-
Posts
2,711 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by pochp
-
Personally I only use the high loop when going for the kill off the starters I know for sure it will work. I really like having the stein on the opponent to use 214d to extend pressure, break primers, etc. I think it does add something like 300 damage to the overhead combo, for example, so it's worth knowing. It most likely builds more meter as well, which is good when you need it to finish with a super.
-
How stable is yata > 2d 214d > j.2c? pls don't say it's tager specific... This thread is a great idea.
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
http://www.youtube.com/watch?v=xW2VfMghh3A -
heads up once again, don't forget check the BBR US Qualifier stream tomorrow!!! I'm kinda low on money these days, gonna wait a bit before I buy another copy of a game I already own once. C0R's post right below my last one should have the answer. Though I doubt we build enough meter for 3 supers in a combo, unless we're considering being on low hp extra meter gain, then maybe... Excluding arakune's fever, Mu probably has the highest consistent meterless corner combo damage. I don't usually get to do the 7k combos though, because people know when to burst, I'm generally not going to burn meter if it's not for the kill, and when I just need omohikane I won't do yata because it can be hard to pull off successfully when you have random steins, so I just try to be stylish and drop it anyways play it safe and only do omo.
-
Hi I'm pochp. I've been playing pretty much only Mu since the beginning of CS1. I'm an average/decent player, never do well at tournaments but I'm trying my best to change that. I support the scene as much as I can (organizing the local events, driving out 6-8h to majors every couple of months, going to meetups 3x a week...), and I netplay every now and them. Np, doing this stuff makes me discover new tech sometimes :D Don't you have to dash for 2c 5c yata? I find it hard to do consistently after a j.c j.2c (low loop I think we call it?) unlike after a 6a j.2c (mid loop?), where as 2c yata is pretty reliable, and you're not sacrificing that much damage. But yeah it has happens that I was just barely short on meter so maybe I should practice it more About the backing up after omohikane though, nice, I had no idea! On crouching yeah, if you have one for standing plz post :O (unless it's just the 2c 5c enders)
-
input 9 5 6 quickly. 7 5 4 for iad back.
-
that's not really true http://www.youtube.com/watch?v=1Vbb-RTnyUw
-
Valk is waaaay closer to AC millia than mu, he has that "bullshit unreactable mixup" into more of it. Mu's mixup is good because she has very rewarding frametraps and confusing projectile oki setups similar to dizzy's. For example, catch a jump out in the corner and get a 60% combo. I find Mu's mobility is good because her long range and stein support give your opponent the impression that you control the space. Watch videos from the japanese player "sakuma" if you want a good demonstration.
-
I don't have the game for 360 yet, not sure if I will or not since I already have it on ps3... Make some space between you and your opponent, then play safe and make an obstacle course for them... until you fight an extremely solid opponent, then it becomes run away and space with j.c, occasional steins and 236a, go in for mixup only if ever you find a safe place to send a 236d. If you catch them midscreen with meter or in the corner glorious damage into glorious oki. Anyways that's how I see it, Mu is pretty versatile so you can do pretty much whatever you want, depending on the matchup.
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
In completely unrelated news, people may be showing up at foonzo today for some BB. -
It's more like it opens the door to spark baiting habakiri setups. For example, if you do (stuff)6c 5d SoD 6d 214d and the tager tries to spark on wakeup, the 5d hits him out of the startup. Tagers can get impatient against mu, so if you have more ways of safely baiting spark, the matchup will be that much easier. (not that this is needed at all lol)
-
It has already been video'd : but don't hesitate to post anything else you discover, even this was a recent find.
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
"mon père yé riche en tabarnak", le dub. lets do it. -
don't just practice the dp motion raw. Set the dummy to do a blockstring, then DP between two hits when there's a gap. For example set it to ragna and have him do something like 2a 2a 6b, then practice doing dp between the 2a and 6b. Once you got that down, next step is instant block > dp.
-
Welcome! The bandwagon is a lie, this awesome character needs more players. Mu is very fun and rewarding , with many options at any given point. Protip : don't use 6c outside of combos, period. Don't be the guy with the hipster gate who can't use everyone else's stick. Real talk though, I prefer the square gate for DP motions so I can really feel that corner. Most of the time you don't really touch the edges though. If you want advice to help with your execution, step into training mode, put on some good music, and grind out some combos nonstop. I did that for a few hours a day the first weekend we got CS2 to get the new combos down, and my execution got a lot better in the process (though it still isn't reliable when I get stressed -_-). ps: don't combo into airthrow unless it's a particular situation or a setup. If you really want to be a cheap ass and abuse netplay, end your corner combos with (...j.2c) 2b 5b 6a airthrow.
