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Posted

mami and bombs and missiles oh my! discuss how to keep all those lasers at bay.

Punishes:

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Anti-airing:

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Zoning:

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Strategy:

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Item Strategy:

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Char specific details:

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Other details:

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  • 3 weeks later...
Posted

This matchup is pretty even. Try to push her to the corner with every mixup you can. You definitely will be jump canceling and j2C a lot with as mix of tk swallow. Once she puts you in the corner you must patient and get out of there by any means necessary. Once you got her in the corner its all on you and your mixup. Go in weak and you will pay for it. Remember she has better midscreen game than you and you will 99% of the lose when air to air because her jC BEATS yours all day and that goes for every air normal you have. Try not use 2C as much as an anti-air because she can punish you badly for using it. A well time 6A is you best friend due to it being jump cancellable on block. Bombs are pretty good at keeping her out of the air if used right and spaced right. Magical MoMo missiles almost guarantee to you entry due to their slow startup (giving you time to run) and huge space coverage. Bat reversal is gdlk but never use unless it will hit or you have meter. 2B ALL her jump in attempts that aren't her j2C.

  • 1 month later...
Posted

You'd think I'd do better against someone I used to play...How do I get past Mu's "wall of steins" from full-screen and start pressure without taking damage/a shit ton of chip?

Posted

You don't let her ramp up. Assaulting Mu when she has 4 steins out and firing, with a command laser to boot makes the Beaches of Normandy look like child's play. However there are large windows where she leaves herself open when playing a dedicated bunker style, most notably after 214d/Habakiri/Bomb. Bascially the more steins she has out, the harder she is to contest, which means the opposite is also true, so try and apply pressure where you can in the downtime between zoning phases. You shouldn't have to worry about them as you would normal projectiles, but more like Future Sight or Doom Desire from Pokemon, they don't matter if you just hit the her before they come out.

  • 1 month later...
Posted

Luckily for me, I get to play the Mu mod himself this weekend. I'll try to see what I can interpret from our matches!

Posted
Luckily for me, I get to play the Mu mod himself this weekend. I'll try to see what I can interpret from our matches!

Thanks - videos would be nice too ^^

Posted

I bet you this is my universal plat answer to everythign... but... 2B her a lot.

Posted
I bet you this is my universal plat answer to everythign... but... 2B her a lot.

*Mu Air Dashes away*

...

Posted (edited)

I used to fight a lot of Mu and I could make a wall of text explaining how you win but I am gonna summarize it as this:

Missles, Bombs, and Cat hammers are the items you want for this fight.

Hammer makes getting in or running away easier with the fast fall.

Pulsr is right, 2B the crap out of Mu, just do it.

5A pressure as usual since Mu's DP is not air unblockable.

J.C is good...

Heart car her.

Edited by A.X.I.S.
Posted
I used to fight a lot of Mu and I could make a wall of text explaining how you win.

come at me bro

Anyways...I don't know anything about this matchup, would you guys say it's far in Platinum's favor, or only just? Seems to me it'd be more dependent on luck, cause if you don't get missiles bombs or the kitty hammer it seems that it'd be difficult to pin Mu down at all.

Outside of hoping for the right items, if you disregard that how do you imagine the matchup? What non-drive options work and when should Plat be using them?

Posted (edited)
come at me bro

Anyways...I don't know anything about this matchup, would you guys say it's far in Platinum's favor, or only just? Seems to me it'd be more dependent on luck, cause if you don't get missiles bombs or the kitty hammer it seems that it'd be difficult to pin Mu down at all.

Outside of hoping for the right items, if you disregard that how do you imagine the matchup? What non-drive options work and when should Plat be using them?

Oh Solar<3

Like all of Plats match ups it depends on how well you can use your items.

The match up feels like its in Plats favor...slightly.

Pinning Mu down without those items isn't too much of a problem.

Mystic momo is useful for hitting her for setting them in the air and swallow moon makes it easier to move around as well.

Missiles are there to punish her for setting steins or make her want to move away sometimes back herself into a corner.

Bombs are there to defeat chicken blocking and cat hammer is used to punish her for not sitting still.

Everything is supplement mix up or help you get out.

Everything else is pretty straight forward, 2C is more than enough to punish her j.C, 6A is useful as well.

Your go to pokes should be 5A/2B/3C/J.C...these are all the pokes you need.

You can IB punish 3C/SoD/6C.

Steins should be IB'd whenever you can, thus making approaching far easier.

Explosion start-up (Mu's start up mind you) should be heart car'd in some but not all situations.

Hell I go as far as to say heart car ruins things for her...unless she is playing it safe and never in the range for it.

It feels way easier than Lambda...by far.

Edited by A.X.I.S.
Posted
*Mu Air Dashes away*

...

Run up and 2B her again... she can't hit Plat 2B from the air.

Posted
Run up and 2B her again... she can't hit Plat 2B from the air.

Actually I saw Xie do this to Aginor and he had no idea what to do about it. This is super legit advice.

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