BBCF/Mu-12: Difference between revisions

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!Mu-12
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[[File:BBCF_Mu_Portrait.png|350x500px|center]]
|-
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{{CharData-BBCF|Mu}}
;Play-style
:Balanced, Zoning
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
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.
{{BBCF/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content=Mu-12 (stylized as μ-No.12-) is a '''well-rounded character''' with fast movement, high damage, powerful vortex and low risk zoning.


===Drive: Steins Gunner===
Mu-12 has dominant neutral, able to out zone most characters with {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|j.C}}, {{clr|C|j.2C}} and her fast movement. In addition to this, her [[#Drive: Steins Gunner|Steins]] ({{clr|D|xD}}) are a low risk way to create threats for the opponent, either by waiting for the stein to fire or by using her powerful stein specials.
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.
Mu-12 also has an extremely oppressive knockdown situation. [[#Drive: Steins Gunner|Steins]] can be used to {{Keyword|meaty}} the opponent while punishing all [[BBCF/Mechanics#Ground Rolling|rolls]] and avoiding reversals, extend pressure, or enforce mixup. Combined with her high damage, Mu can three touch the vast majority of the cast. Her mixup is also fairly strong, as she has multiple ways to set up {{keyword|50/50}} situations, such as blockstrings into delayed airdash {{clr|B|j.B}} vs empty low {{clr|B|2B}}, or {{clr|B|6B1}} Rapid Cancel {{clr|B|2B}}.


===Overdrive: Steins Geiser===
While Mu has areas she does not excel at, such as her pressure and defensive tools, she's not bad at them. {{clr|B|2B}} is a +0 on block normal with extremely low recovery, allowing her to apply a basic stagger pressure gameplan. While her defensive options have flaws such as low range, she still has access to {{clr|C|623C}}, which is a meterless {{keyword|True Reversal}}.
*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===
}}
{|  
{{BBCF/Infobox
|-style="text-align:left;"
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (7F)
! Strengths !! Weaknesses
| reversal = [[#Origins|623C]] (14F)<br/>[[#Wisdom of the Divines|632146C]] (10F)
|- style="vertical-align:top;text-alighn:left"
| fatalStarter = [[#6B|6B]]<br/>[[#6C|6C]]<br/>[[#Sword of Decimation|63214C]]
| style="width: 50%;"|in all aspects of gameplay.
}}
*Does solid damage on average, with incomparable top-end damage.
{{card|width=4
*Has a great backdash.
|header=Drive: Steins Gunner
*Has a decent DP to compliment her full kit of defensive tools, making her hard to lock down.
|content=
*Prominent zoning game that allows for dominant neutral control.
Steins Gunner projects a small turret to the targeted location. Steins have a long charge up before they fire, and will not fire or remain active if Mu is hit or blocks an attack. Steins are created aiming at the opponent, and very slightly track before firing.
*Strong knockdown okizeme and mix up in the corner. Borderline setplay.
 
*Many anti air options
Steins can also be charged by holding down the Drive button. Charged Steins take longer to fire, but have much more powerful beams and track the opponent significantly more effectively before firing.  
| style="width: 50%;"|
 
*Can be difficult to play well to her full potential without knowledge of drive timings for improvised pressure and combos.
Up to four Steins can be on the stage at a time; if Mu tries to set a fifth Stein, it will replace the oldest one, regardless of if the stein has fired yet. Steins are also used for two of Mu's special attacks and one of her supers; [[#Totsuka Blade|Totsuka Blade]], [[#Tokotachi Blade|Tokotachi Blade]], and [[#Blessed Mirror|Blessed Mirror]].
*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.
All Stein summons are cancellable into Specials, {{clr|D|Drives}}, Jumps, {{clr|C|C}} Normals, and {{clr|B|6B}} on whiff. Stein whiff cancels are required for all but the most basic of Mu combos, and also allow Steins to be used as a low risk neutral option. A maximum of two steins can be performed per string.
*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!
Each stein is numbered by the order they were placed in, starting at one for new steins and ending at four. This is used to indicate the order for Totsuka Blade.
*Low Average Health
|header2=Overdrive: Steins Geiser
|-
|content2=
|}
New Steins always fire charged lasers. Steins fire extremely quickly. Steins will fire even if Mu is hit or blocks, so long as she is not in hitstun or blockstun when they attempt to fire. Steins Geiser does not change Steins that have already been set. Additionally, all of Mu's Drive related attacks become much stronger. See each move's section for details.
{{CharLinks-BBCF|Mu}}
}}
<br clear=all/>
</div>


==Normal Moves==
==Normal Moves==
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
|name=5A
|image=BBCS_Mu_5A.png |caption=Classic Jab with an above average disjointed hitbox
|data=
{{AttackData-BBCF
|damage=300 |guard=all |attribute=B
|startup=6 |active=5 |recovery=7 |frameAdv=0
|description=
*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.
===<big>{{clr|A|5A}}</big>===
{{BBCF Move Card
|input=5A
|description=
{{clr|A|5A}} is useful for anti airing due to the above average hitbox and active frames. It also whiffs on most crouching characters, which can be used to bait out [[BBCF/Tech#Barrier_+_Throw_OS|throw OS]].
*Jump Cancellable
*Whiffs all Crouchers, except for Hakumen and Tager.
**Whiffs on Kagura and Relius too unless they're in blockstun or are using barrier.
*Can be used 3 times per string.
*+8 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}}


*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..
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|B|5B}}</big>===
{{MoveData
{{BBCF Move Card
|name=5B
|input=5B
|image=BBCS_Mu_5B.png |caption=Too bad it whiffs on recoil.
|description=
|data=
{{clr|B|5B}} is almost exclusively a pressure  tool. It has an awful hitbox and awful recovery, recovering only 2 frames faster than {{clr|C|5C}}. The only reason this move isn't completely outclassed by {{clr|A|6A}} as a pressure tool is because {{clr|B|5B}} is -4 on GCOD, while {{clr|A|6A}} is -7. Otherwise, {{clr|A|6A}} has better range against crouchers, doesn't consume a B chain so you can do {{clr|B|2B}} {{clr|A|6A}} {{clr|B|2B}}, and retains basically all other properties worth considering.
{{AttackData-BBCF
 
|damage=600 |guard=Mid |attribute=B
It also sees infrequent use in combos as a more damaging normal than {{clr|B|2B}} in situations where you don't have time to use {{clr|A|6A}} or {{clr|C|5C}}.  
|startup=8 |active=3 |recovery=20 |frameAdv=-9
*Jump Cancellable
|description=
*-4 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}}
*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.
*{{clr|B|5B}} and {{clr|B|2B}} are tied together - they can be used a combined total of 2 times per string.
*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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|C|5C}}</big>===
{{MoveData
{{BBCF Move Card
|name=5C
|input=5C
|image=BBCS_Mu_5C.png |caption=The Neutral
|description=
|data=
{{clr|C|5C}} is an amazing neutral tool, with high horizontal and vertical range for its speed. It also has very high reward near the corner by using {{clr|C|5C}} {{clr|C|6C}} Tachiw wallsplat into a full combo plus setplay.
{{AttackData-BBCF
|damage=860 |guard=Mid |attribute=B
|startup=12 |active=3 |recovery=22 |frameAdv=-8
|description=
*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 button also shines in making Mu's throw extremely irritating to deal with, as even if they tech the throw, {{clr|C|5C}} is in range to hit the opponent afterwards anyway. Clipping a skittish opponent jumping after a throw tech can lead to very high damage.


*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.
*-10 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}} Be careful using this in pressure if they have it available.
*{{clr|C|5C}} and {{clr|C|2C}} are tied together - they can be used a combined total of 2 times per string.


