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Everything posted by Cryingvoid
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Her corner combo looks very sexy and interesting (from the stream with Dora's Bang). It seems to be harder executed though.
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Bro, a handshake!
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Wow! 2B is nice when buffed! Guys, does that mean, the overall proration of after-2B-hits levels up as well? Meaning, the same combo off 2B will give us just the 100 dmg more, or else? Oh, I guess, that answers my question, am I right?
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[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
There are times when they are sure, you'll be blocking or just won't reach them, so they act. These situations always occur. And that's where 6A's or dash > 6A's magic begins. You may call it their failure, bad judgment or whatever. I consider it more like a nice reaction and great 6A timing of a Mu player. It is not like I say fight these characters with anti airs It is just 6A that truly can work wonders sometimes, and many Mu players just abandon it. -
[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
C0R, I see Japanese doing successful 6A's on those said characters due to the very fact, that 6A's specifics allow you to let them get closer to the extend where no action of theirs will cancel their air approach or CH you. So it is not like they can't be AA'red at all. It is a matter of your reaction, and it is a nice way to develop your Mu. When I see some really fast and efficient stuff better Mu's perform, I really think I'm still a long long distance behind -__-" -
Why be so tier oriented? I personally wouldn't want to play a top-tier char. Isn't it better to be lower and strike hard those who are higher?
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[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
I shall disagree just a little. Or just complement the line, if you wish. 2C is strong when you use it to catch the edge of opponent's air attack hitbox. 2C is very vulnerable on whiff, you never want to whiff it. It is strong due to its hitbox, but the slow startup and long recovery make it very risky against air-smart characters, like Jin, Noel, Tao, Bang, Hazama and more. They can easily bait 2C whiff and get some meaty CH damage for free. If you take a look at JP Mu's footsies, you'll see them using 6A instead. It's hitbox may be narrow and less vertical, but 11f startup and fast recovery makes it much more convenient for a "reaction AA". It may be harder to get it in, since you must let the airborne opponent come closer to you, but the reward of 6A CH is almost the same with 2C, and the risk of the efficient 6A use is way lower. I'd personally recommend everyone not to get used to 2C too much, but get yourself used to 6A instead. "6A AA on reaction"-habit is a good thing. -
So it supposedly will work ever without RC? Nice! And the bomb question?
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[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
I've recently happened to practice "no risk" play. It seems that one Mu gets most of the pain because of risky decisions, so as I see basics for myself now, it is being able to maintain a solid n safe neutral game forcing yourself not to do risky stuff, even if you feel like it. Meaning, since I can do keep away/zone/rush strategy, I now am trying to master even a safer strategy, to oppose players with godlike defense. -
Super bomb? I believe it would be just a charged bomb, no? btw, what does it mean, wallbound? Meaning, it wall bounces even on midscreen? But it already does, doesn't it?
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Mile, here the rest of mostly used combos is: Corner: 3C -> 236CC -> 5D~A -> j.8D~A loop 5B -> 3C -> 236CC -> 5D~A -> j.8D~A loop B+C -> j.4D~A -> 5D~A -> 5C -> j. 8D~A 2C -> 66 -> 3C -> 236CC -> 5D~A -> j.8D~A loop GC -> [2C] FC -> [6C] -> 6C -> 236CC -> 5D~A -> j.8D~A (!!!9 reps!!!) loop + 2A -> 3C -> AB2 -> 6C -> 6C -> 27hjc -> 236bbbbb -> 9jc -> 236bbbbb -> 8jc -> 236bbbbb (jump cancel just the way you want. There are no fixed jump cancel directions. Just find the way you are most convenient with. The way, your execution puts up best with!)
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[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
Yeah, I also think that Mu is great. And I agree with your point, setup knowledge must power the rock-solid basic play, this is what an advanced Mu should be like. -
j.3D is most convenient as you hold both the 2 input and the forthcoming 6 input. There are 2 ways of inputing the ender: 1) you input 3d~3 and keep holding the 3 until the starting animation of the flip comes out. As you see Tao starting to roll forward, you input 236bbbbb ASAP. 2) you input 3d and immediately 236bbbbb. Thus the "6" command will buffer the flip on the 236bbbbb instead.
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Very nice guide, Neo. You know, nice bangs really mindfuck you a lot. When I get about 80% of his health by my neutral game, and then he does a midscreen combo, oki in corner, and with a command grab he finally kills me, it makes me cry. You may take a look at one of our tournaments. Last two matches are grand finals, Tao vs Bang. http://www.ustream.tv/recorded/15887391 I was worried like hell and dropped every single combo. No I see how stupid I carried out the defense, yet my footsies and overall neutral game were not too bad (except for drive'ing into his nails), so if not so many drops, wake up supers and more confidence defending, I believe I could have won. The tournament was in the beginning of summer, so ever since I've been working deeply on blocking, defending and general match up knowledge.
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[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
Aginor, If you compare with SF Ryu, then what I tries to say, it would probably be - playing fireball/srk game without solid footsies and spacing, in his case. (?) Of course, solid basic play is a must and it is very strong in Mu's case. But there are opponents with which the basic play doesn't work. Maybe you don't play them too often, but shouldn't we aim higher? I too can feel rather comfortable playing via basic patterns and little blocking, defeating local online guys, who feedback me afterwards how awesome my Mu is. But I know that it is just the lack of Mu matchup experience for them. What if you face really a strong opponent? Okay, here is a JP stream of Mu playing against Shounen's Litchi: http://www.ustream.tv/recorded/17478777 And I can tell you, basic moves are not enough for him. They just stop and blockstun him for a while. But to dominate such an opponent you must take every chance, do every setup possible, and play truly advanced strategies. In my opinion, solid basic Mu play is good, but it is just the first step of her mastership. Her advanced usage is tricky setups, sacrificing damage for oki/midscreen frame advantage, setup primer breaking, drive laser mastership (assisting you in blockstrings, combos; leaving an opening on purpose, provoking the opponent to punish and get hit by laser). cookiehours, I mean, not to slack in the future, feeling too full of yourself )) We all love cookies handmade, don't we? -
[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
Sure. I just gave you some honest feedback, before you'll have overused that word "improvement", and gone slacking on practicing more complicated stuff -
That's some awesome information you have given on matchups, Neo. I think it is very useful. I haven't played those opponents much, except for Bang and one Valk, who was kept in a blockstun by me. So I don't think I can review them all properly, yet I think it is very useful. I am personally now a bit tired of Tao and am busy developing my sub, Mu. I don't know where XDest, Rin, Riku, Stan and other Tao users have disappeared.
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[CS1-CSE] Mu-12 Critique and Self-Improvement Thread
Cryingvoid replied to FlyingVe's topic in Archive
Start using normal corner oki's with steins. Your gameplay now seems too basic, it doesn't display Mu's true strong sides. Do more setups, tricks and stuff. -
7k bnb? Which is that?
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Nice pun, Solar =)
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I see, so the same may be applied to Noel when you don't want to risk superjumping j.2C. Pretty fair.
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You probably can... looks like a glitch to me. And it is basically unfair, when, even out of her super, Noel still comes to finish you off. IMO
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Go see Mu, when lazers hit Noel of her aerial super as the first bullet connects.
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So what is 2b > 6a > j.c > j.2c better with than 2b > 5c > 2c > j.2c?
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That's not the point, really. You spend this ridiculous money to play doubtlessly at max settings possible ONLY. When you invest such a sum, you are not interested in 'good' and 'could still'. You BUY only the best and only the hardcore graphics setup. In a year the market will offer the same system, but with e.g. less loud cooling, more effective power consumption, and with a standalone graphic card, no SLI's, with a prise at one third cheaper. And in two years new cards' SLI tests will display the double of your present performance. If you are reasonably upgrading, you'll buy modern, but expense effective system with graphic card(s) for 300$ - 400$, and all the games will be doubtlessly good in a year, and you'll still be able to be playing rather comfortably for quite a few next years. But that is not what orthodox and hardcore overclockers spend their ridiculous money for.