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[CSE] µ12 Moe~Moe~Kyun~Kyun Discussion - Storymode v3


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Posted

"B-Be my waifu!"

Why just Laura? Why Not Laura x Char?

Laura and Char so made Infinite Stratos ten times more enjoyable for me.

Th-thanks! I've been playing her a healthy bit today, and your j. suggestions really help since I was trying to figure out which of them were best for certain situations while fighting some people. I've noticed that I have to abuse 236a a lot against certain people (i.e. tager, and valk). I think my biggest problems is unintentionally throwing out 6C when I screw up my 63214c input in the simple as hell C > 6C > 63214C set (well not that simple since I need to learn to time the last part more better when it comes to the hold down). So I'm trying to do a lot of netplay (no one to play with locally) because I can do it pretty well in lab, but when the pressure is on I'm such a complete flake!

I picked her up mostly because it makes me face-palm each time I accidentally use 6C, forcing me to learn how to play from neutral a lot more. :toot:

BTW, playing with Dreikoo today he mentioned canceling 6C when it's blocked and throwing out D. Is that just hit D right when it is blocked, or using a cancel right on block then hitting D? I think that's something I failed to understand 100%

Alibi >

I actually can't play Tager...

:psyduck:

Posted

I'm no professional Mu player but I do know Hakumen a bit. If he knocks you into a corner but cannot follow up he can easily space you with 4/6C(both are air-unblockable) and nullify Mu's DP and irresponsible jump-outs. 4C being special cancelable lets him get in for free with a forced block+whatever else he wants to do. If he is on top of you looking for oki options he can: 5D to eat Mu's DP, TK Tsubaki for a quick-and-deadly overhead and ground-slide, throw for a strong damage starter. In the corner it almost becomes a Gadget Finger problem vs. Haku. For anyone really. If you notice the player mashing a lot of Drives just back throw them into the corner and start your own destruction. Zoning him specifically is also not always the greatest either. If he cuts a laser in the wrong place it can ruin that idea in a hurry.

There's a lot more to get into but I don't have a lot of time and this isn't a match-up forum!

Honestly just force blocks here and there and run in for throws whenever you can. Gets around his Drive entirely!

Posted (edited)

My Mu is becoming a monster. x__x

I start a good combo, automatic burst. ;__;

Need to bait moar bursts.

Hmm, what do you guys think of a Mu/Relius combination?

BTW, playing with Dreikoo today he mentioned canceling 6C when it's blocked and throwing out D. Is that just hit D right when it is blocked, or using a cancel right on block then hitting D? I think that's something I failed to understand 100%

He probably means RC. Like...6C -Rapid Cancel. I need to start doing that more often myself.

Edited by cookiehours
Posted

Being a monster is a good thing, neh?

I'm just starting on basic combos, I fear trying to learn to bait things.

Ahh I suppose that is what he meant. But Rapid Cancel is only doable with 50% heat...

So what to do when it's blocked at below half heat bar?

:kitty:

Just cover tail with a different move? Like 236A if you got space for it? Or 63214C? Or maybe just double back...

I dunno I won't be able to really apply anything without trying it in a match.

Posted

Hey guys just started to pick up Mu and had my first real match experiences earlier today. I think I'm gonna be sticking with her for this iteration of the game but I could use a lil help.

I looked threw the combo post and didn't see anything on 2C counter-hit combos so I wanted to ask about the one I've been using and see if it was any good. The combo can end in the corner from exact mid screen range, a lil further away and you fall a bit short but can still get some good oki with j2c > jxD(2)

2C(ch) > 66 > 5C > 6C > habacan > 66 > 5B > 6A > j2C > 66 > 3C > SoD > 66 > 6A > j2C > stien oki / 3C > SoD > 6A > super. This does a lil bit over 5k if I remember correctly, sadly not infront of my box atm so I can't get exact numbers.

If your to far for SoD to wall bounce you can go into regular 2B > 2C > jC > j2C > stiens.

I suppose I should save this next question for a different time but when going for a pressure reset off 3C is it advisable to do 3C > jc > low airdash > jB > stuff. It worked fairly well online today but it seems easily handled by jump outs or simple mashing since there's nothing holding the opponent in place.

Posted
Being a monster is a good thing, neh?

I'm just starting on basic combos, I fear trying to learn to bait things.

Ahh I suppose that is what he meant. But Rapid Cancel is only doable with 50% heat...

So what to do when it's blocked at below half heat bar?

:kitty:

Just cover tail with a different move? Like 236A if you got space for it? Or 63214C? Or maybe just double back...

I dunno I won't be able to really apply anything without trying it in a match.

Well, don't do a naked 6C. O-o

I've done that before when I started learning Mu last year. Such a punishable move if it whiffs.

And yes, being a monster is a good thing. ^^;

Posted

Well I know not to do 6C on its own...

I normally only use it following a move like 5C or something else that pushes someone back into range/stun/whatever-you-call-it. It's what to do when it whiffs, and/or is blocked that I am debating on...

I'd assume back up and use Arrows or Turret as soon as possible, unless--of course--you have a cancel available.