*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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|A|2A}}</big>===
{{MoveData
{{BBCF Move Card
|name=2A
|input=2A
|image=BBCS_Mu_2A.png |caption=Probably the move you will be pressing the most.
|description=
|data=
A typical crouching jab. Good for [[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]] safe stagger pressure, jab throw TRM attempts, and mashing out of pressure.
{{AttackData-BBCF
|damage=300 |guard=all |attribute=F
|startup=7 |active=4 |recovery=10 |frameAdv=-2
|description=
*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.
*Throw Cancellable
*Can be used 3 times per string.
*+6 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}}


*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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
===<big>{{clr|B|2B}}</big>===
{{BBCF Move Card
|input=2B
|description=
Mu's best normal. {{clr|B|2B}} is a strong neutral tool with good range and low recovery. It's good for pressure because it's +0 on block, and good for mixup because it's an 8f low. You can even use it to cross under neutral tech! With Mu's ability to convert any hit near the corner into good damage, this normal is also her most consistent source of damage. {{clr|B|2B}} excels at everything and it should be applied liberally.
*+5 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}} Most characters do not have plus on GCOD lows. Cherish it.
*{{clr|B|5B}} and {{clr|B|2B}} are tied together - they can be used a combined total of 2 times per string.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|C|2C}}</big>===
{{MoveData
{{BBCF Move Card
|name=2B
|input=2C
|image=BBCS_Mu_2B.png |caption=Keep in mind that this move can easily be disrespected when used incorrectly.
|description=
|data=
One of Mu's anti-airs. While the hitbox is very big with more vertical range than any of her other options and the ability to hit behind her, the invulnerability to air moves is fairly slow and the high recovery makes it easier to bait. Furthermore, her hurtbox extends vertically ''before'' the head invulnerability kicks in making it easier to get hit out of the startup. Best used as a hard read anti-air as the reward if correct is great.
{{AttackData-BBCF
 
|damage=560 |guard=Low |attribute=F
As a punish, {{clr|C|2C}} is unparalleled. It's more consistent than {{clr|C|6C}} due to faster startup and lack of a dead zone, and like {{clr|C|6C}} allows Mu to combo directly into charged {{MMC|input=63214C|label=[[#Sword of Decimation|Sword of Decimation]]}} (usually referred to as SOD or SOD2 when charged) on counter hit for extremely high damage.
|startup=8 |active=4 |recovery=10 |frameAdv=±0
 
|description=
In pressure, {{clr|C|2C}} is a 1f frame trap off {{clr|B|2B}}, working as a high reward [[BBCF/Tech#Overdrive_Option_Select|OD OS]] killer.
*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.
*Jump Cancellable
*-17 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}}
*{{clr|C|5C}} and {{clr|C|2C}} are tied together - they can be used a combined total of 2 times per string.


*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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|A|6A}}</big>===
{{MoveData
{{BBCF Move Card
|name=2C
|input=6A
|image=BBCS_Mu_2C.png |caption=May be Mu's biggest anti-air, but it's not the best in every situation.
|description=
|data=
Another of Mu's anti-airs, and probably the one you'll be using most frequently. Floats on counter hit. Faster than {{clr|C|2C}}, and good horizontal range, but not very good vertically. It also recovers significantly faster than {{clr|C|2C}} so it's less susceptible to double jump baits.
{{AttackData-BBCF
|damage=880 |guard=Mid |attribute=B
|startup=14 |active=3 |recovery=27 |frameAdv=-11
|description=
*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.
{{clr|A|6A}} also has use in blockstrings because it has many cancel options, while being relatively safe on [[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]] at -7. A blockstring you'll probably see a lot is {{clr|B|2B}} > {{clr|A|6A}} > {{clr|B|2B}}. It integrates two lows, is +0 on block, sets up spaced {{clr|B|6B}} if they barrier and retains a decent number of cancel options to frame trap the opponent with.
*Jump Cancellable
*-7 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}} At best, your opponent is going to get a jab punish.
*Can be used 2 times per string. Mu must be careful to not be too far for the second {{clr|A|6A}} to hit the opponent.


*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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">6A</font> ======
===<big>{{clr|B|6B}}</big>===
{{MoveData
{{BBCF Move Card
|name=6A
|input=6B
|image=BBCS_Mu_6A.png |caption=Anti-air.
|description=
|data=
A very strong combo tool and Mu's primary overhead. {{clr|B|6B}} has very long range and huge reward. It has faster than average startup compared to other characters' overheads, but the catch is that only the second hit is an overhead. Thus you'll need to space it out so that only the second hit will land, or spend meter to rapid cancel the first hit and hit them low with {{clr|B|2B}}. Steins can be used to cover the startup and prevent them from disrespecting you.
{{AttackData-BBCF
|damage=700 |guard=Mid |attribute=B
|startup=11 |active=6 |recovery=17 |frameAdv=-6
|description=
*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.
The second hit of {{clr|B|6B}} is a ground bounce, which is her primary launcher midscreen when you're close enough to combo into it.


*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.
Mu retracts her feet from the floor during the forward roll of the animation, letting her dodge sweeping attacks, aka classic "low crush" or "high profile", but is not the same as having actual foot invulnerability and can still lose to foot property attacks. Similarly, she is never considered airborne during any part of the attack, so she can still be thrown out of it.
*Fatal Counter
*Frame 22 if first hit whiffs
*First hit is a hard knockdown on air hit, something many confirms take advantage of but rarely helpful outside of that.
*-25 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}} Absurdly unsafe if the opponent GCOD's first frame, but if they GCOD after blocking the first hit you can cancel with {{clr|D|5D}} and jump to avoid a punish.


*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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">6B</font> ======
===<big>{{clr|C|6C}}</big>===
{{MoveData
{{BBCF Move Card
|name=6B
|input=6C
|image=BBCS_Mu_6B.png |caption=
|description=
|data=
{{clr|C|6C}} is primarily a combo tool, but sees use in neutral in specific matchups as way to heavily punish reckless projectile usage, due to being entirely disjoint and having long range.
{{AttackData-BBCF
 
|damage=600*2 |guard=Mid, High |attribute=B
This move is used in nearly every corner combo, and some midscreen ones for corner carry. It will nearly always combo from {{clr|C|5C}} regardless of context. Some characters will need {{clr|C|6C}} to be spaced slightly less due to smaller hurtboxes interacting with its dead zone (Particularly wallsplat hurtboxes in corners).  
|startup=16 |active=2(4)2 |recovery=26 |frameAdv=-13
|description=
*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.
{{clr|C|6C}} can be used in blockstrings as a frame trap or simply to push your opponent farther away and give you more blockstun to drive cancel or special cancel into something. Can be gapless out of {{clr|C|2C}} instead of {{clr|C|5C}}. Be careful about using this, it's absurdly unsafe on whiff and is a great spot for the opponent to use GCOD or [[BBCF/Tech#Overdrive_Option_Select|OD OS]] if canceled into from {{clr|C|5C}} too frequently.
*Deadzone in front of Mu.
*Can clash with projectiles, but loses actives when this happens.
*Fatal Counter.
**Wall bounces midscreen on counter hit.
*-39 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}}


*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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">6C</font> ======
===<big>{{clr|C|3C}}</big>===
{{MoveData
{{BBCF Move Card
|name=6C
|input=3C
|image=BBCS_Mu_6C.png |caption=FATAL!
|description=
|data=
This move is combo or blockstring fodder. It's a jump cancellable low that's a 1f frame trap off your {{clr|B|2B}} and into uncharged {{MMC|input=63214C|label=[[#Sword of Decimation|SOD]]}}, so it's a vital tool for semi safely blowing up [[BBCF/Tech#Overdrive_Option_Select|OD OS]]. However, it's GCOD unsafe. You can also use this to call out people fuzzy jumping out of your spaced {{clr|B|6B}}.
{{AttackData-BBCF
 
|damage=1000 |guard=all |attribute=BP
It doesn't lead to much midscreen without rapid or overdrive cancel, however in the corner you can extend with SOD for a full combo.
|startup=18 |active=6 |recovery=42 |frameAdv=-27
|description=
*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.
As a punish, it's actually pretty decent. Counter hit {{clr|C|3C}} lets you combo into SOD2 immediately, so it does fairly reasonably damage, but it's outclassed by {{clr|C|2C}} > SOD2 as a starter. Use that instead.


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.
Doesn't have many uses in neutral, but is good for punishing moves that are vulnerable only to lows ({{MiniMoveCard|game=BBCF|chara=Iron Tager|input=214D|label=Tager's Voltec Charge}}, {{MiniMoveCard|game=BBCF|chara=Iron Tager|input=236B|label=Tager's Sledge}}, {{MiniMoveCard|game=BBCF|chara=Litchi Faye Ling|input=41236Am|label=Litchi's Ittsuu}}), because on counterhit you get a full combo. However, dash {{clr|B|2B}} mostly outclasses it as a lower risk, lower reward option to do the same thing.
*Jump Cancellable
*Hard knockdown on ground Counter Hit.
*-14 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}}
*Can be used 3 times per string.


