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Posted
@pulsr: I've also been playing with 5d 214D oki after 6C. seems to scare them into more backrolls so ive been just setting a few more steins to zone for a few seconds. Also about your dislike for the 236D oki, what i've been doing is that instead of going in under cover fire, whether or not i add a second set of D's, is to poke from long range with 6C and continue to place a stien set (5d , 6d) from it. I was able to do this to a ragna one match and it may have shut down all his not heat options in that scenario; if he jumped hed still have to block the 6c, he can't dp me if im a 6c max range, and it looked as though i had just enough time to place 236D out again before he could fully escape the oki. So i kinda was resetting the situation, changing up the gaps with 6c and SoD. not sure how overall effective this is, and its kinda hard to explain it like this so I pray to have the chance to record this soon.

5C 6C 5D is dangerous against ragna...I've had one IB the 6C every time and run up with a 5B every time into a heavy combo...don't think I could have JC'd the 5D...I might have just frozen up, but after a non-guaranteed 6C I think the safest thing to do might actually be 236A (assuming no steins are out, otherwise you can 236D or 214D or something)

edit: the ragna was seifuuku

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Posted

I did testing a while ago, 236A is actually slightly less safe than JC'ing a stien. Your best off with 5C>2C>Jump cancel or 5C>SoD. SoD is bad on IB if you don't charge it, but that is also risky.

You can also get away with 5C>stien>Jump Cancel, but that is only if you've conditioned then to expect something after the 5C. It's kinda like why Ragna's 5B and 5C are fairly safe.

Posted

Uhh, if ragna is kicking you with 5B you are mashing 5C too early in your block strings. If you find yourself at THAT close 5c 2c 6c is what you have to do to push him out of his 5b range. I tested this pretty hardcore. As long as you keep Ragna out of 5b range he can't punish you.

Posted

On the note of blockstrings into steins, I've been messing with this blockstring into 4D/214D setup:

5B 2B 5C (2C if normal block) 6C 4D 214D

If you do it right the 4D will send a stein right over their head for you to immediately cancel into an explosion. Depending on how much they're using Barrier, you'll need to use more or less normals before the 6C for it to push them back enough so that 4D will go right over them. The explosion will let you do a nice combo if it hits (if they mash/jump away or something), and let you continue pressure if they block. It's rather gimmicky since they can IB the 6C and backdash/jump away or something, probably won't work too often midscreen. And some characters can hit Mu out of it (like Ragna dash 5B or Hakumen 4C for example) when she sets the stein and tries to detonate, so be ready to bait this by jump cancelling the stein if they start to recognize this setup. Once they're afraid to counter, go for stuff like 4D, xD, 214D (cover more space to prevent their escape), or iading to continue pressure to save the explosion for later (if they block your next mixup, pop it and do another).

Posted
Uhh, if ragna is kicking you with 5B you are mashing 5C too early in your block strings. If you find yourself at THAT close 5c 2c 6c is what you have to do to push him out of his 5b range. I tested this pretty hardcore. As long as you keep Ragna out of 5b range he can't punish you.

yeah, I definitely froze up then...tested it out and couldn't get anything to hit mu after 6C 5D JC...unless my timing's fucked

Posted

After 6c, everyone will stop defending and attempt to close in/move out because 6c is the "dead end" move in her strings - well, a scrub/unfamiliar player can be caught, but otherwise the 214d is extremely risky and not worth the risk. Regardless of if they move in or out, it's likely going to whiff/you be punished hard.

Posted

That's why I said use it after you've got them scared, and it will probably only work in the corner. You can always mix it up by doing SoD after 6C, or jumping after the stein to discourage a punish...I just thought it was cute how the stein goes right above their head lol.

Posted

I'm even skeptical of doing 6C 214D (stein on the opponent). 214D is kind of scary... I think going into 236D might actually be the better option if they have a stein on the opposite side of them. I haven't really played with this now that I think about it.

Posted

214D can be more useful when you have the enemy cornered and they can't roll and avoid it as easy. Most of my 214D set-ups are just neutral (see dash>blow stien), standard oki, and gimmicky stuff like 623C>6D>214D.

Also, while not great, 236D can still be useful. Pay attention to how the person reacts to it. If they jump out you can air grab or such. Not perfect, but you can condition people to endure the laser fairly easy, or punish their predictable reaction to it. I've won many matches by air grabbing a jump out of 236D, rapid cancel into big damage and more oki.

  • 2 weeks later...
Posted

Here are a few setups I've been having success with as of late. Feel free to tell me when I could be doing something better:

5D>2D>jD>j4D - This is amazing for zoning, it seems to be really hard for most characters to get around this set-up provided you get a window to complete it. You can also mix in [D] for Guard Crush, best with j4[D]. Problem is it doesn't set you up for advancing or explosions. Strictly keep away and reducing GP for a SoD.

j2C>4[D]>j44>j236A - Corner oki, seems pretty good at forcing people to stay in the corner and block. There are other corner setups, but this is another one.

5D>2D>(JC)>(Delay)>jD - if you airdash in after the jD you will get to the opponent right as the laser would hit them making for a safe-ish approach, and if they start jumping around you can just go back into the stien show fairly safe, or airdash back. You can mix in 2[D] instead of 2D.

