BBCF/Mu-12

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Mu-12
BBCF Mu Portrait.png

Health: 10,000

Combo Rate: 60%

Jump Startup: 4

Backdash Time 25 / Invul: 1-5

Movement Options: Double Jump, Air Dash, Dash type: Run

Play-style
Balanced, Zoning

Overview[edit]

Mu-12 is the true form of Noel Vermillion after fusing with the True Azure through Terumi's ambitions to destroy the Master Unit Amaterasu, and erase the world from its existence. Due to his influence, she believes that the world is filled with nothing but lies. Mu-12 is a dynamic zoning character with high damage output and capable defensive tools.

Drive: Steins Gunner[edit]

Steins Gunner projects an energy node (Stein) to the targeted location. Steins have a heating period before they fire, and will cease heating if µ receives damage or blocks,; however, once the stein has finished heating up, they will fire and cause most attacks to trade/lose. Steins can also be Charged by holding down the Drive button while projecting the Stein. Charged Steins take longer to heat up, but have much more powerful beams. Steins are also used for two of µ's special attacks; Totsuka and Kuninotokotachi, which will be detailed later.

An important note is that all Stein actions are cancel-able into Specials, Drives and Jumps and C-Class Normals on whiff. Mastering whiff-cancel timings and varying your options is very critical to succeeding with the character overall.

Overdrive: Steins Geiser[edit]

  • All Steins spawn Charged
  • Steins do not have a heat up period
  • 236D has more hits
  • 214D Has an extra hitstun effect and does more damage
  • 632146C increased damage

Strengths/Weaknesses[edit]

Strengths Weaknesses
in all aspects of gameplay.
  • Does solid damage on average, with incomparable top-end damage.
  • Has a great backdash.
  • Has a decent DP to compliment her full kit of defensive tools, making her hard to lock down.
  • Prominent zoning game that allows for dominant neutral control.
  • Strong knockdown okizeme and mix up in the corner. Borderline setplay.
  • Many anti air options
  • Can be difficult to play well to her full potential without knowledge of drive timings for improvised pressure and combos.
  • None of her normals provide frame advantage, thus she requires the use of her Stiens to keep the pressure up
  • Some tools are indirect, or have vague applications in most match-ups.
  • Steins can at times interrupt pressure and combos, or even provide the opponent with a free Rapid Cancel!
  • Knockdown game requires a fair bit of practice, there's a lot to learn!
  • Low Average Health


Normal Moves[edit]

5A[edit]
5A
BBCS Mu 5A.png
Classic Jab with an above average disjointed hitbox
Damage Guard Startup Active Recovery Frame Adv Attribute
300 all 6 5 7 0 B
  • Staple standing jab. Whiffs on most characters' crouching hitbox, hits Hakumen and Tager crouching. Excellent hitbox and active window with a minimal extended hitbox causes this move to clash quite often.
  • µ's 5a is most effective as a fast ground-to-air poke, and as a normal to stagger her interior pressure, setting up throws and frame-traps. Because of µ's excellent proration, even 5a starters can lead to high damage combos.
  • 2a in general is a slightly more effective tool to use in neutral against grounded opponents, but 5a's higher hitbox makes it the choice against airborne opponents..


5B[edit]
5B
BBCS Mu 5B.png
Too bad it whiffs on recoil.
Damage Guard Startup Active Recovery Frame Adv Attribute
600 Mid 8 3 20 -9 B
  • Excellent pressure and punish tool, leads to enormous combos nearly anywhere on the screen with meter; landing this move on a cornered opponent almost always seals the round with a kill.
  • The weakness of 5b is that the recovery and hitbox are far from amazing. It's dangerous to use as a poke, and sub par to other normals for hit confirming due to 5b whiffing on crouching opponents at certain ranges. That aside, everything else about 5b is quite impressive, and should be used constantly in pressure.
  • 5b's true strength is the number of options it has following it, and leading into it. The move gatlings into nearly all of µ's other normals, and can be late chained out of at almost any time. Combining this with varied use of Special Cancels, Drive cancels and Jump cancels lead to this move being critical in pressure and mixup.


