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[CS2-CSE] μ-12 Combo Thread (Updated 9.23)

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Contents:

1. Midscreen Combos

2. Corner Combos

3. Throw Combos

4. Fatal Counter Combos

Notation Legend

  • () - Optional, used mainly for Super Enders or Editor's Notes (ex. 6c > xd > (xd > 612346c)
  • x - Button input of your choice (ex. 6c > xd is a stein placement of your choosing)
  • ~ - Continue until appropriate, used to fix range/spacing issues (ex. 66~6a)
  • []x# - A loop, repeat bracketed inputs (#) times ex. ([2b > 6a > j.2c]x3)
  • : - Minor Delay, as to not overly spell out waiting periods (ex. 6a > :6b)

When reading µ's combos, some keywords may apply, the most notable being Habacan. Short for Habakiri-Cancel, this is used as shorthand for 214d(no hit/whiff). A reoccurring combo mechanic.

Damage and Proration Data

 INPUT - P1/P2 - DAMAGE/HEAT (Note) *Repeat Prorate*
  5A  -  80/84 - 130/.5

  2A  -  80/84 - 150/.6

  6A  -  80/91 - 620/2.6

 j.A  -  90/84 - 180/.75


  5B  - 100/91 - 450/1.9

  2B  -  80/87 - 350/1.5

  6B  -  70/94 - 680/2.8 (Hits two times) *60% Repeat Prorate*

  jB  -  90/87 - 440/1.8


  5C  -  90/94 - 650/2.7

  2C  -  80/91 - 650/2.9

  3C  -  90/88 - 600/2.5

  6C  - 100/96 - 820/3.4 (Fatal Possible) *50% Repeat Prorate*

 j.C  -  90/91 - 600/2.5

j.2C  -  70/88 - 750/3.1


  xD  -  75/92 - 300/1.2

[x]D  -  75/90 - 470/1.9 (Hits three times)


   236D  - 100/91 - 500/2 (Multiple hits prorate individually)

 j.236D  - 100/91 - 500/2 (Multiple hits prorate individually)

   214D  - 100/91 - 600/2.5 (Hits three times)

   236A  -  60/60 - 400/1.6 (Hits five times)

   623C  -  60/80 - 500/2


 63214C  - 90/95 -  920/3.8 (Fatal Possible) *20% Repeat Prorate shared on all levels*

         - 90/95 - 1020/4.2 (Fatal Possible) *20% Repeat Prorate shared on all levels*

         - 90/95 - 1120/4.6 (Fatal Possible) *20% Repeat Prorate shared on all levels*

         - 90/95 - 1520/6.3 (Fatal Possible) *20% Repeat Prorate shared on all levels*


632145D  - 100/95 - 800/1.8 (Multiple hits prorate individually)

632146C  - 2555 Base / 1100 Minimum Damage

   222D  - DEATH

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There are of course, other options, and depending on the starter you may be able to do a very damaging combo if you're aware of other resources on the screen, such as incoming lasers or steins at usable placements, so be sure to experiment and use all of your tools creatively during a match. From my observations the stein hitstun and air untechable time has been slightly increased, so where timings may have been tight to impossible in the past, new options and possibilities are now open to the character.
μ's midscreen combos remain very similar to their CS2 counterparts, however the damage buff to her normals and 2c's new hitbox floating grounded opponents leads to an overall damage buff across the board. It seems as though the untechable time on both j.b and j.c has been increased, leading to a relaunch combo route that, while previously possible, is now a very stable option.

  • Landing a non floating normal from any distance that Sword of Decimation won't cornerbound presents the player with three options: corner carry, knockdown into mixup and okizeme options, or burn meter for guarenteed corner carry, damage and oki.
  • 1. For corner carry you can end with Sword of Decimation to tack on a decent chunk of damage.
  • 2. For oki you can gatling into 3c for a good knockdown game.
  • 3. Alternatively, you can Rapid Cancel the 3c into a strong combo at the expense of meter.


