Kuuhaku Posted May 12, 2011 Posted May 12, 2011 (edited) Overview Beginning of the match, get in her face. Do not let her setup. The match up becomes super annoying once you let her get her steins up, but once you start your pressure the match up becomes super annoying for Mu. Watch out for DP, but don't be too scared of it since she can't get damage off of it. Just you'll have to make sure to get back in on her. If you get stuck in a full screen zoning match, just block. Lasers don't do chip and eventually she'll try to approach you using the lasers as a cover. Be careful of approaching her air to air as her air throw range is still huge. Tips/Misc Airdash + wind is a very good way to approach. Though be careful of sticking out a move like j.B as she can also DP you in the face for doing this.She can't start zoning right away as she has to set up steins first, so don't give her that chance.Bringing pumpkin with you can also make life hard for Mu. Character Specific Combos JPN Match Up Videos Here Edited May 12, 2011 by Bohemian Polka
tofurr Posted May 13, 2011 Posted May 13, 2011 I didn't get to play a lot of Mus (Just a couple with Pulsr), but I will say that even if she gets stiens out and starts her zoning game, they're definitely not as hard to deal with as they were in CS1.
gli Posted June 2, 2011 Posted June 2, 2011 (edited) j.236A is a really good tool for shutting down her zoning if you find yourself fullscreen. This match-up I think is even for the most part. For some reason I find her more dangerous midscreen then when I'm cornered. I feel like I don't have to worry about the Steins as much. Edited June 2, 2011 by glirandly
Alex073088 Posted June 2, 2011 Posted June 2, 2011 gil I really dont think your not playing good mu if u think its even. Ill post more on this later.
gli Posted June 4, 2011 Posted June 4, 2011 I still think it's pretty even although recent matches tell me it's something like 5.5 Mu.
currentlemon Posted June 4, 2011 Posted June 4, 2011 Mu can really screw you over with her lasers. Having a lot of those orbs(Totsuka Blade) can prevent you from zoning and summoning pumpkins and frogs. Her lasers get stronger when orbs continue to be active for a while so be careful. Not to mention the lasers cover her when she is rushing you, so it's hard to react. It covers her jump-ins too making it hard to anti-air her. When she doesn't have a lot of those orbs or none at all, her zoning is slightly limited and you can pretty much zone and summon. It's likely she will try to create orbs so prevent her from doing that with your zoning. Make her think twice about creating orbs by using lobelas and your poles. Rush her down using pumpkin and frog. Once you have her cornered, you have the advantage. She has a DP, so be careful with your block-strings. Some Mus will try to use their DP on wake-up as well. On the defensive, the only things that you should be looking out for are tick throws and 6b. 6b is her only overhead and only a few of her moves can chain to it(5a, 2a, 5b and 6a). Divine Wrath of the Heavens can explode any orb that's active and can continue her pressure if you get hit. This is still a bad match-up for Rachel but better now that our loli was buffed. 4.5/5.5 Mu's favor I'll do more research later. I'll update more when I'm done.
TD Posted June 8, 2011 Posted June 8, 2011 in regards to small lasers: they are probably the most annoying lasers of the bunch, but they are more tolerable than their cs counter part. each one takes a little less than 2 seconds to start up. always keep this in mind: you have about 2 seconds to get an advantage from where you are in any neutral situation. george and (winded) poles come to mind. george will stay out until mu kills him or he activates, or he fails to reach her in time. you are completely free to wind him however you please, since there is always at LEAST a 10f gap in between small lasers. now you can turtle a bit and regain wind and possibly the advantage. be sure not to get antsy of course. be sure that she BLOCKS or gets hit by poles. this is where target practice comes in. lf you manage to get her with a pole, all big and small lasers will stop, barring 236d. just clip her. just once, and you have the advantage. you can actually wait and see what she does, and punish her on reaction. i'll go into detail a little later.
FR05tB1t3 BOB Posted January 3, 2012 Posted January 3, 2012 Ive been playing with NemesisEnforcer for awhile now and you really cant do anything within her 5c range because you'll just get a big fat counter hit that leads to damage, knockdown, and ridiculus laser oki. Respecting that range really helps
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