SolarMisae Posted September 9, 2011 Posted September 9, 2011 ..oh. Yeah I was practicing on Rags. orz That might explain it lol. I thought I just sucked....^^; And that new GC...sexy. You are my Moo God C0R. ^^ Why are we not S yet. xD
Shockna Posted September 9, 2011 Posted September 9, 2011 Random corner combo question. In Mu's 5-2 combo in challenge mode, there's a micro-dash between the SoD and the 5B that leads into the air portion. Is that microdash needed for all of her corner combos that use j.D? I ask because it's a serious bitch to pull off ⌐_⌐
SolarMisae Posted September 9, 2011 Posted September 9, 2011 (edited) It's not needed but you DO need to dash somewhere in that combo for it to work. If you can't dash before the 5B you're gonna need to dash after the j.D. Edit: Oh, and no it's not absolutely required for every combo that uses j.D, it's situational depending if you're too far away to pick up 2B after the first j.D or not. It's also for spacing your steins, ie like in C0R's new "Eyes" setup. Edited September 9, 2011 by SolarMisae
SolarMisae Posted September 12, 2011 Posted September 12, 2011 (edited) I reworked the midscreen 3C RC for a bit more damage. 5B > 3C > RC > 5C > 2C > 6C > Habacan > dash 6A > :6B > 5C > SoD > dash 6A >j.2C > j.D > 2B > 5C > 2C > j.2C > oki/super ender whatever Midscreen. Does 4880 (6216 with super) and gains 29 meter. Doesn't work if you're too close to the corner though, they'll be too high to connect the 6A. For Taokaka, Hakumen, Arakune and Carl you have to do 6A > 5C > 6C > habacan to make it work. It does a little less damge though...(it's only like, like 100 or so, so no big deal.) It doesn't work on Bang with either version. Edited September 12, 2011 by SolarMisae
C0R Posted September 12, 2011 Author Posted September 12, 2011 (edited) Oh, I though I posted the newest one. 5b > 5c > 3c > RC > 5c > 2c > 6c > habacan > 6a > 6b > 5c > SoD > Dash > 5c > 2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c Basically, any place where SoD might cornerbound but 6a failed to hit is now gone, because we can just 5c / 2c / 5c > 2c / 6a > 5c > 2c to pick them into the high loop at all manner of walbound heights. Edited September 12, 2011 by C0R
ThunderboltZ28 Posted September 15, 2011 Posted September 15, 2011 What combo can you do off of 6B in the corner?
SolarMisae Posted September 15, 2011 Posted September 15, 2011 What combo can you do off of 6B in the corner? Posted by C0R a few pages back: 6b > SoD > 6a > 5c > 2c > j.c > j.2c > j.d > 2b > 5c > 2c > j.2c > 6a > 632146c
C0R Posted September 15, 2011 Author Posted September 15, 2011 And if you want oki, you do the old one: 6b > SoD > 5b > 6a > j.2c > j.5d > 2b > 5c > 2c > 7hj.2c > :j.5d > Eyes Oki
ThunderboltZ28 Posted September 15, 2011 Posted September 15, 2011 (edited) Thank you. I must have missed it sorry. What about off a throw? Also Noel keeps teching on the last j.2C on the 6B combo. It must have something to do with the stein placement? Edited September 15, 2011 by ThunderboltZ28
BloodyRootBeers Posted September 15, 2011 Posted September 15, 2011 5C, 2C Superjump, j2c. best way to practice it is on makoto, bitch has a hitbox that requires slightly delayed timing on superjump j.2c
ThunderboltZ28 Posted September 15, 2011 Posted September 15, 2011 I did it. I was putting the stein too high I think.
BloodyRootBeers Posted September 15, 2011 Posted September 15, 2011 instead of j.d try j.2d or j.6d instead.
ThunderboltZ28 Posted September 15, 2011 Posted September 15, 2011 I keep trying this combo: (4)BC > Dash 6a > 6b > Dash 6a > j.2c > j.xd > SoD > 5b > 6a > j.c > j.2c > (3c > Omohikane) j.x[d]. But I cannot get SoD to connect. Any advice?
YukiBlue Posted September 15, 2011 Posted September 15, 2011 After j.2C You need to cancel into 5D ASAP. Other than that me no no
C0R Posted September 15, 2011 Author Posted September 15, 2011 I keep trying this combo: (4)BC > Dash 6a > 6b > Dash 6a > j.2c > j.xd > SoD > 5b > 6a > j.c > j.2c > (3c > Omohikane) j.x[d]. But I cannot get SoD to connect. Any advice? That combo el no worko.
ThunderboltZ28 Posted September 15, 2011 Posted September 15, 2011 That combo el no worko. Wh-why is it on the front page? I'm sorry if I missed some information in this thread. Was a better combo posted?
Lythium Posted September 16, 2011 Posted September 16, 2011 According to the front page, it only works if your opponent is near or in the corner.
SolarMisae Posted September 16, 2011 Posted September 16, 2011 This thread is mostly waiting on some serious revamping. Not all the combos on the front page are completely optimal. And I'm pretty sure that combo doesn't work even in the corner.
C0R Posted September 16, 2011 Author Posted September 16, 2011 *shakes fist* It's getting updated piece by piece, it would help if either of my two ps3s would read disks atm.
pochp Posted September 16, 2011 Posted September 16, 2011 I was actually going to update my set of combos and practice all the optimal ones this weekend, so I was going to browse this thread and make myself a list, but want me to post it here afterwards? I was gonna get optimal corner and midscreen (with meter) for each starter, on standing and crouching.
ThunderboltZ28 Posted September 16, 2011 Posted September 16, 2011 I'm trying to practice my execution and hopefully get better with Mu. A list of optimal combos that will actually work would be helpful. Sorry to hear that, C0r. I know plenty of 360s that stop reading disks, but I've rarely heard of a PS3. Both of them?
C0R Posted September 16, 2011 Author Posted September 16, 2011 The combos in the first post are very optimal, with emphasis on oki, everything with posted damage and heat values is worth learning too. The double super combos aren't up but that comes next.
Cryingvoid Posted September 17, 2011 Posted September 17, 2011 (edited) Guys, I just realized something I didn't know. If you start a combo with SoD or BnB ended with SoD (e.g.: 2b>5c>2c>SoD), and SoD makes the opponent wallbounce, and follow up with 6a>j.2c>j.5d>2b - this 2b does not connect, the opponent techs before the 2b hits. At the same time, if you do 6a>6b>6a>j.2c>j.5d>2b - this 2b does connect! What is the trick? Does 6b add extra stun values to the rest of the hits? Edited September 17, 2011 by Cryingvoid
TD Posted September 17, 2011 Posted September 17, 2011 j.2c has to hit the opponent at a certain height, when they're around mu's shoulder/head height. this would be the very top of 6a. if the foe is too low j5d 2b will not work. a very simple solution is to add 5b before 6a and everything works smoothly. you could also do 6a j.2c land 2b 6a j.2c 5d 2b or the 6a 6b 6a j.2c bit you mentioned, if the proration is good. but if you don't want to add extra hits you should try to hit the opponent with 6a as early as possible while they're falling.
Cryingvoid Posted September 17, 2011 Posted September 17, 2011 I see... yet the most damaging route must be with 6b, right?
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