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Posted

Just getting negative penalty isn't a big deal. I'll fight Nu's that zone all day, get negative penalty, and it doesn't matter because they'll just keep zoning and I can't get them.

It only matters if you make a mistake and they hit you.

Posted
Also Negative Penalty seems to be slightly negated if you microdash forward and place any stein (usually 6d or 2d ) because that actually counts as an attack , combine that with a jump cancel on the stein and you can still go nuts with steins

This nerf won't hit me that hard

I don't think attacks matter, just horizontal distance.

Just saying it is SUPER lenient in CP. If I iad'd back into the corner from start positions in EX with tsubaki I had negative penalty, not warning, penalty. I never get it anymore.

Besides

a part of proper zoning includes attacking... and it doesn't take long running away before mu has no reason not to go in as it is.

Posted

A couple BBCP 1.1 Mu matches : 

 

Player doesn't do anything too fancy but combos don't seem any different so far. Backdash nerf isn't as bad as I thought it would be, but it's hard to tell from videos, really depends on what used to not work but might work now.

Posted

I think the ikutachi change wasn't changing anything about startup frames etc, just how quickly she moves before the slash comes out.

Posted

Trying out the Youtube video editor, working on a video with basic combos, as well as a setups one. Since the patch doesn't seem to change much in both those regards, I got the motivation back. Hoping to finish both before the NA release if possible. Anyways, could you guys check out this rough draft of the combo video, let me know if there's anything missing, anything that might require some explanations, etc? Thanks. The point here is really to stick to the basics, showing the possibilities and most general routes, as well as practical combos.

 

https://www.youtube.com/watch?v=0Q2rAbIz5b0

 

On a side note, the corner combos like 2a 2b 5c SoD dash 2b 6a 6b 5d DP, I wouldn't recommend them. It allows the opponent to tech in the air, so they can tech forward and escape. The situation still has its advantages, so I'd cover it in the setups videos, but for someone just trying to get a knockdown, I don't think it's a reliable recommendation.

Posted

out of curiosity, has anyone messed around with the air dp as an ender for a throw combo? I can get 3k from throw 66A 6B 5C 6C iku j2D abdc jC j623C, which if they neutral air tech has them land right on top of a stein about to fire. Gimmick move is to rapid the DP and do a full charge j214D into dash 6C short combo.

Posted

I don't feel like the damage you gain is worth losing the knockdown in that situation. SoD ender gives you extra damage, although not as much, and still gives you decent knockdown options. Here's a comparison :

 

throw 6a 6b 5c 6c tachi j.4d j.c j.623c 3342
throw 6a 6b 5c 6c 5d SoD 3020
throw 2b 2c j.2c 2b 6a 6b 6c 5d SoD 3109
throw 5b 2c j.2c 2b 6a 6b 6c 5d SoD 3221
Posted

Trying out the Youtube video editor, working on a video with basic combos, as well as a setups one. Since the patch doesn't seem to change much in both those regards, I got the motivation back. Hoping to finish both before the NA release if possible. Anyways, could you guys check out this rough draft of the combo video, let me know if there's anything missing, anything that might require some explanations, etc? Thanks. The point here is really to stick to the basics, showing the possibilities and most general routes, as well as practical combos.

 

https://www.youtube.com/watch?v=0Q2rAbIz5b0

 

On a side note, the corner combos like 2a 2b 5c SoD dash 2b 6a 6b 5d DP, I wouldn't recommend them. It allows the opponent to tech in the air, so they can tech forward and escape. The situation still has its advantages, so I'd cover it in the setups videos, but for someone just trying to get a knockdown, I don't think it's a reliable recommendation.

 

Great video. I like how you showed possible setups after the combos as well. I know it's just a rough draft, but on the anti-air combos you can tack on some more damage and still get a j2C knockdown with "...2B 5C 6C 4D SoD dash 2B 5B (D hits) j2C.

Posted

So I'm trying to learn the BBCP Mu, I'm currently playing her based off my knowledge of playing as her in CSE. In any case, I'm kind of overwhelmed with all the stein set-ups and stein oriented combos. Is there a good place to start? I tried looking for combos in the wiki, but I'm a big visual learner.

Posted

Um... Sorta newbie to Mu, what exactly are some good advanced set ups with steins when working with Oki or neutral? 

Posted

Um... Sorta newbie to Mu, what exactly are some good advanced set ups with steins when working with Oki or neutral? 

 

There's plenty of stuff in the video section if you're still interested.

Posted

Good timing lol, I'm working on a basic setups video. Here's the rough draft : https://www.youtube.com/watch?v=Td5yfFO6hZg If you guys have any feedback let me know!

 

Great video. I like how you showed possible setups after the combos as well. I know it's just a rough draft, but on the anti-air combos you can tack on some more damage and still get a j2C knockdown with "...2B 5C 6C 4D SoD dash 2B 5B (D hits) j2C.

I thought about it too, but since it's a video aimed more at people who are starting with the character, I prefer to not include combos that you can alter the ending depending on the distance to the corner. In that regard I was really hesitant to add overdrive stuff since I rarely go for it myself, but I figured it's worth showing at least.

 

 

So I'm trying to learn the BBCP Mu, I'm currently playing her based off my knowledge of playing as her in CSE. In any case, I'm kind of overwhelmed with all the stein set-ups and stein oriented combos. Is there a good place to start? I tried looking for combos in the wiki, but I'm a big visual learner.

Scroll up a few posts and check the video with beginner and intermediate combos I posted, I think that's what you're looking for?

Posted

So, since BBCP 1.1 came out, I've created a new video thread. Post 1.1 videos there, keep posting 1.0 videos if there are any in the old thread. It will stay there as reference since our character didn't change much. I've also added BBCP 1.1 changes to the first post of this thread. Both this thread and the combo thread will stay as they.

If you have any feedback, ideas, or anything you want to discuss concerning the board, post up. Now would probably be a good time, since NA release is tomorrow is the patch should arrive eventually.

I would also like to post completed versions of these two videos :

basic setups - https://www.youtube.com/watch?v=Td5yfFO6hZg

basic combos - https://www.youtube.com/watch?v=0Q2rAbIz5b0

in the first posts (and maybe a few other places) to help people get started with the character. So if you have any feedback on those let me know asap, I'll be making some adjustments before I publish them (like fixing a few titles and notations) probably tomorrow afternoon.

Posted

okay, looking at Pochp's set up video. The strongest method of Oki in the corner is to end combos with a stein set up, and then go for a safe jump using either j.B or j.2C, which will either grant you a free combo if it hits, or give enough time for the stein to finish heating up to fire a laser. Sound about right? 

Posted

That's the general idea. However, the opponent can usually roll out of a safejump or just delay their wake up, so you should at least learn another setup that takes advantage of that (like one with a meaty 2b instead of a safejump). If not, it gets frustrating when you feel like you can't do anything about it.

Posted

hmm we have an new Mu-12 player? we will have to play sometime - so we can hammer out you style and compulsions 

Posted

Man everyone riding on nem. I'd like to think my mu12 is good too ;~;

um... yeah, your wiping the floor with my Mu, and you are using tager for crying out loud!

Posted

One of my biggest concerns about mastering Mu, is stein placement at neutral. Before I was serious about mastering her, I would just throw them out anywhere. Is there a specific pattern or direction I should place them outside of combos?

Posted

It depends on what you expect the opponent to do.
5D/4D if you expect them to come towards you, 6D/2D if you expect them to stay back.

Usually I'll throw a few the opposite direction just so 236D has more distance to travel.

Posted

Did anyone else know that 2C works for kara throw? Quite a reasonable kara distance too.

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