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FlyingVe

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Everything posted by FlyingVe

  1. Forgive the stupid but... When and where is NEC? If it isn't too far I might try and go. Show fools, that there are a few people that know how to play Mu well...

  2. Well, you need to do the jC almost immediately after the jump cancel after 6DD. The rhythm is definitely different then when doing Ragna's normal air combo. It threw me when I was learning the double BE for the first time too. Also, doing a short dash will definitely help midscreen, though I prefer to do an oki ender if I'm midscreen and haven't landed a 3C. Edit: I would also learn the BnB (5B>(stuff)>5D>(DC)>6A/5C/jB>air combo>BE>6DD>jC>BE>...) it does more damage and is easy to land
  3. I don't post in the Tager forums much (I don't like most other Tager players), so I figured I would ask you instead of maybe posting redundant info. Regarding the old air throw(tech)>jD(wiff)>720 set-up, in the corner would be possible to do something like jin can. Pink throw into jD to force the opponent to stay blocking and in the corner? Edit: of course jD's speed means this would never be as good as jin's jC trap.

  4. Okay, here's exactly what happened. I did the trap, Carl blocked the explosion, I stood up to dash in to do something and got clocked by the spikes. Also, puppet-san was practically humping me, so it might have hit me crouching too. Carl has other such moves also. I'm not trying to say Carl gets out of the trap for free, just that he has another option to be aware of.
  5. I almost always charge SoD just a little. That way if they react to me holding in, it will be released for a lvl1 FC. This also establishes conditioning for you to charge to lvl3 in the future, though I don't particularly recommend that at max range because they can backdash out easily.
  6. In which case it was grio. Still, it isn't really that hard to deal with, it just surprised me. You can block grio, and still be at a slight advantage. Also, doesn't Nirvana also have one where she spins around a slaps you twice, bouncing you off the wall on hit?
  7. Well,he wasn't aware of the trap so I don't really know what he was trying. I did testing and it really isn't a big issue, but I still think people should be aware. I don't really know carl's moves, but he has other's besides the super that are un-interuptable.
  8. He could use one of the move where the puppet won't stop, even if Carl or Puppet-san are hit. I think the reality is, in these situations you should just block longer, and you should still have the advantage, but it's something to be aware of.
  9. A note regarding the corner trap: 6C>5D>214D>2B(wiff) I was playing Zoogstin today, and he managed to screw with the trap using puppet-san. I will try to investigate this further, but i figured I would mention it if anybody has something to say on the issue.
  10. Well, if you IB you can backdash most of his stuff, that's my usual plan of escape (you can backdash alot on normal block as well). If that's not working out, just block him until he will be forced to take action to stay in range, and then attempt to get out. I feel you though, one screw up and he does soooo much damage... It's just like Ragna, Carl, and Litchi.
  11. I tend to zone Haku more with 214D than the traditional laser zoning. Once Haku gets a feel for the lasers, they get cut with alarming frequency. On that note once you've knocked him away (I usually choose this against haku) 6D>4D>214D works quite well. The fat and/or dash-less characters have a hard time dealing with this from full screen. Also, while getting in on Haku is super hard, he doesn't have a great way of getting in on you either. As long as you don't over do the steins you should be able to 2C/6A him mot times. Regarding throws. Throws are super easy to tech (offline) but there are still some mixup tactics that you can use to try and land one. Here's a few off the top of my head: 1)Frame trap into throw. Mu's 2B is a fairly weak frame trap, but better players will respect it most times. If you can call when/if the will try to mash out, you get a counter throw. 2)2A>5A(wiff)>throw. This is a bit of a gimmick, but the idea is to get them to hit buttons by wiffing the 5A. 3)Abuse patterns. For example, do 2A>pause>2A a bunch, and then mix in throw. If they hit buttons they will get thrown. This also works in reverse, attempt the throw alot and then go for a normal (like 2B or 3C). In short, lame it up against Haku.
  12. I here that... though a j214D would be broke as all get out.
  13. I've got the exact opposite problem, sometimes I really just need to sit back and press the zoning advantage. Still, I've been using alot of your zoningrunaway strats to great effect.
  14. It also loses to blocking, I mean, it's not exactly fast or safe...
  15. He's spreading... http://www.dustloop.com/forums/showthread.php?10603-For-Sale-BlackBerry-Torch-9800-300-HTC-Desire-Z-430-Nokia-E73-Mode-300-Nokia-N
  16. I'll try and make a video, you'll just have to wait until I can get somebody over to my place, you can't do this with a dummy. At least Pulsr will be able to tell me what's right wrong with a vid.
  17. If you care, I also have a capture card so if you need something recorded I can also try and help out. Just let me know, and I will record and upload to my channel for you. Good luck with Mu. http://www.youtube.com/user/jhvidst2?feature=mhum

  18. I don't think it's regardless, just guaranteed sooner. But yeah, charged steins should be much better.
  19. ^^ agreed. Also, while Mu does appear to be buffed, she wasn't a hugely powerful character in CS1. So even with her buffs she could still very well be a mid-tier. We'll have to wait and see the final game before making any sweeping judgments about her power level.
  20. Mu's difficulty isn't the same as say, carl's difficulty. Carl is hard because you actually need to be very good with inputs and timing to do his stuff. While Mu does have that some legitimately hard links, her difficulty comes from having a good sense of spacing and setups. Because of her playstyle, it's alot more like playing chess (or bomberman), in that you are always setting up stuff to trap the opponent. Just using Mu's moves willy-nilly without a plan won't get you as far as that will with say, Ragna or Bang. In short Mu is a very cerebral character, perhaps the most cerebral in the cast. Also, on a random salty note. XBL Mu-12 Tier List: S: atomicoffspring(pulsr) A: Zermous_X, FlyingVe B: Satosa Jin, NickExtreme And that's pretty much all the Mu's I've seen. It okay, I like playing an underplayed character.
  21. I already listed that one, it can be extended alot with jD and 5d (I don't remember fully). Problem is, the 214D 2B corner trap is better in those situations.
  22. Learn it offline, deal with it online. I know that sounds pouty but it's the truth. Internetz make it hard to do alot of Mu stuff. As for the Dash2B, it's a hard link, just keep practicing, there's not trick.
  23. With the double 6B juggle, usually you want to do the first 6B later, so it catches them low to the ground, with the far edge of the hitbox. Then when you do the Dash6A>6B try and delay as much as possible. There are a few characters that the double 6B is really, really, finicky on, in which case you might want to consider just doing one 6B.
  24. I can also record for you, and my equipment is a bit better than Nicks :). Just let me know when, and I'll try to hook you up.

  25. That's probably better, I've got my ass kicked by was to many people in SF4, I just saw the tag, didn't mean to offend...

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