Like I said, I wouldn't have a clue~

Once I can calm my nerves down in online matches enough, I'll be able to properly give things a try.

Posted

"B-Be my waifu!"

Why just Laura? Why Not Laura x Char?

Laura and Char so made Infinite Stratos ten times more enjoyable for me.

Any day of the week~

Because Rin is second best, obviously.

God IS was a dumb anime. I wonder why I liked it so much though...

Oh yeah, I remember.

Posted

um, cecilia is the best... she's a zoner, she even has steins, lasers, explosions. this is the mu boards right? :psyduck:

BTW, playing with Dreikoo today he mentioned canceling 6C when it's blocked and throwing out D. Is that just hit D right when it is blocked, or using a cancel right on block then hitting D? I think that's something I failed to understand 100%

Right, this is really important to Mu. 6C is really bad on block, but you can cancel into a D (usually 5D) and then into a jump to make it safe, no need to RC. Cancelling blocked normals into drives is a really good way to stay mobile and unpredictable with mu, but it can be tricky if you're not used to it. You can also special cancel blocked normals into 236a (or 236d/214d but it's risky) if you want to extend your pressure.

2C(ch) > 66 > 5C > 6C > habacan > 66 > 5B > 6A > j2C > 66 > 3C > SoD > 66 > 6A > j2C > stien oki / 3C > SoD > 6A > super. This does a lil bit over 5k if I remember correctly, sadly not infront of my box atm so I can't get exact numbers.

I suppose I should save this next question for a different time but when going for a pressure reset off 3C is it advisable to do 3C > jc > low airdash > jB > stuff. It worked fairly well online today but it seems easily handled by jump outs or simple mashing since there's nothing holding the opponent in place.

1. If you're midscreen do this : 2c (5c whiff) 5c (2c) 6c habacan 6a 6b (dash 5c) SoD 6a j.2c j.d 2b 5c 2c j.2c. I'm not sure if you can finish with ...SoD 5c 2c j.c j.2c j.6d 2b 5c 2c j.2c for extra damage, but I prefer having the oki from the j.d combo as opposed to j.6d. parenthesis are for optional moves depending on the situation.

2. I personally find that people disrespect that way too much, but if you get it to work don't stop lol. More reliable options include 3c iad crossup j.c (it gets blocked, but allows you to go back in), 3c TK j.236a, far 3c 236a. I find a good way to reset pressure is to go for a well spaced 5c then cancel into 236a and depending on what happens, either go in, or 6d 236d, or "punish" their whiffed dp. Another option is to 3c iad back j.236d land 5d 6d 236d, you can even 3c j.2c j.236a, most important is to stay unpredictable.

Posted
I'm no professional Mu player but I do know Hakumen a bit. If he knocks you into a corner but cannot follow up he can easily space you with 4/6C(both are air-unblockable) and nullify Mu's DP and irresponsible jump-outs. 4C being special cancelable lets him get in for free with a forced block+whatever else he wants to do. If he is on top of you looking for oki options he can: 5D to eat Mu's DP, TK Tsubaki for a quick-and-deadly overhead and ground-slide, throw for a strong damage starter. In the corner it almost becomes a Gadget Finger problem vs. Haku. For anyone really. If you notice the player mashing a lot of Drives just back throw them into the corner and start your own destruction. Zoning him specifically is also not always the greatest either. If he cuts a laser in the wrong place it can ruin that idea in a hurry.

There's a lot more to get into but I don't have a lot of time and this isn't a match-up forum!

Honestly just force blocks here and there and run in for throws whenever you can. Gets around his Drive entirely!

6c is a pretty bad spacing tool...My zoning depends on how 4c happy they are. But uhh...I wouldn't DP hakumen at 4c range. Why would hakumen ever do 5d ON OKI? WHY? WHY? TK Tsubaki is very gimmicky and if it doesn't hit, he kind of just wasted his meter....And at least if I zone, I'm not in his 3c range. In range for a CH 3c which will put me in the corner much faster...I was asking c0r...since he has so much hakumen experience. More than I do at least...

Lastly, I don't need to be told how to post in my own forum....c0r said to post questions for his stream here.

Posted
6Lastly, I don't need to be told how to post in my own forum....c0r said to post questions for his stream here.

Highly doubt that was what he implied, seems to me he was politely saying he didn't want to misplace a bunch of info when there's already a place for it.

I don't think it'd come as an extreme surprise to anyone that I read every single post made on dustloop on a daily basis, someone would have to try very hard to make me miss something. You could be asking µ questions in the MVC3 thread and I'd answer them there.

Posted

Laura genuinely was the best, though. There is no contest.

Regarding 6C, Cancelling it into xD > 7IAD is the best option overall imo. But with this you have to factor in distance, matchup ect. It's not that difficult but it will save you a lot of times if you remember it.

For example, I'd never cancel my 6C into 236A against Hakumen or Tager, Because if they do it fast enough, they can give 0 fucks about the projectile and get a 100% free CH combo on you (And against Hakumen that makes a huge, huge difference) But against a character such as Valkenhayn, I'd consider it pretty safe to cancel into 236A because he has no solid was of avoiding it, But at the same time I wouldn't cancel into xD because I want to keep momentum and keep the pressure on him.

