Orochinagi

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Mui Mui

TEAM Alternate World

General

Contributors : Prince Thabet (General, Combos, Strategy) ; Yulya (Moves)

Players to watch : Ogosho

Summary:

SNK gives us hope in maybe getting an actual dragon spirit arc by adding the dragon gal, Mui Mui. Only for her to not do anything in the story..

If you can get past the most irritating voice in the game, Mui Mui is a very solid foostie oriented character with lots of far reaching buttons, rekkas that can be made safe, a command grab, Summoning Shenron and can even do a freakin Kamehameha!

Mui Mui is one of the “Other world” trio, which apparently is the world of crazy buttons. Her gameplan is rushdown with footsies that she can play very well as she rocks some the best buttons for neutral and whiff punishing, as well as rekkas with mindgames added with their backtwirl follow-up.

 

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Normals

LP “Light Punch”

 

LK “Light Kick”

 

HP “Heavy Punch”

 

HK “Heavy Kick”

 

HPHK “CD Blowback”

 

Command Normals

? LP “Nouten Kudaki”

 

Specials

 

QCB P “Ryusougeki” [EX]

Derivation 1 :  QCB : moves backward : make the rekka safe ; D version : moves back further (safer)

Derivation 2 : QCB : 2nd rekka ; can be delayed ; unsafe

Derivation 2-1 : QCB K : moves backward ; unsafe

Derivation 2-2 : QCB : 3rd rekka ; soft knockdown ; unsafe

 

qcf P “Hien-Ryu Ken” [EX]

 

qcf K “Ryusenshu” [EX]

 

HCB K “Doraryutotshu” [EX]

 

Supers & Climax

qcfx2 P “Higi . Chouryuha” [MAX]

qcfx2 K “Enten-Gouryuha” [MAX]

x2 ” Seiryutenmei”

 

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 Combos

Her combos are very straight forward but they hurt. You can tack on Beam or EX beam at the end of most combos for more damage.

-Cr.B cr.A cr.B Qcf+D
-Cr.B cr.A cr.A far B Qcf+D
-Cr.C f.A xx Rekkas, Beam super for damage
-Cl.C f.A xx Rekkas
-f.A MAX …
-Cr.B cr.A cr.B far B MAX cl.C f.A EX rekkas EX beam
•Corner:
-Cl.C f.A MAX cl.C f.A EX throw EX rekkas Qcf+D
-Cl.C f.A MAX cl.C f.A EX throw Rekkas xx EX beam
-Cl.C f.A MAX cl.C f.A EX Throw EX Rekkas Rekka (1 or 2) xx Beam

 

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Strategy

Mui Mui’s range is around the tip of her far C, a super fast snappy punch that’s safe and very good to harass opponents and to whiff punish. In this range also has her cr.D, cr.C, her rekkas and her blowback which has a mad hitbox and propels her forward. She adds to this with her far D and dash up command grab as threats making this the range you always want to be in.

Mui Mui is best as a point character, she doesn’t benefit too much from extra bar or MAX mode duration and she can play her gameplan without meter. Her rekkas are also a bigger threat if the opponent doesn’t have meter (or doesn’t want to spend it).

Most of Mui Mui’s buttons are pokes, and good pokes at that.
She has far C, far B, far A cr C, cr D and CD as pokes.
Far C is the god. Really quick for it’s range and a very good button overall. A lot of characters can’t reach her with their normals if you use it’s full range.
Far B is a standard far B, decent range for use if they’re close enough for it instead of far C as it’s quicker.
Cr C is a nice normal for frametraps and meaties, cancellable and can combo into rekkas.
Cr.D covers the same range as cr.C but hits low.
Far A is nice as a far check, hits between far B and far C.
CD is a “don’t press buttons” check. Goes forward and whiff cancellable, big hitbox can anti-air hops as well. Can be used to get closer in poke distance. Combos into kamehameha or Climax from anywhere.

You should spend most of the match in this zone as this is where Mui Mui is good, she can punish jumps, button attempts and whiff punish almost anything.

For hops she can anti-air with far D, CD and Qcf+K
Far D is very good to stop far hops.it goes over lows, plus it can be used as a ghetto mixup tool into a surprise throw.
CD can also stop hops but needs to be done really early, it’s more of an extra feature and you should be using far D instead.
Qcf+K can used to beat hops but you need to know when to use which one.
Qcf+A is a good anti-air but it’s better against higher jumps as it’s riskier.

Air to air she has j.A and j.B. They’re quick and cover the space above her well.

Her jump-ins are j.C, j.D and j.CD
J.C is her upclose jump-in, and j.D is for further jumps as it has more range. Generally j.D can cover both aspects and it’s the go-to.
J.CD is just as nuts as the ground CD, only aimed downwards, use it to start your offense as it’ll beat a lot of anti-air attempts. If blocked deep enough you can get a free hop mixup.

Her main special is her qcb+P rekkas, they’re on the slow side and only combo from heavies or f+A. They go forward and have a big delay window to bait buttons, won’t recommend it though against characters with reversals. After 1st or 2nd rekka she has an optional followup with qcb+K, this does a backtwirl instead of the next rekka giving space and safety against a lot of punishes. Can cancel into it on whiff as well. It is still punishable by stuff like quick EX ranbus or guardcancel roll if they know the backtwirl is coming so use it with caution as it’s mainly for mindgames and to bait stuff as it’s not totally safe.
All rekkas are super cancellable so you can do 1 or all 3 cancalled into beam super.
EX rekka does 3 rekkas and wallbounces.

Qcf+K is a rising doublekick, useful as an anti-air for hops and far jumps. It’s her combo ender off of lights as you can’t combo lights into rekkas.
B goes pretty low to the ground and D goes higher and covers more distance.
EX goes a bit further than D version.

Qcf+P is an a rising double-punch uppercut, combo ender and anti-air. A does the uppercut right away, useful as an anti-air for high jumps and the area right above Mui’s head.
C does a roll before the uppercut, can be used as an anti-zoning tool to go under fireballs and punish.
On wake-up the roll will go under everything that’s not a low even if it’s a meaty. Can combo from close C or cr C.
Doesn’t go through ground fireballs like Iori’s, but against those you can far D to go over them.
EX does C’s roll but it has 3 hits in the roll itself before the uppercut. Not invincible but goes under stuff just like C uppercut.

Hcb+K is a command throw, somewhat slow and not invincible so it’s mainly to open people up after you get them to respect your buttons. Throws them pretty far and does a hard knockdown.
EX version is invincible and does a wallstick, useful in MAX combos if you’re close enough to combo EX rekkas after it.

Qcfx2 +P super is her Kamehameha beam. Very good super. Invincible so can be used a reversal. Can combo from stand CD and rekkas among other things.
Can be used to punish projectiles if done early enough.
EX is faster and does more damage. Worth adding to combos for a lot of damage.

Her K super is odd, she’ll go into the air and does multihit punch and circle around the stage then come back.
Personally i don’t see the point in using it over Beam super at almost any scenario.
Can cancel into Beam or Climax after she lands for more damage.
EX does an extra circle.

Climax is dashing shoulder strike, summons Shenron for it’s animation. Hard knockdown but you recover around the same time as the opponent.
Goes almost fullscreen and can combo from CD, rekkas or EX rekkas, and EX command throw. Imo only use this if it’ll kill, otherwise EX beam is always better.

 

Extra:
-f.A is an overhead raw, somewhat slow but has a lot range, can connect after 4 cr.Bs.
-cl.D is a bit slow but it can be used as an anti-air for cross up attempts.
-you can link off of spaced far D into cr.A, can combo as cr.A far B qcf+K or even MAX cancel for more damage.
-CD into rekkas can combo from almost fullscreen, but only the 3rd rekka will connect.
-CD whiff cancel into command grab can be used as a kara to boost up the grab’s range.


 

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Frame Data

 


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