  • 2a > ... > xc (> SoD)

    • 2b > ... > xc (> SoD)
    • 2b (Crouching) > 5c > 2c > 6c > RC > 66~6b > SoD > 66~(5c >)2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c = 3884(5181)/10[-50]+26(+2-50) 1 Stein

      • 5b > 5c > 2c > 3c > RC > 66~6a > 5c > 6c > Habacan > 66~6a > :6b > SoD > 66~(5c >)2c > j.c > j.2c > j.6d > 2b > 6a > j.c > j.2c > (3c > 632146c) = 5226(6507)/9[-50]+29(-50)1 Stein
      • Air hit 5b > 5c > 6c > Habacan > 66~6a > :6b > 66~6c > SoD > 66~(5c >) 2c > j.c > j.2c > j.6d > 66~2b > 5c > 2c > j.2c > 66~6a > 5c > 632146d > j2c > 3c > 632146c = (7333)/(53-100)1 Stein

        • 5c Air Hit > (Link into another 5c on CH) > 6c > 6d > 632146d > 6b > 66~5c > SoD > 66~(5c >)2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > (66~6a > 632146c) = 5432(7011)/50(52-50) 1 Steins

          • j.c (AtA CH) > j.xd > Dash 2b > 5c > 2c > :j.2c > Dash 2b > 2c > 6c > 5d > j.c > j.2c > SoD > 6a > 6c > 214d (hit) > j.2c > (Omohikane) {j.xd}x2 = 3685(4885)/47(-50), 2(0)
          • j.c (AtA CH) > 6(6)~:5c > (2c) > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~(5c) > 2c > j.c > j.2c > 2b > 5c > 2c > j.2c > (66~6a > (5c > 632146d > j.2c > 3c) 632146c) = 4822(6126(6816))/45(47-50(53-110)), 1(0(0))

      • j.2c

      [*]CH/Crouching 5c > 6c > RC > Dash 6b > Dash 6a > j.2c > Dash 3c > SoD > Dash :5b> 6a > j.2c > j.5d > Dash 2b > 5c > 2c > j.2c > (3c > 631245c) j.x[d] = 4686/29(31-50) (5986) 2(1)

    [*]3c RC > (66~)5c > 2c > :6c > Habacan > 66~6a > :6b > 66~5c > SoD+ > 66~5c > 2c > j.c > j.2c > j.6d > 2b > 6a > j.c > j.2c > 2c > (5c >)632146c

    [*]CH 3c > (66~)2c > (:)5c > :6c > Habacan > 66~6a > :6b > 66~5c > SoD+ > 66~5c > 2c > j.c > j.2c > j.6d > 2b > 6a > j.c > j.2c > 2c > (5c >)632146c

[*]214d > :(

[*]214d > :(

[*]623c CH > RC > 66~~~5c > 6c > ~SoD > 6a > j.2c > j.d > 2b > 5c > 2c > j.2c > 3c = 2515/-50+19, 1 Stein

[*]6a/2c CH > (66~) 5c > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~6a > j.2c > j.5d > 2b > 5c > 2c > j.2c = 4183/40 2 Steins

[*]6a/2c CH > (66~) 5c > 6c > Habacan > 66~6a > :6b > 66~5c > SoD > 66~(5c >)2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > (66~6a > 632146c) = 4483(5779)/45(47) 1 Stein

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Most of her corner combos use two repeating mechanics to garner high damage' date=' these being [6c > SoD~ > 6b] and [2c > stein hit > :j.2c]. There are also several different forms of the basic corner loop, and they each have their own applications, so be sure to learn all the variants you're comfortable with.



All combos end with j.2c knockdown for oki purposes, super/double super enders also provide oki, but not with the heavy stein support that j.2c knockdown supplies

Mu can place either one j.x[d] or two j.xd's after a j.2c knockdown and still be in advantage for oki, keep this in mind when comparing stein gain values


  • #2a > 5c > 2c > SoD > 6a > 6b > 6a > j.2c > j.d > 2b > 5c > 2c > j.2c = 3389/37 1 Stein

    • 2b > 5c > SoD > 5b > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > j.5d > 2b > 6a > 2c > j.2c = 3234/37 2 Steins
    • 2b > 5c > 2c > SoD > 66~6a > :6b > 5c > 2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > (6a > (5c > 632146d > j.2c > 3c) > 632146c) = 3626(4927(5609))/38(40-50(46-100) 1 Stein

