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Posted

Your theory of using j.a j.c j.2c didn't work when I tested it on forward techs. Mu is too low to the ground to do a j.2c. If I sjc'd the 2d I'd be too late to hit with the j.2c. If you are able to land the j.a j.c j.2c then do what you said I guess. But with how low pulsr is too the ground in the video he showed, there is no way he can do a j.2c with that height and still hit the opponent unless it's maybe Tager. He's the only one I got j.a j.c j.2c on some times but even then, it's not really reliable.

Oh btw, if the opponent were to not tech, your j.a j.c would whiff completely. Put in quick get up because I assume that's what you really meant. And even with that, the j.a j.c j.2c didn't work for me when the opponent does a quick get up.

Granted, I can't mimic that pulsr combo after the set up, I'd go for another reset right there.

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Posted

Pulsr was airdashing too low. Notice in his video how to punish back techs, he has to spike them RIGHT as they hit the ground? That's not reliable. The version I did covers all techs because you jump a little higher. Video will be up soon.

Posted

Btw, you don't j.2c them right when they hit the ground. It's right before they hit the ground. I can just say your way isn't reliable since if you have a higher jump you'll miss your j.2c. It'll whiff and they'll punish you. GG.

Posted

I have just played with this in training mode, and it is easier against some of the cast then others, and it does set-up a decent mixup. However, thanks to Aginor's post, I have isolated a mistake I've been making with the old j2C set-up, and I'm thinking that Pulsr's setup is superior overall, if only because it's more stable (like Aginor said).

I might still be making mistakes (just tried it now-ish) so feel free to tell me what I could b doing wrong.

Posted

You spike the right as they're about head height. That's where the spike needs to take place. I promise you, it's reliable and it works.

I had problems with Pulsr's setup because it was too specific and unreliable on most of the cast. I have no problem with this one and it's much easier to do with more punish options.

Posted (edited)

Okay, I'll keep working on it then.

Also, Pulsr's setups (like so many of Mu's tricks) requires good timing, and can go to hell online... :vbang: It most definitely works on most the cast though. That said, I prefer other set-ups because I like the mixup opportunities, and most people know better than to tech-roll on Mu's oki anyways.

Edited by FlyingVe
Posted (edited)

Also, did I mention you have to delay the j.6D depending on the character? Vid is uploading to youtube as we speak.

Have fun! I'm waiting for you guys to tear it apart and tell me it's trash.

Oh, and I didn't record this because I didn't think of it, but those combos off neutral and back tech are if they're hit while they're standing. If they get hit on crouch, do j.C land 5C 6C etc...

Edited by Synthesis
Posted

Been testing a setup midscreen after seeing a vid of gimmicky mu setups. Forgot the name of it but it had hakumen, tsubaki, jin and hazama also.

They've been working so much better that 5d 6d 236d so imma share with you guys.

After ... 2b 5c 6c

5d 6[d] short dash (laser hits) 6b (charge laser) short dash 5b 3c...

Overhead recovery canceled by charge laser!?!? O_O

5d 6[d] short dash 2b 6a...

low. 6a so that the charge laser hits

5d 6[d] short dash throw...

Green throw after small laser.

More later.

Posted
Been testing a setup midscreen after seeing a vid of gimmicky mu setups. Forgot the name of it but it had hakumen, tsubaki, jin and hazama also.

They've been working so much better that 5d 6d 236d so imma share with you guys.

After ... 2b 5c 6c

5d 6[d] short dash (laser hits) 6b (charge laser) short dash 5b 3c...

Overhead recovery canceled by charge laser!?!? O_O

5d 6[d] short dash 2b 6a...

low. 6a so that the charge laser hits

5d 6[d] short dash throw...

Green throw after small laser.

More later.

That first one sounds particularly sexy, but would it still lose on IBed 6B followups? I haven't seen the video so I don't know how tight the timing is between the 6B and the charged laser, but I'd have to think there's still some risk with say, Tager 720s or Hazama's Jayoku.

More stuff to do after 5D > 6D (6[D]) is always good though. I'll try to incorporate these.