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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}
===<big>{{clr|A|j.A}}</big>===
{{BBCF Move Card
|input=j.A
|description=
It's an air jab. You use it as a low risk rising anti air and for setting up airthrow {{keyword|TRM|term=Throw Reject Miss}}. In Mu's case, it's also useful as a reverse beat off {{clr|B|j.B}} to make it more plus.
*Jump Cancellable
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j.6D}}, {{clr|D|j.4D}}
}}
}}


====== <font style="visibility:hidden" size="0">3C</font> ======
===<big>{{clr|B|j.B}}</big>===
{{MoveData
{{BBCF Move Card
|name=3C
|input=j.B
|image=BBCS_Mu_3C.png |caption=Not always expected.
|description=
|data=
This is your primary jump-in option, as it doesn't have landing recovery, can reverse beat into {{clr|A|j.A}} to be more plus, hits below you, and can hit crossup.
{{AttackData-BBCF
 
|damage=820 |guard=Low |attribute=F
It's also used to hit people overhead in delayed airdash mixup due to being able to hit every character in the game crouching at the right height, while being significantly faster than {{clr|C|j.2C}}. You can also whiff it rising to auto time the delayed airdash on almost all characters, with the exceptions of Celica, Kokonoe, Naoto and Jin.
|startup=14 |active=3 |recovery=24 |frameAdv=-10
*Jump Cancellable
|description=
*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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j.6D}}, {{clr|D|j.4D}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|C|j.C}}</big>===
{{MoveData
{{BBCF Move Card
|name=j.A
|input=j.C
|image=BBCS_Mu_jA.png |caption=Whiffs on crouch.
|description=
|data=
{{clr|C|j.C}} is an amazing, disjoint air to air and decent air to ground when spaced. It has extremely good reward on counter hit, but it doesn't hit below Mu very well, and has landing recovery so it's vulnerable to low profile attacks.
{{AttackData-BBCF
 
|damage=300 |guard=High/Air |attribute=H
Instant air backdash {{clr|C|j.C}} is a relatively safe option at round start or after using a drive, with the majority of the cast having no reliable means of punishing her for it.
|startup=8 |active=2 |recovery=10 |frameAdv=
 
|description=
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|C|j.2C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j.6D}}, {{clr|D|j.4D}}
*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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
===<big>{{clr|C|j.2C}}</big>===
{{MoveData
{{BBCF Move Card
|name=j.B
|input=j.2C
|image=BBCS_Mu_jB.png |caption=Has a crossup hitbox.
|description=
|data=
{{clr|C|j.2C}} is best used as an air-to-air move as it hits high above Mu and leads to good damage on counter hit. It also sees use as a slower, but much larger jump-in than {{clr|B|j.B}}.
{{AttackData-BBCF
|damage=580 |guard=High/Air |attribute=H
|startup=10 |active=6 |recovery=21 |frameAdv=
|description=
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.
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
Also commonly used after air stalling with a drive, as you cannot whiff cancel drives into {{clr|B|j.B}}.
{{MoveData
*Hard knockdown on air Counter Hit
|name=j.C
|image=BBCS_Mu_jC.png |caption=Primarily used for air-to-air.
|data=
{{AttackData-BBCF
|damage=840 |guard=High/Air |attribute=H
|startup=12 |active=6 |recovery=18+4L |frameAdv=
|description=
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.
}}
}}


====== <font style="visibility:hidden" size="0">j.2C</font> ======
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j.6D}}, {{clr|D|j.4D}}
{{MoveData
|name=j.2C
|image=BBCS_Mu_j2C.png |caption=So big.
|data=
{{AttackData-BBCF
|damage=900 |guard=High/Air |attribute=H
|startup=14 |active=6 |recovery=18+4L |frameAdv=
|description=
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).
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
====== <font style="visibility:hidden" size="0">Ground Ds</font> ======
 
{{MoveData
===<big>Ground Summon Stein</big>===
|name=Ground Ds
{{InputBadge|{{clr|D|5D}} or {{clr|D|2D}} or {{clr|D|6D}} or {{clr|D|4D}}}}
|image=BBCP_Mu_bit.png
{{BBCF Move Card
|image2=BBCP_Mu_groundD.png |caption2=Don't get carried away.
|input=5D,5D OD |versioned=input
|data=
|description=
{{AttackData-BBCF
Mu sets a stein in one of four positions, which tracks the opponent and then fires a half-screen projectile. In setplay and combos, steins are extremely strong and allow Mu to reset pressure, force mixup situations or get much higher damage. In neutral, steins are a low risk way to take advantage of respect and also provide fuel for her very powerful stein specials, {{clr|D|214D}}, {{clr|D|236D}} and {{clr|D|632146D}}. In pressure, steins are a safe way to disengage via whiff canceling into jump.
|version=5D
 
|damage=300 |guard=all |attribute=P1*
Overdrive steins are a different beast entirely. They retain the whiff cancel windows of uncharged steins with the projectile properties of charged steins, fire twice as fast, and will fire even after block or hit as long as Mu isn't in hitstun or blockstun when the stein attempts to fire. These properties combined make overdrive steins a menace in neutral and can lock the opponent down from across the screen long enough for Mu to approach and mix them up. Raw overdrive in neutral lasts at least 4 seconds, and is strong enough to be worth considering.
|startup=115 |active= |recovery=42T |frameAdv=
*Steins can be whiff canceled on the following frames for each input: {{clr|D|4D}}=14F, {{clr|D|5D}}=15f, {{clr|D|6D}}=16F, {{clr|D|2D}}=18F.
}}
*Can be whiff canceled into: {{clr|D|Drives}}, {{clr|C|C}} normals, {{clr|B|6B}}, specials, supers and jump.
{{AttackData-BBCF
*Any version can cancel into any other (including charged versions), but not into the same version.
|header=no
*A maximum of two steins can be placed per chain.
|version=2D
*A maximum of four steins can be placed at once, with any stein over that number replacing the oldest stein regardless of if it has fired yet or not.
|damage=300 |guard=all |attribute=P1*
*Will not fire if Mu blocks or is hit.
|startup=120 |active= |recovery=40T |frameAdv=
**Except in OD where they will still fire if Mu leaves hitstun or blockstun beforehand.
}}
*Holding the same direction when cancelling a stein into a second stein will always give you {{clr|D|5D}}
  {{AttackData-BBCF
**Inputting {{clr|D|3D}} will give you {{clr|D|2D}}
|header=no
**Inputting {{clr|D|1D}} will give you {{clr|D|4D}}
|version=4D
 
|damage=300 |cancel=SJ |p1=70 |p2=97 |starter=S |guard=all |level=2 |attribute=P1*
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
|startup=120 |active= |recovery=45T |frameAdv=
}}
{{AttackData-BBCF
|header=no
|version=6D
|damage=300 |guard=all |attribute=P1*
|startup=120 |active= |recovery=45T |frameAdv=
|description=
*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.
}}
}}
===<big>Charged Ground Summon Stein</big>===
{{InputBadge|{{clr|D|5[D]}} or {{clr|D|2/3[D]}} or {{clr|D|6[D]}} or {{clr|D|4/1[D]}}}}
{{BBCF Move Card
|input=5[D],5[D] OD |versioned=input
|description=
Same as above, except for the following differences:
*The stein takes longer to fire, but now shoots a higher damage, fullscreen laser.
*Charged steins can be whiff canceled on the following frames for each input: {{clr|D|4[D]}}=27F, {{clr|D|5[D]}}=29f, {{clr|D|6[D]}}=31F, {{clr|D|2[D]}}=35F.
*The longer startup also results in the stein adjusting its aim for a longer period.
*This charged laser is what all steins placed in OD will fire without any of the penalties/differences mentioned above.
*Uncharged stiens can be cancelled into charged ones and vice versa.
Charged steins are significantly less safe to just throw out due to a much later whiff cancel window, and mostly serve as setplay tools. However, an uncontested string of charged steins in neutral can make it very annoying for an opponent to approach you, as each charged stein can somewhat cover the placement of another.
They also have uses in specific matchups, such as versus Arakune or Izanami. Arakune has very poor mobility, and struggles to deal with a fortress of charged steins. Izanami can't block while using her drive, so a charged stein in neutral can force her to attempt to approach, throw out bits to force you to block at positions that don't lead to anything for her or use ribcage.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}
}}
}}