      • 5b > 5c > 2c > SoD > 66~6a > :6b > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > j.5d > 66~2b > 6a > j.c > j.2c > 3c > 632146c = 6210/49(-50), 2 Steins
      • 5b (Crouching) > 5c > 6c > SoD (level 2) > Dash 6a > :6b > Dash 6a > j.2c > j.5d > Dash 2b > 5c > 2c > j.2c > j.5d > Dash 2b > 6a > j.c > j.2c > 3c > 632146c = 5391(6591)/50(-50) 2 Steins

      • 5b (Crouching) > 5c > 6c > SoD~ > 66~6a > :6b > 5c > 2c > j.c > j.2c > j.6d > 66~2b > 5c > 2c > hj.2c > j.5d > 66~2b > 6a > 2c > hj.2c > 66~6a > (5c > 632146d > hj.2c > 3c) > 632146c = 6846(7746)/56-50(61-100) 2(0) Steins

        • 6b > SoD > 5b > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c
        • 6b > SoD > 6a > 5c > 2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > (6A > (5c > 632146d > j.2c > 3c) > 632146c)
        • 6b > }D{ > 214d > Walk Back > 6c > SoD~ > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > (66~6a > (5c > 632146d > j.2c > 3c) > 632146c)

          • 2c CH > Walk :5c > 2c > 6c > ~SoD > 6a > 6b > 6a > j.2c > j.d > 2b > 5c > 2c > j.2c > (3c > SoD > 632146c) = 4257(5590)/39(47-50), 1 Stein

            • 3c > SoD > 6a > 6b > 6a > j.2c > j.d > 2b > 5c > 2c > j.2c > j.d > 2b > 6a > j.c > j.2c > (3c > 632146c) = 4225(5505)/42(46-50) 2 Steins

            [*]j.b (crouching) > 5c > 6c > SoD~ > 6b > 66~6a > j.2c > j.5d > 2b > 5c > 2c > hj.2c > j.5d > 66~2b > 6a > 2c > hj.2c > (6a > 632146c) = 4541(5799)/43(45-50) 1 Stein

            [*]236d > 5c > ]236d[ > 6c > SoD > Dash 6b > Dash 6a > j.2c > j.5d > Dash 2b > 5c > 2c > j.2c > j.5d > Dash 2b > 6a > j.c > j.2c > 3c > 632146c = 65xx/5x-50, 2 Steins

            [*]214d > Walk :5c > 6c > 5d > j.c > j.2c > SoD > Dash 6a > :6b > Dash 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > 3c > SoD > 632146c = 6462/4(54-50) 1 Stein

            [*]214d > 5c > 6c > SoD~ > 66~6b > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > j.2c > j.5d > 66~2b > 6a > j.c > j.2c > 3c > 632146c = 6690/53(-50), 2 Steins

            [*]Gold Burst > Dash Under :5c > 2c > 6c > Charged~SoD > 66~6b > 66~6a > 5c > 2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > (66~6a > 632146c) = 5044/41(43-50) 1 Stein

            [*]GC > [burst > Burst > 5c > 2c] 6c > SoD~ > 6b > 5c > 2c > j.c > j.2c > j.6d > 2b > 5c > 2c > j.2c > j.d > 2b > 5c > 2c > j.2c > 66~6a > (5c > 632146d > j.2c) > 632146c = 6852(7648)[8467]

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While her overal throw damage has been reduced due to the 1000 > 700 damage change and the extra 10% prorate' date=' her throw combos still allow for full corner carry or knockdown to compensate for the mediocre damage.[/quote']

  • Opponent is near/in the corner: (4)BC: (4)BC > 6a > 6b > Dash 6a > j.2c > j.5d > 66~2b > 6a > 2c > j.2c > (3c > SoD > 632146c)= 2461(3416)/28(34-50) 1 Stein
  • Opponent is in the corner, maximum throw range: (4)BC > (66~)6a > 5c > SoD > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c > (3c > SoD > 632146c) = 2464(3783)/29(35-50) 1 Stein
  • Opponent is in the corner, minimum throw range: (4)BC > (66~)6a > 5c > SoD > 6a > j.2c (Flip Sides) > 66~2b > 6a > 6c > (5d > 6d > 632146c) > 6d > j.2c > SoD = 2485(3499)/31-50(21-50) 1(2) Stein
  • Opponent is near/in the corner: (4)BC > (66~)5b > 6a > j.2c > j.5d > 2b > 5c > 2c > 7j.2c > SoD > 6a > 6c > xd > (632146d > j.2c > 3c) > 632146c = 3553(4402)/31-50(34-100) 2 Steins
  • Opponent is far from the corner: (4)BC > 66~5c > 2c > 6c > Habacan > 66~6a > :6b > 5c > 6c > 6d > (5d > 632146c) > j.2c > SoD > }d{ = 2542(3531)/34(25-50) 1(2) Steins

