TD Posted August 20, 2010 Posted August 20, 2010 Thats been my problem since CT, l like to RUN UP RIUSH DOWN, don't care what you got out or that Rachel's range sucked. Now with Mu l get greedy with 2b. And 5c. l'm starting to hate that move. No anti air at all. Why not 2c or somehing. But when l do manage a blocked 5c, l get brain flatulence. 5c, 5d has become ass online. Help please T_T
pulsr Posted August 21, 2010 Posted August 21, 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. I make my opponent realize he'll never beat my range. Mu has the awesome luxury of being able to do everything "okay" so, no matter what situation you are in you should never feel completely hopeless.
TD Posted August 21, 2010 Posted August 21, 2010 l think the problem is that Mu's style is so... free, limitless like Rachel, and its hard for me to grasp this new style. (I didn't main Venom, so Mu is very alien) But l feel that although her range is good, it's just so easily beat... l wish l could show y'all what l mean. Also pulsr, you should def. upload you playing, show us how it's done. Ppl say you and agi are good, and l need alooot of pointers. u.u
KojinSagara Posted August 21, 2010 Posted August 21, 2010 One thing Ive been doing this week that seems to be working whenever I have oki involving 236D is to start fishing for 6C CH and charging SoD in tandem. For example, after a combo ending with 6C, and I go for 5D 6D 236D oki, without dashing foward I would sometimes space a 6C and cancel into a stien on block, usually 6D 2D, another 5D 6D, or the reverse. I thought that it was a good way to space in matches where i just dont want to give them a chance to get in at all, or when the opponent was doing a good job of blocking or DPing sometimes. I find that when I mix this up with a 6C SoD with variable charges, that I can set up a good long range game, sets up good C zoning off of jump cancelled stiens, and start incorperating the primer breaking moves well ( I think thi also worked because of conditioning my opponent on how stupid good explosions are). Also, i noticed that if i time it right, I can set a secondary 5D 6D as 236D finishes and not have the second set of steins affected by it. the reason i think this works is because of the original oki setups that involve 236D with 4 steins, so the opponent blocks a bit longer expecting the laser to continue to the next set. this lets me: 1: more safely jump cancel the 6C from the second set of steins 2: allows me to actually use SoD more during pressure to pop of steins. varying the charge at 5C or 6C range seems to be a good mindgame on bloking opponents so i try to add it in those situations more and settle for popping off three primers than going for an oki that may end up getting dp'd. besides, a fully charged SoD has frame advantage so I still had time to place another 5C (6C) SoD afterwards and break off another primer, or a counter hit SoD if they try to move after the first SoD lv3 3: push the opponent back in my block string towards a stein and end the block pressure by popping the stien. Lets me reset pressure or place a quick stien, and possibly even break off another primer. If the opponent had two or less primers and my spcing was right, i'd sometimes abandon the 5D 6D 236D after a 6C combo ender and let them emergancy tech while I 5D SoD charge. So far, I've scared opponents into getting thier last primers taken out, and the 5D hits them on wakeup, giving me just enough cover to charge it to lvl 2. on the end i was able to create siutaions where the opponent was very apprehensive about rushing in, which is the ultamate goal if i can't get damage, seeing as if he got hit i could do the same situation off oki all over again. and the best part was I felt like I could use 6C as a poking tool for a while, as I basically was " C fishing" for hits under cover fire. And tonight, I've kept an opponent in the corner a considerable amount of time after a corner loop with 2B 5B 5D, then jump canceled it to bait the air tech. If I could I'd keep them under pressure as we both fell down, then do a block string ending with me popping the stien, then set another 5D as they block the first one. I think that under this situation, you could cancel that 5D into a SoD, as they block the exploding stien, and because the laser from 5D comes right after it, you may be able to have enough time to continue a block string again even after thatm pop the stien again and continue mixup. I did somethins similar today against a Ragna I play all the time now, and for someone who will DP and IB me if I did stupid stuff this works suprisingly well. I was hoping someone could give this a try as a mixup and see what you can do with it.
