Synthesis Posted August 1, 2010 Posted August 1, 2010 (edited) Mu-12 relies heavily on her oki and placement of steins, so why not have a thread where we discuss those setups? Pending Acceptance: Tech Punish setups: http://www.youtube.com/watch?v=FcTxtI1lD6w Emergency/Neutral tech Midscreen: . . . 2B 5C 6C 5D 6D 236D 66 6D 4D 63214C (lvl 3) - 3 primers gone . . . 2B 5C 6C 5D 6D 236D 66 6D 4D IAD j.C 66 2A 5B 3C - cross over into combo to reset oki . . . 2B 5C 6C 5D 6D 236D 66 6D 4D 66 2B - Low uncrossed up variant . . . 2B 5C 6C 5D 6D 236D 66 B+C - Tick setup . . . 2B 5C 6C 5D 6D 236D j.5D6D 5D 6D etc. - Light show . . . 2B 5C 6C 5D 6D 236D 66 6D 4D 9 Cross over IABD j.C land 66 2A 2B 3C - Uncross up . . . 2B 5C 6C 5D 6D 236D 66 6D 4D 9 falling j.C land 66 2A 2B 3C - Cross up . . . 2B 5C 6C 5D dash 2B(deep) - cross under version . . . 2B 5C 6C 4D dash 2B(not as deep) - non-cross under version . . . 2B 5C 6C 2D j.C2C j.2D6D - Oki used if you want to put a little distance between you Forward tech: . . . 2B 5C 6C 5D 6D IABD j.C - Standard midscreen forward tech punish to bait reversals . . . 2B 5C 6C 5D 6D 236D 2B 5B 2B 5B 3C - Standard midscreen forward tech punish . . . 2B 5C 6C 5D 4D 214D - Another standard punish for good damage/reset . . . 2B 5C 6C 2D j.C2C 2D land 2B/5C 6C 214D 6C . . . - Good zoning forward tech punish . . . 2B 5C 6C 2C 9 j.2C 6D ad.A j.C j.2C land dash 2B . . . - Forward tech punish. Jump lower for Carl Backward tech: . . . 2B 5C 6C 5D 6D 236D . . . - essentially Neutral, only they have moved slightly . . . 2B 5C 6C 5D 6D 214D - to punish back rolls . . . 2B 5C 6C 2D 9 j.2C 6D ad.C land mixup - Back tech pressure Corner Oki 3C 5D 214D – Covers Forward and back techs, forces neutral/emergency. Use if too far for 2B into loop. 3C 2B 6A j.C2C 2B 6A j.C2C 2B 6A 2C j.C2C 5D 2D >>> . . . dj.B land 2B 3C – Neutral/emergency/back . . . land 2B – Neutral/emergency/back . . . IABD j.C – forward Edited December 9, 2010 by Aginor
Big Red Tie Posted August 1, 2010 Posted August 1, 2010 when doing 236D for oki/you're far away, always always always summon two steins summoning just one stein + 236D eats the stein's normal laser and is much worse at keeping someone in place if you do, say, 5D 6D 236D, you get 5D's laser, 236D passing through to 6D, once more to 5D and once more to their character. similarly, j.D j.2D provides some level of protection from air to ground and if you have time: always charge the first stein, but don't charge the second. the second stein's laser gets eaten by 236D, and the delay on the first charge laser should cover you as you run in/land
Seifuuku Posted August 1, 2010 Posted August 1, 2010 if they're at long range or something i do 5d 6d j2d.. 3 1 2 my problem right now though is people jumping out of laser oki after a knockdown (typically i do 2b 3c 2b 5c 6c 5d 6d 214d right now, have not gotten the timing for 214d 66a yet) and just rushing me down from there, i can anti air characters without counters, but hakumen and bang can bait my anti air which is.. eh. i try to throw them but they read me and get a counter hit for big damage most of the time, or they just guess right. what do you guys use right after j2c at 1 jump height and double jump height
Aginor Posted August 1, 2010 Posted August 1, 2010 For your problem against hakumen and bang. Use air throw. Summon one stein in case of something like tech ice wave for Jin. Double jump height I don't even use. Rather be close to the ground and more maneuverable rather than be at double jump height with a little more damage while putting yourself at more risk.
AndyG Posted August 1, 2010 Posted August 1, 2010 Depending on where I am in relation to the corner at double jump height, I use 236A. If you're too far away from the corner they can just step back and do whatever, if you're too close it goes over their head, but if you're at the right distance it does a decent job of locking them down. At one jump height it really depends on my opponent's options. If it's Ragna or somebody with a big DP I might do one stein > backdash, or if it's Noel I might do two steins. It's a really awkward angle though, because you're usually in the corner when you're hitting with that to end a combo, so nothing is really guaranteed to work every time. j.2D > 236D (or 214D, maybe) isn't too bad. Another thing it depends on is whether you did one of the 6C > stein> j.B > air combo setups, because if you have a stein there already, it makes the setup a lot safer.
MisoSowee Posted August 1, 2010 Posted August 1, 2010 using 6d in normal 5c 6c 6d j.2c will punish forward roll attempts! :D Upon landing a 3c (or similar OTG hit) you can do 5d 214d 5d 214d pressure into 63214c for 3 primers. that's if they neutral tech. If you think they'll backwards tech use 5d 4d 214d and pressure from there. Also leaving your steins out has become a very big part of my game. By spacing out 5d 6d and then doing the tango with my opponent and then doing it again, I have many steins along a horizontal line, which is great for lengthening pressure and for for guard break (which I'm trying to make a big part of my game too, which is being pretty successful so far)
MisoSowee Posted August 2, 2010 Posted August 2, 2010 LOLOLOL this deserves a double post. 5d 6d 236d 6d 5d j.6d j.d 44 j.6d j.d all steins get hit and you can repeat for like ever. I wanna try it on a tager so bad.
kro_ Posted August 2, 2010 Posted August 2, 2010 Some stuff I've tried though actually haven't tested against IBs: Ground combo ending in 3c > 6[d] or Air combo ending in j.2c > 5[d] Then just do a meaty attack into high/low and the charged laser should cover you as long as they neutral tech or roll right away. Can probably avoid the setup if they stay down and tech at the last second though. Also, something like 3c 2b 5c 6c > 5d 6d 236d. The first laser will keep them locked down on wakeup if they emergency tech and go back and forth two more times. There are gaps so you can do stuff reminiscent of Dizzy ice fish pressure with throws and such. After a corner super, 2d 5d jump forward. You can do j.b for high, empty jump 2b for low, or barrier to bait dp while the two tiny lasers cover you. The good thing about this setup is that you can cancel a blockstring into 214d (5d and 2d explosions prevent jumping out of pressure) and use the frame advantage to go for another mixup. Maybe something like IB into carnage scissors can get out of this but yeah, who's gonna do that?
Aginor Posted August 2, 2010 Posted August 2, 2010 Mashers! lol Great find kro. Problem with the 5d 6d 236d set up is that characters can forward roll, ib the laser and do a reversal. Happened to me so I'd think you would want to mix it up. As much as I like that corner set up, you're assuming that your opponent will neutral tech. This set up won't work on forward rolling. But then again, if your opponent forward rolls, just do 2b and pick up into another corner combo. lols My biggest concern right now against Mu's oki and set ups are forward rolls. Neutral teching isn't so much of a problem and neither are backward rolls.
Seifuuku Posted August 2, 2010 Posted August 2, 2010 LOLOLOL this deserves a double post. 5d 6d 236d 6d 5d j.6d j.d 44 j.6d j.d all steins get hit and you can repeat for like ever. I wanna try it on a tager so bad. nevermind, got it. still have trouble with the first 6d becoming charged instead of the 236d coming out, and occasional charged D coming out when i want to gatling.. mashing seems to be a temporary solution for that though
kro_ Posted August 2, 2010 Posted August 2, 2010 Yeah, I forgot to mention it was only on neutral techs. I've been trying to come up with something that can cover all options but forward rolls always seem to get out of it. Best thing I can think of is to just set 2 steins and IAD back. Then do a block string that pushes the opponent back into the steins and detonate.
pulsr Posted August 2, 2010 Posted August 2, 2010 lol, would you guys believe me if i told you she has a vortex? ;0
Synthesis Posted August 2, 2010 Author Posted August 2, 2010 Please go on. I would love a vortex. Also, 2[D] is the best of the primer taking lasers, I feel because the animation of the extra timing is very subtle. This makes it more difficult for them to tell what you're going to do off it.