Also, as a note to newer Mu players, the cross-under is good an all, but if you always do it, it isn't tricky anymore. It's just as important to learn how not to cross-under as it is to cross-under.

Posted
Here are a few setups I've been having success with as of late. Feel free to tell me when I could be doing something better:

5D>2D>jD>j4D - This is amazing for zoning, it seems to be really hard for most characters to get around this set-up provided you get a window to complete it. You can also mix in [D] for Guard Crush, best with j4[D]. Problem is it doesn't set you up for advancing or explosions. Strictly keep away and reducing GP for a SoD.

j2C>4[D]>j44>j236A - Corner oki, seems pretty good at forcing people to stay in the corner and block. There are other corner setups, but this is another one.

5D>2D>(JC)>(Delay)>jD - if you airdash in after the jD you will get to the opponent right as the laser would hit them making for a safe-ish approach, and if they start jumping around you can just go back into the stien show fairly safe, or airdash back. You can mix in 2[D] instead of 2D.

Also, as a note to newer Mu players, the cross-under is good an all, but if you always do it, it isn't tricky anymore. It's just as important to learn how not to cross-under as it is to cross-under.

I've been running that string forever and ever now, I call it the D wall. However, I really recommend that you do 2D,5D, J4D, J.D.

Finishing off with a 5D is actually faster than the rest of her Ds, by how much I really do not know though.

Posted

Here's a funky crossup midscreen:

Dash, 9Jump over opponent, airdash back jC

You'll jump over the opponent with dashing momentum, and airdash back for a cross up. If you delay the airdash, you won't cross them up, but airdash back into them and hit them from behind with the back of jC's hitbox.

  • 2 weeks later...
Posted

I'm a newly Mu main (Switched from Hakumen because her combos seem to just roll off my fingers naturally, unlike Hakumen, who I couldn't seem to nail down right), and I'm having a bit of trouble in that I don't quite grasp what exactly "oki" means. Are the combos listed supposed to be performed after an opponent is down, as the term okizeme seems to imply? Or is it to be done after the listed type of wakeup (Back roll, forward, emergency/neutral, etc.), as the list itself seems to imply?

Posted

Someone feel free to correct me but oki tactics are basically performed to guide your opponent to do certain things and/or get punished for it (in the more literal sense, attacking while they recover). Forcing them to block with 236D lasers while you set more steins back up, or rushing in for mixup while they are "helpless" is such an example. Cross-unders and punishing rolls with 2B are others.

Essentially these are options. Many of them are 2B>5C>6C>(steins)>(do stuff while they do/don't tech) and set them up for another combo or pressure and so on.

Posted

I think a better definition of oki is forcing them to block upon waking up, or eating damage. The followups afterwards are the oki mixups.

Posted

I find tinkering with her countless oki options incredibly fun. This is what I found a couple of days ago.

3C, 2B, 5C, 6C, [2D] quick wake-up in place, dash 2A on block x2, laser gets blocked (-1 GP), 63214C lvl2 (-2 GP)

And if you feel lucky you can go for a lvl3 slash though it is interruptable.

Posted

It seems like there's too much of a gap between 2[d] and 63214c. So characters with a DP, 360, or some kind of reversal can counter it on regular block. On ib, you can 5a her between the laser and 63214c. Pretty risky set up to me but I'm sure it's ok to throw it in there every once in a while.

Posted

after the 5C,2C,j.c,j2c strings i usually do j6D, and the energy ball shit, it'll clip the back of them and force them to block at neutral, and comes out fast enough for you to block a potential dp, also leaves you with enough time to 2B punish a roll if they roll out of the corner

edit: also leaves an offscreen stein which is good for later mixup

Posted

Here's a really strong oki setup I saw. You'll want to space yourself so you can land a 6c on your opponent in the corner. So you do whatever into 3c 2b 5c 6c 5d 214d 2b. By doing this you're covering backwards teching by the stein explosion. Forward and delay teching is covered by 2b. If they emergency tech, they can do one of these 2 options.

1. Emergency tech DP

2. Emergency tech block

If the first option happens, you'll be able to block it after the 2b. If you're going against Tager, Hazama, or Ragna, omit the 2b. You'll probably want to super jump barrier for a second to bait out any reversals. If they forward tech in this situation you can iad.b and apply pressure.

If the second option happens, then you get a free mix up and they're forced to block the stein explosion so they lose one primer.

I made a video of it which can be viewed here. Sorry for the ghetto setup but that's pretty much all I have. =p

Posted

^^ I've been screwing with this setup, and all I can say is that it is REALLY GOOD. Use it pretty much whenever you get the chance.

Posted

Oh yea....just in case you don't know what to do if you try that and your opponent flies over your head. Use this. You can cross under them if this happens. Hell, even with that set up I listed up there, you can do 5d and cross under instead of 5d 214d 2b. Just listing some possibilities out there.

Posted

^^ Very cool, you can also JC the stein (backwards) and cross up with jC or jB or empty jump. never underestimate the power of an empty jump, especially during Mu's oki.

Just to add even more, check out the video Zeromous posted. It covers your setup and a few others. My favorite being:

(near corner) ~>6C>6[D]>2B(potential wiff)

if hit>6]D[>combo

if wiff>j2C(instant air)>6]D[>combo

Link to video for those who are lazy:

http://www.youtube.com/watch?v=GZy30t8Lgwg

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