FlyingVe Posted November 29, 2010 Posted November 29, 2010 those should be the special ones. Like: 1-grio: she extends her nails up at an angle 2-fuoco: dashes forward with one of her arms extended forward and spinning like a drill it was probably one of those 2, most probably fuoco In which case it was grio. Still, it isn't really that hard to deal with, it just surprised me. You can block grio, and still be at a slight advantage. Also, doesn't Nirvana also have one where she spins around a slaps you twice, bouncing you off the wall on hit?
C0R Posted November 29, 2010 Posted November 29, 2010 That's her 4d, I forget the name though, I think it hits low then mid. (Grammer gland acting up. Brio)
Shockna Posted November 29, 2010 Posted November 29, 2010 Dude, Shockna. You live in Tucson? Hit me up man! We can get in some Mu training sessions. >:3 I'm game, but it'd be this weekend at the earliest. Gonna be a long pre-finals week on my end. =/ Isn't Carl's Brio an AA that whiffs on standing opponents unless they're right in Nirvana's face? I'm trying to picture what happened with her...
FlyingVe Posted November 29, 2010 Posted November 29, 2010 Okay, here's exactly what happened. I did the trap, Carl blocked the explosion, I stood up to dash in to do something and got clocked by the spikes. Also, puppet-san was practically humping me, so it might have hit me crouching too. Carl has other such moves also. I'm not trying to say Carl gets out of the trap for free, just that he has another option to be aware of.
FlyingVe Posted December 2, 2010 Posted December 2, 2010 I made another little oki video to demonstrate some setups I haven't seen demonstrated elsewhere: Mu-12 Okizeme Concepts: Rebel II Setups featured (some are pretty basic): (near corner) 3C>2B>5C>6C>6D>Omohikane>236D ~>5D>6[D]>5C>236D>6]D[>~ ~>5D>6[D]>SoD>6]D[>~ ~>5D>6[D]>SoD>6]D[>236D>~ Not featured but you could also do: ~>5D>6[D]>SoD>6]D[>SoD>~
pochp Posted December 4, 2010 Posted December 4, 2010 Wow really liked the 6d omohikane 236d from the video, looks way more effective than 5d omohikane 5d 214d that I usually do. Got a new setup here, sorry if this one has already been post it, I looked and didn't see it, but you never know. xxx 6c, 5D, 6[D], dash, 6A(usually blocked), jump cancel forward (crossup) laser hits, 5B, 3C, 2B, 5C, 6C, 214D xxx What's pretty good about this one is if your opponent is holding up-back to jump out, the air unblockable 6A hits, and since you're jump cancelling forward anyways you can go into w/e air combo. Even if they barrier, they still have to block the crossup. You also get to chose if you actually cross up or not by delaying the jump cancel. If they block the laser, replace 5B with either 2B or 6B (or just use 2B by default, it also works) you're in their face and they have blockstun so free mixup with steins around. Haven't tried it out against an offline opponent yet and there are a bunch of flaws (ex: opponent jumps after blocking 6A) in it so I don't know how effective it actually is, but it should be about as solid as the other 5D 6[D] setups (I hope). At least by using this once against an opponent, you sort of make the option of jumping out risky so it makes the other 5D 6[D] setups more effective.
TD Posted December 4, 2010 Posted December 4, 2010 lf they keep jumping then add an anti-jumpout/jumpout punish setup. lt dosent have to be just for crossing up. ... 2b 5c 6c 5d 6[d] dash 6a 2c double air unblockable. lf it hits do the combo. lf not do iabd 4d 236d (or whatever your preference if you want to create space or rushdown)
FlyingVe Posted December 4, 2010 Posted December 4, 2010 On jumpouts, with ~5D>6[D]>5C>236D>~ the 5C will catch people who are holding up-back.
SolarMisae Posted December 5, 2010 Posted December 5, 2010 Those were awesome Ve. I'm just getting into practicing setups, and I really like these. I'm pretty fond of ~>5D>6[D]>SoD>6]D[>~ Her oki is just plain fun stuff.
TD Posted December 5, 2010 Posted December 5, 2010 until it gets ib'd and she loses three quarters of her life... l resorted back to 2b 5c 6c xd sod combos. her oki is just too punishable for my liking.
Shockna Posted December 5, 2010 Posted December 5, 2010 until it gets ib'd and she loses three quarters of her life... l resorted back to 2b 5c 6c xd sod combos. her oki is just too punishable for my liking. Hurray for IB nerfs!