====== <font style="visibility:hidden" size="0">Charged Ground Ds</font> ======
===<big>Air Summon Stein</big>===
{{MoveData
{{InputBadge|{{clr|D|j.D}} or {{clr|D|j.2/3D}} or {{clr|D|j.6D}} or {{clr|D|j.4/8D}}}}
|name=Charged Ground Ds
{{BBCF Move Card
|image=BBCP_Mu_bitCharged.png
|input=j.D,j.D OD |versioned=input
|image2=BBCP_Mu_groundD.png |caption2=Don't get carried away.
|description=
|data=
Air steins are the slightly more situational alternative to ground steins. Like ground steins these can be canceled into all of the same things including jump so long as you had not spent your air action already. Particular uses for these that can't be done by ground steins include using its ability to stop air momentum to bait anti-airs and whiff punish with {{clr|C|j.2C}} and in combos for both the momentum and to squeeze in an extra {{clr|C|j.2C}} though canceling a {{clr|C|j.2C}} into an air stein and back.
{{AttackData-BBCF
*Air steins can be whiff canceled on frame 21.
|damage=850 |guard=all |attribute=P2*
*Inputting {{clr|D|j.3D}} will give {{clr|D|j.2D}}
|startup=176 |active=40 |recovery=Total 54 |frameAdv=
*Inputting {{clr|D|j.8D}} will give {{clr|D|j.4D}}
|description=
 
*Sets a stien in the indicated position
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j.6D}}, {{clr|D|j.4D}}
*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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Air Ds</font> ======
===<big>Charged Air Summon Stein</big>===
{{MoveData
{{InputBadge|{{clr|D|j.[D]}} or {{clr|D|j.2[D]}} or {{clr|D|j.6[D]}} or {{clr|D|j.4[D]}}}}
|name=Air Ds
{{BBCF Move Card
|image=BBCP_Mu_bit.png
|input=j.[D],j.[D] OD |versioned=input
|image2=BBCS_Mu_airD.png |caption2=Mostly found in corner combos and setups.
|description=
|data=
Same as air steins, but with all of the tradeoffs and differences mentioned in the charged ground stein section.
{{AttackData-BBCF
*Charged air steins can be whiff canceled on frame 41.
|version=Normal
|cancel= |damage=500 |starter=Normal |p1=70 |p2=92 |guard=All
|level=2 |attribute=P1* |startup=151 |active=12 |recovery=Total 43 |frameAdv= |invul=
|blockstun=18 |airHit=25+5 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/mu/
}}
{{AttackData-BBCF
|version=OD |header=no
|cancel= |damage=850 |starter=Normal |p1=70 |p2=92 |guard=All
|level=4 |attribute=P2* |startup=84 |active=40 |recovery=Total 43 |frameAdv= |invul=
|blockstun=13 |airHit=25+12 |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/mu/
|description=
*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.
}}
}}


====== <font style="visibility:hidden" size="0">Charged Air Ds</font> ======
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j.6D}}, {{clr|D|j.4D}}
{{MoveData
|name=Charged Air Ds
|image=BBCP_Mu_bitCharged.png
|image2=BBCS_Mu_airD.png |caption2=Mostly found in corner combos and setups.
|data=
{{AttackData-BBCF
|damage=850 |guard=all |attribute=P2*
|startup=184 |active= |recovery=Total 59 |frameAdv=
|description=
*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.
}}
}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
 
{{MoveData
===<big>Ground Throw</big>===
|name=Forward Throw
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}
|image=BBCS_Mu_throw.png |caption=2c-b kara throw.
{{BBCF Move Card
|data=
|input=B+C
{{AttackData-BBCF
|description=
|damage=0, 1400 |guard=Throw(70) |attribute=T
Midscreen, Mu's throw is a relevant mixup tool that leads to average damage, strong corner carry and setplay using microdash {{clr|A|6A}} or {{clr|C|2C}} routes. In the corner, this throw leads to absurd damage as you can immediately cancel into SOD2 and follow up with her high damage {{clr|C|2C}} > {{clr|D|5D}} > {{clr|C|2C}} > {{clr|D|5D}} corner juggle for nearly 3.8k damage with no loss of setplay.
|startup=7 |active=3 |recovery=26 |frameAdv=
 
|description=
The animation and launch angle is 100% identical on back throw, just in the opposite direction; the only notable difference is that {{clr|B|4B}}+{{clr|C|C}} > SOD2 can whiff if you're too close to the corner. This can be avoided by slightly delaying the SOD2.
*List what the move is used for
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Special and Drive cancellable
Follow the [[Help:Writing_Character_Pages]] guidelines
*Counter hit recovery
*Kara throw: {{clr|C|2C}}~{{clr|B|B}}
}}
}}
===<big>Air Throw</big>===
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=j.B+C
|description=
Airthrows are great aggressive anti airs for every character, and Mu is no exception.
Sideswaps, but is otherwise mostly the same as her grounded back throw. The same midscreen followups work.
Corner combos are significantly different, mostly because this throws them out of the corner. If you throw them out of the corner, microdash {{clr|C|5C}} > {{clr|C|2C}} > {{MMC|input=63214B|label=[[#Sword of Infinity|tachi]]}} will side swap and allow you to retain corner. If you throw them into the corner, the corner combo starts with {{clr|C|6C}} > SOD2 rather than simply SOD2, for almost the same damage as grounded throw.
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]
*Switches sides
*Counter hit recovery
}}
}}
====== <font style="visibility:hidden" size="0">Back Throw</font> ======
 
{{MoveData
===<big>Counter Assault</big>===
|name=Back Throw
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
|image=BBCS_Mu_throw.png |caption=Same as forward throw in every way.
{{BBCF Move Card
|data=
|input=6A+B
{{AttackData-BBCF
|description=
|damage=0, 1400 |guard=Throw(70) |attribute=T
Mu's [[BBCF/Mechanics#Counter_Assault|Counter Assault]] is unreliable due to being both short ranged and vulnerable to low profiles. Don't disregard it entirely, but be careful where you use it.
|startup=7 |active=3 |recovery=26 |frameAdv=
|description=
*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
}}
}}
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
{{MoveData
|name=Air Throw
|image=BBCS_Mu_AThrow.png |caption=Best poke in the game.
|data=
{{AttackData-BBCF
|damage=0, 1400 |guard=Throw(120) |attribute=T
|startup=7 |active=3 |recovery=18+3L |frameAdv=
|description=
*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
}}
}}
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
{{MoveData
|name=Counter Assault
|image=BBCS_Mu_5B.png |caption=Range is sad.
|data=
{{AttackData-BBCF
|damage=0 |guard=all |attribute=B
|startup=13 |active=3 |recovery=32 |frameAdv=-16
|description=
*Costs 50% Heat
*Costs 50% Heat
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
*1-20 All Invul
*Counter hit recovery
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.
}}
}}
===<big>Crush Trigger</big>===
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
{{BBCF Move Card
|input=5A+B,5[A+B] |versioned=input
|description=
Thanks to steins giving her the ability to confirm it, Mu is able to get better overall reward off of her uncharged crush trigger than most of the cast and doesn't need the corner to do so. Also, the attack itself works similarly to a projectile in that Mu's hurtbox doesn't extend much. Mu gets about 3.7k to 4k off uncharged CT in the corner with a stein to confirm it.
Doesn't really see much use in combos. Uncharged can combo off {{clr|C|3C}}, but if you're close enough to use {{clr|C|3C}} > CT you were probably close enough to do {{clr|B|2B}} > {{clr|A|6A}}/{{clr|C|5C}} > {{clr|B|6B}} instead. Charged CT doesn't see much use either, as overdrive double super is a much more rewarding use of meter.
*Launches the opponent on air hit.
}}
}}


====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
===<big>Backdash</big>===
{{MoveData
{{InputBadge|44}}
|name=Crush Trigger
{{BBCF Move Card
|image=BBCP_Mu_CT.png |caption=Undine
|input=44
|data=
|description=
{{AttackData-BBCF
Character defining backdash. Tied highest distance moved combined with low backdash recovery makes this extremely difficult for most characters to deal with. Can generally escape okizeme or pressure midscreen free unless your opponent meaties you using a move with a lot of range and active frames, such as {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=5B|label=Ragna's 5B}}.
|damage=1000 |guard=Barrier |attribute=BP
|startup=30~61 |active=1 |recovery=29 |frameAdv=±0
|description=
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
}}
}}
}}
<br clear=all/>


