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Afro-Demon

[CS1] Mu-12 General Discussion Thread

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Could be, but when i saw CS1, I saw that it looked less broken, not more legit. When I see CS2, I see shades of Guilty Gear and SF.

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I agree tbh. There's more accountability in the system itself and it's making the game a lot tighter. It's a step in the right direction, at least.

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finally got my copy of cs2, if theres anything anyone would like me to test feel free to ask.

has mu's cs2 combos been posted anywhere yet? would also be good to work on setup ideas too.

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I wrote down some combos from this video here:

http://www.youtube.com/watch?v=9MNkCWoqEsg


1.) 0:00 - 0:16

(near corner) 2A, 2B, 2C, SoD, 6A, 6B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, jD, 3C, SoD, 632146C (uses 50 meter, ~4k+)


2.) 0:16 - 0:33

(near corner, crouching only?) 2B, 2C, 5C, SoD, dash 6A, 6B, 6A, JC j2C, jD, 2B, 5C, 2C, jC j2C, 3C, SoD, 632146C (uses 50 meter, ~4k+)


3.) 0:33 - 0:48


(near corner) 6B, SoD, 6A, JC j2C, (dash) 2B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, SoD, 632146C (uses 50 meter, ~4.2k?)


4.) 0:48 - 1:07


(near corner, air opponent) 6A, 2C, JC jC j2C, SoD, 6A, 6B, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C, SoD, super (50 meter, ~5k?)


5.) 1:07 - 1:25


(near corner) 2C CH, (dash) 6A JC j2C, SoD, 6A, 6B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C, SoD, super (50 meter, ~5k+?)


6.) 1:25 - 1:43


2C CH, dash 6A, JC j2C, dash 2B, 5C, 6C, SoD (slightly charged?), dash 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C, SoD, super (50 meter, ~4.9k?)


7.) 1:43 - 1:55


Throw, dash 6A, 5C, 6C, 214D (whiff), dash 6A, 6B, 5C, 6C, xD, JC j2C, jxD...oki (~2.5k, +2 orbs and j2C oki)


8.) 1:55 - 2:04


2C CH, dash 6A, JC j2C, dash 2B, 5C, 6C, 214D (whiff), dash 6A, 6B, 5C, 6C, xD, SoD (~3k+?, +1 orb and corner push)


9.) 2:04 - 2:22


(opponent far away, near corner?) 214D (explosion hits), dash 5C, 6C, SoD, dash 6B, 5C, 2C, JC jC, j2C, jD, 2B, 6A, JC jC, j2C, 3C, SoD, super (50 meter, ~6.5k? +1 orb and corner oki)


10.) 2:22 - 2:30


2A, 2B, 3C, RC, dash 6A, 6C, 214D (whiff), dash 6A, 6B, 5C, 6C, xD, SoD (50 meter, ~2k?, +1 orb and corner push)


11.) 3:05 - 3:14


214D (explosion hits) jump, falling jC, j2C, dash 2B, 5C, 6C, 214D (whiff), dash 6A, 6B, 5C, 6C, xD, SoD (~3k+? +1 orb and corner push)


12.) 3:16 - 3:25


(near corner) throw, (dash) 6A, 6B, 6A, JC j2C, jD, 2B, 6A, JC jC, j2C, j[D]... (~2-3k?, +2 orbs, incl. one charged orb and corner oki)


13.) 3:25 - 3:40


(if they don't tech after above) ...2B, 2C, 6C, 6D (j[D] hits), JC, jC, j2C, SoD, 6A, 5C, 2C, JC jC, j2C, 3C, SoD, 6A, super (~4-5k? +1 orb, total of ~6k damage, +3 orbs and corner oki!!)


14.) 3:40 - 3:45


(after "whatever...j2C" near corner?) 2B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, j[D]... (~2k?, +2 orbs, incl. one charged orb and corner oki


13.) 3:45 -3:59


(if they don't tech after above) ...2B, 5C, 6C, 6D (j[D] hits), JC jC, j2C, SoD, 6A, 6B, 214D (2 orbs explode), super (50 meter, ~4-5k?, total of ~6k damage!)


14.) 3:59 - 4:24


(if they don't block after "...jD...j[D]..." setup) ...5C, SoD (j[D] hits), dash 2C, JC jC, JC jC, j2C, (dash) 2B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C, SoD, super (uses 50 meter, ~5k+? +1 orb, total of ~6k+ damage, +3 orbs and corner oki!!)


15.) 4:24 - 4:40


(near corner) 214D (explosion hits), 6B, 5C, 2C, JC jC, j2C, SoD, 6A, 6C, 6D, JC jB, jC, j2C, 3C, SoD, 6A, super (uses 50 meter, ~6k, +1 orb and corner oki!)



16.) 4:40 - 5:00


(near corner) 214D (explosion hits), SoD (slightly charged), 5C, 6C, 6D, 632146D, dash 6B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C, SoD, super (uses 100 meter, ~7k?!, +1 orb and corner oki!)