5C[edit]
5C
BBCS Mu 5C.png
The Neutral
Damage Guard Startup Active Recovery Frame Adv Attribute
860 Mid 12 3 22 -8 B
  • Immense normal, and one of the fastest for the amount of coverage, 5c is one of the superior pokes in the game; a very deadly tool when implemented correctly.
  • 5c's failing is in pressure. Though the move is not very minus on block, gatling into 5c removes the threat of µ's mixup via 6b and throws, limiting it to frametraps. Opponents who understand the µ's normals can see 5c as a cue for the essential end of her pressure. However, once again this is a normal where a varied use of Late Chains, Special and Drive Cancels will keep you mobile and unpredictable, forcing the opponent to respect your space.
  • This move is the go-to normal for combos, as the damage:proration ratio is very very good. It leads to huge damage on normal hit in the corner, or counter-hit midscreen with meter. Because of the enormous hitbox, it's easy to confirm into 5c to pick up a full combo as soon as possible after landing a hit.
  • And important note is the extended hitbox on 5c, as displayed in the image to the right. The extended hitbox discourages using 5c as an anti-air or as a close range poke, but feel free to cut your opponent to pieces at maximum range.


2A[edit]
2A
BBCS Mu 2A.png
Probably the move you will be pressing the most.
Damage Guard Startup Active Recovery Frame Adv Attribute
300 all 7 4 10 -2 F
  • Staple crouching jab. Almost identical to 5A in terms of characteristics. Unlike 5A however, 2A is able to hit any crouching hitbox. Can late-chain. Throw cancellable.
  • The ability to cancel into a throw makes this move a dangerous pressure tool when used correctly, even with a -2 frame advantage. It can also be used for many frame trap setups, one of the most common being 2A > 2C. There is an option select to punish forward rolls and DPs that consists of 2A 2C as well.
  • The key feature to the pressure ability of 2A is its ability to late-chain into itself and other moves. The late-chain into itself allows you to be a lot less predictable with your blockstrings, and can level up your pressure from a character whose pressure is only sub-par. Its ability to cancel into throw also allows for deeper mind games. A common example would be causing throw reject miss against the Throw Option Select, though other uses for its cancel into throw can be found.


2B[edit]
2B
BBCS Mu 2B.png
Keep in mind that this move can easily be disrespected when used incorrectly.
Damage Guard Startup Active Recovery Frame Adv Attribute
560 Low 8 4 10 ±0 F
  • Overall, Mu's most effective and well rounded normal. Excellent hitbox, startup, recovery in almost every situation. With the character's ability to convert any hit near the corner into very impressive damage, this normal is her most consistent origin of damage output.
  • 2b is incredible. It excels at everything from poking to use as a crossunder normal, and its liberal application should never be underestimated. Due to the excellent hitbox and speedy startup, it will beat out tools that many characters rely on in neutral, though it requires a bit of dashing momentum to get maximum coverage.


2C[edit]
2C
BBCS Mu 2C.png
May be Mu's biggest anti-air, but it's not the best in every situation.
Damage Guard Startup Active Recovery Frame Adv Attribute
880 Mid 14 3 27 -11 B
  • 11-16H Invul
  • One of Mu's anti-airs, the hitbox is very big, the invulnerability to air moves is rather average (frames 11 to 16), and has the biggest vertical range on her anti-airs by far. Very easy to hitconfirm into decent damage on counterhit by chaining into 5C. However the huge recovery makes it very punishable on whiff, by an opponent who double jumps to bait it, so avoid getting predictable with this.
  • Also very useful in ground blockstrings because if your opponent is expecting you to gatling into 5C, you can instead special cancel into a projectile (that varies according to the situation) to restart applying your pressure.


6A[edit]
6A
BBCS Mu 6A.png
Anti-air.
Damage Guard Startup Active Recovery Frame Adv Attribute
700 Mid 11 6 17 -6 B
  • 5-14H Invul
  • Another of Mu's anti-airs. Invulnerable to aerial attacks from frame 5 to 14. Forces aerial state on opponent on CH. Faster than 2C, and good horizontal range, but not very good vertically. It also recovers faster than 2C so it doesn't get baited as bad with double jumps.
  • In order to use Mu effectively it is necessary to learn when to use which one of her anti-airs, because together, they cover very many possibilities.
  • 6A is good in blockstrings, because most players don't use it often, so the opponent may be caught off guard not knowing what it can gatling into.


