FlyingVe Posted August 18, 2010 Posted August 18, 2010 This isn't anything totally new or mind-blowing but, after 3C if your out of range of 2B do 6[D]. It will place the stien off screen (unlike 2[D]) and will let you apply decent wakeup pressure and will set you up to combo off a meaty overhead. (6B>6]D[>2B>3C>2B>5C>6C>oki)
kro_ Posted August 18, 2010 Posted August 18, 2010 This isn't anything totally new or mind-blowing but, after 3C if your out of range of 2B do 6[D]. It will place the stien off screen (unlike 2[D]) and will let you apply decent wakeup pressure and will set you up to combo off a meaty overhead. (6B>6]D[>2B>3C>2B>5C>6C>oki) I use the 3c 6[d] setup a lot. On neutral tech, you can do meaty 6b like you said. You can also do meaty 2b 5b (laser hits) 6b for a no gap overhead. The one I like most is meaty 2b 5b IAD forward (laser hits as you crossup) j.2c into j.6d oki. On forward roll, the options are pretty much the same as neutral tech except that you need to do a 3 attack meaty string before the laser hits instead of 2. On backwards roll, I do dash 6c (laser hits). If they get hit by the 6c, you can combo into 214d and follow up with IAD j.c j.2c. If they block, then 6c (laser hits) 6d 236d keeps them locked down long enough to rush in. They will be stuck between the two 6d steins you set up earlier. The weakness is quick rise. Ragna can quick rise 5b fast enough to stuff anything you do, but you are still able to block or backdash out.
FlyingVe Posted August 18, 2010 Posted August 18, 2010 On neutral tech, you can do meaty 6b like you said. You can also do meaty 2b 5b (laser hits) 6b for a no gap overhead. The one I like most is meaty 2b 5b IAD forward (laser hits as you crossup) j.2c into j.6d oki. Another option is, after the IAD wait a sec and then do jC. If you timed it right the jC will come out in the correct direction and you can followup with dash5B into combo and oki. The timing on all of it is pretty tight though, so practice up. It's safer than j2C. You could also use your knowledge of when the laser strike will happen to set off 236D for even more pressure.
gli Posted August 19, 2010 Posted August 19, 2010 Okay so I was testing that 4D 5D 214D setup again and it's actually really good against Tager. Yes, he can A sledge through it but you can actually do a really subtle dash 2B 623C to eliminate the A sledge and also a lot of his options. In about half an hour of testing the only way out of this setup mid-screen is to time a backward roll tech at a very specific time after the explosions go off. If Tager times the backroll incorrectly he eats the explosion. Even if he blocks he loses guard primer. The dash in 2B will eliminate his A/B sledge options and you can hit confirm this to deal more damage with a combo. His other option is to burn meter on a Magna-Tech Wheel. What this means is that mid-screen this setup is really effective if Tager doesn't have meter. I tried having Tager do wake-up 720's /360's/normal grabs but all attempts failed. Tager can try to do a timed neutral tech into 360 grab after the explosions goes off and IT WILL CONNECT if you don't time 2B 623C correctly. If you do the dash in 2B correctly you'll be too far for him to grab anyway and the explosions will hit. Emergency Rise / Quick Rise / Forward Roll/ Back Roll teching all result in him getting hit by explosions. Hopefully this is actually useful. The important thing about this is that after 2B you see what Tager does and change it up depending on how he techs. I might be missing something about Tager. I mean he can also burst or something but that's standard stuff. Or maybe there are better things to do mid-screen anyway and I just wasted my time lol. The damage isn't very good but you score another knockdown etc. Maybe I'll just make a vid to explain this to make it easier. EDIT: Here is a vid. All done in one take lol. Complete with annotations. http://www.youtube.com/watch?v=TiVfNg-mBLA
