Ginseng Posted July 24, 2010 Posted July 24, 2010 Discuss the vs mu-12 matchup here! Things to look out for: Mu's okizeme game using steins.j.CDP2C anti-airAIR THROWher 236D can hit you while you are hitting her.Her 632146C super adds around 1500 damage minimum.Her B attacks are pretty safe. Things you can abuse:236x and j.214x to get in.Your mobility.
Desov2 Posted July 24, 2010 Posted July 24, 2010 Okay. I believe that this is going to be a bad match-up for tsubaki. Well big deal since most hers are anyways. I believe it is around 6-4 or 6.5-3.5 Mu's favor. This is because of her laser/cross-up pressure and a lack of a good way to get around it. Example Time! This is the most effective strategy of Mu that I have seen so far. When the Mu player had the stein positioned around the ragna, it was very easy to set up for the cross-up. Now rhe ragna could have dp'ed out of that situation, but that is the problem. Tsubaki doesn't have a good dp. The only move that I can think of that would help is 236D, but that costs charge and getting charge is going to be hard in this match-up because if Mu gets her steins set up, it is bad news for Tsubaki. This means that Mu players are going to be watching for it. Though that can work both ways though via mind games. It might make the setup not look so good if the tsubaki player has a charge saved. The only way I see this going well is if the tsubaki player does rushdown like no other and goes for the oki on ground combos. I can maybe see charging for up to one charge after an air combo finish, so you can get charge but still have time to keep some pressure up on Mu, but that is entirely speculation. I might suggest trying to throw in the unsafe charge blockstrings to try and get that 1 charge, but hey it is risky. We should also watch out for Mu's chargeup attack since it can break 3 guard primers. Going on the defense is a big no-no since Mu has the potential be the best guard breaker in the game. So the short story is, be super agressive and don't let Mu set up her steins and tsubaki has a chance of winning.
Shaffler Posted July 24, 2010 Posted July 24, 2010 Would it be good to allow Mu to set up her steins while you charge from far away? Is 2D fast enough to stop and allow you to guard from the lasers? Otherwise, the best action does seem like ignoring the fact that you have to charge and just pull out at Time Up victory by taking all no-charge combos, mindgames, and reflexes you have to survive. Are Mu's life and defense strong?
GenoWhirl Posted July 24, 2010 Posted July 24, 2010 Don't Tsubaki's B specials have projectile invul? you can probably do some shenanigans with that
Desov2 Posted July 24, 2010 Posted July 24, 2010 Charging from afar? Nope. Her steins shoot lasers when they are summoned, so all that will end happening is you getting hit with the lazer spam. 2D might be fast enough, but Mu could just summom the steins and use them as cover to rush you down. I wouldn't recommend it personally. About her defense and health: Mu has 10k health so it isn't all that good. That is about 5 chargeless bnb combos so no charge rushdown is viable, though I would try and get that 1 charge just in case.
TD Posted August 12, 2010 Posted August 12, 2010 Rushing a good Mu down - or anyone with a dp - is bad. Especially since Mu has a reversal super too. The idea is to play mind games with 5b, 2d, 2b, and 6a. Mind games is the only thing that keeps this match from like 7+ Mu's favor.
Kiba Posted September 23, 2010 Posted September 23, 2010 Rushing a good Mu down - or anyone with a dp - is bad. Especially since Mu has a reversal super too. The idea is to play mind games with 5b, 2d, 2b, and 6a. Mind games is the only thing that keeps this match from like 7+ Mu's favor. I tested all kinds of tactics so far. The rushdown game only worked rarely, but the mindgame trick was really effective. If you try to rushdown Mu could just keep you distant with her j.c or even 5c. J.c can even hit you if you're behind her at times. the j.c can be avoided however with a 3c. Also, if you get hit by Mu's fully charged 63214 it's usually her advantage as it gives her plus frames and if she rapid cancels she's free to continue the attacks against you. It leaves you at about a 2 sec stun rate. The real difficult thing is getting in. If you try to jump in, it's likely you're gonna get anti aired even with her 6a. So like Ginsend stated its better you try to control your mobility on the ground well and be patient. I found myself trying to get in with 236xx and occasionally eating her laser super. It works, but sometimes. It's something not to abuse. Oddly I found that 5B CAN work as a nice anti air if she tries to jump in. Edit: Forgot to mention. If you land a 6a against her in the corner it's better you follow up with something not 5C because it whiffs at times. Mu's 6a also stuffs your condor dives so be wary.
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