6B[edit]
6B
BBCS Mu 6B.png
Damage Guard Startup Active Recovery Frame Adv Attribute
600*2 Mid, High 16 2(4)2 26 -13 B
  • Mu's only overhead. It has a very fast startup compared to other characters' overheads, and combined with lasers and explosions, it can be very hard to see. However, it's absolutely terrible on whiff because it lasts so long, your opponent can punish very heavily, so you have to know when you can use it. An advantage of it being a 2 hit move, is that you can rapid cancel and block if your opponent bursts between the two hits. It is noteworthy that not both hits are overheads, a very effective mixup is to rapid cancel after the first hit and use 2B which hits low instead.
  • Another way to use this move effectively, is by combining it with lasers to keep your opponent in blockstun during the startup. That way, because there is usually a frame gap, opponents will often try to DP 6B's startup, but if a laser is keeping them in blockstun, the 3 position will have them crouching and therefore they will get hit.
  • Another few things to note are that it has foot invulnerability between frames 8-23, and the CH state from hitting with only the second hit has additional hitstun. This move deals very good damage and should be used at least once if possible in every combo, but not usually twice, because it has repeat proration.


6C[edit]
6C
BBCS Mu 6C.png
FATAL!
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 all 18 6 42 -27 BP
  • Fatal Counter
  • Long reaching move, but has a sizable deadzone in front of Mu.

This move can be very lethal for your opponent, but for you as well. Its most practical use is to punish other zoners using moves with slow recovery at a certain range from you (for example, Rachel summoning George XIII). On CH it leads to a fatal and a very damaging combo, with almost guaranteed corner carry. On whiff, the recovery is so long that you will be the one eating a deadly combo, so do not abuse this move. The move does have a minimum range as well.

This move should be used in every combo because it deals very good damage and has very good P2, but it also has repeat proration so only once per combo. It will almost always combo from 5C CH, 5C aerial hit, and any grounded string on a crouching opponent from 5C or 2C. It will whiff on certain characters like Litchi sometimes because they are too close (during a combo), or on many characters if you hit with the maximum range of your 5C.

This move can be used in blockstrings as a frame trap or simply to push your opponent farther away and giving you even more blockstun to drive cancel or special cancel into something. However make sure you do cancel it into something on block because if not you can get punished out of its slow recovery.


3C[edit]
3C
BBCS Mu 3C.png
Not always expected.
Damage Guard Startup Active Recovery Frame Adv Attribute
820 Low 14 3 24 -10 F
  • This move is mostly used as a block string ender outside of combos, because it can be cancelled into from most of Mu's normals, and is jump cancelable on block. It also hits low so it can be used for mixup from a blocked 5B/6A if you have already used 2B in your blockstring. This is especially effective in the corner, because you can get very decent meterless damage off of it. It is almost always used in midscreen RC combos on standing opponents.
  • Can be used as a meterless combo ender in the corner, but is generally inferior to stein setups. Doesn't have many uses at neutral, but is good for punishing moves that are vulnerable only to lows (Tager's voltech charge, Tager's 6A, Litchi's Ittsuu), because on counterhit you get a full combo.


j.A[edit]
j.A
BBCS Mu jA.png
Whiffs on crouch.
Damage Guard Startup Active Recovery Frame Adv Attribute
300 High/Air 8 2 10 - H
  • As her fastest air normal, µ's j.a is used mainly to make her jump-ins more plus on reverse chain, it can also be used to set up airthrow TRM via mixing up the j.a-j.c late chain and the j.a-j.BC chain. In air-to air poking situations, it finds little use in comparison to µ's airthrow or j.c's in terms of effective reward and applicability.


j.B[edit]
j.B
BBCS Mu jB.png
Has a crossup hitbox.
Damage Guard Startup Active Recovery Frame Adv Attribute
580 High/Air 10 6 21 - H

j.b has a great hitbox, though the startup, more notably the recovery, make for it's failings as an air to air poke. Though it's a bit faster overall than j.c, it doesn't have the incredible coverage and reward. j.b's real strength is as a jumpin option, as it is the only air normal µ has that hits below her. In CSX, j.b's active frames have been increased, strengthening it on offense as a crossup normal and as an air to ground tool.


