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Posted

If you have questions on matchups there's a subforum for that. Maybe there are already posts answering your questions?

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Posted

If you have questions on matchups there's a subforum for that. Maybe there are already posts answering your questions?

Oh thanks. Also If you see me posting something that should go somewhere else feel free to tell me. Also of o give incorrect info let me know so I can delete or edit it.

Kinda New to the forum thing

Posted

Oh thanks. Also If you see me posting something that should go somewhere else feel free to tell me. Also of o give incorrect info let me know so I can delete or edit it.

Kinda New to the forum thing

5b as an antiair is about as incorrect as it gets 

Posted

not to mention ragna's j. c hits quite deep and it can easiliy hit mu's 2a for a nasty crouching state combo's.

dont overrely on totsuka against hazama. he can still hit you without getting hit back by a well placed aerial diagional chain and by pulling it back and block. worst case he swung next to you and throws you

Posted

5b is great as a counterpoke or to punish lots of airborne decisions, but strictly challenging airborne moves is not it's strong point.

 

Now people might watch me play and be like "What do you mean, you just antiaired him with 5b!" where I'll say "No, he airdashed back and I chased it with a ground dash, anything he sticks out of the airdash would have extended startup due to airdash null time, therefore my 5b is hitting him unless he blocks, otherwise he's going to die."

Posted

Can you elaborate on your specific meaning for 5b as a counter poke ... like its great to use to punish an opponents bad decision? Cause 5b in neutral seems to be lacking in the poke dept comparatively speaking to 2b (due to it wiffing on some crouching opponents) and 5c (distance poke)

Posted

2b doesn't hit airborne opponents

6a doesn't hit above her shoulders

5c has an extended hitbox

5a has poor reward

2c is slow/not jump cancelable

 

5b trumps all these moves in situations where these are factors that would make the move risky.

 

tldr if you're not FORCED to use 5a for the speed, 6a for the head invuln, or 5c for the reach, you should prob use 5b in the applicable situations.

Posted

2b doesn't hit airborne opponents

6a doesn't hit above her shoulders

5c has an extended hitbox

5a has poor reward

2c is slow/not jump cancelable

5b trumps all these moves in situations where these are factors that would make the move risky.

tldr if you're not FORCED to use 5a for the speed, 6a for the head invuln, or 5c for the reach, you should prob use 5b in the applicable situations.

You couldn't have explained this better I was really gonna go crazy trying to explain what I meant.

Posted

Who do you guys think Mu best and worst matchups are. So far I think.

Best: Terumi , Amane, Makoto

Mostly even: Ragna , Lambda, Izayoi

Worst: Azrael, Hazama, Nu-13 , litchi(easier than 1.1 though)

  • 2 weeks later...
Posted

I think az has a very hard time beating mu in neutral actually, but idk if growler still has the 1f of non invulnerable recovery in this game.

Her best matchups likely remain Carl kune Rachel, as they always have. Izayoi is definitely not even sorry she's super good and good against mu to boot.

Posted

I think az has a very hard time beating mu in neutral actually, but idk if growler still has the 1f of non invulnerable recovery in this game.

Her best matchups likely remain Carl kune Rachel, as they always have. Izayoi is definitely not even sorry she's super good and good against mu to boot.

I don't know if I agree with rachel. Rachel may have a difficult time playingbher game because Mu guard point dp, but with Stein nerf getting in or zoning her isnt very easy. Plus with her unpredictable wakeup it makes her even more difficult to keep the momentum against.

As for Izayoi I know the Mu isn't easy and it may feel uphill but I feel like if you use the right tools you can make it extremely difficult for her to gain stocks . also charged steins are very helpful in this MU. Its kinda like the hazama matchup. You really have to pick and choose which playstyle to use.

YOU ALSO HAVE TO THINK ABOUT THE FACT THAT IM NOT VERY GOOD AND ANYTHING I SAY ISNT VIABLE.:)

  • 3 weeks later...
Posted

Guys if you want a good opportunity to see some Mu footage, it could be an idea to vote for Serizawa and H.H for the upcoming godsgarden tournament in Japan. You can vote up to 5 times a day. Let's try and get a Mu player in there :

http://godsgarden.jp/godsgarden10/bb_vote/

Edit:

Serizawa : せりざわ but he's using this name instead “ユーロ空軍のエース”アスカ

H.H is just H.H

Abarenja is also in the list but don't be fooled and vote for him he's a traitor who switched to Nu

Posted

This maybe a hard one to answer but could anybody give me some tips/advice on Mu's neutral and what to do in the corner on defense? I've been playing about a month and am finding it difficult to get my offense started. Am usually trying dash 2b, j2c, jc and fishing for 5c counter hits.

 

When I get cornered (knocked down especially) I just feel hopeless like everything gets stuffed (tech rolls, jumps, 2a) is this just match up knowledge or is there something I'm missing?

Posted

If you understand that 2b, j.2c, jc, and 5c fishing are your common neutral tools, the next step is thinking about matchups. Instead of thinking "which tools should I use", you should be thinking "what tools are my opponents likely to use, and which tools to I have to take advantage of those". If they're being too passive, place a stein or two to try to force them into trying something, and if they're still too passive, use 236d and get in.

 

The same applies to being cornered. As long as you know what you should aim to instant block, when you should barrier, when you should or shouldn't jump, and how to mix it all in together with a DP or a mash to beat whatever the opponent is doing unpredictably, you should be good. Some characters can completely prevent you from trying anything on wakeup, against those ones just get up and block and try to think of what to do after that. Against other characters, trying something every now and then, or at least just varying your wakeup timing, is a good idea.

 

A rule of thumb you could use on defence if you're not sure what to do is

-barrier until they're too far to keep pressuring or whiff a move, at which point you're likely at Mu's 5c range and then it's up to you to decide what to do (usually either 5c or wait for an airdash over and anti air, or dash under if they double jump. that kind of thing)

-if they reset pressure on you before that, there was probably a gap, so keep your eyes open and remember what they did so you can escape next time.

 

If you didn't understand how to escape though, and this happens, try to save the match so you can watch it later and try to find where the hole is. Sometimes in the stress of a match a blockstring feels longer than it actually was, or a move seems faster than it is. You can also try to record a dummy doing whatever they did in training mode to try various options against it if you can't think of anything, or want to find the most reliable answers.

 

If that doesn't work you can also ask about specific things here too. Some of the matchup threads have writeups if you want some examples, I'll get around to doing them all eventually...

Posted

Thanks for the reply, I think you hit the nail on the head with finding the gaps. I have little knowledge of other characters and when against the likes of Jin and Bang it seems like endless pressure, I guess maybe spending a little time using them/recording them will help spot the gaps.

 

Gonna need to work on this and then applying my own pressure. Unlike some other characters Mu seems to get pushed out fairly quick when applying pressure/block strings but that's likely my weak set ups/follow ups to the combos I use.

 

Thanks again :D

  • 1 month later...
Posted

Mu-12 activatable homing steins.... with a fancy new stance showing off her delicious curves~

 

 

 

xWkQFA0.png

Posted

Yeah, that new move looks pretty hype! Been waiting for another move that actually interacts with the steins for a while. Can't wait to see what direction they take Mu in this new game

Posted

Yeah, that new move looks pretty hype! Been waiting for another move that actually interacts with the steins for a while. Can't wait to see what direction they take Mu in this new game

Any direction that takes us away from the one we are currently on 

Posted

I'd rather she didn't change too much, a few tweaks along with the new (possibly more?) stein interactions and we good. Keep her high pressure with maybe another way to open people up or confirm into decent damage, just don't want to feel like am learning a new character again.

Posted

Pretty hype for the new move as well. If it repositions steins kind of like venom's balls it could be really nice.

I hope they keep stein cancel into normals, one of the fun things they added in the current version.

Posted

Well it does suck that charged habakiri is badly nerfed because each hit seem to prorate (just like CSEX) instead of 1.1 that each charged habakiri prorated once.

So what option does Mu have as an overdrive combo ...

Posted

New homing move ("Kuninotokotachi") seems to replace Habakiri entirely. It's listed as 214D in Mu's new command list. RIP boom combos

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