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Posted
So far all I've got is:

j.B land 6B, 2A 6B, explosion/[D] setup into 6B, 6A 6B gatling (lolol), 6B/3C/6C/SoD RC 6B, and sometimes just a raw run up 6B when you're feeling yourself. hm maybe 5C/2C RC into 6B would be sick, because people start realizing you can't go high once you start gatling C moves.

This is a decent start, let's get into the more advanced stuff.

The most important thing to remember about mixup is that overheads are only barely blockable on reaction, unlike throws which you must expect to some degree to tech. Therefore, so long as your opponent's line of thought it preoccupied with something else, you're going to find it very easy to land some overheads. It's very important to integrate throws into your mixup, else your 6b becomes infinitely less usable.

So, let's look at ways to set up throws, starting with the most basic one:

2a 5a(whiff) throw

Here are all the tools you can do off 2a:

2a, 5a, 6a, 2b, 5b, 6b, 2c, 3c, 5c, xd, SoD, 214d, 236d

You can get away with some stupid shit off this move, and I don't care how bad it looks on paper, people will let you do it to them, because getting hit is too scary in this game. MIX IT UP, BE CREATIVE, DON'T REUSE, RECYCLE.

This is a handy trick you'll see Spark use a lot in tournament in his match videos. So long as the opponent is crouching, the 5a will whiff, allowing the opponent to recover from the blockstun of 2a by the time your throw comes out. However, because you are sitting right on top of them with normals flying in their face, and because you're pressuring with A normals, which are easily resetable or chainable into all sorts of fun stuff, it's rare an opponent will disrespect the gap between 2a and throw in this execution. This throw setup is one of the reasons that 2a 6b is very strong, keep in mind 6b can also be implemented after the 5a whiff, but it can also be used in another way to amplify your mixup. Once an opponent starts to see 2a 6b, and blocks it, Mu's mixup actually gets better, here's why. When your opponent stands up after 2a to block 6b, the 2a 5a gatling will now hit them standing, opening up a few new tricks.

5a > ... Every normal late chained here does work, especially 2c and 2b. Of course you can 6b here too, but that would be too good, seeing as they're still processing the overhead that never came after 2a, oh wait you late cancel green threw them, that sucks.

5a sjiad j.b: So this is a little hard to execute, I showed it a bit to Zeromus at Evo, it's pretty cool. Basically, super jumping has an effect on your jump trajectory in that the character you're controlling will immediately reverse directions upon crossing up the opponent, as opposed to a delayed turn. So, as long as your execution allows, Super Jump Instant Air Dashing off 5a into maximum range j.b is a very good tool. This can also be used as a base to build on even more advanced mixup, as after j.b you can do all sorts of the normal fun stuff, such as j.a chain or land 6b.

5a 3c: I cannot begin to count the number of people who discount lows as mixup, which I think is very silly. It is very important to realize that most characters can only go into a "real" low once in a pressure string, as most of the 2b 5b 2b gatlings were removed. Staying aware of gatling resources remaining makes it much easier to block overheads, however, this does not apply to Mu, due to her access to a fast, very long, high reward low that she can always tack on anywhere in her pressure regardless of what's been used previously. This gatling also auto frametraps for incredible damage midscreen, into corner oki game.

5a j.2c render Just try it.

5a Fuzzy j.b Can't combo off it... jk~ xx236d ]D[ ]236d[ \/ 3c ]236d[ j.2c > 66~2b > 5c > 6c > habacan > 6a > 7:66j.a > j.c > j.2c > SoD > 3c > tkj.236a oki - Using steins to make impossible combos is very important if you want to be a baller!

Next, Mu's most underused move, but my favorite one.

5b

Yo, this move is amazing. Too many players degrade it for whiffing on recoiling players after you hit with 2b, but that's not a problem, because that is not the correct time or place to implement the normal.

You frametrap with this move, you catch a jumper with this move, you punish with this move, you reset into this move? Anything into this move? Your opponent dies, entirely, completely. They must burst, immediately, because they don't get a second chance, and that's pretty fucked up.

For SOME REASON, no one uses 5b. No idea why...

2a 5b late chain 2b

]236d[ wait 2b/5b/6b/j.2c

after the last j.2c in a long corner combo, instead of 6a super, try j.4d 662b 5b 623c, the dp is super untechable, then will combo into the stein hit and force air tech, 5b air reset

...5b special cancel, hell something that isn't a C normal special cancel

Someone blocked 2c in the air? Oh no! JC j.b j.a j.b land 665b crossunder reverse air unblockable >7k, can also not crossunder. Can also do crossunder reverse 6b/throw/2c again/whateverthefuckyouwant

stuff

use 5b

I'm getting hungry, bbl lunch.

use 5b.

Posted

It's blatantly minus, but the fear of late chains may keep your opponent blocking, make a decision based on your opponent's bad habits.

Posted

Good info C0R, thank you really much about

after the last j.2c in a long corner combo, instead of 6a super, try j.4d 662b 5b 623c, the dp is super untechable, then will combo into the stein hit and force air tech, 5b air reset

Probably in Extend ~j.2C > j.4D/j.2D > 662B > 5B > air dp > airdash throw will work, all depends on air dp recovery. Gonna ask through secret ways if someone can try it on cab!