gli Posted August 22, 2010 Posted August 22, 2010 I'm trying out: (filler) > 3C > 2B > 5C > 6C > Drive BUTTON > IAD > throw See where this goes depending on if opponent techs grab or not. Probably won't find anything new lol. If they eat the throw you end up on the other side. If they neutral tech after it then you can slide under again. Very unlikely though as they can just wake-up using the other options. Well, time to go back to college again. Summer was short
choysauce Posted August 23, 2010 Posted August 23, 2010 i think this is a pretty cool ambiguous cross up setup anything > 6C > 5D > dash 2D cross under(delayed) > jump back > j.2C(delayed) > dash > 5B pickup > 2C > j.C > j.2C > steins the timings on this one is kinda weird. for the cross under you gotta do the 2D a little late. and the timing for the j.2C is at about 80% of her single jump height, so its a bit delayed. and its a pretty ambiguous cross up. but it always lands on the same side u were jumping from if you want it to combo. (i think it goes over to the otherside for a split second.) the 2D stein will let you combo from the j.2C meterless the 5B pickup is super strict so here's an alternative 5A pickup > 5B> i dunno.... lol i couldn't find anything that would combo into it, maybe 6A pickup might be better but i'm having trouble landing it with 6A. so maybe someone super good can come up with a more damaging alternative for this ambiguous cross up setup
Silfer Posted August 23, 2010 Posted August 23, 2010 But when l do manage a blocked 5c, l get brain flatulence. 5c, 5d has become ass online. Help please T_T Not sure I get what you mean, but have you tried 5c->Furu no Tsurugi, or 5c->6c->5d/6d/2d, or 5c->6c->furu no tsurugi ?
Maho Posted August 23, 2010 Posted August 23, 2010 Choysauce85 > I talked about this some time ago, you can actually cross-up or not depending on the direction of the jump and the timming, also no need to delay j2C after the air dash and you can combo into 6A j2C 662B..., for the not crossup version, you can combo after the laser with 5B 2C..
choysauce Posted August 23, 2010 Posted August 23, 2010 sorry its hard to keep track of what's been said since it's not all organized
Voidddd Posted August 24, 2010 Posted August 24, 2010 hey i got a question about the vortex (2b cross under trick) so ive been using it against my friends alot and everytime i cross him up he mashes 2a and beats out everything i do because the laser completely whiffs as hes hitting 2a, does this mean Im doing it wrong or does it not work against ppl that mash 2a?
TD Posted August 24, 2010 Posted August 24, 2010 You have to condition them (what else is new.) lt's pretty much a gimmick because it is so easy to inturrupt, in fact a scrub would have an easier time figuring it out. Just mix it up. do rj.2c if you suspect they'll mash anything but a dp. They'll eat a nice CH combo right back into a setup. Speaking of organization, this thread hasn't been updated with all the recent info...
Voidddd Posted August 24, 2010 Posted August 24, 2010 ive thought about that and some other stuff like 6b to go over the 2a but most of these really dont seem to be worth it anymore, what setups have you guys been using that are working consistently?
pulsr Posted August 24, 2010 Posted August 24, 2010 ive thought about that and some other stuff like 6b to go over the 2a but most of these really dont seem to be worth it anymore, what setups have you guys been using that are working consistently? If that is happening it means you are mistiming your 2B, getting it to work perfectly takes quite some time, even I mess it up every once in awhile. However, If my opponent is mashing on wake up, you can do dash up 2A (slide under) 2B, (OTG pick up/ crossup) This will always be full frame advantage, however I'm just not a big fan of having to use 2B since the proration on it isn't quite as good. I think the the combo itself does like 2500 or something. I'm working on another setup thats quite similar to the vortex thing, but the timing is a lot harder but the mix-up is probably 2x stronger. Once I figure it out I might just upload a video :P
TD Posted August 24, 2010 Posted August 24, 2010 Speaking of your videos, i've seen your recent ones (with you fighting the cast) lt's refreshing to see that we have a pretty identical playstyle in terms of the rape. Yo know how to block much better though, while l hate being defensive at all. It's something i'm finding impossible to work on.
