TGS Posted August 6, 2010 Posted August 6, 2010 This matchup is hell for Carl. IMO it's a 3-7 matchup (possibly 2-8) for Carl because he literally can't do shit once she gets her Steins up and running, and Nirvana isn't really much of a help here (especially with the lasers/Mu's normals just owning anything she does and hitting Carl). Plus it doesn't help that Mu's normals are better than Carl's and can lead to a small combo that doesn't do much damage (unless in the corner), but sends him across the screen which gives her time to set up her laser shit. And let's not mention she breaks Guard Primers a little too easily, and with Carl only having 4 GP, yeah this matchup sucks. Carl's only saving grace against her is that she has low health too, so 1 or 2 loops into resets can end the round for you if you do manage to get in and set up Nirvana correctly. Not to mention she has a tall standing hitbox so you can do fancy 6B, j.B,j.C,j.B combos on her which hurts like hell. So if you can get lucky in the beginning of the round before she sets up her Steins, you may have a chance. Otherwise, the match is going to suck. Shoutouts to pulsr for kicking my face in with Mu one too many times.
ZONG_one Posted August 6, 2010 Posted August 6, 2010 All I will agree with is that it's annoying. I've only played against two decent Mu's online, so I haven't even begun to try and navigate through steins/lasers, because online, that's impossible. Hopefully someone offline will let me have some time against them. Matt, I'll give you cigarettes if you play against me.
ikeTATARI Posted August 12, 2010 Posted August 12, 2010 I can tell you from playing Synthesis offline that this is a TERRIBAD matchup for Carl. If every attack ever didn't stop Nirvana's attacks, it would be much more even, but since you can't really throw out any normals with Nirvana (when you're hiding behind her anyways), basically your entire neutral game starts to revolve around Carl's normals, which as we all know are pretty terrible for neutral game. I will say however that her air normals are slow enough that if she IAD/jumps in with no cover you can get a 6A really easily. With laser cover that is timed incorrectly, too, which is great because a badly played Mu doesn't place steins as effectively as a well played Mu, so they end up approaching as if they had stein cover when they really don't.
Kyle Posted August 19, 2010 Posted August 19, 2010 Carl vs Mu#12: Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B... Crouching: 5B, 6B, J.2C, Alle~can...
The Noble Clap Posted August 30, 2010 Posted August 30, 2010 While this is still a really bad match-up for us, I got through alot by trying to avoid the lasers and using Giga Drill Ada. But I could just be lucky. Not sure what to do once I get Ada there.
Mascarpone Posted August 30, 2010 Posted August 30, 2010 If i'm just getting pure-laser zoned i'll walk nirvana towards her between stein sets which, if they are smart will scare them into coming closer and if they are dumb sets up for very easy CH brio's. She still out-does you at closer ranges with her normals but at the very least you don't have to try and chase her down this way.
Kyle Posted August 30, 2010 Posted August 30, 2010 Takes patience, good defense and some approaching without nirvana. Does she have any other overheads besides the cartwheel? BTW guys, cartwheel cancels on block into the slashing move. This is most likely a lvl5 attack with loads of blockstun = You block you get puhed too far away to punish. After we block the cartwheel we can punish before the slash with: CH 2B, CH 3C, CH Cantata
ZONG_one Posted August 30, 2010 Posted August 30, 2010 Is this on IB or normal block? Also, first or second hit? CH 3C basically wins you the match, so this could be godlike.
Niko Posted August 30, 2010 Posted August 30, 2010 Can she cancel the cartwheel into her distortion? I'm pretty sure I got my CH fishing stuffed by that before.
The Noble Clap Posted August 31, 2010 Posted August 31, 2010 Yes, sorry bro. Also ,if she can j.2c, can we 6a from it's max height?
Seifuuku Posted August 31, 2010 Posted August 31, 2010 mu's 6b is -8 on ib of the second hit.. she can still special cancel it on block into dp or whatever though
Xithmos Posted September 5, 2010 Posted September 5, 2010 I hate this match-up. The only solution I've come up with is just constantly reset them once they are sandwiched so they can't get a chance to get out.