==Specials==
==Specials==
====== <font style="visibility:hidden" size="0">Ama no Habaya - Arrows of Heaven </font> ======
===<big>Totsuka Blade</big>===
{{MoveData
{{InputBadge|{{clr|D|236D}} (Air OK)}}
|name=Ama no Habaya - Arrows of Heaven
{{BBCF Move Card
|input=(j.)236A
|input=236D,j.236D |versioned=input
|image=BBCS_Mu_ArrowsOfHeaven.png |caption=You can never use this enough.
|description=
|data=
{{clr|D|236D}} is a powerful setplay tool with niche use in neutral. Mu fires a laser at the stein marked 1, which then bounces to stein #2, and eventually the opponent when all steins have been passed through. This can result in an absurd amount of blockstun - With the opponent between two steins, Mu can trivially reset pressure or use her standing overhead. With four steins, Mu has enough time to jump and force a {{Keyword|50/50}} via delayed airdash {{clr|B|j.B}} > {{clr|C|j.2C}} vs empty jump {{clr|B|2B}}. Mu can set up four steins on top of the opponent with her [[/Combos#Corner Routes|Corner Middle C route.]]
{{AttackData-BBCF
|version=Ground
|damage=400*5 |guard=all |attribute=P1*
|startup=17 |active= |recovery=64T |frameAdv= |blockstun=16
}}
{{AttackData-BBCF
|header=no
|version=Air
|damage=400*5 |guard=all |attribute=P1*
|startup=30 |active= |recovery=66+3LT |frameAdv=
|description=
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.
}}
}}


====== <font style="visibility:hidden" size="0">Tsunugui - Origins </font> ======
In neutral, this move is significantly less oppressive, but can still be an effective way to punish respect from the opponent with the correct stein placements. {{clr|D|4D}} > {{clr|D|2D}} > {{clr|D|236D}} is plus enough to start pressure, and can be difficult to contest due to {{clr|D|236D}} remaining if Mu is hit. Despite remaining on hit, Mu players should be careful using this, as the recovery is extremely high and the tracking can sometimes leave something to be desired - It is possible for the opponent to avoid the last laser, or punish with an option that is invulnerable during the animation, such as throws or some supers.
{{MoveData
|name=Tsunugui - Origins
|input=623C or j.623C
|image=BBCS_Mu_Origins.png |caption=The 21-frame full body guard point makes this a very good DP to get Mu's opponents off of her.
|data=
{{AttackData-BBCF
|version=Ground
|damage=800 |guard=all |attribute=B
|startup=14 |active=8 |recovery=37 |frameAdv=-26
|description=
*1-21 GP(A)
}}
{{AttackData-BBCF
|header=no
|version=Air
|damage=800 |guard=all |attribute=H
|startup=14 |active=5 |recovery=till L+15 |frameAdv=
|description=
*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)
This move has no utility in combos. Each bounce scales individually, so outside of the occasional combo starter when someone disrespects Mu's setplay, this is not something that sees use. {{clr|D|214D}} is also significantly more effective in combos, and both consume your steins.


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.
*If more steins are placed while active it will bounce off of them as well. The cutoff point for this is roughly just before it reaches the last stein.
}}
*The laser is considered a new projectile every time it bounces, meaning it can hit once for every bounce.
*Each stein disappears shortly after reflecting the laser.
*Stays active even if Mu is hit or has to block.
*Prevents newly placed steins from firing their own shot.
*If no steins are set, this move animates as normal but nothing is fired.
*Counter hit recovery
}}
}}


====== <font style="visibility:hidden" size="0">Furu no Tsurugi - Sword of Decimation </font> ======
===<big>Tokotachi Blade</big>===
{{MoveData
{{InputBadge|{{clr|D|214D}} (Air OK)}}
|name=Furu no Tsurugi - Sword of Decimation
{{BBCF Move Card
|input=63214C
|input=214D,j.214D |versioned=input
|image=BBCS_Mu_SOD.png |caption=Can't read my poker face.
|description=
|data=
Launches all currently placed steins in the direction they're currently facing (not necessarily towards the opponent). After hitting the opponent or flying offscreen, they vanish. In {{Keyword|OD|term=Overdrive|gameSpecifier=bbcf}}, the steins will explode on impact, resulting in more hitstun, blockstun and damage.
{{AttackData-BBCF
|version=Uncharged
|damage=1000 |guard=Mid |attribute=B
|startup=17 |active=7 |recovery=22 |frameAdv=-10
}}
{{AttackData-BBCF
|header=no
|version=Max Charge
|damage=1500 |guard=Mid |attribute=B
|startup=40 |active=7 |recovery=22 |frameAdv=-8
|description=
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.
}}
}}


====== <font style="visibility:hidden" size="0">Ame no Totsuka - Totsuka Blade </font> ======
Very powerful in neutral. {{clr|D|214D}} is extremely plus on hit or block, and can lead to full combos or pressure from fullscreen with multiple staggered stein placements. When used in the air, {{clr|D|j.214D}} can be tricky to punish, as steins can hit the opponent and give you advantage while you retain air actions after the move ends.
{{MoveData
|name=Ame no Totsuka - Totsuka Blade
|input=236D
|image=BBCS_Mu_TotsukaBlade.png |caption=Ride the laser.
|data=
{{AttackData-BBCF
|version=Ground
|damage=570 / 570*N |guard=all |attribute=P1*
|startup=24 |active= |recovery=72T |frameAdv=
}}
{{AttackData-BBCF
|header=no
|version=Air
|damage=570 / 570*N |guard=all |attribute=P1*
|startup=24 |active= |recovery=till L+5 |frameAdv=
|description=
*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.
Also sees use in combos. Generally, combos will stabilize into {{clr|D|214D}} then perform a string of steins, normals and specials for setplay.


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.
*Does nothing if used without steins present.
*Disappears if Mu gets hit, but stays on block.
*Counter hit recovery.
*Steins used by this move won't fire lasers if they haven't already and cannot be targeted by {{MMC|input=236D|label=[[#Totsuka Blade|Totsuka Blade]]}} or {{MMC|input=632146D|label=[[#Blessed Mirror|Blessed Mirror]]}}.
*Remains active if it hits a {{tt|doll|Relius Clover and Carl Clover's puppets}}.
}}
}}
===<big>Arrows of Heaven</big>===
{{InputBadge|{{clr|A|236A}} (Air OK)}}
{{BBCF Move Card
|input=236A,j.236A |versioned=input
|description=
{{clr|A|236A}} is a situational neutral tool to bait your opponent into jumping, or to occupy space to buy time for steins to fire. Awful in pressure due to long recovery, low blockstun and low hitstun, and absolutely no use in combos as it is very hard continue your combo if used and doesn't reward the effort anyway. Has some use in setplay as a meaty, but this is mostly a knowledge check as the opponent can let it blue beat or roll into it, then air tech out.
{{clr|A|j.236A}} is largely the same, but arcs downwards and also stalls air momentum. It can be a bit more useful in neutral when done low to the ground, as it can occupy an awkward height where they can't run under but it can also hit jumps. Floating high in the air to waste time for your charged steins to fire is also a good use of {{clr|A|j.236A}}.
*Counter hit recovery
*Projectile is active for 10f before it starts to move
*Projectile then travels in a straight line for 22f before it starts to accelerate vertically
}}
}}


====== <font style="visibility:hidden" size="0">Kuninotokotachi</font> ======
===<big>Origins</big>===
{{MoveData
{{InputBadge|{{clr|C|623C}} (Air OK)}}
|name=Kuninotokotachi - Tokotachi Blade
{{BBCF Move Card
|input=214D
|input=623C,j.623C |versioned=input
|image=BBCF_Mu_Kuninotokotachi.png |caption=Kaihou! 2.0
|description=
|data=
{{clr|C|623C}} is Mu's primary reversal move. It has short horizontal and vertical range, but is still amazing to get opponents off Mu during pressure. The hitbox also surrounds Mu, so it can't be crossed up, and has an above average amount of invulnerability and active frames.
{{AttackData-BBCF
 
|version=Ground |damage=800 |guard=all |attribute=P1*
Has use in combos as one of Mu's highest damage routes by using steins to combo after {{clr|C|j.623C}}. The only downside is that {{clr|C|j.623C}} corner routes are distance dependent, and require Mu to be relatively close to the opponent for the combo to work. Leads to absurd reward if performed, however - 4.2k damage off {{clr|B|2B}} or nearly 5.0k off {{clr|C|5C}}.
|startup=30 |active= |recovery=Total 39 |frameAdv=
 
