Gadget.

Anyway, I've gone over this matchup since launch. I've got nothing more to add than play Ikaruga.

Posted
I'd say this is 2nd worst. Tager has absolutely nothing on Valk.

Tager at least has a guessing game against Mu after Gadget.

Anyway, I've gone over this matchup since launch. I've got nothing more to add than play Ikaruga.

Oooh ooh and I especially like how quickly she can rip through 10 primers.

  • 2 months later...
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