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Synthesis

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Everything posted by Synthesis

  1. 2C 5C 6C into whatever. Barrier blocking increases your blockstun, giving me enough time to 5C you. In between the 5C and the 6C I can watch for your IB and check the spacing (based on whether I'm magnetized or not) and follow up with an attack if you can't 720 me from that spacing, such as landing a FC 6C if you do indeed 720. If you MTW, I can reaction 623C, if you 360 upon landing you run the risk of my jc counter hit. You can barrier, but it still gives mu the advantage if you come in like that.
  2. I haven't tried this yet, but that looks freaking sexy. Would reversal DP beat it? It seems like ID would catch you before you can land.
  3. The 6[D] setup is just so you can do 6B 6]D[ 2B 3C 2B etc... so you can get a 3k damage combo off an overhead, or you can just do a 3C instead, the laser will either help the combo or whiff, but it's a mixup because if either are blocked, you're free to do what you want and if it is midscreen, you push them into the stein for a potential 214D threat. This setup is ONLY good if your opponent respects you. You can always bait a DP by not doing anything, but then the opponent still can't do anything because of the fear of the laser. Try it every now and then. It's pretty good. Of course, the 5D 214D option is perfectly solid, but you get 0 mixup off it. It just forces a block (a safe one) but with oki you have to take a risk (unless you're CT Rachel) to get Mu's mixup since her options are so very slow. Has anyone here experimented with 5D 6D IAD j.C land throw mixup yet? I think it's super sexy but it loses to DP of course.
  4. tbqh, everything save for invincibility and block loses to DP. It's just another mixup to add to the list. Adding the 4D as well as the 5D is just another oki mixup. It isn't 100% perfect, but it's useful to mix in every now and then as long as you use it wisely. I wouldn't suggest using it against Ragna with 50% meter, but by all means abuse the shit out of it against Rachel and Hazama (at the right spacing)
  5. Mu as it is has very little mixup opportunities. She has next to no mixup without a knockdown, and landing that initial knockdown can be difficult at times. Also, I agree with 6B being 2A linkable on crouchers. That sounds so delicious I swear it's got to be fattening.
  6. As for 5D 4D 214D beating Tager, it legitimately forces him to do ABSOLUTELY NOTHING. It beats rolling, it beats sledge (with a 2B on reaction) it beats MTW, it beats 720. Tager must delay a tech or he must Emergency Roll into the stein. The mixup with the tech is Mu can dash up 2B pick up into the exploding steins and force a brand new combo for good damage and a reset. In regards to Tager jumping in: He can jump in, but absolutely nothing will come from it. Mu's 2C beats Tager's j.2C even if he is completely covering her body with it. 6C in blockstrings? Why not? Sure he can sledge it, but if he does a B sledge, you get a SoD cancel into a FC full screen reset. If he A sledges, which is his only option in the sledge realm here, you can reaction a 623C which The will either beat him, or clash. If it clashes, you have a couple of options. If you think he'll Voltec Charge, 2B. If not, reversal again and it will beat every single possible response he has. If you have 50% meter when this situation occurs, just 623C every time. If he Voltec charges, just RC it and IAD away. The bonus to using 6C in blockstrings is the potential mixup Mu gains from 5C 6C 63214C, 5C 6C 4D 63214C, 5C 63214C, 5C 6C 4D 214D 4D 63214C etc... Sure Tager can react to 6C but most Tager players are going to try and read the 6C and will throw out a sledge after 5C regardless, getting hit by the SoD. Once they start respecting this you can start mixing it up.
  7. Marry me, Zong. Stay GDLK.
  8. In regards to your 6C 5D 214D oki setup, I've been doing that for a while and lets say if you're about 3 character spaces away from the corner, I like mixing in 5D 4D 214D every now and then. If you space it correctly when the opponent gets up if they get hit by the 5D explosion, the 4D will also juggle them for another 3 hits. This means that if you do 5D 4D 214D 63214C(level3) at the correct spacing, you get stupid damage in the corner into another 5D 214D reset. I really like this setup a lot but you really need to practice on the spacing for the lvl3 SoD combo setup. Also, an oki setup I really like in the corner: 3C 6[D] 3C/6B/2B/j.2C mixup. xD
  9. I just want 6B to be low and throw invincible, give uncharged lasers more hit/blockstun and increase the speed on her 214D. I'd say lower her FC damage from 6C. That shit is kind of dumb, but I'd also like to see her overall steinless damage increased. I feel steins should be more of a setup for getting the initial hit in. Example: Oki and using the lasers as a forced block into mixup. I think if they want her to do damage with steins, the damage should be significant, such as if she has 2 perfectly spaced/placed steins, her combo damage should be upwards of 4.5k meterless. If not, I say they should change the hitstun on some of her normals (such as 2C) in order to allow stein placement (with strict timing) in the middle of combo for somewhere around 3.3k. Just a thought.
  10. Obviously
  11. I've already posted what I believe to be Mu's matchups. How are the numbers looking for that? I wouldn't mind reposting them if you don't have them. EDIT: Yeah... those numbers look kind of bad for Mu. My opinion: Jin: 5.5 - 4.5 to 6 - 4 Mu Lambda: 5.5 - 4.5 to 6 - 4 Mu Tager: No better than 3.5 - 6.5 for the poor character. Rachel: at least 6 - 4 Mu Tsubaki: 6 - 4 Mu Again, I'd say she's SOLIDLY mid tier, because she destroys everyone below her but loses to top. Also, she beasts against Carl, easily. Ask Zong. xD
  12. I'm all for playing more GG if you guys are. I've got Latiff down here. >:3
  13. I noticed something very nice with these wolf cancels. Here's an example: 2A 5B 5C 236A 5DCD falling [h]j.B into whatever. It's really fast too.
  14. Ruben, that thing you posted isn't a glitch. Because they are behind him when you throw them, when you release and RC, they'll be behind you but with the throw momentum so your hitbox will get pushed with them. That seems pretty standard, it just looks wonky.
  15. Well, his 6C can be feint cancelled into wolf j.B or what have you. There are those slight holes there but just mix it up and don't get predictable and you can do pretty well.
  16. Wait, Dan where have you been? What have you been doing!?
  17. Did you guys notice how Valk can feint his dandy steps into his wolf j.b? He can even outright cancel them on hit into the wolf j.B back into a standing regular with enough time to throw out a 2A. Did you guys also know that 6C and 236C hit high and that 236B hits low? and did you know that he can cancel all of those ON HIT, BLOCK OR EVEN ON STARTUP into his wolf form? Shit is broken.
  18. Has anyone else figured out his stupid blockstring mixups? He can cancel his 236 motions into wolf. Example Whatever into 236C (hits overhead!!!) 5DBD land 5B for double overheads or for a safe cancel after dandy step. You can essentially turn his dandy steps into feints using that wolf. 236B becomes a 50/50 in itself because of this. God, this character is dumb.
  19. Mu dittos are dumb. xD They were so freaking close, though. I just can't wait until Platinum comes out. She looks bad ass.
  20. I miss Guilty Gear.
  21. Perhaps. I was one of the two Mu players there. xD
  22. I think a better definition of oki is forcing them to block upon waking up, or eating damage. The followups afterwards are the oki mixups.
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