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Aginor

[CSE] Mu vs Valkenhayn

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Has this match-up changed much from CS2? I got sent to losers' by a Valk, so any advice for this match-up would be hot.

236A worked pretty well, and I tried to jab him out of his wolf mixup, but I got counterhit a lot. :I

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You may want to try 6A at the moment he is changing from man into wolf during the mixup. It is usually either his overhead startup, or some some of his specials. Doing DP is basically too dangerous, because wolf strategy has a tone of baits. Don't DP when he changes. Better do jabs, IADs back or else. I'm myself not too confident against his man-wolf mixups, since it has too many options on Valk's side... but am pretty sure, once you find yourself blocking no longer man but wolf - know, you're halfway to hell. With his almost impossible to block instant overheads it is the worst time when wolf gets too close.

Counter-wise, Mu seems to feel pretty confident at some range even against his wolf form. If you see him changing at neutral midscreen - just do dash > 5C. That will teach him who he's dealing with, and he'll be a bit more cautious changing here and there. He also might play scary wolf crossup games (midscreen), but all of those he starts with a jump and an airborne wolf-charge startup , so your answer is IAD > j.C or the like.

Of course habaya is your best wolf suppressor and totsuka is your invincibility cloak, but be sure to get very cautious using them. Due to their startup and Valk's wolf flexibility he can successfully charge at you in one hop through almost any your setup. If he sees you doing ground habaya, an experienced Valk will punish you badly wherever the screen, so my advise is to do tetsuka when at advantage, and habaya - only when you're sure you're not read.

From my point of view, even AAing him is too risky cause there are many tried ways for him to bait AAs while wolved. So direct your footsies hazardously giving him no room to plot smart jump ins. Station as many steins as possible, but one at a time (though that's a common thing). Normally Valk is scared of our normals' range. Also, since he lacks decent reversal DP's and good AAs, your goal (one of) should be to place him into the block stun. In block stun he is the least dangerous (contrary of Tager lol).

Also, he is hard to combo into 6B... I try anyway.

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I like 5C/jC a lot in this matchup too, it gives juicy damage on CH to show them that they can't just herp their way into derp mixup for free against us. SoD (variable charge) can be funny if they try to charge in on you while setting up steins too.

And definitely, if you get him into the corner, keep him there, since Valk has poor reversal options and only four guard primers. I think this is one matchup you should really look out for Counter Assaults and try to bait them. Zoning is great when you can get it set up but there's always that chance he can fly in like super wolf out of nowhere; at least in the corner Valk is generally there to stay.

Definitely grind 6A > 6B (delay) against him because it sucks when it gets dropped and you missed out on damage or have to do a weak 5B > 6A... combo instead. I dunno what's up with his hitbox but it looks like Mu's feet go right through his tall-ass legs if you don't delay it enough. :v:

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However, when you succeed hitting him towards the corner with SOD for wall bounce, your forthcoming dash > 6B WILL work, like with the rest of the roster.

Oh, generally I'd recommend using 6B more often when mixing up and hit confirming on the ground off steins etc. Reason is 6B's enormous range (vs ground) and air unblock. You'll connect 6B in almost ridiculous and impossible situations, just try it!

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Cool, thanks guys. :3

I think I just need more experience in this match-up, to be honest.

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