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Posted
its interesting you enjoy countering ppl's jump ins with DDS - risky lol

I like to live on the wild side (which I really just mean "I'm pretty lost in this game")!

What about Nu matchups? Am I alone in thinking that we kinda' have the shorter straw in that matchup? I've been thinking that it's a really elaborate guessing game until we can get a stein or two on the field, then we can set up pressure into the corner. Thoughts? Tips?

Posted

Nu can be frustrating to fight because she forces you to change your playstyle. I haven't fought her yet in this version so I can't really comment on the matchup, but general advice would just be to not airdash towards her nor set more than one stein at a time. Don't use your special moves too much at neutral either. Try to stick to dash barrier wait, neutral jump wait, try to bait her to throwing swords that will whiff which then allow you to get in if you haven't already used your airdash. If you block a sword, whatever, just keep doing it till you see an opening.

Posted

Ooo, that makes a lot more sense than what I had thought. It's sort of like a slow and overwhelming pressure more than a punish for whiffing something pressure. Interesting.

It wouldn't really be on my mind, but I think my avatar in lobby-play attracts Nu players. They see it and home in. Maybe I should switch it to Jin or something.

Posted (edited)

im dropping the last 2 reps now but I'll upload it unlisted for you, but I'd like to keep it my personal OD combo so please don't spread it around too much :)

I'll link it to you on skype. I have you added IIRC.

Edited by someonewhodied
Posted (edited)

Hello!

I play Mu since BBCS, but only occasionally and have decided to play more seriously.

I found this, Mu in corner :

Tachi counter j.2d 66 6a 5c 2c 5[d] ]d[ j.c j.2c 66 2b ]d[ 5c 2c j.c j.2c SOD 4289

Maybe in midscreen it's possible, my execution is not good but one time, i took after the first j.2c with 2b. Maybe it's possible to continue with 2b 6a 6b....

Sorry for my english, i'm french...

And this, midscreen and corner :

Tachi counter j.5d 66 6a 6b ]d[ 66 5c 2c j.c j.2c 66 2b 5c 6c SOD 4130

Edited by malaka47
Posted

Was anyone still looking for an easy answer to challenge 30?

Preset 4x 4d

SoD3 FC > OD 2c > 214d > 4d > 214d > 5d > 4d > 214d > 5d > 214d > Omo

Posted

Here is a fun combo, tachi off of something that isn't 6C:

as usual, [] means to set, {} means to charge

(Midscreen)

6C(FC)>[5D]>{SoD LV2}>]5D[+663214B>j.2D>44j.5C>665B>5C>]j.2D[+{5D}>j.B>j.C>j.2C>OD Cancel>}5D{j.662C>]j.2D[+632146C

Posted

TRM/throw baits with TK habakiri sounds hilarious. Honestly I still forget we can do it in the air most of the time. :v: Need to start incorporating it into my game.

Posted

Yeah I use air 214D a lot more than air tosuka now. Its fast and also comes out even if you get hit. And there are stein structures that make a barrier of steins and maintains it repetitively (keeping the lasers firing) around you, preventing any non-projectile-invul approach.

Posted

I've been reading and watching some mu-12 vids, and I see top players rank her very high on the list (below god tier) but I've noticed her mixup game is not really anything too special and her neutral game is weird (I don't understand it). Why is she ranked so high then? am I missing something?

Posted

Her neutral game is among the best in the game (good enough that some would consider it "braindead" for what it's worth), although it takes some getting used to. She basically uses her good normals, combined with her movement and options with her steins to make it pretty frustrating for a lot of chars to get in, while also playing a passive aggressive game and going rushdown when the need arises. If you mess up it can suck and she can lose really quickly due to low health, but thankfully she has a Jesus-tier DP too.

Her traditional high-low mixup game is a bit lacking, yes. Without steins her mixup is about on par with Jin and she needs to rely on throw/TRM, her overhead (usefulness varies on the opponent's ability to block/actually punish it), crossups, and basic frame traps. But with steins she can make almost unseeable mixups, along with variable frame traps, crossups (even in the corner), throw bait/TRM setups, and Crush Trigger setups. Her oki in the corner is among the best in the game. And while her maximum damage off random hits is definitely toned down from previous games, she still gets at least 3~4k off her overhead, counter hits, and in the corner, all leading into oki, and she can pop an Overdrive to steal wins with the best of them. So yeah, she's a really strong all-around character, just kind of fragile and it takes a long time to really incorporate everything in her arsenal. I would argue not even Japanese players are close to really using her at her full potential.

Posted

I'm interesting in picking up Mu but there are a couple of things that I am still not too sure of. Is there a set way for stein placement? I'm watching videos but I just can't figure out stein placements outside of doing combos. Is the goal to place steins in front of or on top of the other player for habakiri/totsuka? Also, is the oki thread at the bottom of the board still relevant in bbcp?

Posted

What does SoD mean in combos? i see people putting that in combo notations but I dont know what that means

Posted (edited)

SoD = Sword of Decimation or 63214C.