PartyEagle Posted August 2, 2010 Posted August 2, 2010 been testing this in training mode and it seems that a meaty 5c catches the opponent if the try to forward roll, guarantees a 63214c followup and at certain ranges gets you 6c after the meaty 5c. also got a lil gimmick for forward roll. if you think they will forward roll you can also dash after knockdown, you will end up on the other side of them. if they did tech forward i do 5c and it will usually catch a poke from them or hit cuz they dont expect you to be on that side of them. of course i dont see either of these working well with steins on wake up, but if your opponent knows that thats how you beat stein oki you might be able to catch them doing something stupid every once in a while EDIT: found that after the wallbounce of 6c if you set a stein it gives you almost perfect timing to hit them with a meaty 5c , which if the distance is right( which it should be off this set up) you can get 6c follow up which should set them up for this all over again.
Synthesis Posted August 2, 2010 Author Posted August 2, 2010 I found an interesting midscreen forward tech punish. The setups goes like this after a 6C 2D j.C2C: 2D Land It's that simple. If you are close enough, a 2B will cleanly punish the forward tech. If you aren't, a 5C will force them to block. If they get hit, you'll get a combo that looks like this: 5C (stein laser) 6C 214D (stein pops on them) dash 6B > whatever for decent damage. The combo I did ended up doing 3.6k meterless.
Aginor Posted August 2, 2010 Posted August 2, 2010 I don't know if 5c would be a very good move to start off because you can't gatling into many normals if you use 5c. I'll try it. As for other ideas, I've been experimenting with 3c 6dh (insert some normal with lots of blockstun here) 63214c(full charged) in terms of breaking primers. Or maybe 3c 6dh jc into a high low mix up. Just some random idea, may or may not work. Edit: Forgot to mention the 'h' after the d button press means to hold down the d button. Just trying to come up with shorter notation. =p
Jugiatsu Posted August 2, 2010 Posted August 2, 2010 5d 6d 236d 6d 5d try it out :3 This is standard in all high level play of Mu that I have seen online. Usually the setup is 5C > 6C > 5D > 6D > 236D > dash a little > 6D > 5D > Dash Over Opponent > 2A > 2B > 2C > repeat process all over again. Annoys the hell out of your opponents.
MisoSowee Posted August 2, 2010 Posted August 2, 2010 j.B is a pretty decent crossup too. Usually a laser will fill the gap for you to stick in 3c/2b
Jugiatsu Posted August 2, 2010 Posted August 2, 2010 Many a time they will also duck or block low so go ahead and get your 6B overhead combo going as well.
Wolf Pup TK Posted August 2, 2010 Posted August 2, 2010 LOLOLOL this deserves a double post. 5d 6d 236d 6d 5d j.6d j.d 44 j.6d j.d all steins get hit and you can repeat for like ever. I wanna try it on a tager so bad. Can you get a video of that? :D
pulsr Posted August 3, 2010 Posted August 3, 2010 I was going to keep this a secret till I could upload a video of it but, whatever. So, we all know how 6C causes an emergency tech right? That means they have to tech when they hit the floor or you can OTG them for a combo, so I was playing around with some pretty troll setups and this is what I found. After XXX, 3C, 2B, 5C, 6C - Do a 5D dash in deeeeeep, and 2B. If they don't emergency tech 2B will pick them up off the floor and you can do 2B, 6A, 9J2C, 663B, 6A, J.C J2C ( This nets around 3k). So, what happens if they do tech? Well, Mu's initial 2B will slide her under the opponent for a cross up where you can do 5B, 3C, 2B, 5C, 6C, Delayed 214D, 5C, 6C (This nets around 3k as well) - Do a 5D dash in deeeeeep.... You can also opt to do 5B, 3C, 2B, 5C, 6C, 214D, 966, J.C J.J2C, Land, 663B 6A, 2C J.C J2C. I think this is like 3500. As long as you do the 2B correctly you end up with all sorts of frame advantage. I'm personally playing around with dash in deeeeeeep, 2D, Jump backwards (all sorts of laser sillyness happens) do a J.B or an empty jump 2B. Currently I'm working on a way to get the OTG hit to go into a 6C setup, but having the 5d so far behind you, makes putting a 6D sooooo tempting after the OTG combo. I really like this dash up stuff because you can just choose not to go under your opponent and he'll have to take the guess on wake up. Edit: BTW, I have my training mode dummy set to Emergency tech: random and Normal tech at neutral. Really helps you figure out the timing for these setups.
MisoSowee Posted August 3, 2010 Posted August 3, 2010 Holy crap nice find! As for getting 6c off of the OTG 2b (it's supposed to bluebeat right?) you can do 2b 6a j.2c 66 2b 6a 6c stein Again really awesome find! :D
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