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Sword of Decimation is μ's most common Fatal' date=' however, it is rather inefficient to Rapid Cancel the hit midscreen and combo off of it, as picking it up is both unreliable and requires precise timing. However in the corner, the Rapid is not needed, and leads to solid damage. 6c on the other hand, is very applicable midscreen in battles against characters with strong zoning and/or fireballs, or for punishing Dragon Punches. Good examples include /\11, Rachel, Tsubaki (Counter-hit 5d her Drive) and other μ players. The reward off 6c fatal is very large, especially in the corner, however the difficulty and differences between intermediate and advanced combos can greatly effect the reward.

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Habacan is shorthand for Habakiri Cancel, Haba/Can. Using 214d (and whiffing it because there's no stein in place) to lessen the recovery of 6c, allowing you to combo into 6a when you normally wouldn't be able to.

The corner loop from CS1 is essentially gone, but replaced with something a bit more versatile:

Combo into 6a against an airborne opponent (after SoD wallbounce or somesuch), after that the combo looks like 6a > j.2c > j.5d > 2b > 6a(or 5c, take your pick depending on the range) > 2c > j.2c (perform this late to have the laser hit between 2c and j.2c). This can be repeated for as long as proration allows, the fatal combo in challenge mode 10 is a good example, as it performs it 3 times consecutively.

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-Throw, dash 6A, 6B, 6A, dash 2B, 6A, 6C, 5D, 214D, 6C... (2.6k, 34 MG) [doesn't work on...]

I have tested and confirmed that the 6c > 5d > 214d (HIT) part of this combo works in any situation where you can get a high 6c. I have also confirmed that this works on Noel, Tager, Ragna and Arakune, couldn't get it to work on Carl or Mu

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Some more combos from jbbs, plus some I added that I made or saw in videos. The more optimal ones I added are in red, and if some are missing damage/meter gain, then I wasn't able to pull it off. :v:

Combos from jbbs:

http://jbbs.livedoor.jp/bbs/read.cgi...48/1300684561/

Basic Midscreen Combos

-2A, 2B, 2C, 5C, 3C... (~1.1k, can omit 2C or 5C).

...SoD (knock them away/corner bound)

...632146C (req. 50 meter, ~2100 damage)

-(crouching opponent only) 2A, 2B, 2C, 5C, 6C... (~1.2k)

...any D, SoD (6D can be used for 214D)

...any D, 632146C

(anti-air) 6A, (2C), JC jB, jC, j2C, dash 2B, 5C, 6C... (2.4k)

-6B, SoD

-6B, 632146C (~2.7k, req. 50 meter)

-Throw, 5C, 6C, 4D, JC j2C, dash 2B, 5C, 6C... (1.9k, 19 MG) [Works on everyone]

-Throw, dash 6A, JC j2C, dash 2B, 5C, 6C... (1.7k, 16 MG) [Works on everyone]

-Throw, dash 6A, 5C, 6C, 214D (whiff), dash 6A, 6B, 5C, 6C... (2.3k, 15 MG) [Works on Bang, Litchi, Carl, Tsubaki, Mu, and others]

-Throw, dash 6A, 6B, dash 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D, 6C... (2.6k, 34 MG) [Doesn't work on Bang, Litchi, Carl, and Mu]

[Will 5D 214D work on these characters in other combos?]

-214D (explosion hits), 6B, dash 6A, JC j2C, dash 2B, 5C, 6C... (2.7k, 23 MG)

-214D (explosion hits), 6B, dash 6A, JC j2C, dash 2B, 5C, 6C, 5D, JC j2C, dash 2B, 5C, 6C... (4.2k, 36 MG)

Midscreen Counter-hit Combos

-2C CH, 5C, 6C, 6C, JC jB, jC, j2C, dash 2B, 5C, 6C... (2.5K, 20 MG)

-2C CH, 5C, 6C, 214D (whiff), dash 2B, 6A, JC j2C, dash 2B, 5C, 6C... (3.4k, 30 MG)