}}
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, but this is very risky and requires meter or a setup to combo afterwards.
  {{AttackData-BBCF
*Counter hit recovery, like most invulnerable moves
|header=no
*Ground version wall bounces in the corner
|version=Ground OD |damage=800, 700 |guard=all  |attribute=P1*
*Air version wallsticks in the corner
|startup=30 |active= |recovery=Total 39 |frameAdv=
}} {{AttackData-BBCF
|header=no
|version=Air |damage=800 |guard=all |attribute=P1*
|startup=30 |active= |recovery=Total 39+5L |frameAdv=
}} {{AttackData-BBCF
|header=no
|version=Air - Overdrive
|damage=800, 700 |guard=all |attribute=P1*
|startup=30 |active= |recovery=Total 39+5L |frameAdv=
|description=
*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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Ikutachi - Sword of Infinity </font> ======
===<big>Sword of Infinity </big>===
{{MoveData
{{InputBadge|{{clr|B|63214B}}}}
|name=Ikutachi - Sword of Infinity
{{BBCF Move Card
|input=63214B
|input=63214B
|image=BBCP_Mu_Ikutachi.png |caption=
|description=
|data=
Frequently referred to as 'Tachi' rather than {{clr|B|63214B}}.
{{AttackData-BBCF
 
|version=Ground
Advancing crossup attack that launches on hit. Mostly used in combos and for whiffing after a midscreen {{clr|C|6C}} for extra corner carry. The distance travelled in combination with the short recovery also make this a surprisingly good mobility tool to evade the opponent or escape the corner.
|damage=1100 |guard=all |attribute=H
 
|startup=31 |active=3 |recovery=Until L |frameAdv=
Can also be used in a setup midscreen to make it effectively unreactable. You set a stein that fires as you cross them up with Tachi, then Tachi hits them and leads to a combo. In corner setplay it can be used to vacuum the opponent out of the corner.
|description=
*Launches extremely high on counter hit.
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.
*Goes extremely far when microdashed.
*Recovery is slightly deceptive. Has 5f regular landing recovery which can be canceled with buttons, run or block.
**If this recovery is canceled out of Mu is +2, otherwise she's -3. You can also cancel with run then perform an action that you wouldn't be able to cancel into such as backdash or jump.
}}
}}
===<big>Sword of Decimation </big>===
{{InputBadge|{{clr|C|63214C}}}}
{{BBCF Move Card
|input=63214C
|description=
Uncharged (SOD): In pressure SOD primarily serves as last ditch frame trap, as it starts up 1f faster than {{clr|C|6C}}, which enables it to blow up [[BBCF/Mechanics#Overdrive_Option_Select|OD OS]] in pressure due to being a 1f frame trap off {{clr|C|5C}} and {{clr|C|3C}}. Despite having punishable frame advantage the pushback can generally make it safe if done at the end of a string.
In combos it ground slides making it great for extending combos near/in the corner. SOD is also a standard ender in many combos due to the hard knockdown and ability to cancel into steins - SOD{{tt|w|Whiff}} enders can catch non neutral tech options while the steins make you plus, resulting in very oppressive knockdown situations.
It also can sometimes serve as a neutral poke, despite the slow speed. It has a very high vertical hitbox, long actives and leads to full combos on counter hit, while having the same recovery as her other main grounded neutral poke, {{clr|C|5C}}.
----
Charged (SOD2): Purely a combo tool. SOD2 does extreme damage combined with less {{keyword|proration}} than SOD, resulting in hilarious damage when done early. It should go without saying using it for much else is a bad idea as its both extremely slow and still minus on block. It can see some use as a way to keep opponents honest if they overdrive during the startup, as you can hold to retract your hurtbox or release partially charged to meaty the end of the OD animation.
It should also be noted that SOD2 is automatic upon reaching the required number of frames. You do not need to manually release for faster startup as you do charged crush trigger and trying to do so only makes a slower accidental uncharged SOD a possibility, so just keep holding {{clr|C|C}} until after she swings.
----
* Can cancel the recovery into a stein on hit only.
* Fatal Counter
** Wall bounces on counter hit.
* Frequently referred to as 'SOD' for the uncharged version and 'SOD2' for the charged version.
*-19~-42 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}}
}}
}}
<br clear=all/>


==Distortion Drives==
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Omohikane - Wisdom of the Divines</font> ======
===<big>Wisdom of the Divines</big>===
{{MoveData
{{InputBadge|{{clr|C|632146C}}}}
|name=Omohikane - Wisdom of the Divines
{{BBCF Move Card
|input=632146C
|input=632146C
|image=BBCS_Mu_WisdomOfTheDivines.png
|description=
|image2=BBCS_Mu_WisdomOfTheDivines2.png |caption="Hello? Did you order the enormous hitbox?"
Situational reversal with more horizontal range than {{clr|C|623C}}. Combo ender when going for the kill. Has below average minimum damage normally, but absurd minimum damage with OD. Second super in Mu's double super combos, which can be done trivially at the end of any corner BnB to add up to 1456 minimum damage, or 2468 in OD.
|data=
{{AttackData-BBCF
|version=Normal
|damage=800,400*8 |guard=all |attribute=B
|startup=5+5 |active=8 |recovery=43 |frameAdv=-32
|description=
}}
{{AttackData-BBCF
|header=no
|version=Overdrive
|damage=800,250*24 |guard=all |attribute=B
|startup=5+5 |active=8 |recovery=43 |frameAdv=-32
|description=
*Costs 50% Heat
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
*1-17 All Invul
*20% minimum damage (Normal: 880 Overdrive: 1480)
*20% minimum damage (Normal: 800 Overdrive: 1360)
*Hitbox starts off very close to Mu and grows every two active frames until it reaches full size.
*Only possible to rapid cancel on block
*Usually called 'Omo' rather than {{clr|C|632146C}}.
 
*Counter hit recovery, like most invulnerable moves
Situational reversal. Combo ender when going for the kill.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Yata no Kagami - Blessed Mirror </font> ======
===<big>Blessed Mirror</big>===
{{MoveData
{{InputBadge|{{clr|D|632146D}} (Air OK)}}
|name=Yata no Kagami - Blessed Mirror
{{BBCF Move Card
|input=632146D
|input=632146D,j.632146D,632146D Extra Laser |versioned=input
|image=BBCS_Mu_BlessedMirror.png |caption=Make it rain!
|description=
|data=
An amazing super for neutral due to throwing out a large number of tracking projectiles that stay on hit or block, and can frequently leave Mu plus enough to start pressure. Also useful for combos as a way to add more damage in Mu's double super routes. Zero invulnerability however, so don't try to use this as a reversal.
{{AttackData-BBCF
*Fires one laser at each available stein and one laser directly at the opponent. Each laser aimed at a stein will then be bounced from that stein towards your opponent, leading to a maximum of 9 hits overall.
|version=Ground
*There is a short delay between each laser fired, with the first one being fired at Stein #1, then each other stein in order, then finally the opponent. The final shot at the opponent always occurs at the same point in the move, no matter how many steins were used.
|damage=640 |guard=all |attribute=P2*
*In overdrive, an extra laser is fired directly at the opponent at the same time the move would normally fire one at a stein. This can add up to 4 more hits overall.
|startup=5+33 |active= |recovery=142T |frameAdv=
*Projectiles stay on hit or block.
|description=
}}
{{AttackData-BBCF
|header=no
|version=Reflected lasers
|damage=640 |guard=all |attribute=P2*
|startup=5+9 |active= |recovery= |frameAdv=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Air
|damage=640 |guard=all |attribute=P2*
|startup=5+38 |active= |recovery=till L+5 |frameAdv=  
|description=
}}
{{AttackData-BBCF
|header=no
|version=Air - Reflected Lasers
|damage=640 |guard=all |attribute=P2*
|startup=5+14 |active= |recovery= |frameAdv=
|description=
*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
*180F Heat Gauge Cooldown
*Each laser has 10% minimum damage (64)
*Each laser has 10% minimum damage (64, 76 in OD)
 
*Does 576/988 minimum damage with every possible hit.
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.
*Usually called 'Yata' or 'YnK' rather than {{clr|D|632146D}}.
}}
*Counter hit recovery
*All steins disappear after being used.
}}
}}
<br clear=all/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
===<big>Pillar of Light</big>===
|image=BBCF_Mu_ExceedAccel.png
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
|input=ABCD during Overdrive |caption=How to kill an angel
{{BBCF Move Card
|name=Tsuchiikadzuchi - Pillar of Light
|input=A+B+C+D
|data=
{{AttackData-BBCF
|version=Normal
|damage= 600, 2430 |guard=All |attribute=B
|startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10
|description=
}}
{{AttackData-BBCF
|header=no
|version=Active Flow
|damage= 600, 525*10 |guard=All |attribute=B
|startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10
|description=
|description=
*Does not cost Heat, but immediately ends Overdrive if used.
Universal reversal with significantly more horizontal range than {{clr|C|623C}}. Leaves most characters close enough to get hit by {{clr|B|2B}} should they attempt to delay tech or forward roll.
*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.
Not really useful for damage as Mu has much better tools for that and using this ends her very useful OD immediately, but as EAs have minimum damage it has a niche use when going for kills in the absence of meter.
}}
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
*303/636 Minimum damage.
}}
}}
<br clear=all/>