Voidddd Posted August 25, 2010 Posted August 25, 2010 If that is happening it means you are mistiming your 2B, getting it to work perfectly takes quite some time, even I mess it up every once in awhile. However, If my opponent is mashing on wake up, you can do dash up 2A (slide under) 2B, (OTG pick up/ crossup) This will always be full frame advantage, however I'm just not a big fan of having to use 2B since the proration on it isn't quite as good. I think the the combo itself does like 2500 or something. I'm working on another setup thats quite similar to the vortex thing, but the timing is a lot harder but the mix-up is probably 2x stronger. Once I figure it out I might just upload a video :P thanks for the advice, the slide 2a has been very helpful I have a question about timing the 2b though If Im doing it and they can still mash out 2a does this mean Im doing the 2b too slow or too fast?
TD Posted August 25, 2010 Posted August 25, 2010 Have you tried 2d instead of 5d? I believe the laser will hit a crouching op on wakeup.
choysauce Posted August 25, 2010 Posted August 25, 2010 thanks for the advice, the slide 2a has been very helpful I have a question about timing the 2b though If Im doing it and they can still mash out 2a does this mean Im doing the 2b too slow or too fast? i would guess you're doing it too late, cuz you wanna do it early to recover faster, right?
Synthesis Posted August 25, 2010 Author Posted August 25, 2010 Should I update the front page with all of these new discoveries?
Synthesis Posted August 25, 2010 Author Posted August 25, 2010 I'll do it, then. I'll update it by the end of this weekend with most of the stuff. Gotta organize the oki setups based on the ender and the risk/reward ratios. I'll also put some stuff on how to condition.
GKHiryu Posted August 25, 2010 Posted August 25, 2010 I hope this has not been answered before, but I've got a question about adding steins while totsuka blade is in field. I know that if Mu has 3, adding 4th is no problem (totsuka will register 4th and travel to it). Is it possible to add steins if only 2 are out? I guess if we had Them spread out (like 6D > 44 > 5d) it would work, but if we tried ex. 5D>6D>236D>2D>4D or similar, would totsuka register 2D>4D?
FlyingVe Posted August 25, 2010 Posted August 25, 2010 The most common setups is: 5D>6D>236D>6D>5D/2D>j2D>j6D>jD You can play around with this sequence, and it is usually best not to do this sequence of bounces (it wont combo and it has big holes), but it should give you a rough idea of how the laser bounces. How you use the bounce laser will depend largely on the opponent and what situation you're in.
choysauce Posted August 25, 2010 Posted August 25, 2010 man, i just got thrown out of the 6C > 5D > 6D > super jump high/low mixup, when trying to go for a low:vbang: how do you guys setup your dummies to practice punishing different techs? i'm not sure which ones you're supposed to set to random
TD Posted August 25, 2010 Posted August 25, 2010 You pick the dummy (Bang preferred), then pick Mu as the second. Press record. Have Mu knock Bang down, do the combo, and sj. Now, you're going to want Mu to practice different things so first, set Mu to doing 5d 6d sj.b. Have Bang wake up and throw like the opponent did. See what happened? You HAVE to condition. You must focus on the opponent to get a good oki. Mu's oki is ridiculous with conditioning because anything is possible, BUT ONLY WITH PROPER CONDITIONING. ln this case, Bang should get CH'd.
gli Posted August 26, 2010 Posted August 26, 2010 After a few more games with some of the better players in Player Match rooms I think I can say I'm decent with Mu. This should be common sense but mixing up oki after the 6C part of her bnb is what got me wins. Sometimes I would go for 6D 5D lasers and would opt to not go for the extended laser rebound. Sometimes I would IAD after 5D to a grab. Other times I would go for cross-under. Being unpredictable is key. Although being predictable and then doing the bait and switch doesn't hurt either.
Recommended Posts