I'm watching videos but I just can't figure out stein placements outside of doing combos. Is the goal to place steins in front of or on top of the other player for habakiri/totsuka? Also, is the oki thread at the bottom of the board still relevant in bbcp?

There's no real "go-to" placement for steins in zoning, it's all pretty freeform and depends on the matchup/opponent. But in general, you'll want to spread out your steins (5D > 2D or 6D) to make the most use of Totsuka to control space, or cluster them together (5D > 4D, 5D > jD, etc) for Habakiri. Against super aggressive characters that won't give you time to set up, you'll want to set just one or two steins and then adjust your position with a jump cancel/airdash/instant airdash. From there on you'll need to make the most of what you already have set while controlling space with your normals, or take the chance to go in for a mixup appropriately. You can also defend your space by special cancelling steins into Habaya/236A or Sword of Decimation.

Not all of the setups in the CS oki thread still work the same (setups with 214D are noticeably less effective or no longer possible), but the oki and mixup concepts still apply and are useful. It could stand to be updated for CP though.

Edited by Zeromus_X
Posted

j.236a oki is pretty much dead.

j.236d oki is still applicable.

Standard stein shot oki following safejumps and rollcatches are much stronger.

Posted

That's one thing I've been wondering since I'm pretty new to Mu-12, about corner/midscreen oki or set play, what are some basic ones to get started?

Posted (edited)
That's one thing I've been wondering since I'm pretty new to Mu-12, about corner/midscreen oki or set play, what are some basic ones to get started?

Midscreen

...6c j.xd 9JC Safejump j.b - The classic, falling j.b will catch rolls under most circumstances and combo into a grounded 5c, allowing a full combo.

...Tachi j.xd 2b Meaty/Crossunder - The move might be new but the situation isn't, applies near identically to old j.2c midscreen knockdown.

...SoD xx2d 214d - Now that SoD is stein cancelable and has an extended untechable period due to slide, it's more realistic to meaty a bomb shot. Can be picked up with dash 5c/2b

...j.2c (j.236d)/(j.214d)/(j.xd) - j.2c's old gravity cancel aspect is gone, so it's no longer possible to cancel into drive at the lowest heights. However air specials still completely stop your air movement, and you're just far enough from the ground to get the fastest possible recovery as if they were TK versions.

Corner

...j.c j.2c j.2d j.5d ADC j.b - j.b WILL safejump every uppercut in the game, including ID (as it has been slowed down to 9f) Works great as a DP bait as the answer to most airdash mixup is to uppercut. On block the j.b can be chained into j.2c for an overhead, or j.2c whiff for even more ambiguous mixup. In the event that you do block a reversal, blocking will cause the steins to cancel warming up, allowing for an uninterrupted 2c CH 7.6k punish.

...j.c j.2c j.5d j.6d Meaty 2b - After confirming respect, chain 2b into any JC'able move into IAD :j.c. The steins will allow a combo in the event of a hit, interrupt a jumpout or AA 5a attempt, and push them out of the corner, giving j.b the ability to cross them up if they remain crouching, as mu will shoot over them. If they stand up to block the IAD j.b, all your mixup options get an extension, as now you have access to reverse chain j.a/j.2c and the like.

Some quick examples.

Edited by C0R
Posted

I'll add these two setups I've taken from JP match videos that work nicely once or twice, but if the opponent knows how to deal with them you can probably get punished. (don't worry, no one knows)

Midscreen 6c 5d 2d SoD little charge. After it gets blocked meaty, the two shots from the steins let you get in.

Corner j.2c j.5d j.2d walk delay DP. Catches mash, DP, acts as throw bait. On hit you get a combo, on block it's safe-ish, if they try to punish with a non invincible move they get hit by a stein, so it kind of acts like a frame trap, and you get to go in again after.

Posted

So, I just figured I'd ask this in here since I'm going to actually seriously try to learn Mu in this iteration but what would you guys say is the most important thing to learn or try to remember when learning/using Mu?

Posted (edited)

I would say her neutral game is the most important in this version imo. Knowing how to move and knowing the spacing/when you should/shouldn't use certain normals is pretty vital. Her oki and what-not is still good but I feel like there's less room for mistakes if you mess up in neutral now. I would recommend videos of Keba for the best example of Mu's neutral play. H.H. and Sakuma are good to watch too.

EDIT: Also I want to use this post to make a public service announcement about Mu's kara throw (2C~B). I was messing with it the other day and I think it's much more necessary to implement in this game with the universal throw range nerf. It's like you get Mu's old CS throw range back lol. It also feels a bit easier to get consistently in this game but it could just be me.

Edited by Zeromus_X
Posted

Found a random safejump in training mode and made a video about it to try out my LGP, but then my computer had too much trouble handling the lowest quality setting so I just botched it. Haven't even tried it out in a match yet, so I'll probably find better options and combos, and I'll make another video eventually when I fix that computer.

my apologies if this has been asked before but has anyone figured out how to do Mu's challenge 30?

Was anyone still looking for an easy answer to challenge 30?

Preset 4x 4d

SoD3 FC > OD 2c > 214d > 4d > 214d > 5d > 4d > 214d > 5d > 214d > Omo

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