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Posted

I agree that you usually don't have to go in, except when your opponent starts hesitating, allowing you to setup a safe approach.

However I disagree that Mu's pressure is sub-par. Special canceling normals into 236a or 236d when well spaced can extend your pressure a lot. Mu has very rewarding frametraps as well, allowing you to special cancel and stagger better. Especially against an opponent that doesn't have a DP (like rachel, staffless litchi, <50 heat arakune/lambda/haz/tao/carl/valk/plat), once I get them blocking, I keep the pressure as long as I feel like I have the advantage.

Of course this isn't the most solid pressure, and it relies a lot on your opponent not knowing specifically how to get out of it, but who knows how to fight mu ;)

On a semi-related note, I really like blockstring 2a 6a because it allows to hitconfirm on airborne opponents, as opposed to 2a 2b which would whiff.

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Posted
Well there ya go, µ doesn't have to approach people. =P She forces them to approach her. The only character she really has work on to approach is Lambda, that matchup is really weird.

...Oh. So to a certain degree, I have been playing her somewhat correct lately. Okay, I see.

Just need to tighten certain things up.

Oh, and I know that Lambchop matchup is weird. I still can't get used to it. The minute you react wrong, you're back to square one again. :sweatdrop:

Posted

I suppose my feelings that her pressure is sub-par is because it seems real weak if the opponent disrespects you, and it's not what µ really needs to focus on overall. Like you said, it's not very solid. I feel it's more important to work on setting up the situations where you actually can pressure. Good spacing and oki, punishing and forcing your opponent to sit there and respect what you do, make them work hella hard to even touch you.

But yeah, pressure isn't really µ's focus in my opinion. She is capable of it but some of it is sorta situational, and dependent on how much your opponent knows about fighting µ, and how much they respect your options.

Posted

Also a matter of conditioning your opponent when you pressure. And yea, neutral game is important like if you can't win that, you won't even be able to pressure anyone in the first place. There has to be the mix of stein zoning and C zoning. A lot of people get too greedy with steins/lasers/explosions that they just get hit for doing it in the first place.

Oh yea, also, you should focus on pressure/mix ups. The more you're on offense the more likely you are to win. Though there are some situations where you have to back off for fear of momentum change but yea....And as for people mashing to get out of mu pressure, that's why you frame trap. Stuff like 2a 2a 5c gatlings or late chains. You then score a counter hit into a huge combo. Tbh, Mu pressure is ok. It's not bad in fact I think it's better than average because of steins. But I guess if you're talking without steins then I still think it's a bit better than average.

In other news, my streaming/recording setup is almost complete. I'll probably record some stuff in the near future.

Posted

I think Pressure and mixup with Mu is entirely situational, I'd never attempt a long, varied string against Ragna for obvious reasons, But regarding the situation, cancelling into 236A or (If you are near a Rock) 214D these alone can create some pretty sweet setups for her, such as IAD j.B or 5C > X > Stein to continue in some circumstances.

Opening with 6B is risky, But when you're near the corner, You either take a opponents burst, or a good chunk of their life. It's a good tradeoff for having average at best mixup, But when it hit's, It hits harder than anyone else in the cast.

Also, against people without the matchup experience, Standoff SoD is hilarious, Take them primers or take 7K your choice.

Posted
Also, against people without the matchup experience, Standoff SoD is hilarious, Take them primers or take 7K your choice.

Pokerface loses to anyone with an uppercut, Tager, Bang, Noel and Hakumen.

Voltec Charge > 360b

5d

4d

Yukikkaze/5d respectively.

Posted
Pokerface loses to anyone with an uppercut, Tager, Bang, Noel and Hakumen.

Voltec Charge > 360b

5d

4d

Yukikkaze/5d respectively.

Does 4D beat SoD now?

But honestly if you space it well our 4D isn't really that big of a threat, unless we can punish the whiff with another drive...

Damn now you got me wanting to test it.

Posted

Hey yo it's a gimmick. Are people really going to be pressing buttons without matchup experience and when some Cyborg-Noel-Murakumo is holding a 5ft sword above them?