Synthesis Posted August 19, 2010 Author Posted August 19, 2010 Okay so I was testing that 4D 5D 214D setup again and it's actually really good against Tager. Yes, he can A sledge through it but you can actually do a really subtle dash 2B 623C to eliminate the A sledge and also a lot of his options. In about half an hour of testing the only way out of this setup mid-screen is to time a backward roll tech at a very specific time after the explosions go off. If Tager times the backroll incorrectly he eats the explosion. Even if he blocks he loses guard primer. The dash in 2B will eliminate his A/B sledge options and you can hit confirm this to deal more damage with a combo. His other option is to burn meter on a Magna-Tech Wheel. What this means is that mid-screen this setup is really effective if Tager doesn't have meter. I tried having Tager do wake-up 720's /360's/normal grabs but all attempts failed. Tager can try to do a timed neutral tech into 360 grab after the explosions goes off and IT WILL CONNECT if you don't time 2B 623C correctly. If you do the dash in 2B correctly you'll be too far for him to grab anyway and the explosions will hit. Emergency Rise / Quick Rise / Forward Roll/ Back Roll teching all result in him getting hit by explosions. Hopefully this is actually useful. The important thing about this is that after 2B you see what Tager does and change it up depending on how he techs. I might be missing something about Tager. I mean he can also burst or something but that's standard stuff. Or maybe there are better things to do mid-screen anyway and I just wasted my time lol. The damage isn't very good but you score another knockdown etc. Maybe I'll just make a vid to explain this to make it easier. EDIT: Here is a vid. All done in one take lol. Complete with annotations. http://www.youtube.com/watch?v=TiVfNg-mBLA I watched the video, and that looks fantastic. It seems to even be safe against MTW (if you use DP, it will clash, so use DP again and it will cleanly beat MTW). Very nice.
gli Posted August 19, 2010 Posted August 19, 2010 Well Isuyaru commented in IRC about possible counters I haven't tested. I'll copy/paste his comments: <Isu> so what happens if tager does delayed neutral tech > block <Isu> looks like a free punish if you don't RC <Isu> also, did you test emergency tech > 720? if you dash too soon you get caught by that And a possible alternate way to end the setup: <Isu> what can you do with <Isu> dash 2B > 5C, if 2B whiffs, escape rather than DP Oh and word? MTW gets beat out by another DP after clash? Wow lol.
kro_ Posted August 19, 2010 Posted August 19, 2010 ^Not sure what you are trying to do with the 2b 623c. Although it stuffs neutral tech sledge on wakeup, it doesn't do much damage and 623c isn't safe on block. Couldn't you just wait and hit confirm the explosion or punish A sledge by doing jump back j.c into a full combo? 4d 5d 214d does work well on Tager though. Interesting tidbit about 214d: If you have 1 stein on the opponent and 1 stein behind the opponent, you can add up the block stun or hit stun of the explosions by dashing forward and pushing the opponent toward the second explosion. Ex: 5d 4d 214d. Opponent gets hit by the 5d explosion so dash and push him into the 4d and you will get the full 6 hits of damage.
gli Posted August 19, 2010 Posted August 19, 2010 Yeah you are right. Hit confirming is probably the only good thing from this setup. 623C can be guard pointed with 421B I just tested. At best it's a mix-up situation for Mu and the vid only shows a small portion of what can be done. kro_ yeah jump back j.C sounds good if you see that Tager will sledge as his answer to the setup. Maybe we can just write all the different mix-ups on this setup. The vid only really shows how to beat grabs That dashing into 2nd explosion sounds pretty cool though haha.
Senovit Posted August 19, 2010 Posted August 19, 2010 I watched the video, and that looks fantastic. It seems to even be safe against MTW (if you use DP, it will clash, so use DP again and it will cleanly beat MTW). Very nice. Keep in mind that with a clash he can cancel as well. One option that gil mentioned is for him to cancel clash into 421, into 360/720 if he's got the meter for it.
TD Posted August 19, 2010 Posted August 19, 2010 Does Mu have any good air combo oki? Recently i've been brain farting after ...2c - j.c - (dj.c) - j.2c.
Synthesis Posted August 19, 2010 Author Posted August 19, 2010 DP will beat 360 or 720 if he cancels into that after the dash. His 421 is a different story, and so it comes down to guessing at that point, but most Tagers won't cancel into his charge move for fear of cancelling into a 3C which will lead to some pretty retarded damage.