==Astral Heat==
==Astral Heat==
{{MoveData
 
|name=Kamigoroshi no Tsurugi - Sword of the Godslayer  
===<big>Sword of the Godslayer </big>===
{{InputBadge|{{clr|D|222D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
{{BBCF Move Card
|input=222D
|input=222D
|image=BBCS_Mu_SwordOfTheGodslayer.png |caption=It does have high production value.
|description=
|image2=BBP_Mu_SwordOfTheGodslayer2.png
A very practical astral that's also blessed with an easy input. Any hit with or into {{clr|A|6A}}, {{clr|B|6B}} or a {{clr|C|C}} normal will work and many standard Mu routes have parts you can swap out for this.
|data=
{{AttackData-BBCF
|damage=37000 (DESTROY) |guard=all
|attribute=F |startup=8+9 |active=4 |recovery=51 |frameAdv=-36
|description=
*Costs 100% Heat
*Costs 100% Heat
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
*8-25 All Invul
'''Combos Directly From...'''
*Can be comboed into after C normals
*{{clr|A|6A}}
*{{clr|B|6B}} (either hit)
*All ground {{clr|C|C}} normals ({{clr|C|6C}} with corner or counter hit only)
*Ground throws
*Tachi
*SOD2 in the corner
*...And a lot more!
}}
 
==Colors==
{{BBCFColors|Size=120|Character=Mu}}


}}
==Navigation==
}}
<center>{{Character Label|BBCF|Mu-12|size=42px|label=μ-No.12-}}</center>
<br clear=all/>
{{BBCF/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}


==External References==
{{BBCF/Navigation}}
*Japanese Name: ミュー·トゥエルブ
*[http://www26.atwiki.jp/myuu12/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368344404/l50 Japanese BBS]
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=mu&pref=0 Arcade Profile Dan Rankings]
<br clear=all/>
----
{{CharLinks-BBCF|Mu}}
{{Navbar-BBCF}}
[[Category:BlazBlue: Central Fiction]]
[[Category:Mu-12]]

Latest revision as of 01:13, 28 March 2024

Overview

Overview

Mu-12 (stylized as μ-No.12-) is a well-rounded character with fast movement, high damage, powerful vortex and low risk zoning.

Mu-12 has dominant neutral, able to out zone most characters with 2B, 5C, j.C, j.2C and her fast movement. In addition to this, her Steins (xD) are a low risk way to create threats for the opponent, either by waiting for the stein to fire or by using her powerful stein specials.

Mu-12 also has an extremely oppressive knockdown situation. Steins can be used to meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. the opponent while punishing all rolls and avoiding reversals, extend pressure, or enforce mixup. Combined with her high damage, Mu can three touch the vast majority of the cast. Her mixup is also fairly strong, as she has multiple ways to set up 50/50 A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly. situations, such as blockstrings into delayed airdash j.B vs empty low 2B, or 6B1 Rapid Cancel 2B.

While Mu has areas she does not excel at, such as her pressure and defensive tools, she's not bad at them. 2B is a +0 on block normal with extremely low recovery, allowing her to apply a basic stagger pressure gameplan. While her defensive options have flaws such as low range, she still has access to 623C, which is a meterless True Reversal A reversal attack of which the user is invulnerable throughout all startup frames, including the first active frame or more..
BBCF Mu-12 Nameplate.png


BBCF Mu Portrait.png
Health
10,000
Prejump
4F
Backdash
22F (1~5F Inv All)
Fastest Attack
5A (6F, whiffs crouchers)
2A (7F)
Reversals
623C (14F)
632146C (10F)
Fatal Starters
6B
6C
63214C
Drive: Steins Gunner

Steins Gunner projects a small turret to the targeted location. Steins have a long charge up before they fire, and will not fire or remain active if Mu is hit or blocks an attack. Steins are created aiming at the opponent, and very slightly track before firing.

Steins can also be charged by holding down the Drive button. Charged Steins take longer to fire, but have much more powerful beams and track the opponent significantly more effectively before firing.

Up to four Steins can be on the stage at a time; if Mu tries to set a fifth Stein, it will replace the oldest one, regardless of if the stein has fired yet. Steins are also used for two of Mu's special attacks and one of her supers; Totsuka Blade, Tokotachi Blade, and Blessed Mirror.

All Stein summons are cancellable into Specials, Drives, Jumps, C Normals, and 6B on whiff. Stein whiff cancels are required for all but the most basic of Mu combos, and also allow Steins to be used as a low risk neutral option. A maximum of two steins can be performed per string.

Each stein is numbered by the order they were placed in, starting at one for new steins and ending at four. This is used to indicate the order for Totsuka Blade.
Overdrive: Steins Geiser
New Steins always fire charged lasers. Steins fire extremely quickly. Steins will fire even if Mu is hit or blocks, so long as she is not in hitstun or blockstun when they attempt to fire. Steins Geiser does not change Steins that have already been set. Additionally, all of Mu's Drive related attacks become much stronger. See each move's section for details.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 6 7 -1 +8 B

5A is useful for anti airing due to the above average hitbox and active frames. It also whiffs on most crouching characters, which can be used to bait out throw OS.

  • Jump Cancellable
  • Whiffs all Crouchers, except for Hakumen and Tager.
    • Whiffs on Kagura and Relius too unless they're in blockstun or are using barrier.
  • Can be used 3 times per string.
  • +8 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 8 3 20 -9 -4 B

5B is almost exclusively a pressure tool. It has an awful hitbox and awful recovery, recovering only 2 frames faster than 5C. The only reason this move isn't completely outclassed by 6A as a pressure tool is because 5B is -4 on GCOD, while 6A is -7. Otherwise, 6A has better range against crouchers, doesn't consume a B chain so you can do 2B 6A 2B, and retains basically all other properties worth considering.

It also sees infrequent use in combos as a more damaging normal than 2B in situations where you don't have time to use 6A or 5C.

  • Jump Cancellable
  • -4 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
  • 5B and 2B are tied together - they can be used a combined total of 2 times per string.

Gatling options: 6A, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
860 Mid 12 3 22 -8 -10 B

5C is an amazing neutral tool, with high horizontal and vertical range for its speed. It also has very high reward near the corner by using 5C 6C Tachiw wallsplat into a full combo plus setplay.

This button also shines in making Mu's throw extremely irritating to deal with, as even if they tech the throw, 5C is in range to hit the opponent afterwards anyway. Clipping a skittish opponent jumping after a throw tech can lead to very high damage.

  • -10 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. Be careful using this in pressure if they have it available.
  • 5C and 2C are tied together - they can be used a combined total of 2 times per string.

Gatling options: 6B, 2C, 6C, 3C, 5D, 2D, 6D, 4D

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 4 10 -2 +6 F

A typical crouching jab. Good for GCOD safe stagger pressure, jab throw TRM attempts, and mashing out of pressure.

  • Throw Cancellable
  • Can be used 3 times per string.
  • +6 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 3C, 5D, 2D, 6D, 4D

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
560 Low 8 4 10 0 +5 F

Mu's best normal. 2B is a strong neutral tool with good range and low recovery. It's good for pressure because it's +0 on block, and good for mixup because it's an 8f low. You can even use it to cross under neutral tech! With Mu's ability to convert any hit near the corner into good damage, this normal is also her most consistent source of damage. 2B excels at everything and it should be applied liberally.

  • +5 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. Most characters do not have plus on GCOD lows. Cherish it.
  • 5B and 2B are tied together - they can be used a combined total of 2 times per string.

Gatling options: 6A, 5B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
880 Mid 14 3 27 -11 -17 B 11~16 H

One of Mu's anti-airs. While the hitbox is very big with more vertical range than any of her other options and the ability to hit behind her, the invulnerability to air moves is fairly slow and the high recovery makes it easier to bait. Furthermore, her hurtbox extends vertically before the head invulnerability kicks in making it easier to get hit out of the startup. Best used as a hard read anti-air as the reward if correct is great.

As a punish, 2C is unparalleled. It's more consistent than 6C due to faster startup and lack of a dead zone, and like 6C allows Mu to combo directly into charged Sword of DecimationBBCS Mu SOD.pngGuardMidStartup17~39 [40]Recovery22Advantage-10 [-8] (usually referred to as SOD or SOD2 when charged) on counter hit for extremely high damage.

In pressure, 2C is a 1f frame trap off 2B, working as a high reward OD OS killer.

  • Jump Cancellable
  • -17 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
  • 5C and 2C are tied together - they can be used a combined total of 2 times per string.

