FlameIce Posted October 31, 2011 Posted October 31, 2011 I've been going down the list of combos and trying them out. I'm having trouble landing this on on Bang. The second hit of 6B wiffs on Bangs body. 2a > 5c > 2c > SoD > 6a > 6b > 6a > j.2c > j.d > 2b > 5c > 2c > j.2c > (3c > SoD > 632146c) = 3104(4431)/31(41-50) 1 Stein
SolarMisae Posted October 31, 2011 Posted October 31, 2011 I've been going down the list of combos and trying them out. I'm having trouble landing this on on Bang. The second hit of 6B wiffs on Bangs body. 2a > 5c > 2c > SoD > 6a > 6b > 6a > j.2c > j.d > 2b > 5c > 2c > j.2c > (3c > SoD > 632146c) = 3104(4431)/31(41-50) 1 Stein You need to delay the 6B a sec on Bang and quite a few others in the cast to make the 2nd hit connect.
FlameIce Posted October 31, 2011 Posted October 31, 2011 You need to delay the 6B a sec on Bang and quite a few others in the cast to make the 2nd hit connect. That did the trick. Thanks!
bakahyl Posted October 31, 2011 Posted October 31, 2011 You need to delay your 6b on carl, arakune, mu, lambda, litchi, tsubaki, bang and valkenheyn.
Lythium Posted November 7, 2011 Posted November 7, 2011 Quick question: what are the best combos that I can do off of a 3C > RC and CH 3C? The ones that I'm doing now are pretty dreadful. Thoughts?
C0R Posted November 7, 2011 Author Posted November 7, 2011 Quick question: what are the best combos that I can do off of a 3C > RC and CH 3C? The ones that I'm doing now are pretty dreadful. Thoughts? If you're a super baller: 3c > RC > 66~5c > 2c > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > (cornerbound) 5c > 2c > j.c > j.2c > j.6d > 2b > 6a > 2c > j.2c > 66~6a > 632146c If slightly less baller, do 3c rc dash 6a 5c 6c 3c ch > dash 6a will link on some characters, otherwise use 3c > j.2c > dash 2b > 5c > 6c > ...
Lythium Posted November 7, 2011 Posted November 7, 2011 Cool, thanks! Off to training mode to see how baller I am.
SolarMisae Posted November 8, 2011 Posted November 8, 2011 Yeah, on some characters you can do CH 3C > 6A > 2C > :6C > habacan > stuff It's fun. :3
Aile Posted November 13, 2011 Posted November 13, 2011 So guys, yesterday I was playing with another Mu player and noticed he really likes doing CH 2C > 4D > 214D > IAD > j.C > j.2C etc. when he gets the CH 2C in. I've been trying to see if I can find a good combo out of it, but no success, yet ;~;
Lythium Posted November 13, 2011 Posted November 13, 2011 That was the old combo I used to use! Oh, the nostalgia. Although, I think the one I used was a little different: CH 2C > 4D > 214D > dash > j.B > j.C > j.2C > dash > 2B > 5C > 6C... stuff.
Aile Posted November 13, 2011 Posted November 13, 2011 I've never seen him do j.b in that particular combo. though looks interesting :O
Nemesis Posted November 23, 2011 Posted November 23, 2011 Hey guys I need a new 6B corner combo the best I'm pumping out is a meager 4k anyone have better reliable stuff? Over the next while im gonna try to reform several of my combos in an effort to help my self improve- your help is much appreciated
SolarMisae Posted November 23, 2011 Posted November 23, 2011 Hey guys I need a new 6B corner combo the best I'm pumping out is a meager 4k anyone have better reliable stuff? Over the next while im gonna try to reform several of my combos in an effort to help my self improve- your help is much appreciated C0R has one. 6B > SoD > 6A > 5C > 2C > j.C > j.2C > j.6D > 2B > 5C > 2C > j.2C > (6)6A > (5C > yata no kagami > j.2C >) omohikane
Nemesis Posted November 23, 2011 Posted November 23, 2011 Omohikone.... Is that the C super? Combo looks good but I'm more in the budget for 50 heat
SolarMisae Posted November 23, 2011 Posted November 23, 2011 Yeah thats the C super. The yata is optional which is why the 5C > yata > j.2C part is in parentheses. You can just do 6A > omohikane.
Nemesis Posted November 23, 2011 Posted November 23, 2011 Alright, thanks solar any idea how much dmg this is ? Meh I'll just go figure it out
C0R Posted November 23, 2011 Author Posted November 23, 2011 Uhhhh I think it's like 4800~ without super, 6k with one, 7k with two.