SolarMisae Posted December 5, 2010 Posted December 5, 2010 Her oki is just too punishable for my liking. B-but...it's just so fun...xD I dunno, it's all risk reward really. I guess I don't mind taking the risk. But yeah, the upcoming IB nerfs should make it less risky now though~
Zeromus_X Posted December 5, 2010 Posted December 5, 2010 (edited) Here's a fun one: (...6C) 6D 5D JC 6D 236D land 6D 5D If you do it right, the laser will reflect back and forth several times and looks really awesome. Mix it up with 6[D] at the beginning or jumping/airdashing I'm finding setups with 5D, 6D and 6D, 5D really effective now. Edited December 6, 2010 by Zeromus_X
FlyingVe Posted December 6, 2010 Posted December 6, 2010 I assume that's after a standard air hit 6C knockdown?
Zeromus_X Posted December 6, 2010 Posted December 6, 2010 Oh yeah, it's just after a regular 6C knockdown. *edits* It's pretty good for zoning too. I just love "carrying the laser", so much fun.
FlyingVe Posted December 6, 2010 Posted December 6, 2010 I need some more zoning setups, I always wind up hating myself when I zone too hard.
SolarMisae Posted December 6, 2010 Posted December 6, 2010 I just love "carrying the laser", so much fun. This. Plus it just looks awesome. :D Laser light shows yo~
TD Posted December 6, 2010 Posted December 6, 2010 I need some more zoning setups, I always wind up hating myself when I zone too hard. How, exactly, are you zoning? lf you post a video of what you mean l can give advice- that is, if you would like it. As simple as it may sound, ommiting damage and setups to end with sod has been my lifesavers, peoples.
Shockna Posted December 6, 2010 Posted December 6, 2010 How, exactly, are you zoning? lf you post a video of what you mean l can give advice- that is, if you would like it. As simple as it may sound, ommiting damage and setups to end with sod has been my lifesavers, peoples. Do you mean ending with SoD after a 6C, rather than doing a setup or anything? That's a habit I got into really early, and so far that's killing me. ._.;;
TD Posted December 6, 2010 Posted December 6, 2010 well- not to sound like a self centered whore but l tend to learn ver fast how to do stuff. l can ASSURE you ending with sod will not be easy unless you learn how to keep space and pressure from all of your resources. this is why l say mu is a very hard character. she sucks outside of her comfort zones and you must keep space with 5c - sod and 2c/6a. lf you rely on oki youll be pissed in a competitive scene because truth be told, her oki isnt that good. This is just my opinion but youll see.
Aginor Posted December 6, 2010 Posted December 6, 2010 Ending with SoD is actually REALLY good against characters like Makoto, Tsubaki, Noel, etc. because they have to get in on you again. Except you get time to place another stein out. What's going for you is you get steins to work with + your opponent has to get in on you all over again.
FlyingVe Posted December 6, 2010 Posted December 6, 2010 (edited) I will also end with SoD against Tager, and Haku as you do much better with them fullscreen. Personally, I usually go for oki against the ones you listed Aginor, their speed and/or mobility options give them ways to bypass the steins on a good guess. But that could be because my zoning isn't the strongest. Edited December 6, 2010 by FlyingVe
Aginor Posted December 6, 2010 Posted December 6, 2010 Noel can't really do much to you full screen away except air super, optic barrel or ground super. Optic barrel is slow and can be easily dodged. Ground super won't really do anything. No damage and recovers way to slow. So you just have to worry about her air super but you can bait that out. Noel also doesn't have as many mobility options as Bang or Tao so her movement options can get predictable. She'd also want to maneuver around the steins because she can't get caught blocking too much because then you can go for the guard break since she only has 4 primers. Tsubaki only as the 236 and j.214 series to approach. That being said, all of the 236 and j.214 series are unsafe on block except for 236d. So she would need 236d, or a 236 or j.214 move with an rc to approach safely. Even if she does get in, it's pretty bad for her because then she has to make sure you don't mash anything. Otherwise, she ends up being on the other side of the screen. Makoto it works only because she has no range on any of her moves. It's actually good to do it on Valk as well. It's really hard to get in on Mu as valk.
FlyingVe Posted December 6, 2010 Posted December 6, 2010 All of that is true, but Tsu and Noel have phenomenal foot-speed and airdashes, so they can squeeze through any opening that might exist. I have an easier time zoning Bang. Makoto, just guesses, and sometimes she guesses right... it's annoying.
Synthesis Posted December 6, 2010 Author Posted December 6, 2010 Also, I prefer to have Tager at 5C range rather than full screen. Full screen allows him to just BLOCK lasers all day, where at 5C range you can mix up while keeping the pressure up with steins and SoD; even on IB Tager can't punish lvl 1 SoD at max range without spark bolt.
Recommended Posts