j.C[edit]
j.C
BBCS Mu jC.png
Primarily used for air-to-air.
Damage Guard Startup Active Recovery Frame Adv Attribute
840 High/Air 12 6 18+4L - H

j.C has a very good hitbox with decent start up. Best used as a spaced out air-to-air move. This move shouldn't be used as a jump in as her hurtbox goes down more than the actual move hitbox. It works as a spaced out air-to-ground if you are in the air and your opponent is running towards you. Otherwise, this move will whiff on most characters when they are crouching. This move shouldn't be spammed unless you have put some distance between you and your opponent as this move has landing recovery. If you are able to land a counter hit with j.C, you can deal massive amounts of damage to your opponent and carry them to the corner.


j.2C[edit]
j.2C
BBCS Mu j2C.png
So big.
Damage Guard Startup Active Recovery Frame Adv Attribute
900 High/Air 14 6 18+4L - H

j.2C has a very good hitbox but has a somewhat slow start up. This is best used as an air-to-ground move but also works in some air-to-air situations. If people try to get in this is very good spaced as if your opponent tries to AA Mu, they would be under the assumption that this move won't come out most of the time. If the opponent's Anti-Air (AA) hitbox is taken into consideration, he or she would get Counter Hit(CH) due to the spacing and hitbox because of the huge horizontal hitbox. This move Fatal Counters on Counter Hit which is new to this game. j.2C delays Mu's momentum falling down from the air which can be used to bait Anti-Airs (AA) or okizeme (e.g. j.B > j.2C).


Drive Moves[edit]

Ground Ds[edit]
Ground Ds
BBCP Mu bit.png
BBCP Mu groundD.png
Don't get carried away.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 500 All 144 12 Total 41 - P1*
OD 850 All 76 40 Total 41 - P2*
  • Sets a stein in the indicated position
  • Steins it in position for a short while before firing an attack the opponent.
  • While in startup, steins will rotate as required to keep aim at your opponent, after firing they will maintain whatever facing they had when they fired.
  • Startup listed is for the stein's own attack. Mu herself only animates the move for the listed recovery time.
  • Any version can cancel into any other (Including charged versions), but only once per chain.


Charged Ground Ds[edit]
Charged Ground Ds
BBCP Mu bitCharged.png
BBCP Mu groundD.png
Don't get carried away.
Damage Guard Startup Active Recovery Frame Adv Attribute
850 all 176 40 Total 54 - P2*
  • Sets a stien in the indicated position
  • Stiens it in position for a short while before firing an attack the opponent.
  • While in startup, stiens will rotate as required to keep aim at your opponent, after firing they will maintain whatever facing they had when they fired.
  • Startup listed is for the stien's own attack. Mu herself only animates the move for the listed recovery time.
  • Any version can cancel into any other (Including charged versions), but only once per chain.


Air Ds[edit]
Air Ds
BBCP Mu bit.png
BBCS Mu airD.png
Mostly found in corner combos and setups.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 500 All 151 12 Total 43 - P1*
OD 850 All 84 40 Total 43 - P2*
  • Sets a stien in the indicated position
  • Stiens it in position for a short while before firing an attack the opponent.
  • While in startup, stiens will rotate as required to keep aim at your opponent, after firing they will maintain whatever facing they had when they fired.
  • Startup listed is for the stien's own attack. Mu herself only animates the move for the listed recovery time.
  • Any version can cancel into any other (Including charged versions), but only once per chain.


Charged Air Ds[edit]
Charged Air Ds
BBCP Mu bitCharged.png
BBCS Mu airD.png
Mostly found in corner combos and setups.
Damage Guard Startup Active Recovery Frame Adv Attribute
850 all 184 40 Total 59 - P2*
  • Sets a stien in the indicated position
  • Stiens it in position for a short while before firing an attack the opponent.
  • While in startup, stiens will rotate as required to keep aim at your opponent, after firing they will maintain whatever facing they had when they fired.
  • Startup listed is for the stien's own attack. Mu herself only animates the move for the listed recovery time.
  • Any version can cancel into any other (Including charged versions), but only once per chain.


Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
BBCS Mu throw.png
2c-b kara throw.
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1400 Throw(70) 7 3 26 - T
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Back Throw[edit]
Back Throw
BBCS Mu throw.png
Same as forward throw in every way.
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1400 Throw(70) 7 3 26 - T
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Air Throw[edit]
Air Throw
BBCS Mu AThrow.png
Best poke in the game.
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1400 Throw(120) 7 3 18+3L - T
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Counter Assault[edit]
Counter Assault
BBCS Mu 5B.png
Range is sad.
Damage Guard Startup Active Recovery Frame Adv Attribute
0 all 13 3 32 -16 B
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown
  • 1-20 All Invul

While Counter Assaults (CA) are useful in getting out of pressure, Mu will want to be conscious of where her opponents will be after an attack is blocked since her Counter Assault does not have much range. Sharing the same animation as her 5B, it has a unique hitbox and frame data.


Crush Trigger[edit]
Crush Trigger
BBCP Mu CT.png
Undine
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 Barrier 30~61 1 29 ±0 BP

It's a crush trigger. Not much to say of interest, except her own hurtbox doesn't extend much due to it being projectile-like


Specials[edit]

Ama no Habaya - Arrows of Heaven [edit]
Ama no Habaya - Arrows of Heaven
(j.)236A
BBCS Mu ArrowsOfHeaven.png
You can never use this enough.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 400*5 all 17 - 64T - P1*
Air 400*5 all 30 - 66+3LT - P1*

236A has quite a bit of start up but it makes up for the fact that it summons a lightning ball that is able to deal 5 hits to the opponent or absorb 5 projectiles (spark bolt not included). It is a very good zoning tool as the trajectory arcs upwards. It keeps characters like Ragna and Makoto at bay really well as it is hard for them to approach if it is in play. Though, it should be cautiously used if it is used against a character with high mobility such as Taokaka or Valkenhayn as they can jump over it with their movement options and still get in easily.


Tsunugui - Origins [edit]
Tsunugui - Origins
623C or j.623C
BBCS Mu Origins.png
The 21-frame full body guard point makes this a very good DP to get Mu's opponents off of her.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 800 all 14 8 37 -26 B
  • 1-21 GP(A)
Air 800 all 14 5 till L+15 - H
  • 1-14 GP(A)

623C is a good DP (Dragon Punch) for the fact that it has full body guard point starting on frames 1-21. Which means once the input is performed, any attack from your opponent will be guard pointed and will get hit by the DP. It's hitbox covers all around Mu which makes it so you can't bait the DP by crossing her up. One downsides to this move are that it can be susceptible to certain safejumps and Option-Selects due to the 14F startup, the fact that it has Guardpoint rather than invul combined with it's startup means opponents with really good reactions can respond with some sort of cancel (not likely but still worth considering) and that it is not air unblockable (though not as significant a shortcoming)

Cancelling steins into the air and ground versions of this move can make your zoning game very difficult for your opponents to deal with. The air version can also be used as a crossup when combined with an instant air dash, very risky though, and requires meter or a setup to combo afterwards.


Furu no Tsurugi - Sword of Decimation [edit]
Furu no Tsurugi - Sword of Decimation
63214C
BBCS Mu SOD.png
Can't read my poker face.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1000 Mid 17 7 22 -10 B
Max Charge 1500 Mid 40 7 22 -8 B

Move is now mainly used in combos or for frametraps. Without the guard crush aspect nor the frame advantage, it becomes hard to justify the use of this move outside of combos or setups. The addition of drive cancel and knockdown changes makes it a great combo ender now, however.


Ame no Totsuka - Totsuka Blade [edit]
Ame no Totsuka - Totsuka Blade
236D
BBCS Mu TotsukaBlade.png
Ride the laser.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 570 / 570*N all 24 - 72T - P1*
Air 570 / 570*N all 24 - till L+5 - P1*
  • Fires a laser at the stien marked 1, which then bounces it to stien #2 etc...
  • Once all stiens have bounced the laser, the last stien bounces it towards your opponent's location.
  • Each stien disappears shortly after reflecting the laser.
  • Interrupts newly laid stiens still charging up their own shot.
  • If no stiens are set at all, This move animates as normal, but nothing is fired.
  • Does not disappear if Mu is attacked.

236D is a decent move move to use in neutral because it travels through all the steins and then heads towards Mu's opponent. It forces your opponent to block, even when they are hitting Mu after the laser comes out due to the laser aiming at Mu's opponent after it has passed through the last stein. The gaps between 236D and her strings are variable due to placement of steins and which attacks Mu uses to force her opponent to block which could lead to ambiguous mix ups/frame traps.

