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Posted
the only thing I don't get here is that Mu doesn't have a good DP.

Very short range, guard point means it clashes often which can turn into an unfavorable situation still (mu doesn't have a normal with strong priority so in clashes she is more likely to lose. Though she is also more likely to get 4k from a counter hit if she wins I suppose), and the risk highly outweighs the reward - comboing from it requires the corner requires 50 heat or a very specific ch hit in the corner to combo meterless. Otherwise she gets space and time to setup - good if you know what to do with it, and the foe doesn't outright beat lasers in someway, have high mobility or can stop mu from setting a stein altogether.

I never said mus dp wasn't good, it has good synergy with her other defensive tools and as lich said, it does restart her neutral tools. Those are great points. The difference between her attack and say, inferno divider is that Id fills more uses, being air unblockable, combo able on ch, being able to beat more attacks that her dp, and boasting more range and possibly even more synergy with ragna's tools. He has more chances to hit and to make it safe, which is excellent news for anyone who is trying to escape pressure.

TD - your lack of mindless hate for Mu and your informed responses - and absence of "she's a dumb op char" just continue to build my respect for you

I think I learned a few things from the above statements

Thank you. Played this character for a year and a half as a main, so I'd like to think some of what I'm talking about makes sense.

Posted

I guess I can see that, but most of the cons you've talked about with Mu aren't relevant for the characters I play. as Tsub or Makoto, I've virtually never seen Mu's dp clash against anything of mine and have only seen it to have advantages. (like how on Makoto, 6a invuln running out 1 frame before the strike results in a lot of counter hits, but the same is not true for Rachel's 6a). It kills Tsubaki's unblockable, no matter the spacing, and safe jumps, which make it exceptional in that matchup.

Or things like Mu's iad back leaving her unable to deal with long ranged attacks. That IAD back is pretty fucking strong when you outrange the person trying to get in on you so much. The backdash is too.

YMMV I guess.

Posted

Mashing 3C is dumb, why the hell would you mash 3C hoping he might DP. At least his D DP is easy to react to and you can punish him for using it with 3C instead of trying to block an unblockable or fail to jump properly and get caught on jump startup.

Posted
I guess I can see that, but most of the cons you've talked about with Mu aren't relevant for the characters I play. as Tsub or Makoto, I've virtually never seen Mu's dp clash against anything of mine and have only seen it to have advantages. (like how on Makoto, 6a invuln running out 1 frame before the strike results in a lot of counter hits, but the same is not true for Rachel's 6a). It kills Tsubaki's unblockable, no matter the spacing, and safe jumps, which make it exceptional in that matchup.

Or things like Mu's iad back leaving her unable to deal with long ranged attacks. That IAD back is pretty fucking strong when you outrange the person trying to get in on you so much. The backdash is too.

YMMV I guess.

At this risk of sounding sarcastic, I would say that is why mu has good matchups vs these two. That is why I indirectly excluded them and tager by saying 'most of the lower tier'. (Actually I think tsubaki has the best chance of the three and a decent chance overall of beating mu)

Many characters, not just mu, can take high advantage of their weaknesses, yet they cannot take as well an advantage vs other characters weaknesses.

Posted

I haven't played a match against Mu in a long that I felt was really that hard. Just lose on risk:reward all around, still feels dumb taking the kind of damage she can output, but there is a decent chance overall. I'm not sure whether Tsubaki or Makoto has a better matchup against Mu, but I think I favor Makoto.

The best Mu I have played has been Xcat. nemesis seems to mostly play hazama against me.

Playing against Toan though always feels helpless. Much harder than your Rachel or Cat's Mu. not that I mean anything by this. Maybe I just suck against Lambda or Toan has me downloaded too much.

Posted

Toan is one of the first people I played on bb, we may have started at the same time. Either way, he has certainly come a loooooong way since back then, and so have I.

Lambda in general has the tools to keep you locked down, but combine that with 5 years of experience and you should understand why fighting him is no easy matter. You really can't make any mistakes.

Posted

I always had a ton of trouble with Mu's DP, so it's definitely not bad. The auto guard helps a lot.

Posted
I always had a ton of trouble with Mu's DP, so it's definitely not bad. The auto guard helps a lot.

hakumen has pretty disjoint hitboxes, wouldn't that be where the clashing thing would come in? Though, I actually still don't get how guardpoint makes clashes more likely.

If I have this right

the only way a clash can occur with a guard point move is when the guard point occurs at the same time as the hitbox

Mu has a hitbox from 10-19 and guard point throughout the whole thing. So if hakumen 5cs her during 1-9, the guardpoint catches hakumen and makes him eat an attack to the face (same reason this is not safe jumpable). if the 5c hits during frames 10-19, then it will clash if only hitboxes are touching.. which is the same as any move?

Someone explain to me because it only sounds to me like there is less chance of clashing with a guard point. Or I will enter training mode when I get home and test various stuff.

Posted

being called grab happy as a tager main is like being complimented. MISSION ACCOMPLISHED

Posted

Ehh it was hilarious, doesn't really matter. GGs Koopa_Klawz, High_Spin and whoever else was in my room. You guys reminded me why I don't like the Haku matchup. I played disgusting today lmao.

Posted

Nah, I tend to avoid Jin mirrors whenever I can.

Fraud characters like Tager and Noel are always there to flip coins with me and ruin the fun. It gets so bad with Tager that you can't even attempt to attack him after wake up from a 214B/C knockdown: the frame advantage from 214B/C is so small that Tager has enough time to neutral tech and play 50/50 with AC and 720. The moment you jump, AC catches you. 720 beats 6B from 214B/C knockdown and pretty much everything else you throw at him in the ground. You could always DP C > RC on his wake-up but goddamn, that's a waste of meter if it gets blocked.

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