Chris Chaos Posted May 20, 2012 Posted May 20, 2012 Thanks guys, It has been a good while since I played her and I'm honestly not used to playing a character with an ability to zone so you're right, I should use steins and command lasers more. I'm all about the neutral game and spacing when it comes to whatever characters I play which is probably why I neglected the zoning portion of Mu-12's arsenal, I was focusing on one part of her game and I should utilize all her tools. And yes, it's true, I don't know her new combos, I'm just going from what I seen others do and what seems logical. I'll start working on Steins and their usage to correct that. If anyone see anything else, I would like to know
pochp Posted May 20, 2012 Posted May 20, 2012 Shinsyn, in addition to what the others said, for pressure, you really want to use more special cancel into 236a, it allows you to reset your pressure when you're not using it point blank if they just block it. It got buffed a lot since CS1, so you also want to use this move a lot when zoning rushdown characters (a good litchi is just going to stay in 6b range and CH you out of it, for example). I don't really like zoning with Mu personally, my game plan is I usually run away using 236a and j.c while setting up steins for a 236d and go in when I have the advantage. You might want to check out my YT channel for Mu tech, http://www.youtube.com/user/pochped/videos and specifically this one for combos http://www.youtube.com/watch?v=aoCLTItUeyM Random laser super is great if your steins are all really far. The blockstun can be long as fuck. Word of advice Shin, don't ever do 6B in a blockstring. It's slow and you can get grabbed/hit out of it. Cookie learned the hard way. It only depends how you gatling into it. 5b 6b has a 6 frame gap according to the frame data on the wiki and throws have 7 frames of startup. Safest ways to gatling into 6b are from 5b and 6a as people will rarely press buttons after these moves. You can also make the gatling gapless with lasers if you get used to the timings, but it's hard outside of a planned setup.
Zeromus_X Posted May 20, 2012 Posted May 20, 2012 (edited) Random laser super can be good if they're really low on health. It does a load of chip damage and if they twitch, they die. If you have 100 meter you can RC it and go in for a mixup (who needs to bother with that troublesome "neutral game"?) But yeah, use 236D more when you have steins out. It'll get people to respect steins real fast since 236D has P1 100 (on air CH, you can easily confirm with jA > jC > j2C > dash 2B > combo) You can use the time the laser is out to go in, or set up more steins to further keep them out. You can keep people out for a long time if you mix it up really well with steins, 236D, and Habaya. When people are low on health, those only annoying steins suddenly become major concerns for the opponent and they'll have to play Ikaruga to get up to you. Also when setting up steins, don't forget you can airdash cancel air steins if you haven't jump yet, to mix up your movement (plus it's fun to play like Dark Phoenix and fly around in the air). At the end of your airdash you can set more steins, use Habaya, or jB/jC to keep them out. Edited May 20, 2012 by Zeromus_X
SolarMisae Posted May 20, 2012 Posted May 20, 2012 6B is our only standing overhead Cookie. Like pochp said, it's fine if you gatling it properly, and use it sparingly. It's really good if you condition people not to expect it. I have had a lot of success with run up 2A > 6B on opponents expecting longer blockstrings or lows.
cookiehours Posted May 21, 2012 Posted May 21, 2012 6B is our only standing overhead Cookie. Like pochp said, it's fine if you gatling it properly, and use it sparingly. It's really good if you condition people not to expect it. I have had a lot of success with run up 2A > 6B on opponents expecting longer blockstrings or lows. Then, I guess that is something I need to work on because I swear to God, there are moments I sometimes get grabbed out of it. The Mu training continues. o(^^)b Okay Shin, ignore my post. These guys know more than I do.
Tecta1Eastside Posted June 1, 2012 Posted June 1, 2012 Any advice? http://www.youtube.com/watch?v=u95nVwhK_gk&feature=relmfu (TectalEastide MU-12 vs Little Subby Relius) http://www.youtube.com/watch?v=cTO4dmkeXXs&feature=relmfu (TectalEastside Mu-12 vs Haven Scam 4 Life Lambda)
Nemesis Posted June 1, 2012 Posted June 1, 2012 Aside from being like super hard to make out alot of the more intricate spacing and neutral game I'll just give a few pointers from the vs Haven vid (just watched that one) looks like your getting hit often from lambda's wake ups -- try to remember that mu's normals are superior to lambda's in almost every way. Dont be afraid to dp outta air pressure like your ragna.... by far most ppl arent used to the concept of mu's air dp escape outta air pressure. I also think I saw you get hit setting up oki on lambda in the corner -- perhaps just finish the dmg combo -- C super gives us frame adv anyway - laser super gives us plenty of time to do interesting corner stuff too. other than that its pretty hard to make out alot of stuff ~_~;;
pochp Posted June 2, 2012 Posted June 2, 2012 I'm gonna agree with nemesis here and say you should probably DP more, I mean every match is different and happens so fast that I can't tell if you always use it like that. I'm not talking about using it on wakeup though, more like through pressure. I kinda disagree with nemesis about supers. I prefer keeping my meter for RC mixup if it doesn't kill. j.2c knockdown allows enough options that I don't feel like I need to use supers. Though I still use it when I get a great starter so that my opponent has time to look at the total damage and attempt to get him to screw up. :P It's hard to give you advice though, our playstyles are kind of different. Most of your combos and hitconfirms were ok, I didn't get to see much of your oki/mixup/pressure game so I can't really comment on that. Your spacing felt like it worked out for you, so if it usually ends up like this keep it up, though you were whiffing a lot of 2c, that move has a ton of recovery so you might want to be a bit more careful with it, you will get punished for it. I wonder why you're using 3c so much (against relius in particular maybe? I don't really know the matchup that well), I prefer poking with 2b because it offers gatling options and is 0 on block, you can dash after it and start some pressure/mixup game. I also saw you sacrifice oki for damage/meter in a few situations (that airthrow combo ending in j.c j.c j.623c for example), I don't think that's worth it. Mu has really good oki setups off of 6c midscreen. I dunno if you always go for this, or it was because you screwed up something or w/e, but yeah, if you haven't looked into it yet, you're missing out on a really cool aspect of the character Overall your Mu looks good.
Tecta1Eastside Posted June 3, 2012 Posted June 3, 2012 Thanks for the feedback both of you. I dont use meter in the corner unless it kills. I use oki midscreen and in the corner but in those matches i didnt. Sometimes i use weaker oki though like 236a. 3c is good on ch and in the corner. It leads into 4k damage. I zone and Space out mostly. I use mix ups against relius and lambda but for the most part i space out until i get a chance to rush in. If i play awkward its cuz I only use her 25-30% of the time. Even though she is my main I play jin makoto tsubaki and hakumen. Sorry about the quality. I need a capture card because if I dont add music to the video, the in game audio is worst than the video quality lol
xntrikcat Posted June 3, 2012 Posted June 3, 2012 (edited) Damn, someone else is using my dizzy colored mu. Great playing, I liked the 5a AA hit confirms, I have a hard time doing that. I liked your spacing and movement. Also you don't seem to autopliot! Like pochp said, you should explore some oki options midscreen. Some that I use frequently are: 6c 5d SoD 6d 214d (this one is pretty much BnB status now) 6c 5d SoD 66~ 6b (pretty disrespectful, but it catches people off guard) 6c 6[d] 236a (neutral tech) 665c 236d (great if the opponent neutral techs all the time) 6c 5[d] 236a 6d 236d (this one is stolen from pochp) 6c 5d 9jc j.2c j.6[d] IAD j.c (use sparingly, it looks frightening but can be beaten on reaction) 6c 5d 9jc j.2c j.6d j.236d (especially great near corner) 6c 5d 66 6d 236d 4d (3 stein bounce stolen from oboron?) Edited June 3, 2012 by xntrikcat
Tecta1Eastside Posted June 3, 2012 Posted June 3, 2012 Thanks for oki set ups. I'll try them tomorrow
pochp Posted June 3, 2012 Posted June 3, 2012 Thanks for oki set ups. I'll try them tomorrow You can check out my youtube channel for videos of most of those, as well as some other tech : http://www.youtube.com/user/pochped/videos
Takanub Posted June 9, 2012 Posted June 9, 2012 Yeah I need help in the tager match up and probably just critiquing in general. I can't seem to wrap my head around what to do after spark bolt is stocked. If i do nothing he slowly advances and if i throw out stiens I get hit. This is me playing a ft10 at casuals at a friends house and I really have no idea how to play this out it really starts going to hell after game 4. http://www.twitch.tv/shugotenshi/b/320840658 It starts at 3:06
SolarMisae Posted June 9, 2012 Posted June 9, 2012 I do a lot of jumping above spark's trajectory and blocking on the way down and REALLY careful setting up stuff. It's always satisfying to do a double jump when the Tager thinks you'll push a button and you leap right over it.
susano Posted June 9, 2012 Posted June 9, 2012 Yeah I need help in the tager match up and probably just critiquing in general. I can't seem to wrap my head around what to do after spark bolt is stocked. If i do nothing he slowly advances and if i throw out stiens I get hit. This is me playing a ft10 at casuals at a friends house and I really have no idea how to play this out it really starts going to hell after game 4. http://www.twitch.tv/shugotenshi/b/320840658 It starts at 3:06 I do whatever's necessary to avoid that thing. Double jump is your friend. And if you do somehow get magnetized, double jump and fly right over his head.
Lythium Posted June 9, 2012 Posted June 9, 2012 As far as Spark Bolt goes, you just really have to watch the meter and respect that he has it. Jumping over it is always your best option, but if you do get magnetized, just run away. Also, that's something that I'll point out: you were magnetized a lot, but you didn't really try to put any distance between yourself and Tager. You also had some pretty weird stein moments. There were a couple times where you popped them early (which I understand completely, haha). At one point, you jumped up and did j.5D > j.6D > j.236D, and just fell back on top of Tager. My advice to you there is to think about where you're putting your steins, don't just throw them out willy-nilly. Try not to use 6C in a blockstring too much.
Lord Pwnge18 Posted June 9, 2012 Posted June 9, 2012 Like they all said for Spark Bolt, just watch his meter and be ready to jump over it when it happens. You seem to super jump back quite a bit, you don't have to go so high, it's rather pointless, backdashing works just fine. You also should never really advance on Tager, just keep him out for as long as you can. As you know, you can continually do 6D > 4D > Habakiri ]xN until he get's through it by sledging or jumping. If he jumps you can just run underneath him, if he sledges, you'll be able to hit him out of it with 5C or even SoD or something. Also, try to not contest with Tager in the air, it never really works out too well. And don't mash after blocking Tager's 2D. Actually, just try not to get hit by that all together.
TD Posted June 9, 2012 Posted June 9, 2012 an important thing to note about spark bolt is, it's pretty much tager's only way in if the matchup is played correctly. you not only need to know how to beat it (superjump) but also how to make the tager waste it when you want them to. some tagers use it instantly, some on reaction, and some when they know you will not be able to dodge it. use 5d to appear vulnerable to it and superjump; also use (charged) steins and 236a to delay your fall in the air for the last option.
bakahyl Posted June 9, 2012 Posted June 9, 2012 (edited) I don't think any mu should do something risky when tager has a sparkbolt ready. setting a stein and immediately jump cancelling is the safest way. Besides unless you are cornered being magnetized is not scary at all. His 6a and 2d can be avoided by mashing backdash (and punish his 2d hard if he whiffs it) and unless you were jumping there is no need to worry about collider. just like Lythium said, avoid using 6c at all in a blockstring. Any decent tager can punish it with a sledge after he blocks 5c. edit: after actually watching that video i did see you rushing down tager way too much and too recklessly. You can frustrate and lame out Tager players pretty easily, so make them lose patience and let them take risks instead of you. Edited June 9, 2012 by bakahyl
Takanub Posted June 10, 2012 Posted June 10, 2012 Yeah around the 4th match I was very frustrated from getting him down to 1 hit left so many times only to lose to Spark bolts and wakeup hail Mary supers.
Critical-Limit Posted June 17, 2012 Posted June 17, 2012 After I learn some combos get familiar with the advanced play a bit i'll check in here for some advice. I got HD recording equipment. I just have a quick question. when someone says 6A and like 2C or something is it in realtion to the numpad? like 5A would be nuetral? and 3 is diagnal toward? assuming your facing left to right? If I'm wrong please explain I new here lol
TD Posted June 17, 2012 Posted June 17, 2012 yes exactly. just for reference: 1= down-back 2=down 3=down-forward 4=back 5=neutral 6=forward 7=up-back 8=up 9=up-forward the notations are related to your character, so regardless of the player side you're on, 1 will always be down-back and so on.
Critical-Limit Posted June 17, 2012 Posted June 17, 2012 yes exactly. just for reference: 1= down-back 2=down 3=down-forward 4=back 5=neutral 6=forward 7=up-back 8=up 9=up-forward the notations are related to your character, so regardless of the player side you're on, 1 will always be down-back and so on. ok thanks for the heads up. I look forward to working with Mu-12 players and perhaps one day contributing some foresight myself. :D It was actually the hate on the recent CEO live stream that made me want to play this game. So many trolls on livestream making fun of eachothers games. This hate doesn't help the fighting community grow when we divide ourselves.
susano Posted June 17, 2012 Posted June 17, 2012 It was actually the hate on the recent CEO live stream that made me want to play this game. So many trolls on livestream making fun of eachothers games. This hate doesn't help the fighting community grow when we divide ourselves. Exactly. Well said. I'm up for sparring when you're ready.
Lythium Posted July 16, 2012 Posted July 16, 2012 Okay, guys. I'm having trouble with getting the most out of my 6B. Basically, I was playing against my sparring partner, and he was like "I have no reason to fear your midscreen 6B ever, because all you do is SoD off of it." So, I guess what I'm wondering is how can I make people afraid of it? RC combos, sick stein set-ups, anything?
Recommended Posts