BBCF/Mu-12/Strategy

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< BBCF‎ | Mu-12
 μ-No.12-



General Tactics

Read pohcp's basic guide to get started.

Offense


Defense

Backdash can be hard to beat for some characters, don't forget to consider this option, maybe even in the corner to throw them off. Throwing out your DP (623C) with a rapid cancel is great to escape certain character's setups. Omohikane is also an okay option in some situations due to its longer range. You can catch people trying to sit outside of your DPs range and catch predictable baits. Don't forget that blocking (especially Instant Block/Barrier/Instant Barrier) is also a good option!

Anti air options aren't as straightforward.

  • 6A: Standard anti air, fast and long lasting head inv but unimpressive vertical range.
  • 2C: More vertical range, but slow invulnerability frames, high recovery and the hurtbox extending prior to the invulnerability means it must be used preemptively.
  • 5A: Quick and low recovery, but the hitbox means it can't beat certain moves when well spaced.
  • Air throw: Great to call out someone trying to bait the anti airs.
  • Backdash/DP: Risky, but invulnerable on the first frame.
  • Rising j.A: Pre-emptive use. Great on hit or on block.
  • Jump back j.C: Needs to be used preemptively, but spaces most buttons very well.
  • Dash under: Can be risk averse, great against superjump

Neutral

Use your long normals (5C 2B j.C) to make sure your opponent respects your space, then set up steins, one at a time. Always be ready to cancel into something if the opponent takes action. Place steins behind your opponent if you think they will move forward. Place steins near you if you think your opponent will stay where he is. This will allow them to aim better. Use the steins to move in on your opponent if they are too passive, by covering your approach with the lasers. The steins may also force your opponent into moving forward, and you need to be ready for either of these possibilities.

Your objectives in general shout be to use smart movement to avoid unfavorable positions. Avoiding being in a position where you're forced to block allows your steins to fire, and this can grant you hits while you are taking minimal risks. The use of special moves and distortion drives is pretty situational, and can do more harm than good if you don't have a good reason to use them.

Blockstrings

2A > 6A > 2B > 5C > 6C

Remember only 2a and 2b are safe to ODR, so try to stagger with them if your opponent is trigger happy with it 6b must be spaced correctly to hit as an overhead, so practice strings with it against normal block and barrier block Watch the video above for more ideas

Okizeme

In the corner, Mu-12 has several different enders that lead to strong oki. These are some examples of corner oki:


63214C (SoD) whiff

A common way to catch all delay techs. The beauty of this oki is that Mu can opt for it from most corner routes. Most combos that go into this oki set several steins for more setplay. An example of a simple ender to setup SoD whiff is SOD > 5D > 3C > SOD > 2D > SODw.


6C > 214D > 5[D] > 6C > 5[D]

Ender that places two charged steins. You can safejump from this with 9 > delay j.B. Properly timing the j.B will catch rolls and quick rise. You will also block reversals with at least 7F startup. You can fake out the safe jump with mixups such as empty jump 2B low, and so on. If they block the j.B, jump cancelling is a safe option because the charged Steins provide extra coverage.

For more check Corner Enders

Tips and Tricks

  • Set one stein at a time max.
  • Learn to use movement to pick your spots.
  • Learn to use your normals to get your opponent to hesitate to approach you. Once you've established that, then start to consider specials and drive options.
  • 214D is strong.

Fighting Mu

  • Superjump airdash to mess up stein usage.
  • Keep your burst to OD through her slower normals like 5b, 6b or any C normal.
  • Don't be reckless escaping her pressure. You can react to her mixup if you've practiced, so there's no rush.
  • Her C normals have a lot of recovery, getting them to whiff can give you a window to get in.

External References

Navigation

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