Difference between revisions of "The King of Fighters XIV/Mui Mui"

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(Special Moves)
(Super Special Moves)
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=Super Special Moves=
 
=Super Special Moves=
  
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'''Higi • Chouryuha''' - (qcf, qcf+A/C)
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* Mui Mui crouches down on one knee to throw a full screen beam at the opponent.
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* Can convert into this fairly easily from Rekkas (qcb+P) or a wall Splat (st.CD or hcb+BD)
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* Has no invincibility so save use as combo finishers
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* Speed of beam isn't very fast but it can challenge the opponent's projectile which correct timing and spacing.
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* 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.
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* The beam doesn't push the opponent back if its blocked which may make it susceptible to guard canceling for a punish.
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'''Max:'''More damaging, but has no invincibility & no increase in start-up.
  
 
=Climax Super Special Moves=
 
=Climax Super Special Moves=

Revision as of 23:34, 22 September 2016

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

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) 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
  • Not an overhead, hits mid

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 so save use as combo finishers
  • 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.

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina