The King of Fighters XIV/Mui Mui

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Charaimg muimui.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Daientou - close Bk.gif / Fd.gif + C.gif 

Hien Nage - close Bk.gif / Fd.gif + D.gif

Command Normals

Nouten Kudaki  - Fd.gif + A.gif

Special Moves

Hien-Ryu Ken - Qcf.gif + A.gif / C.gif (*)

Ryusougeki - Qcb.gif + A.gif / C.gif (*)

Ryusougeki • Derivation 1 [Ryusougeki A.gif or C.gif ] - Qcb.gif + B.gif / D.gif
Ryusougeki • Derivation 2 [Ryusougeki A.gif or C.gif ] - Qcb.gif + A.gif / C.gif
Ryusougeki • Derivation 2-1 [Ryusougeki • Derivation 2 A.gif or C.gif ] - Qcb.gif + B.gif / D.gif
Ryusougeki • Derivation 2-2 [Ryusougeki • Derivation 2 A.gif or C.gif ] - Qcb.gif + A.gif / C.gif

Ryusenshu - Qcf.gif + B.gif / D.gif (*)

Doraryutotshu - close, Hcb.gif + B.gif / D.gif (*)

Super Special Moves

Higi • Chouryuha - Qcf.gif Qcf.gif + A.gif / C.gif (!)

Enten-Gouryuha - Qcf.gif Qcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Seiryutenmei - Hcb.gif Hcb.gif + A.gifC.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

Cl.C xx f+A xx qcb+C, qcb+C, qcb+C = 222 dmg
Cr.B, cr.B, s.B xx qcf+B = 167 dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
Cl.C xx f+A xx qcb+C, qcb+C, qcb+C xx qcf,qcf+P = 352 dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A: Mui Mui quickly punches the opponent in the mid-section. Good to use as a close ranged poke. Neutral on block. Not cancel-able.
  • st. B: This is a long ranged side kick that is special cancel-able. Useful as a mid-to close ranged poke or to use during combos. Can chain out of her other crouching & standing light normals.
  • st. C: Mui Mui steps forward to deliver a strong punch aimed at the opponent's mid-section. Outstanding poking tool, can whiff punish very well. Can be beaten out & evaded by some crouching normal attacks (or command attacks).
  • st. D: This hopping kick is Mui Mui's best anti-air normal. Can evade a fair amount of low attacks & ground skimming projectiles. Whiffs on crouching opponents.

Close

  • cl. A: A special cancel-able elbow strike that can chain into Mui Mui's other standing & crouching normals.
  • cl. B: This special cancel-able kick aimed at the opponent's leg, you might not see very often because you will need to be VERY close to the opponent in order for it to come out. Most of the time, st. B will activate instead.
  • cl. C: Mui Mui punches the opponent with both of her fists. Special cancel-able & activates much farther out than the rest of her close normals, this makes it easier to combo from MAX Mode cancels & hitting from run ups & jump-in attacks.
  • cl. D: A special cancel-able splits kick that reaches above her head. Can be used to anti-air opponents attempting to jump over Mui Mui's head. More damaging than cl. C when used in combos, but it is much harder to use for MAX mode cancels, especially mid-screen. The timing is extremely tight going from lights into a MAX mode cancel into this kick.

Crouching

  • cr. A: This cancel-able crouching punch can be chained into Mui Mui's other standing & crouching light normals.
  • cr. B: This special cancel-able crouching light kick is good to use a hit confirm combo starter because it can easily chain into her standing & crouching light normals, or to just use as a close range poke. Hits low.
  • cr. C: Mui Mui crouches down to hit the opponent's lower leg. Does not hit low. Special cancel-able & good to use as a poke or to hit confirm starter into combos.
  • cr. D: A good ranged cancel-able sweep. Hits low.

Jumping

  • j. A: A straight arm short horizontal punch. Can be used as an air-to-air.
  • j. B: This horizontal kick has more range than j. A. Great to use as an air-to-air & can cross-up as well.
  • j. C: A jumping punch that leans forward, & can cross-up at certain distances.
  • j. D: A sharp downward angled kick that makes it much easier to confirm into combos than j. C. Can easily cross up opponents.

Blowback

  • st. CD: Mui Mui steps forward to headbutt the opponent. Great range & speed. Special & whiff cancel-able.
  • j. CD: Mui Mui performs a horizontal flying head butt. Good to use as an air-to-air attack during hops, or as a ground-to-air attack during hops. Can be low profiled by the opponent's low height crouching attacks if performed too high & too early during the jump or hop.