17.) 5:00 - end


(near corner?) 6C FC, 5D, 214D (explosion hits), dash 5C, 2C, JC jC, j2C, SoD, 6A, 6B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C, SoD, super (~6k+?, +1 orb and corner oki!)"
Plus some other hitconfirms I've seen in videos:
"(near corner) 2B, 3C, SoD, 6A, (delay) 6B, 6A, JC jC, j2C, jD, 2B, 5C, 2C, JC j2C, 3C...oki/SoD super/etc


(near corner) jC, 5B, 5C, SoD, 6A, 6B, 6A, JC jC, j2C, jD, 2B, 5C, 2C, JC j2C...another rep possible? or oki (4k+)


(off midscreen) 3C, SoD, RC, daaaash 5B, JC jB, jC, j2C, 2B..corner combo (~3.2k)


(faraway 214D hit) daaash 5B, JC jB, jC, j2C, dash 2B, 6A, JC j2C jD...oki (~3.1k)


(faraway 236D air CH), dash, jump jC, j2C, dash 2B, 6A, JC jC, j2C, jD, 2B, 5C, 2C, JC j2C, 3C, oki (~3.3k)


6A AA CH, JC jB, jC, j2C, dash 2B, 5C, 6C, SoD, dash, jump JC jC, j2C, j[D]...oki (~2.9k)


midscreen air jC CH, land, dash, jump jB, jC, j2C, dash 2B, 5C, 6C, 6D, SoD...(6D placed well for 214D as they air tech)


(near corner, 214D blocked in air) 5B, 6A, JC jC, j2C, 2B, 6A, JC j2C, j[D]...


(near corner, j[D] ready to fire) 3C (j[D] hits), JC jC, j2C, jD, 2B, 5C, 2C, JC j2C, 3C, SoD, 632146C (~4.5k, uses 50 meter)


midscreen 2C AA CH, JC jB, jC, j2C, dash 2B, 5C, 6C, 6D, SoD...(6D placed well for 214D)


(near corner) jC CH, land, jB, jC, j2C...corner combo


(high in air opponent) 6C FC, 5D, JC jC...can continue? (opponent bursted)


...3C, RC, dash 6A, 6B, 5C, 6C, 6D, SoD...(~3.5k)

I've been meaning to test them all out and write down exact damage + heat gain, but you're more than welcome to step in!

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i'll only list the damage /heat gain for each number to save myself time. btw, theres no second jd in the first combo.

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1) heat: 39 dmg: 4065

2) heat: 41 dmg: 4782

3) heat: 37 dmg: 4457

4) heat: 45 dmg: 5094

5) heat: 43 dmg: 5046

6) heat: 43 dmg: 4982

7) heat: 28 dmg: 2899

8) heat: 33 dmg: 3282

thats it for now. l need to get back to my loli :3 ill most likely finish the rest by tomorrow afternoon. i'll edit this post (or maybe l wont, idk)

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You guys want to help me do a CS2 combo video?

I have all the software and hardware. I would just need advice on what combos to throw in there.

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ill get to the rest of the combo sheet in approximately an hour neo. boy my schedule today was so unusual today.

cor l think you should hold up on that. nothing really new has been found yet. if there are oki setups/setups in general lurking around already that would be a much better thing to make a video on imo.

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Depends on what kind of combo vid you want. If you want it to be practical, then you could probably start pretty soon, but if you want it to be flashy, you should wait until you or others find some truly impractical shiz.

I was planning on doing small vids on techniques like I started to do in CS1, set-ups, OS's, maybe other things.

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How important would you guys say learning to IB > DP consistently is for Mu?

It's important for every character, but less important in CS2. Because of the IB nerf, not every blockstring can be IB>DP'd anymore.

Still, I don't see that as a specific skill. IBing is one skill, and recognizing when to gamble (or not gamble) a DP is another. IB>DP is simply where the 2 meet.

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So what you're saying is (in CS1) that learning to IB itself consistently is important as is knowing when to DP your opponent. And the two sort of go together..?

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So what you're saying is (in CS1) that learning to IB itself consistently is important as is knowing when to DP your opponent. And the two sort of go together..?

IB>GTFO goes together, DP is just one of those tools, as are jump, 2a and 5a.

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Don't forget our great backdash, it'll get you out of alot, especially against Ragna and Tager.

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I noticed it works really well against Bang too. One of the many ways Huey became free.

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I have another question as well. Not sure if this is the best place to ask this but. The Tager match up is meant to be heavily in Mu's favour.. But I don't get how I'm meant to play it. I was reading through the match up thread for vs Tager and it says I can literally stand full screen and spam projectiles. But that doesn't really work, even when I try to be smart about it. He can just sledge through them. I find it better to try beat him with your normals and shit, but that doesn't work too well either. So what exactly am I meant to be doing. (this is still cs1 I'm talking about)

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You can jump cancel your steins so you'll never get sledged. The thread says you can zone him with impunity, and Mu's zoning consists of more than just lasers.

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Alright. I guess I don't remember reading that bit. All I remember was some guy saying u can set up like 4-6 steins and he can't do anything. But that isn't the case obviously

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If I were to describe the matchup in a nutshell:

1)Know sledge's range

2)Watch the spark meter

3)(fullscreen) 6D>4D>214D

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the rest

9) heat: 51 dmg: 6629

10) heat: 13 dmg: 2246

11) heat: 38 dmg: 4092

12) heat: 27 dmg: 2353

13) (this one is hard to determine its values, ill leave it for now)

14) (this one is hard to determine its values, ill leave it for now)

15) heat: 50 dmg: 6180

16) heat: 49 dmg: 5830 (I had to omit the last super to get the heat value, with super its 7012)

17) heat: 56 dmg: 6714

l may do the hitconfirm section later.

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