-
6C > stein > jump is safe on block, but 5C > 6C is not the safest blockstring. If you get read, a lot of characters can punish you for it, tager can sledge it, hakuman can counter if close enough, bang can guardpoint > teleport, that's the most obvious stuff, but there are others as well. I use 5c 6c blockstring only when I want to frame trap (or autopilot into it by accident).
-
If you're having lots of trouble against tager you're probably not playing the matchup right, go watch a few videos from the video thread of mu vs tager matches, especially from sakuma/keba. Mostly stay mobile, slowly place lots of steins, play safe, and punish some of the dumb stuff he does (like fullscreen sledge). In theory Mu has a really good advantage on tager, though it is really easy to screw up the zoning and lose the match, so don't feel too bad about it lol. Bursting against tager is weird, a lot of them are good at reading it, and since he can cancel his normals into voltec charge he doesn't need meter to bait. He also goes through both green and gold bursts with magna tech wheel. That said, gold burst against tager is a good option if you don't become predictable, especially when you're in the corner, because it can be a hard situation to get out of, and you want all the options you can get. Try to avoid ragebursts, they're the easiest to bait for tager. A good valk is way Way WAY harder to deal with than tager because they can just superman to your face and have an unreactably hard to block mixup.
-
um, cecilia is the best... she's a zoner, she even has steins, lasers, explosions. this is the mu boards right? Right, this is really important to Mu. 6C is really bad on block, but you can cancel into a D (usually 5D) and then into a jump to make it safe, no need to RC. Cancelling blocked normals into drives is a really good way to stay mobile and unpredictable with mu, but it can be tricky if you're not used to it. You can also special cancel blocked normals into 236a (or 236d/214d but it's risky) if you want to extend your pressure. 1. If you're midscreen do this : 2c (5c whiff) 5c (2c) 6c habacan 6a 6b (dash 5c) SoD 6a j.2c j.d 2b 5c 2c j.2c. I'm not sure if you can finish with ...SoD 5c 2c j.c j.2c j.6d 2b 5c 2c j.2c for extra damage, but I prefer having the oki from the j.d combo as opposed to j.6d. parenthesis are for optional moves depending on the situation. 2. I personally find that people disrespect that way too much, but if you get it to work don't stop lol. More reliable options include 3c iad crossup j.c (it gets blocked, but allows you to go back in), 3c TK j.236a, far 3c 236a. I find a good way to reset pressure is to go for a well spaced 5c then cancel into 236a and depending on what happens, either go in, or 6d 236d, or "punish" their whiffed dp. Another option is to 3c iad back j.236d land 5d 6d 236d, you can even 3c j.2c j.236a, most important is to stay unpredictable.
-
hm, well as far as pointers go, I'd say the most common combo starters are j.c ch, 6a ch midscreen, and 2b, 6b corner. Start by learning how to hitconfirm and combo them. Throws as well obv. don't use 6c at neutral, use 236a/j.236a a lot. and I'd say a good rule of thumb is one stein at a time. also, a blocked 236a allows you to usually get a safe 236d out. you can play really safe with mu, so try to avoid going in without cover from lasers. j.c whiffs on crouch so it's a terrible jump in move, but it's a godlike air to air, instead use j.b if ever you air-to-ground them. last thing, AIRTHROW.
-
A video like that is currently being made but isn't finished yet. In the meantime, I guess you could watch this thing I made for testing purposes which has a bunch of mistakes for combo reference : http://www.youtube.com/watch?v=OG9ekpSVGHA , even though they're all 2a combos, if you can at least do most of those you'll easily be able to understand and execute most of Mu's optimal combos from the thread, and C0R's stream archive for more information : http://www.twitch.tv/c0rtv/b/308085843 I think I'll make a simple setup video next week so we can have that as a reference as well, while waiting for the tutorial, because it's a really important part of Mu's game plan.
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
I care about GG netplay. Not that I'd actually use it or anything, but whatever helps revive the game. -
Ouch, get well, C0R.
-
So I made a short video to demonstrate the 3c 6d j.c setup I came up with the other day : http://www.youtube.com/watch?v=vlAKkjKZ2bQ After having used it in matches a bit, I can say it's more of a gimmick that works very well at first, but people adapt to it quite fast.
-
I dunno didn't get around to it, was going to post it up with some matches but forgot. About habakiri and projectiles, C0R tests it out on his stream here http://www.twitch.tv/c0rtv/b/308085843 at 23:30.
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
pochp replied to BladeOfJustice7's topic in International
you mean this : http://www.youtube.com/watch?v=qdeqvhxu7iI