-2C CH, 5C, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, dash 2B, 5C, 6C... (3.4k, 30 MG)

-2C CH, 5c, 6C, 4D, JC j2C, dash 2B, 5C, 6C... (2.7k, 25 MG)

-2C CH, 4D, 214D, dash, jump jB, jC, j2C, dash 2B, 5C, 6C... (2.7k, 25 MG)

-6A CH, 6A, 5C, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, dash 2B, 5C, 6C... (3.4k, 32 MG)

-3C CH, 2B, 5C, 6C, 4D, JC j2C, dash 2B, 5C, 6C... (2.5k, 20 MG)

-3C CH, 2B, 6A, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, 2B, 5C, 6C... (3.3k, 30 MG)

-6C FC, 6A, 6B, dash 6A, 2C, JC jC, j2C, dash 2B, 5C, 6C... (4.1k, 29 MG)

-6C FC, 5D, 214D, 6B, dash 6A, JC jB, jC, j2C, dash 2B, 5C, 6C...(4.2k, 33 MG)

-6C FC, 5D, 214D, dash 6A, 2C, JC jC, j2C, dash 2B, 5C, 6C...(4.4k, 34 MG)

-6C FC, 236A, dash, jump (jB) jC, j2C, dash 2B, 5C, 6C, 236A (3.1k, 34 MG)

-6C FC, 5D, 214D, dash 6B, dash 5C, 2C, JC jC, j2C, dash 2B, 2C, 6C, [xD, 632146C] OR [214D (whiff), dash 6A, 6B, 632146C] (4.5/5.6/5.8k, 34 MG at 6C)

-jC CH, 5C, 6C, 4D, JC j2C, dash 2B, 5C, 6C... (2.6k, 19 MG)

-jC CH, jB, jC, j2C, dash 2B, 5C, 6C, 214D (whiff), dash 2B, 5C, 6C...(2.3k, 17 MG)

-jC CH, 5C, 6C, 2D OR 6D, JC jB, jC, j2C, dash 2B, 5C, 6C, 5D OR 214D, 6C... ( )

-jC CH, 5C, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, dash 2B, 5C, 2C, JC jC, j2C...(4.1k, 31 MG)

-jC CH, 6A, JC j2C, dash 2B, 2C, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D (3.9k, 47 MG!!, carries from one corner to the other, can add xD, 631246C for 5.1k)

Midscreen Combos with 50% Meter

-2B, 3C, RC, 6A, 5C, 6C, 4D, JC j2C, dash 2B, 5C, 6C... (2.3k, 3 MG)

-2B, 3C, RC, 6A, 6B, 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D, 6C... (3k, 16 MG)

-2B, 5C, 3C, RC, dash 6A, 5C, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D, 6C... (3.4k, 26 MG)

-5B, 3C, RC, 6A, 5C, 6C, 214D (whiff), 6A, 6B, 6A, JC j2C, dash 2B, 5C, 6C... (4k, 15 MG)

-Airthrow, RC, 6B, 5C, 2C, JC jC, j2C, dash 2B, 5C, 6C... ( )

-Airthrow, RC, 6B, 5C, 6C, 214D (whiff), 6A, 6B, 6A, JC j2C, dash 2B, 5C, 6C... ( )

-Airthrow, RC, 6B, 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D, 6C... (3.8k, 14 MG)

(Crouching opponent or CH) 5C, 6C, 6D, 632146D, dash 6A, 6B, 6A, JC jB, jC, j2C, dash 2B, 6A, 6C, 5D, 214D, 6C.... ( )

(Crouching opponent or CH) 5C, 6C, 6D, 632146D, dash 6A, 6B, 6A, JC j2Cdash 2B, 6A, 6C, 5D, 214D, 6C...( )

[i can't get these to work off just a crouching opponent, but I can get it if they're airborne. If you hit in the air with 5C, 6C, the combos will work if you omit 6A and just dash 6B after light show super, for around the 4.5k+ range]

(Standing opponent and 4 steins nearby) 2B, 2C, 5C, 632146D, 2B, 2C, 5C, 3C, SoD ( )

[This one is hard, the steins have to be near you for the lasers to hit fast enough, but overlapping the enemy so that they'll still connect]

Setups

Midscreen setups after 3C...

...236A...

...5D 236A...

...5D 214D...

Midscreen setups after 6C...