NAW

(Space it properly, 360B should never hit you in Pokerface (Unless your magnetized, In which case, You deserve it for getting in that close), 720 would, However.

Posted

I thought it said Luminabyss :(

It's really early here :( He's going to have a field day when he reads that...

Posted
Does 4D beat SoD now?

But honestly if you space it well our 4D isn't really that big of a threat, unless we can punish the whiff with another drive...

Damn now you got me wanting to test it.

SoD moves her hitbox into it.

4d is body invuln now no?

SoD will go right through it, just like Kishuu.

Posted
SoD moves her hitbox into it.

4d is body invuln now no?

SoD will go right through it, just like Kishuu.

Yeah it's just straight up Head and Body invuln now. But if it has an F property it will still beat it.

Again, it's something I'll have to test to see what I can do at a max range SoD counter.

Posted

If anyone's interested, netplayed on stream this evening so there's an archive. Opponents were Kaeru (Bang) Level5-Chan (Tsubaki) and LK (Litchi).

http://www.twitch.tv/bibiquadium/b/307983556 (matches start around 17m, first match vs LK around 1h23m)

If anyone has some advice I'll gladly listen to it. Any tips with the litchi matchup would be appreciated, I'm not sure if I'm playing it right, only got a single lucky win.

Posted

I like netplay only to run at people and throw them over and over again and have them send me mail to tell me to stop throwing like a cheap ass bitch.

Other then that...I don't really netplay...

Posted
I like netplay only to run at people and throw them over and over again and have them send me mail to tell me to stop throwing like a cheap ass bitch.

Other then that...I don't really netplay...

Sounds Legit.

Posted

Netplay's okay when the connections are good.

More importantly though, after looking at the frame data and with my csex experience so far, would it be fair to say that 6a is a better anti-air than 2c in every situation? (2c is still good for air unblockables, frame traps, hitconfirms, ...)

Posted (edited)

I don't know, I could never 6a Ragna j.c or Hakuman j.2c with 6a. It's spacing dependent, really. I think learning to use both and being able to recognize when you should use either would be the best way, rather than just say 1 is superior to the other.

Edit: For example, if you know the opponent is an IAD happy idiot, 2c all day.. If he's baiting you with double jumps and such, hold back and try to land a 6a, etc. I'm sure you know already.

Edited by xntrikcat
Posted

I'm going to miss swatting bitches out of my Airspace with 2C, It was my most valuable tool in the Hakumen matchup, Anti Airs and frame traps worked wonders. Now Hakumen is getting (A lot) Stronger and 2C got weaker. I think I'm going to play some serious runaway in that matchup....

Because Y'know, It's not like if I get caught once I die. I get intimidated when I Zone Hakumen, That meter keeps building and I know if I get hit by one good move like j.B or pretty much any C Normal I'm going to lose a lot of life and momentum. I'm going to study this matchup a lot, I think it's going to be a tricky one for Mu. (Tricker)

So, Kishuu baits....

Posted

So...Hakumen is scarier to fight or something?

...Learning matches is making my head hurt. Fighting Lambda is making my head hurt. @_@

But cookie has confidence. Cookie will keep going. o3o

Posted (edited)

The problem with µ's current antiair game is that she now no longer has full coverage of airspace when both of her normals are taken into account.

Used to be that 6a worked for anything up to X height, and 2c covered anything above X height. Now however there's a small gap between the two due to how much later the head invunerability comes on 2c. This especially hurts in the Bang matchup, especially with the buffed hitbox of his j.b making it an incredibly strong jumpin that just seems to magically beat all of her anitiairs once he has it out.

The only advice I can offer is to use stein shot antiair as much as possible for the triple coverage.

Also, I'm streaming training mode tonight, you guys should all come and ask good questions so I can work with everyone on creating a state of understanding when it comes to the damages.

Stream will be up at 8pst.

STREAM.

STREAM.

WATCH.

Edited by C0R
Posted

Seeing is how I never participated in any of anyone's stream before so... Anything I might need to know?

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