Big Red Tie Posted September 7, 2010 Posted September 7, 2010 Can she cancel the cartwheel into her distortion? I'm pretty sure I got my CH fishing stuffed by that before. she can cancel it into any special i think (block or hit too) so, the slash move, her DP, her super reversal, etc.
Afro-Demon Posted September 15, 2010 Posted September 15, 2010 I've played this match on both sides, and honestly mu feels like she has the advantage with 3.5/6.5. Her air game or really her j.C stuffs just about any approach you can make, so if you both jump, i suggest trying for a brio. If they think you're gonna airdash, they usually will just j.C and that nets you a CH for some type of oki. Mu's also generally play safer with carl, so instead of doing a risky 6B(cartwheel), i've seen plenty who just summons one stein mid block string and then jump cancels into either back air-dash or j.2C. If you see them summoning a stein mid blockstring, they are probably JCing so prepare yourself with an AA of some kind. Honestly though, the fact they can still maneuver well while summoning steins makes this game of tag a little hard. She can just run, summon a stein or two, then immediately head on the offensive. If she manages to land one hit, that's about 2k with good oki (meaning you lose 1-3 primers), 4k with the corner, or 5k with 50 heat. If you manage to block, she has enough moves with good block stun that she can just summon a stein and repeat the process. I think the goal in this situation is to try and make her miss one move of her blockstring. Most of her moves are monstrously punishable on whiff since they can't cancel into the steins that way. If you ever think she is going to 5C or 6C you in her blockstrings, a vivace that. It leads to insta-sandwich their whiff is so long. These are both characters who can rather safely approach characters. She is less powerful and doesn't have mixups from hell, but she is faster all around and has better ranged tools than you. She will have the easier time approaching you if you play defense than vice versa because of this. I can only say start on the offensive asap because a couple of lazers affecting your movement in any way can lead to a huge disadvantage very quickly.
The Noble Clap Posted September 16, 2010 Posted September 16, 2010 I've played this match on both sides, and honestly moo feels like she has the advantage with blah blah matchup blah. Her air game or really her j.C stuffs just about any approach blah so jump, brio. If they think you're gonna airdash, they usually will just j.C and that nets you a CH for some type of oki. Mu's also generally play safer with carl, blah we get murder. I've seen plenty who just summons one stein blah dan taunt blah and then jump cancels into either back air-dash or j.2C. If you see them summoning a stein mid blockstring, they are probably JCing so prepare yourself with an AA of some kind. Honestly though, the fact they can still maneuver well blah blah blah stuff you should read and I won't quote to take up this page. Has better ranged tools than you. She will have the easier time approaching you if you play defense than vice versa because of this. I can only say start on the offensive asap because a couple of lazers affecting your movement in any way can lead to a huge disadvantage very quickly. Learning how to dodge steins is a great plan, do this: Watch her hands. If she just flicks them and does a wimpy beam, Ada can block that. If she does the full motion, Brio, she can't cancel those too fast and Jump to avoid the manly beam. At 1-1 half count wimpy beams come out. Real, Soviet Beam 2-2 half counts. She can move before all beams are shot at you but not fast enough to full screen combo Beam Special is dodgeable, just jump and j2C at the very end Beam Super is not. If, for some retarded reason like a bad vivace you land right in the middle,GG. Only advance with Ada unless you are prepared for some solo carl action. She does meh damage but can do more meh than you easier. In Solo game 5B 6B jB jC jB works and B vivace Beats 5C for getting to nee-san. j.C beat everything Carl has except 6A. Don't do any thing on jump. Or airdash at her airdashing at you. Resetting runs the risk of Origins, and while it doesn't hurt (much) it kicks you all the way back. GG. So what I'm saying is play on D against moo 12. Of course, that makes me insane but its my 2 cents. EDIT: I mean by "Defense" to put her on offense because of Ada, then beat her down and resummon for some ham and cheese sammichs. No offense to Afro, just didn't want a BIGGER wall of text.
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