TD Posted August 19, 2010 Posted August 19, 2010 Usually I go for 6D 2D after the j.2c. Ok l tried it. But l find 2d 6d to be better so the laser hits on oki. Also, let's turn Mu into a primer hungry beast. Mixups ain't doing the trick.
gli Posted August 19, 2010 Posted August 19, 2010 Well, Mu is decent at primer breaking but Lambda is definitely better at it. I do stuff like full-screen 6D 214D if I know the other player likes to camp. Every now and then I try for a full charged SoD.
choysauce Posted August 19, 2010 Posted August 19, 2010 would there be a pattern that might let you mix in charged D's and using some laser train setup? like say setup 5D, 6D, 236D, 6D, 5[D], j.D, j.6[D] and try to keep it goin somehow this is just theory fighter here, i post while i'm at work, so i can't test it out. or would the charged D's not fire because of the laser?
kro_ Posted August 20, 2010 Posted August 20, 2010 The charged D's won't fire because of the laser if you do it fast. If you delay it a bit the 236d laser won't track the steins, but if it doesn't track the steins then you will be vulnerable to counterattack. Charged D's outside of a knockdown situation aren't bad, but it's more of a zoning kind of thing rather than a setup. Good for baiting turtles into action. As for trying to keep the 236d laser going for as long as possible, I like doing that too. 5d 6d 236d dash 6d 5d jc j.6d j.2d actually combos on a standing opponent for 6 hits. You can airdash immediately after placing the last stein into j.c or empty airdash into 2b. However, I think most characters can crouch under the lasers. 5d 6d 236d 6d 5d is usually good enough to set up for any kind of mixup anyway.
TD Posted August 20, 2010 Posted August 20, 2010 How about 5b 6b 235d 6d 4d j.2d j.5d? ln fact l want to try that out right now O,O
MisoSowee Posted August 20, 2010 Posted August 20, 2010 I'm confused on what you just said tempest o_O
choysauce Posted August 20, 2010 Posted August 20, 2010 lol i think he meant 5D, 6D, 236D for the start. or wait, i think i've seen temptest mention she's a girl? is this correct? as for the 6C ender into 5D, 6D, 236D, 6D, 5D setup (we should make a nick name for this lol, it seems like an essential pressure tool that works awesomely), do u think if we immediately do dash 6B, it'll be safe on block or even allow you to continue a combo after 6B's recovery without RC? that'd be so good if it worked, just throw that shit out. nobody blocks overheads right? lol once again sorry i can't test this myself atm. i'm always posting at work
TD Posted August 20, 2010 Posted August 20, 2010 I'm a guy. And boy, lots o' typo's. l meant- 5d, 6d, 236d, 6d, 4d, j.2d, j.5d. There is a nickname. SGB.
TD Posted August 20, 2010 Posted August 20, 2010 Stein Gunner Barrage. lt's been mentioned early in this thread's life, l wonder why it never caught on? l think it would be great if it became a widely used term, like "Itsuu loop" and "taunt loop" and "tk crescent loop" Stein loops =D
TD Posted August 20, 2010 Posted August 20, 2010 And l have a fucking question. l'm so close to dropping Mu, right on her fucking head. How do you guys play out a match, run away? Rush? Zone? l tend to rushdown too much. So much that my strings are tsubaki-esque, niggaz be IDing the thong right out of my ass.
gli Posted August 20, 2010 Posted August 20, 2010 It helps to adapt TD lol. Don't rely too much on one aspect of her game. In the end you just have to know match-ups to know where to be at with Mu. For the most part though I zone :X
FlyingVe Posted August 20, 2010 Posted August 20, 2010 This will probably get moved to general discussion but. I try to play the whole match about 5C range (midrange zoning). The hitbox on it is huge and most characters have difficulty getting around it. I wait till I get a hit or an opening and try to set up lasers in a way to force my way in and force the opponent to block a mixup. My biggest problem is getting too greedy with stiens and pressure. Many people have pointed out that I am the most aggressive Mu they have played. I don't know whether that's good or bad though.
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