Throws

Daientou - (b/f+C) close

  • Mui Mui grabs the opponent's wrist to throws them across the screen.
  • Can be broken
  • Soft knockdown

Hien Nage - (b/f+D) close

  • Mui Mui punches the opponent's torso, then tosses them over her shoulder. The opponent lands at the corner of the screen.
  • Can be broken
  • Hard knockdown

Command Moves

Nouten Kudaki - (f+A)

  • Mui Mui steps towards the opponent with a strong chop
  • Minus frames on block
  • Good to use as a hit confirm into combos from cl. C, cr. C, or cl. D.
  • Special cancel-able
  • Hits overhead

Special Moves

Hien-Ryu Ken - (qcf + A/C)

  • This is Mui Mui's dragon punch. She flies 45 degrees upward with two burning fists. The heavy punch version starts with a roll forward.
  • Light and heavy punch versions have a small amount of upper body inviniciblity at the start, but the light punch version has the less amount.
  • Light punch version has 90 damage, heavy punch version has 100 damage.
  • Unsafe on block and if whiffed.

EX: More damaging, the roll has 3 hits, same speed has the heavy punch version however.

Ryusougeki - (qcb+A/C)

  • This is the start of Mui Mui's rekka chain. Mui Mui hits the opponent with a fiery palm thrust that moves her slightly towards them
  • Decent range but lacks speed.
  • Can combo from Mui Mui's standing heavy normals & her f+A command normal
  • Minus frames if blocked but pushes Mui Mui back
  • Heavy punch version has more range than the light punch version (that adds to the follow-ups)
  • Super Cancel-able
Ryusougeki • Derivation 1 - (qcb+B/D)
  • Mui Mui spins around & moves backward after the first attack, granting her space & making the rekka safe either on block or if whiffed.
  • Mui Mui steps back farther when using the heavy kick version
Ryusougeki • Derivation 2 - (qcb+A/C)
  • This is the second hit of Mui Mui's rekka chain. She throws out a palm thrust using her other hand while stepping towards the opponent.
  • Can be delayed if necessary
Ryusougeki • Derivation 2-1 - (qcb+B/D)
  • Same as Ryusougeki • Derivation 1
Ryusougeki • Derivation 2-2 - (qcb+A/C)
  • Final & 3rd hit of Mui Mui's rekka chain
  • Soft knockdown
  • Unsafe if blocked
  • EX: This version will do all 3 hits with one motion & wall bounce. On a cornered opponent, on hit this will fly them over your head.

Ryusenshu - (qcf+B/D)

  • This is Mui Mui's tornado kick that travels diagonally upward in the air.
  • Light kick version hits twice, heavy kick version hits twice as well but has more damage and travels up farther
  • Doesn't have any invincibility
  • Both versions can combo from her standing & crouching light normals (heavy kick version is recommended)
  • Not recommended for use as an anti-air, best used as a combo finisher
  • Unsafe if blocked and whiffed

EX: More damaging, hits 3 times and has a start-up invincibility. Good to use as an anti-air or reversal attack.

Doraryutotshu - (hcb+B/D) close

  • This is Mui Mui's command throw. She grabs the opponent, then kicks their legs which causes them to spin like a wheel vertically. Then she palm thrusts them in the mid-section to blow them away towards the corner of the screen.
  • Quick start-up but not a 1 frame throw.
  • Heavy kick version has more range than the light kick version
  • Soft knockdown

EX: Wall splats, more damaging, has more range than the light kick version & has some invincibility frames during the start.

Super Special Moves

Higi • Chouryuha - (qcf, qcf + A/C)

  • Mui Mui crouches down on one knee to throw a full screen beam at the opponent.
  • Can convert into this fairly easily from Rekkas (qcb+P) or a wall Splat (st.CD or hcb+BD)
  • Has no invincibility, or very fast start-up.
  • Speed of beam isn't very fast but it can challenge the opponent's projectile which correct timing and spacing.
  • The best time to Advance Cancel into Super Flying Attack (qcf,qcf+BD) is up close. Advance cancelling mid-screen or full screen will cause the super to miss.
  • The beam doesn't push the opponent back if its blocked which may make it susceptible to guard canceling for a punish.

Max: More damaging, but has no invincibility & no increase in start-up.

Enten Gouryuha - (qcf, qcf + B/D)

  • Mui Mui immediately rises up in the air, then arcs down towards the opponent performing a fiery uppercut
  • This attack travels towards the opponent at a very quick speed, and at a half-screen distance
  • Mui Mui is invincible during the rise but loses it while she is in motion towards the opponent.
  • Can Climax Cancel, just be sure to do it as Mui Mui is dropping down from the sky at the end of the attack.
  • Very unsafe on block of if whiffed.