...5D, 6D, 236D...

...5D, JC j2C, j[D]...

...6D, JC j2C, SoD (6D can be used for 214D)

The poster also added these combos from the setups, which work after a 6C into 6[D] oki if you manage to hit the opponent.

...after 6C, 6[D]...

-5B, 2B, 3C, (6[D] laser hits), JC j2C, dash 2B, 5C, 6C, 214D, 6C... (2.7k) )

-5B, 6B, (6[D] laser hits), 5B, 5C, 6C, 214D, 5C, 6C... (4.2k)

...after 6C, 6[D], 236A...

-2B, 3C, (6[D] laser hits), 6A, 2C, JC jC, j2C, dash 2B, 5C, 6C... ()

-6B, (6[D] laser hits), 2B, 5C, 2C, 6C... ()

Midscreen setups after SoD...

...6D, 236D...

...5D, 4D, 214D...

...5D, (6D), JC/HJC...

More to come...

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Thanks Zeromus, I'll see what I can garner.

:O

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I'm sure many already know this, but I just wanted to note that her BnB in the corner

... > 6a > j.2c > j.5d > 2b > 5c > 2c > laser hit > j.2c > ...

doesn't work on Noel and Rachel; that j.2c whiffs on them, so don't bother trying it when you play against them for the first time.

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I'm sure many already know this, but I just wanted to note that her BnB in the corner

... > 6a > j.2c > j.5d > 2b > 5c > 2c > laser hit > j.2c > ...

doesn't work on Noel and Rachel; that j.2c whiffs on them, so don't bother trying it when you play against them for the first time.

It's bloody hard, you have to super jump and time it perfectly, but I got it to combo a few times when trying out the fatal combo on everyone.

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I don't know is this would help anything but I figured it couldn't hurt to share. 2c CH > 5d+214D> 5c... is pretty good damage. I don't know if this could be used in any combo but I figured it couldn't hurt to mention it.

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I dont have the upgrade yet as I havent been able to get on PSN these past 2 weeks but:

> 6a > j.2c > j.5d > 2b > 5c > 2c >.................

How in God's name is that part of her new BnB corner combo? How in the world does that hit the opponent to keep the proration going? We definitely need some videos in here. Can't wait to get back on and try this stuff out though.

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First combo is a good example.

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For Noel/Rachel, you can try "6A, JC j2C, jD, 2B, 6A, JC jC, j2C..." instead. I also use this if I begin a combo high proration starter.

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They have to be rather high in the air when you hit them with j.2c, try and do the highest 6a possible before the j.2c. Alternatively, if you're too high, you'll spend too much time falling.

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No, the untechable time of j.2c starts when they hit the ground, so Mu wants to be low while they're high.

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most damaging midscreen j.C CH with knockdown i could find so far

j.C CH, land, 6A, j.2C, dash, 2B, 6A, 6C, 214D, dash, 6A, 6B, 5C, 2C, j.C, j.2C

3732 dmg, 34 heat

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This combo:

-jC CH, 6A, JC j2C, dash 2B, 2C, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D (3.9k, 47 MG!!, carries from one corner to the other, can add xD, 631246C for 5.1k)

does a bit more damage and can end with 6C. However, it's a bit spacing specific (you have to be off midscreen nearer to the opposite corner).

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jC CH, 6A, JC j2C, dash 2B, 2C, 6C, 214D (whiff), dash 6A, 6B, 6A, JC j2C, dash 2B, 6A, 6C, 5D, 214D (3.9k, 47 MG!!, carries from one corner to the other, can add xD, 631246C for 5.1k)

Even on non CH I think this one does more damage and provides a cleaner setup, I'll go test it now.

j.c > j.2c > Dash 2b > 2c > 6c > Habacan > Dash 6a > :6b > Dash 6a > j.2c > Dash 3c > SoD > Dash :5b > 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c >(3c > Omohikane) j.x[d]

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C0R

Are the first page combos all CS2 reissued? ...5c > 6c... doesnt seem to connect in the middle of the string. Also I can't understand the part ...Dash 3c > SoD > Dash :5b > 6a >... CS2 SoD doesnt let you any chance to follow up like that, especially midscreen... or am I slow about something?

Sorry if those parts have been already answered throughout the topic. Recently started on Mu, want to try her combos out :) Thanks in advance!

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