bakahyl Posted November 28, 2011 Posted November 28, 2011 (edited) What is Mu's best/most damaging combo against characters who have smaller hitboxes in the air like Mu and Carl from a counter hit 2c when you can't reach the corner? I prefer jump cancelling the 2c incase they were barrier guarding against it in the air, so normally i am not using counter hit 2c, 5c, 6c, habacan combos. The usual combo that i use is: counterhit 2c, JC, airdash j.c , j.2c, dash 2b, 2c, 6c, habacan , 6a ,6b etc. but the 6c whiffs against them. The alternative that i am using against those characters are counterhit 2c , JC, delayed airdash j.c, j.2c, dash 2b, 5c, 6c,5d , j.2c , dash 2b, 5c, 6c, 5d, SoD, but i am sure thats probably not the best combo. edit: i meant a mid screen combo when i too far away to carry the opponent to the corner with counterhit 2c and a JC Edited November 28, 2011 by bakahyl
C0R Posted November 28, 2011 Author Posted November 28, 2011 Mu has no true character specific combos, her hardest combos are on Rachel, Makoto and Noel, and those are in the corner. Just do the regular midscreen combos on everyone. After 2c CH 5c 2c 6c 6a 6b 5c sod, they will almost always hit the corner, if not, after 6b, do 5c 2c j.c j.2c j.2d airdash safejump j.b
Nemesis Posted December 8, 2011 Posted December 8, 2011 CH J.C>J2C>66~2b>6A>6C>5D>Haba(etc) - now this lil combo is blowing my mind it seems unbelievably easier with J.2C CH but the JC CH is just much more practical. Someone tell me this is really a very doable thing but Im just retarded at it. And everytime I attempt the habakiri for some reason mu wants to charge the laser.. even after I completely let go of the stick and reapply inputs... I rarely have trouble with bombs or haba-cancel but this is giving me a hard time-- Its noobish to ask but its possible right?
C0R Posted December 8, 2011 Author Posted December 8, 2011 CH J.C>J2C>66~2b>6A>6C>5D>Haba(etc) - now this lil combo is blowing my mind it seems unbelievably easier with J.2C CH but the JC CH is just much more practical. Someone tell me this is really a very doable thing but Im just retarded at it. And everytime I attempt the habakiri for some reason mu wants to charge the laser.. even after I completely let go of the stick and reapply inputs... I rarely have trouble with bombs or haba-cancel but this is giving me a hard time-- Its noobish to ask but its possible right? It's very possible, just a little tight to execute and character specific, if you like I can record me doing it with my phone. However, using 214d (hit) in a combo is unomptimal, make sure you can do the optimal combo listed on the front page for maximum damage.
pochp Posted December 8, 2011 Posted December 8, 2011 I don't think anyone brought this up yet, but it looks like something really important we've overlooked. Burst safe combos (and setups), might as well look into them while waiting for CSEX since they shouldn't change much. (well of course there's no way to make j.2C burst safe, but I'm talking about the rest, since not everyone realizes that) Since mu gets good oki, sometimes it's worth it to sacrifice damage if your opponent has a burst available. Can't test atm, but maybe adding j.A to the corner loops by removing a rep, or something? Also, I think j.6[D] setup might be the perfect burst bait since you don't have to commit to anything in order to hitconfirm your mixup, as the ]D[ does it for you. I often get hit out of the following 214D by a burst.
C0R Posted December 8, 2011 Author Posted December 8, 2011 I don't think anyone brought this up yet, but it looks like something really important we've overlooked. Burst safe combos (and setups), might as well look into them while waiting for CSEX since they shouldn't change much. (well of course there's no way to make j.2C burst safe, but I'm talking about the rest, since not everyone realizes that) Since mu gets good oki, sometimes it's worth it to sacrifice damage if your opponent has a burst available. Can't test atm, but maybe adding j.A to the corner loops by removing a rep, or something? Also, I think j.6[D] setup might be the perfect burst bait since you don't have to commit to anything in order to hitconfirm your mixup, as the ]D[ does it for you. I often get hit out of the following 214D by a burst. Might as well make them use it, µ's combos are almost impossible to make burstsafe unless your opponent is some kind of stupid.
Absinthe Posted December 9, 2011 Posted December 9, 2011 Or unless you start to read your opponent and read/bait the burst... It's simple once you start to analyze your opponent's pattern and reactions. afaik it's a common move to burst after 6B because everyone knows that it leads to Omohikane and kinda strong damage. Other bursting points are after 2C CH (alternative route with dash 5C is technically burst safe then) and j.2C
C0R Posted December 9, 2011 Author Posted December 9, 2011 Or unless you start to read your opponent and read/bait the burst... It's simple once you start to analyze your opponent's pattern and reactions. afaik it's a common move to burst after 6B because everyone knows that it leads to Omohikane and kinda strong damage. Other bursting points are after 2C CH (alternative route with dash 5C is technically burst safe then) and j.2C Every character has a place in their combos where it's safe to burst out, for µ this is 6b, which can be burst without hesitation due to the extremely long recovery. Because 6b is required very early in combos to get any real damage, cutting a combo short to try and bait a burst is not realistic when you're losing 1300-2000 damage. It's better to make them burst, worst case scenario they're now at full screen with low health, which is a nightmare situation for the opponent regardless. An experienced player with any idea of the matchup will quickly learn the times and places they can safely burst to avoid damage. In CS2, it is unrealistic to bait them due to the extreme damage loss. If they don't burst, and you do a burst safe combo, they just accomplished their goal of avoiding death because they only took a shitty combo, AND they still have their burst.
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