Posted

It's a really good gimmick. Still a gimmick but... good. For now.

Baiting these moves is just a simple short dash jump barrier block. Charge laser will still come out if you block hits l believe.

6b is done on wakeup as a meaty (charge laser will combo into it if you use it on wakeup only so make sure you are respected!!!), so is 2b and throw so you can add dp baiting too if you think they're going to do it l guess.

Obviously make up your mind before hand though, sadly you can't do them all at once.

Posted

This is actually really solid because the first laser covers can allow you to dash up block (laser hits) mixup to force them to respect you. Good find, Tempest!

Also been working on a fuzzy guard. Tell me what you think. I'll post it within the week.

Posted

Upon further speculation, the fuzzy isn't reliable at all. I'm dropping the thought. Sorry about the double post.

Posted (edited)

can't fuzzy in this game lol

unless you're like carl or something

edit - You should still show though, someone could make something out of it.

Edited by TD
Posted

The fuzzy required 50 heat, a predetermined laser setup, one of which had to be charged, and it only did 3200 damage. Definitely not worth it.

Posted

I still wanna see it. You never know when it might be useful, and the set-up for it might lead to other shenanigans like Tempest said.

@Tempest: Does your new setup deal with jump-outs? I can't test it at the moment, but that seems to be one of the biggest problems with Mu's laser setups.

Posted

if people are mashing jump then they can ib right out. Otherwise no.

You can omit the 5d if you need more frames to close in and prevent them from jumping yourself, but the setup becomes riskier.

Posted (edited)

This isn't so much a setup, but if you are going to try and Yomi a jump out, you can dash jump over their head and grab, if it wiffs air-dash back and clip them with jC to keep the pressure up. The constant crossing up makes it harder to 6A or DP.

@Tempest: I'll try and make a video of your setup when I get home. I'll also include some other crap I've been playing with.

Edit: I finished making my crummy little video, but now it's stuck in processing. Damn you YouTube:arg:

Edited by FlyingVe
Posted

I hate to be nitpicky, but my monitor is pretty awful and I can't see the video very clearly; when you do a 44 - j.C whiff - 2B, how low to the ground are you when the whiff comes out?

Posted

That's some sweet food for thought Ve, I really like the presented crossups.

Posted

Awesome video Ve, I gotta add those setups to my game. And I just started using those 236A setups to prevent forward rolls, people who roll forward and grab you, and Tagers who like to wake up 360/720...they're not really the most solid setups, but more variety helps keep the opponent honest.

Posted

Hmm... the more setups you know, the more your opponent has to learn...

Will look at the vid sometime tomorrow afternoon.

Posted (edited)
I hate to be nitpicky, but my monitor is pretty awful and I can't see the video very clearly; when you do a 44 - j.C whiff - 2B, how low to the ground are you when the whiff comes out?

This one is actually pretty damned hard, cause your timing needs to be really tight. You need to have Airdashed long enough to turn around, and be high enough for the jC to come out. Bright side is, if you wiff the jC, you get the deceptive low or overhead.

And I just started using those 236A setups to prevent forward rolls, people who roll forward and grab you, and Tagers who like to wake up 360/720...they're not really the most solid setups, but more variety helps keep the opponent honest.

I just started using them after you whipped my ass. I think the 236A traps work alot better against human opponents then their frame data suggests they should.

Also, I think 236D is underrated. You get alot of nifty mixups off of it, even if it is on the unsafe side.

Lastly, in my vid, the 5D>6D>236D>Dash j5D>~ occasionally you will cross them up with the laser (when they land from 6C closer to you) for an even stronger mixup.

Edited by FlyingVe
Posted (edited)

xxx 6c, 6[D], 4[D], SoD on the opponents tech, D hits, next D hits, lvl 3 SoD, SoD again. Bye bye primers.

As for 236D I know I was preaching about it being bad after xxx 6C stuff, but some characters can't even roll away from it so they have to neutral tech it. I've been meaning to make a list because it would be incredibly useful. Especially since 236D pressure can be pretty damn good.

Edited by pulsr
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