Also how does 6A > super work? Heavily charaspecific? Sorry if it's already written in some other thread or page and I didn't pay attention ( ´Д`)

Posted
Good info C0R, thank you really much about

Probably in Extend ~j.2C > j.4D/j.2D > 662B > 5B > air dp > airdash throw will work, all depends on air dp recovery. Gonna ask through secret ways if someone can try it on cab!

Also how does 6A > super work? Heavily charaspecific? Sorry if it's already written in some other thread or page and I didn't pay attention ( ´Д`)

In extend we will be able to link 5c super after dp ]d[

6a otg > 632146c is not character specific, requires an optimal height j.2c when your opponent is very high in the air/

Posted

Combos are something you can just DO. They're completely removed in terms of head-to-head interactions. If you can eek out even 10 more damage by doing a better combo, even though it's harder, there is literally NO convincing reason to not do it.

Posted

If you can do the harder combo to get some extra damage theres no reason not to do it. However if it's a combo I feel I've got less than a 80%+ chance of completing, I'll usually opt for an easier slightly less damaging option. I'd rather do a bit less damage that drop my combo and lose oki.

That said there aren't too many combos I can't do though, but there are a few that I'm still working on~

Posted

I pick Combo's that do Mediocre damage and amazing Oki, Or at least have a 6:4 Ratio for Oki/Damage. Not sure why, I just like to always be in an advantageous position.

Posted

I don't think Mu's combos are that hard to do offline, but when i play online i sometimes do what solarmisae does: simpler combos in favor of not dropping it

Posted
Combos are something you can just DO. They're completely removed in terms of head-to-head interactions. If you can eek out even 10 more damage by doing a better combo, even though it's harder, there is literally NO convincing reason to not do it.

reason : Lag

we all know how well mu combos work in lag

I am also somewhat partial to yuki's method -- putting them in a disadvantage for that sake even with less combo dmg

Posted (edited)

The Mu learning Curve is a weird one. You don't go in for the kill as much as you go in planning a step ahead, Punishing someone for something they haven't even thought of yet. With Mu it's about shutting down as many options they have as possible, Forcing them to make stupid decisions where you have a solid, Ready made plan and/or strategy to capitalize on the mistake you forced from your opponent. And whilst to reap the rewards of the aforementioned, A good Mu player usually thinks about how they can finish the Combo in such a way that they end up with the advantage, with an opportunity to do it all again, leaving your opponent with options few and far between, Like a total mindfuck.

Although, That's just my 2p.

Also, In answer to the whole Oki/Damage thing. It depends on the Sitch. If I hit a 6C FC, I will just go all out and get all the damage, But If I land a regular 6C Midscreen, It's all about the Oki, Baby.

God damn I can't wait until CSE so I can actually become good at this game again.

+ Off Topic but I completed Dark Souls and the Last Boss made me shed a few tears. The atmosphere of that fight, Coupled with the beautiful Piano piece and Lighting made Dark Souls my GOTY so far. I'm still reeling from that fight. Beautiful.

Edited by YukiBlue
Posted
I don't think Mu's combos are that hard to do offline, but when i play online i sometimes do what solarmisae does: simpler combos in favor of not dropping it

They're not. I can do her combos offline 99% of the time. Online, it's a challenge so I also choose the easy way out.

Posted

I love your point of view yuki -- you sum it up beautifully. I'll expand on your point just alittle : proper stein placement is something that has taken me since cs1 mu-release to learn but certain placements are the bane of certain characters.

Posted

Proper, Intricate Steins make all the difference in a match. You can accurately determine the skill of a Mu player with how they use steins.

Posted

exactly - at this point Ive finally hammered out reliable defensive stein structures -- or anti tao/valk stein structure -- which work like a charm for me -- still working on reliably effective offensive structures (my use of structure meaning more than 1 stein) -- have some ideas but if i post yet im sure someone will tell me Im wrong -- I'd love to post a video actually of effective S.S.'s but like Ive said before I lack the necessary equipment

Posted

When CSE is available I shall abuse my PVR. I've really fallen out of the loop with BB/SF in the last 4 Months. Maybe I hit a stint. Seem's I can only really play Tager now.

Posted

happens to the best of us-- sometimes you really need a break to let your mind breathe and re-adhere to things like this-- for me personally i have to take a break everytime I rage really badly. Which has been happening more often lately -- i never send hate mails or anything but i do kick the shit outta stuff sometimes like my desk >_>, or scream profanities. Speaking of which does this happen to anyone else -- what do you do to deal with it?

Posted

If Blazblue decides to shove it's gigantic middle finger up at me for extended periods of time. I just turn the game off when the Match is over and boot up some RPG or Mindless Shooter like COD. Or If I feel adventurous, I go out with Friends or something.

And If it's really bad and they guy is being a twat I just have a go at him,

Posted
happens to the best of us-- sometimes you really need a break to let your mind breathe and re-adhere to things like this-- for me personally i have to take a break everytime I rage really badly. Which has been happening more often lately -- i never send hate mails or anything but i do kick the shit outta stuff sometimes like my desk >_>, or scream profanities. Speaking of which does this happen to anyone else -- what do you do to deal with it?

I generally rage like a bastard yellin my head off, but generally in about 20 minutes I'm back to normal.

This is -not- a good way to deal with anger by the way, so don't go trying that if you need to let some steam off. I've been told that kicking and yelling while you're angry just makes you angrier.

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