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FlyingVe

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Everything posted by FlyingVe

  1. More notes on the 5D>6D>236D>Dash j5D setup that I showed in my little video. -When perfectly midscreen it works like shown. -When a little less midscreen the j5D will be straight over their head and you have a really ambiguous chance of crossing up. This also hurts jump-outs -When even less midscreen the j5D will cross them up leading to a slightly stronger mixup. THis also hurts jump-outs Lastly, I've been having alot of success with Tempest's setup (5D>6[D]), good stuff with that.
  2. This one is actually pretty damned hard, cause your timing needs to be really tight. You need to have Airdashed long enough to turn around, and be high enough for the jC to come out. Bright side is, if you wiff the jC, you get the deceptive low or overhead. I just started using them after you whipped my ass. I think the 236A traps work alot better against human opponents then their frame data suggests they should. Also, I think 236D is underrated. You get alot of nifty mixups off of it, even if it is on the unsafe side. Lastly, in my vid, the 5D>6D>236D>Dash j5D>~ occasionally you will cross them up with the laser (when they land from 6C closer to you) for an even stronger mixup.
  3. Here's my crummy little video. Note that this was done quickly so I'm not showing good execution or optimizing anything. It includes Tempest's setup, one Zeromus uses alot, and some other stuff I did while recording. Mu-12 Okizeme Concepts: Quick and Dirty
  4. This isn't so much a setup, but if you are going to try and Yomi a jump out, you can dash jump over their head and grab, if it wiffs air-dash back and clip them with jC to keep the pressure up. The constant crossing up makes it harder to 6A or DP. @Tempest: I'll try and make a video of your setup when I get home. I'll also include some other crap I've been playing with. Edit: I finished making my crummy little video, but now it's stuck in processing. Damn you YouTube:arg:
  5. I still wanna see it. You never know when it might be useful, and the set-up for it might lead to other shenanigans like Tempest said. @Tempest: Does your new setup deal with jump-outs? I can't test it at the moment, but that seems to be one of the biggest problems with Mu's laser setups.
  6. yeah... I forgot to re-hook up the audio cables after our match so... I'm just the idiot of the night...

  7. Whoopi, fixed now. Thanks for the heads up. GG's last night, that was a good match, despite my not paying attention to the life bars... :vbang:

  8. Alright, I changed Oki to an A. I compared it with how SJ had done the rankings and what Mu has is just as good as everything he ranked A. Still, she has nothing on Litchi, and a few other characters out do her aswell (IMO).
  9. For what it's worth, I put her pressure at C/B because it improves alot with backup. SoD is a gimmick that most characters can beat so... yeah. Her oki is not A. Unlike a character with actual oki (like Litchi), you can escape Mu's gimmicks and setups excluding the corner trap. Edit: Also, most characters in this game have crap for oki, so what mu has is still pretty good by comparison.
  10. Ooo! Ooo! Me too! Mu-12 Average damage: B-. Mu's average BnB only does slightly over 2k but she can do more with help from her lasers. Her throw combo and corner loop both net about 3k as well. Max damage: S. Mu has one of the most damaging supers in the game. If she combos into it, its be hard for her to do less than 5k. She also has really good counter hit combos. CH jC goes into 4k (meterless) and her standard FC combo does 7.2k. Pokes: B. Mu's 5C has good range but is very slow. Her jC is extremely good and she can be very annoying with that move alone. Breaking out of pressure: B. Has a decent DP, counter assault works, good Back-Dash. Mix up: C/B+. Outside of oki Mu's mixup is pretty bad. With the right setup however she can setup some fairly ambiguous traps and crossups. Pressure: C/B. Her pressure game isn't very good. She has a decent frame trap with 2B and several Jump Cancelable moves, but her pressure is still weak. However with stiens setups it improves a bit. Okizeme: A. She has alot of tricks regarding stiens and oki, but nothing air tight like litchi. Still, her oki can be difficult to defend against. Against Ground: C. Her jump ins have awful air to ground hitboxes and j2C is just bad as a jump in. However, she can still space out some attacks with her jC. Against Air: B+. jC is a great air to air, and Mu has 2C and 6A as solid anti-air. Defense: C+. Low life, average primers. Hitbox makes her hard to combo. In general situations: B. Decent pokes, AA and projectile gives her alot of options, even if they aren't all that great. Overall: B. She does a little bit of everything, but doesn't excel in any particular area like other characters. She is very reliant on getting her stiens setup to be threatening and do high damage, which requires a knockdown, and that can be really hard to get sometimes. Good matchups: Rachel, Tager, Arakune, Carl Bad matchups: Litchi, Bang, Hazama
  11. That's all it's meant for, I would never recommend spending meter trying to combo off a DP, but if you already RC'd it, you might as well follow up.
  12. Well, you will DP>RC to get somebody off of you (like every other character), this is what you do if you land the hit. It's easy to hitconfirm the corner one, the midscreen one is a little hard but totally hit-confirmable.
  13. These are pretty basic but I didn't see them here yet. (midscreen) CH 623C>(RC)>Dash5C(long dash)>6C>steins/SoD (corner) 623C>(RC)>5C>2C>jC>j2C>2B>6A>jC>j2C>2B>(5B)>Omohikane
  14. It's not too bad, the hardest part is the 5C>6C, the delay is very character specific. I can do it offline okay, on the internet I just stick with 6A>6B to keep it simple. Everybody has a strong side, I try to make so people can't tell which side that is.
  15. Cool, I'll try that. Thanks, and once again, good luck with the Noel forums. I know you care, so you'll do great.

  16. I'm a bit ignorant when it comes to Noel's inputs. Which one is d6A?

  17. I should be able to avoid 2D much more easily, but my inexperience with the character is holding me back in alot of matchups. Offline the answer to noel's drive is IB>BackDash>FC 6C, but I don't trust IBing online. My mashing accusation is mostly rage, Noel has always frustrated me. The fact that you hit the same spots consistently means I need to learn the matchup better. I will always bitch though, just know it's nothing on you. :) I'll learn eventually, learning matchup always goes slow for me.

  18. The best throw combos use both dash 6A and 214D(wiff). They are also a bit stupid... Throw>Dash6A>5C>(delay)6C>214D(wiff)>Dash6a>6B>6A>2C>(JC)>jC>(JC)>jC>j2C (3.4k)
  19. It's fun to mix it up, but I'm beginning to think it hurst performance with all three. I'm still lacking alot of matchup experience with Mu. You can see that in alot of places, like you 2Ding me waaaaay to often.

  20. I don't even know anymore... Mu, Tager, Ragna, their all pretty interchangeable.

  21. Congrats on modship.

  22. Still, there is a specific combo for that situation. Other setups just net you normal BnB's. Maybe just leave the oki setup out and show how to combo with different stein explosions.
  23. 214d(wiff) combos jC>6A>j2C>4k combo (fucking impossible to do online though) Air Throw RC combos (not sure if this was in the last vid) Crossunder followup combo Gallic Gun Follow up combo
  24. I know... My Ragna is suffering too.

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