You could say we are lucky to have so many options on hit and block, It's versatile and can setup some pretty interesting scenarios for you. For example if you use 6D after a blocked 6C, You have a Stein waiting for you if you land a hit, or manage to keep them blocking long enough that they end up on the Stein. (This bit isn't solid info, Just a bit of rambling)

Basically, Take into account the distance and the matchup.

Posted

Yes I only meant to imply I wasn't intentionally trying to spam up your general thread with such narrow focused content. My apologies regardless. And I know he wouldn't do 5D on oki. Just that he could lol. I'll refrain from posting stuff like that in the future.~

Posted

IS wasn't that dumb (compared to, well, Symphogear). But I'm a bit bias I suppose since I'm reading the Light Novel. Some things just shouldn't be changed into anime. And, to be honest, C was pretty annoying character, but Blue Tears is best IS and I sort of wish Silver Gospel hadn't been a mindless enemy drone to kill off because I thought that one was pretty cool. But like all harem, comedy, school life anime it is a pretty generic and silly show, but by god was it my best guilty pleasure show ever.

----

On Mu now~ I suppose, I realize that Tager was more difficult a match up for me than say, Valkenhayn. That's the set I faced the most, after all (StingGray was Tager, and Anima was Valkenhayn). Granted once they worked out some of my stuff I was losing more frequently. I'm just no good with Tager because I can't figure out when to burst on him and my tech timing is such garbage. I think it's a lot about timing for 236A to stop his charge ins (this worked most the time if I wasn't magnetized), and just avoiding those balls of magnetizing evil. And I want to assume: Green Burst is best burst against Tager?

Posted

If you're having lots of trouble against tager you're probably not playing the matchup right, go watch a few videos from the video thread of mu vs tager matches, especially from sakuma/keba. Mostly stay mobile, slowly place lots of steins, play safe, and punish some of the dumb stuff he does (like fullscreen sledge). In theory Mu has a really good advantage on tager, though it is really easy to screw up the zoning and lose the match, so don't feel too bad about it lol.

Bursting against tager is weird, a lot of them are good at reading it, and since he can cancel his normals into voltec charge he doesn't need meter to bait. He also goes through both green and gold bursts with magna tech wheel. That said, gold burst against tager is a good option if you don't become predictable, especially when you're in the corner, because it can be a hard situation to get out of, and you want all the options you can get. Try to avoid ragebursts, they're the easiest to bait for tager.

A good valk is way Way WAY harder to deal with than tager because they can just superman to your face and have an unreactably hard to block mixup.

Posted

I guess I should just check out the combo's in the walk through's and watch some videos...

I can't wait until my gate gets swapped so my inputs can be more steady, and my timing with a simple C > 6C > 63214C is improving (but I keep messing up input from the 2P side since I keep using the 1P side input). I'm still having trouble timing in jump, and I'm remembering more frequently to get in that xD when 6C is blocked or whiffed so I can backdash or hop out of it.

To be honest, I have a lot of trouble doing the Relius match up with just basic knowledge, and I think a lot of my game would get better if my inputs became more consistent, which translates to: 1) New Gate, and 2) lots of Lab time. Only thing I'm glad for is that DP reliance is much lower with Mu than Tsubaki, which is an D-Input I am horrible with whether it's gamepad or arcade stick.

Posted

If you burst in the Tager matchup you're just playing it wrong. Harsh but true.

You can keep him out for days if you have semi decent reactions. I've not got Extend yet so I don't know if the 2C nerf makes this matchup harder, But I can't see it being too difficult.

Watch for Sledge, Spark bolt and any moves with Magnetism properties. Get some spacing down and plan ahead. If you master all of that Tager players are the least of your worries.

Posted

On Valkenhayn, I tend to abuse the heck out of 236A when I see him dash in, or wolf dash in. Of course timing is key, and I've been on the losing end when I mess it up. But since he has no block in wolf, evading and using something that hits him at range usually is pretty nice, helps punish him a little when he misses a dash or runs into a 5C hit. I think I have a harder time dealing with Relius's mix-ups when compared to Valkenhayn's.

And I was told that there are moves that are pretty solid follow-ups to Mu's grab, but I'm not all to sure which one that is. Also, I've gained a small strategy in game where I use 236A to get my opponent to stop and block and get in with a dash to either grab or use a 3B or 3C on the low, but I'm not sure how to keep that going to keep up pressure after the first hit.

In addition since I'm still learning the ground game (if that makes sense) I haven't really dedicated time to stringing j.xx moves into my combos yet.

Posted

236a actually whiffs on him whenever I use it on valk. hahaha. I'd rather not spend as much time zoning in this match unless it's with steins.

Posted (edited)

Hello Mu boards! I decided to switch to Mu-12 in Extend since she fits my playstyle more than Jin does. I played a few online matches with her and used 5C > 6C > set stein a lot as a long range blockstring. No one I played punished me for it so I'm wondering if that is really safe? I doubt it is, and if it isn't I want to know so I don't get stuck in bad habits.

Edited by Shiawase
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