This move is best used when Mu is relatively far from her opponent or right as her opponent is knocked down to the ground so she has time to set up the laser as it has quite a bit of startup. The faster laser means less blockstun, and multiple steins are recommended when using this move, to guarantee at least some effectiveness. This does however give it new uses, especially when fighting zoners such as Rachel, to force them to block.


Kuninotokotachi[edit]
Kuninotokotachi - Tokotachi Blade
214D
BBCF Mu Kuninotokotachi.png
Kaihou! 2.0
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 800 all 30 - Total 39 - P1*
Ground OD 800, 700 all 30 - Total 39 - P1*
Air 800 all 30 - Total 39+5L - P1*
Air - Overdrive 800, 700 all 30 - Total 39+5L - P1*
  • Launches all currently placed stiens in the direction they're currently facing (not necessarily towards the opponent). After coliding with anything or flying offscreen, they vanish.
  • Prevents newly laid stiens from firing
  • Can still be used without stiens present, but is pointless to do so.


Ikutachi - Sword of Infinity [edit]
Ikutachi - Sword of Infinity
63214B
BBCP Mu Ikutachi.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 1100 all 31 3 Until L - H

Allows decent damage conversions off midscreen hits. Although it is unsafe, it can be used with a rapid cancel to escape the corner, or cross up an opponent in general. Even then, it's quite slow, so an opponent who's ready can beat it before it gets blocked. Frame (dis)advantage varies with spacing.


Distortion Drives[edit]

Omohikane - Wisdom of the Divines[edit]
Omohikane - Wisdom of the Divines
632146C
BBCS Mu WisdomOfTheDivines.png
"There’s nowhere for you to run! Hellzone Grenade!"
BBCS Mu WisdomOfTheDivines2.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 800,400*8 all 5+5 8 43 -32 B
Overdrive 800,250*24 all 5+5 8 43 -32 B
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown
  • 1-17 All Invul
  • 20% minimum damage (Normal: 800 Overdrive: 1360)
  • Only possible to rapid cancel on block

Situational reversal. Combo ender when going for the kill.


Yata no Kagami - Blessed Mirror [edit]
Yata no Kagami - Blessed Mirror
632146D
BBCS Mu BlessedMirror.png
Make it rain!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 640 all 5+33 - 142T - P2*
Reflected lasers 640 all 5+9 - - - P2*
Air 640 all 5+38 - till L+5 - P2*
Air - Reflected Lasers 640 all 5+14 - - - P2*
  • Fires one laser at each available stien, one directly at the opponent and, if in overdrive, one directly at your opponent for each stien you have. Each laser aimed at a stien will then be bounced from that stien towards your opponent, leading to a maximum of 9 hits overall, 13 in overdrive.
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown
  • Each laser has 10% minimum damage (64)

Great to retake control of the screen in some ambiguous situations, and when several steins are on the screen. Do keep in mind your opponent's options as they can use the superflash to counter it, if they have the tools to do so. Also can be used as a combo ender in some instances, depending on the placement of your stiens.


Exceed Accel[edit]

Tsuchiikadzuchi - Pillar of Light
ABCD during Overdrive
BBCF Mu ExceedAccel.png
How to kill an angel
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 600, 2430 All Fast: 10
Slow: 20
3 34 -10 B
Active Flow 600, 525*10 All Fast: 10
Slow: 20
3 34 -10 B
  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

On startup, Mu lunges at her opponent with her blades. If she hits, Mu will have her blades surround the opponent, for them to become an orb and drop to the ground, causing an explosion. Puts Mu in Active Flow if she hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be Rapid-canceled.


Astral Heat[edit]

Kamigoroshi no Tsurugi - Sword of the Godslayer
222D
BBCS Mu SwordOfTheGodslayer.png
"So as I pray... Unlimited Blade Works!"
BBP Mu SwordOfTheGodslayer2.png
Damage Guard Startup Active Recovery Frame Adv Attribute
37000 (DESTROY) all 8+9 4 51 -36 F
  • Costs 100% Heat
  • 180F Heat Gauge Cooldown
  • 8-25 All Invul
  • Can be comboed into after C normals


External References[edit]



BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc