-
Posts
1,066 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by bakahyl
-
the 2nd part of makoto's slide doesn't have it and taokaka crawling is just a low profile move without invincibility edit: bang's 3c also doesnt have any invincibility in cs2, but it was hitbox based. So in a sense it's important to know if the new 2c can hit bang and taokaka
-
The hitbox on 2c seems to hit much lower, but does it hit low enough to hit taokaka crawling or noel's and makoto's sliding?
-
Well Mu is supposed to be the last boss character in the story of CS, so she should deserve buffs
-
I still prefer a solid basic game play with her over her setups and gimmicks when you are starting to learn MU. You first need her basics mastered (her slower than average but excellent range normals, weak jump-ins etc. ) before you can do all the setups. Against Carl when nirvana is close to you when being activated , i like to use 2c on her/it. 2c prevents carl from jumping in on you, while more importantly interrupts most of Nirvana's moves while doing nice damage on Nirvana and you can and should jump cancel the 2c on hit and block/barrier block / arial backdash if you see Carl approaching on the ground or when Nirvana is doing a move with armour.
-
You are right about not being able to jump away from 6c when you are hit by 5c. And i don't think it's easy to jump away from a 6c when you were blocking 2c, but atleast you can push him far away with a barrier to prevent that. Lately i have seen Ragna players who try to reset me with 6c or GH when hit at midscreen. Even a combo with Gh starter does fairly high damage against Mu, who has low health. 6c is faster than GH, so i assume that i have to block low and react to a GH or is there a better way to avoid the guessing game? I have tried several things, like a backdash beats 6c but loses to GH. A dp can easily beat his GH when you are certain that he is going for a reset after 5c, but if you tried that against his 6c you might get countered or hit because it really seems to be a few frames that you can react to it.
-
edit i meant 6c, not 3c . I messed up with the wrong low move that ragna has i have seen some people sneak in either a 6c or hades gauntlet in after 2c or 5c. But both can be avoided by jumping away with a barrier block
-
Keeping ragna away is probably the safest way to beat Ragna, eventhough he can still counterhit Mu at midrange out of her 5c with his 5b or 5c if you mistimed it, because of it´s extended hitbox and/or slower start up. Ragna isn´t too bad except when i get cornered by him in the corner. i tend to have problems with his corner pressure and i think that her dp is fairly pointless , due to it´s lack of range if he goes for the standard deadspike stuff after a knockdown. Ragna can go for a reset with 3c or hades gauntlet after a 5c or 2c, but that can be avoided by jumping away with barrier or your dp.
-
The things that i have learned from playing Rachels are: don't do stuff too recklessly Reckless and sloppy zoning might get you hit by an attack with her winded airdash and recklessly rushing her down might get you countered by a huge combo from her cat chair (2c). Zoning too much without rushing her , will give rachel some wind back :/
-
I know that Mu has lot's of not so good matchups like Hazama, Lambda, Valkenheyn and Taokaka and probably some more, but i am curious what other people think what her most difficult matchup is. For me it's either Tao or Valkenheyn, because i mess up faster against characters with very good mobility.
-
Some tagers might use sledge and it's followup to cover more of distance when he notice you being too predictable. Also it's an overhead (sometimes for rapid gimmicks, just like the 2nd hit of magna tech wheel) and on a counterhit , he can get a combo from it in the corner or use 2d when not close to the corner. But it's a horrible move in general, because it's really unsafe on block , while both of his sledges are pretty safe on block
-
Tager's sledge followup also has projectile invincibility. I rather use a safer 2b or 5c against his sledge depending on the range. The only time that i safely can punish tager with 6c is at long range a whiffed super, especially a baited magna tech wheel.
-
Maybe some advice against your match against jin, because i used to main jin at the beginning of CS1 and 2: You were too much pressured by jin's 6b. His 6b is +3 on block and because it's airborn after a few frames, he generally can't be thrown out of it unless you yomi it and airthrow him out of it (lol). You don't want it to counter hit you after a whiffed throw because it's one of Jin's most damaging combo starter. If he get's too predicable you can use 5a (or anything quick that is not a low attack , because his 6b is slow with 25f startup), your dp , a good timed backdash or an arial barrier guard to prevent his 6b or tick throw guessing game. Like what you have done in the first round, jin can be zoned by mu and you want jin in your mid or long range. But at mid range be carefull of his 2d and at long range try to avoid his ice swords or your steins won't fire. Also when he has meter, try to zone more carefully, because his icewave super and drive version of his icecar are quite fast and might hit you. in the 3rd round when you tried to rush down jin, you didn't have your lasers covering you (totsuka), which was very dangerious, because jin is better at close range than you. Against Hazama, In the 8/11 match you were hit by his chains too much. Don't be afraid blocking or avoiding his chains instead of throwing out steins/totsuka. At long range , he can't really mix you up with anything after it so you can simply avoid or block the rest of his stuff after he swings to you. When he swings too predictable, you can hit him out of it with 6a or 2c, but when he baits your anti air you will hit by another chain and a combo after it. In 8/18 match you were exploding your steins with habakiri against hazama, which is not that usefull because of his good mobility and totsuka was a better choice if you were at long range . When he has 50 meter, you should not follow up anything in your blockstring after 2c or 3c and go for a jump cancel instead, because his jayoku but you found that in the last round. In general you can't mash 5a or 2a against hazama, because his are faster than yours. And don't be afraid to use your counter assault more often to get of his pressure. And the no throwing and no mid block string 6b was also hurting your mix ups in both matches
-
@pochp Eventhough i am not that good of a mu player , here is what i thought with your match against that tager You were using 6c too much after a 5c in a blockstring and you got punished by a sledge in the 2nd round for it. After finding out the hard way my self , i started using 3c or 2c after my 5c because those moves are safer because you can jump away if everything is blocked. On hit you can still use a furu no tsurugi to knock him in the corner or atleast away. Using furu no tsurugi all the time as a blockstring finisher is not safe at close range or magnetized , because the tagers can hit you with a 360 or even 720. You were almost hit by a 360 in that match when using it in the first round Habaya against tager is not something that i like to use because it doesn't lead into anything and it has a long recovery and it can be sledged through if they see it through. I think habaya is mostly used to prevent people approaching you, but tager is already quite immobile and mu has better tools to keep tager away. Maybe it's my preferences, but i like to throw out steins and let them explode on tager at long and mid range. If he tries to sledge through the explosions (his sledge followup also has projectile invincibility) you might get a counter 5c combo, eventhough you can get hit by his sledge sometimes if you mistime your 5c. edit: after watching the rest of the videos i agree with bloodyrootbeers, your lack of 6b overheads in blockstrings and tickthrows is making other people simply blocking low to stop everything
-
Using SoD after a 6b is really unsafe on block even used on barrierguard and some characters can simply hit you out of SoD with a dp or a fast reversal like in tager's case a 720.
-
my air throws are usually some kind of panic reaction when mu and valk are both air and when he is a little too close because like cor said in a different topic that her air throw has a suprisingly big hitbox. it's not like that i want to be in the air against valkenheyn because his 2c and wolf (b) are too good of an anti air.
-
Even though he can get away with most of his stuff, but when you poke him out of his wolf when he using his c dash with 5a or airthrow him (worked sometimes, but not when he is doing any of his 236 moves) a few times, it will make some people react by playing more defensively or try to rush you down differently . edit 1: don't mindlessly use your dp to mash , he can avoid it with his wolf airback dash/hop or whatever it is and you will take huge damage edit 2: i dont think you can set up a laser wall against him (atleast not against the valk players that i play). Every time i try it, he closes in on me way too fast before some steins can fire.
-
i think you should also rush down lambda and not just hazama, because she doesnt have a dp in cs2 (except for 1 , but that costs 50% heat) and she is better at zoning than you.
-
@nickextreme: i know that i have to be more aggresive, but valk has faster normals and his c has almost as much reach as yours and he has very annoyingly good anti airs. So recklessly rushing him will get you killed even faster. zoning is out of the question when he knows/suspects that you are going to do it, because he will close in on you fast. @flyingve : i think that noel is also an a tier character like jin (she is one of jin's harder matchups) and tsubaki does seem surprisingly low.
-
i also think that valkenheyn and tao (like flyingve said) are both very good and are a possible difficult matchup for mu because of their mobility. Tao's damage is nerfed because of the tauntloop removal but she still has fairly decent mixups and other gimmicks
-
i don't think mu is a robot, but more a human(oid) with a mechanical semi-gundam suit.
-
I still find it wierd how a move (2a) that does not hit very low will always hit makoto's slide , while a move with a huge low hitbox (SoD) can miss her at certain points (eventhough only at a few frames) edit: just noticed that makoto's slide and tao's crawl have completely different hitboxes, because 2a will never hit Tao (just like CS1 makoto slide) at all while a SoD will always hit her out of the crawl.
-
i only noticed it today that you can end her 5c or 6c with an astral , when i messed up doing 3c.
-
Today is the first time that i got a pm from someone in psn complaining how irritating it was to play mu after he lost twice in succesion when he was using noel . Probably because none of his 2d and 4d mashing were succesfull and i was running away the whole time, so he could not get too close all the time. But i was suprised that she can slightly zone noel if you are in air above her optical barrel range
-
I tend to have problems with Noel when it comes to pressure, almost everything that i can throw out can be beaten by 2d or 4d. So i play footsies with her because of Jin's better range and better air attacks, but eventually i get hit by something and take 4k damage. Is there a safe way to rush her down or am i forced to play defensively against her?
-
5a and 5b seem to whiff on wolf so 2a might work, but his normals are faster than your 2a. So like Cor said ,smart mashing