Max: More damaging, travels at a 3/4ths screen distance

Climax Super Special Moves

Seiryutenmei - (hcf, hcf + AC)

  • Mui Mui summons a dragon, then shoulder charges the opponent. The dragon devours the opponent after Mui Mui double fist punches the opponent in the mid-section.
  • Dashes at a 3/4ths screen length very quickly. Has a fair amount of invincibility during the start and during the dash.
  • Be aware that if you use this on wakeup, you may fly under an opponent trying a meaty jump in.

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • cr. B, cr. A, cr. A, st. B, qcf+D = 174 DMG

(four lights into her qcf+D. You can use 2 or 3 cr. B's into st. B if you like.)

  • cl. C, f+A, qcb+Cx3 = 222 DMG, 232 DMG if starting with cl. D

(add a jump in attack for more damage)

  • st. D (link) cr. A, st. B, qcf+D = 212 DMG

1 meter

  • cl. D, f+A, qcb+Cx3 (SC) qcfx2+P = (355/345 DMG in corner)

(place combo description here)

Corner

  • cr. Bx2, st. B [BC] cl. C, f+A, hcb+BD, qcb+AC, qcf+D = (369 DMG) {1000}

(input the qcf the opposite way because of the wall bounce from qcb+AC. Loses the corner positioning but gives max damage. 421 damage if start with cl.C/D, f+A)

  • cl.C, f+A [BC] cl.C, f+A, hcb+BD, qcf+AC, qcf+B = (400 DMG) {1000}

(Max damage without losing the corner.)

  • cl.C, f+A [BC] cl.C, f+A, hcb+BD, qcb+Cx3, qcf+AC, qcf+B = (436 DMG) {1250}

(Slightly more optimized combo for second position max mode, keeps the corner. Do the first qcb+C immediately and slightly delay the second to juggle with the third.)


2 meters

  • cl/cr. C, f+A, qcb+Cx3, qcfx2+AC = (464 DMG)

(you can start with cl. D more a bit more damage)

  • cl. C, f+A [BC] cl. C, f+A, hcb+BD, qcfx2+P = (475 DMG) {1000}

(Easy damage. Can start with cr. Bx2, st.B into Max Mode activation for a bit less damage)

Corner

  • cl.C xx f+A [BC] cl.C xx f+A xx hcb+BD, qcb+Cx3, qcf+AC, qcf,qcf+K = (497 DMG) {1250}

(Do the first qcb+C immediately, but slightly delay the second in order to juggle with the third.)

3 meters

  • cl. C, f+A, qcb+Cx3, (SC) hcbx2+AC = (529 DMG)

Corner

  • cl. C/cr. C, f+A, [BC], cl. C, f+A, hcb+BD, hcbx2+AC = (547 DMG) {1000}
  • cl.C xx f+A [BC] cl.C xx f+A xx hcb+BD, qcb+Cx3, qcf+AC, qcf,qcf+AC = (582 DMG) {1250}

(Do the first qcb+C immediately, but slightly delay the second in order to juggle with the third.)

4 meters

  • cl. C, f+A, qcb+Cx3 (SC) qcfx2+P (CC) hcbx2+AC = (607 DMG)

(Works mid-screen to the corner for less damage, and full damage if performed in the corner)

Corner

  • cl.C xx f+A [BC] cl.C xx f+A xx hcb+BD, qcb+Cx3, qcf+AC, hcb,hcb+AC = (629 DMG) {1250}

(Do the first qcb+C immediately, but slightly delay the second in order to juggle with the third.)

  • cl.C xx f+A [BC] cl.C xx f+A xx hcb+BD, qcb+Cx3, qcf+AC, qcf,qcf+K xx qcf,qcf+AC = (675 DMG) {1250}

(Same as above but advance cancelling supers instead of climax. You have to cancel the kick super just after Mui Mui hits the ground in the animation to get full damage, but even if you do it early you get around 650 damage.)

5 meters

  • cl. C, f+A, qcb+Cx3 (SC) qcfx2+AC, hcbx2+AC = (704 DMG)

Corner only

  • cl. C, f+A [BC] cl. C, f+A, hcb+BD, qcfx2+AC, hcbx2+AC = (700 DMG)
  • cl.C xx f+A [BC] cl.C xx f+A xx hcb+BD, qcb+Cx3, qcf+AC, qcf,qcf+K, hcb,hcb+AC = (722 DMG)

(Do the first qcb+C immediately, but slightly delay the second in order to juggle with the third. The max cancel has to come slightly after Mui Mui hits the ground from the kick super, it will whiff if you do the climax too early.)

Misc

Frame Data

Mui Mui KOFXIV Frama Data Link

Videos

KoF XIV: Mui Mui Beginner Breakdown

Quick Combo Guide

King of Fighters XIV Muimui, Quick Guide

Mui Mui Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
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NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

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