Gatling options: 6B, 5C, 6C, 3C, 5D, 2D, 6D, 4D

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 Mid 11 6 17 -6 -7 B 5~16 H

Another of Mu's anti-airs, and probably the one you'll be using most frequently. Floats on counter hit. Faster than 2C, and good horizontal range, but not very good vertically. It also recovers significantly faster than 2C so it's less susceptible to double jump baits.

6A also has use in blockstrings because it has many cancel options, while being relatively safe on GCOD at -7. A blockstring you'll probably see a lot is 2B > 6A > 2B. It integrates two lows, is +0 on block, sets up spaced 6B if they barrier and retains a decent number of cancel options to frame trap the opponent with.

  • Jump Cancellable
  • -7 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. At best, your opponent is going to get a jab punish.
  • Can be used 2 times per string. Mu must be careful to not be too far for the second 6A to hit the opponent.

Gatling options: 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600×2 Mid, High 16 2(4)4 26 -13 -25 B

A very strong combo tool and Mu's primary overhead. 6B has very long range and huge reward. It has faster than average startup compared to other characters' overheads, but the catch is that only the second hit is an overhead. Thus you'll need to space it out so that only the second hit will land, or spend meter to rapid cancel the first hit and hit them low with 2B. Steins can be used to cover the startup and prevent them from disrespecting you.

The second hit of 6B is a ground bounce, which is her primary launcher midscreen when you're close enough to combo into it.

Mu retracts her feet from the floor during the forward roll of the animation, letting her dodge sweeping attacks, aka classic "low crush" or "high profile", but is not the same as having actual foot invulnerability and can still lose to foot property attacks. Similarly, she is never considered airborne during any part of the attack, so she can still be thrown out of it.

  • Fatal Counter
  • Frame 22 if first hit whiffs
  • First hit is a hard knockdown on air hit, something many confirms take advantage of but rarely helpful outside of that.
  • -25 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. Absurdly unsafe if the opponent GCOD's first frame, but if they GCOD after blocking the first hit you can cancel with 5D and jump to avoid a punish.

Gatling options: 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 18 6 42 -27 -39 BP

6C is primarily a combo tool, but sees use in neutral in specific matchups as way to heavily punish reckless projectile usage, due to being entirely disjoint and having long range.

This move is used in nearly every corner combo, and some midscreen ones for corner carry. It will nearly always combo from 5C regardless of context. Some characters will need 6C to be spaced slightly less due to smaller hurtboxes interacting with its dead zone (Particularly wallsplat hurtboxes in corners).

6C can be used in blockstrings as a frame trap or simply to push your opponent farther away and give you more blockstun to drive cancel or special cancel into something. Can be gapless out of 2C instead of 5C. Be careful about using this, it's absurdly unsafe on whiff and is a great spot for the opponent to use GCOD or OD OS if canceled into from 5C too frequently.

  • Deadzone in front of Mu.
  • Can clash with projectiles, but loses actives when this happens.
  • Fatal Counter.
    • Wall bounces midscreen on counter hit.
  • -39 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.

Gatling options: 5D, 2D, 6D, 4D

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
820 Low 14 3 24 -10 -14 F

This move is combo or blockstring fodder. It's a jump cancellable low that's a 1f frame trap off your 2B and into uncharged SODBBCS Mu SOD.pngGuardMidStartup17~39 [40]Recovery22Advantage-10 [-8], so it's a vital tool for semi safely blowing up OD OS. However, it's GCOD unsafe. You can also use this to call out people fuzzy jumping out of your spaced 6B.

It doesn't lead to much midscreen without rapid or overdrive cancel, however in the corner you can extend with SOD for a full combo.

As a punish, it's actually pretty decent. Counter hit 3C lets you combo into SOD2 immediately, so it does fairly reasonably damage, but it's outclassed by 2C > SOD2 as a starter. Use that instead.

Doesn't have many uses in neutral, but is good for punishing moves that are vulnerable only to lows (Tager's Voltec ChargeBBCF Iron Tager 214D 1.pngGuardStartupRecovery39~113Advantage-, Tager's SledgeBBCF Iron Tager 236A.pngGuardAllStartup35~55Recovery20Advantage-7, Litchi's IttsuuBBCF Litchi 41236A.pngGuardMidStartup19~54Recovery40
(Total: 52~87 {54})
Advantage-2
), because on counterhit you get a full combo. However, dash 2B mostly outclasses it as a lower risk, lower reward option to do the same thing.

  • Jump Cancellable
  • Hard knockdown on ground Counter Hit.
  • -14 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
  • Can be used 3 times per string.

Gatling options: 5D, 2D, 6D, 4D

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 8 2 10 H

It's an air jab. You use it as a low risk rising anti air and for setting up airthrow TRM A state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.. In Mu's case, it's also useful as a reverse beat off j.B to make it more plus.

  • Jump Cancellable

Gatling options: j.A, j.B, j.C, j.2C, j.D, j.2D, j.6D, j.4D

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
580 High/Air 10 6 21 H

This is your primary jump-in option, as it doesn't have landing recovery, can reverse beat into j.A to be more plus, hits below you, and can hit crossup.

It's also used to hit people overhead in delayed airdash mixup due to being able to hit every character in the game crouching at the right height, while being significantly faster than j.2C. You can also whiff it rising to auto time the delayed airdash on almost all characters, with the exceptions of Celica, Kokonoe, Naoto and Jin.

  • Jump Cancellable

Gatling options: j.A, j.C, j.2C, j.D, j.2D, j.6D, j.4D

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
840 High/Air 12 6 18+4L H

j.C is an amazing, disjoint air to air and decent air to ground when spaced. It has extremely good reward on counter hit, but it doesn't hit below Mu very well, and has landing recovery so it's vulnerable to low profile attacks.

Instant air backdash j.C is a relatively safe option at round start or after using a drive, with the majority of the cast having no reliable means of punishing her for it.

Gatling options: j.B, j.2C, j.D, j.2D, j.6D, j.4D

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 High/Air 14 6 18+4L H

j.2C is best used as an air-to-air move as it hits high above Mu and leads to good damage on counter hit. It also sees use as a slower, but much larger jump-in than j.B.

Also commonly used after air stalling with a drive, as you cannot whiff cancel drives into j.B.

  • Hard knockdown on air Counter Hit

Gatling options: j.D, j.2D, j.6D, j.4D


Drive Moves

Ground Summon Stein

5D or 2D or 6D or 4D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D 500 All 144 12 Total: 40 +18 +12~+8 P1
5D OD 850 All 76 40 Total: 40 +30 +12~+8 P2

Mu sets a stein in one of four positions, which tracks the opponent and then fires a half-screen projectile. In setplay and combos, steins are extremely strong and allow Mu to reset pressure, force mixup situations or get much higher damage. In neutral, steins are a low risk way to take advantage of respect and also provide fuel for her very powerful stein specials, 214D, 236D and 632146D. In pressure, steins are a safe way to disengage via whiff canceling into jump.

Overdrive steins are a different beast entirely. They retain the whiff cancel windows of uncharged steins with the projectile properties of charged steins, fire twice as fast, and will fire even after block or hit as long as Mu isn't in hitstun or blockstun when the stein attempts to fire. These properties combined make overdrive steins a menace in neutral and can lock the opponent down from across the screen long enough for Mu to approach and mix them up. Raw overdrive in neutral lasts at least 4 seconds, and is strong enough to be worth considering.

  • Steins can be whiff canceled on the following frames for each input: 4D=14F, 5D=15f, 6D=16F, 2D=18F.
  • Can be whiff canceled into: Drives, C normals, 6B, specials, supers and jump.
  • Any version can cancel into any other (including charged versions), but not into the same version.
  • A maximum of two steins can be placed per chain.
  • A maximum of four steins can be placed at once, with any stein over that number replacing the oldest stein regardless of if it has fired yet or not.
  • Will not fire if Mu blocks or is hit.
    • Except in OD where they will still fire if Mu leaves hitstun or blockstun beforehand.
  • Holding the same direction when cancelling a stein into a second stein will always give you 5D
    • Inputting 3D will give you 2D
    • Inputting 1D will give you 4D

Gatling options: 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

Charged Ground Summon Stein

5[D] or 2/3[D] or 6[D] or 4/1[D]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5[D] 850 All 176 40 Total 54 +30 -1~-9 P2

Same as above, except for the following differences:

  • The stein takes longer to fire, but now shoots a higher damage, fullscreen laser.
  • Charged steins can be whiff canceled on the following frames for each input: 4[D]=27F, 5[D]=29f, 6[D]=31F, 2[D]=35F.
  • The longer startup also results in the stein adjusting its aim for a longer period.
  • This charged laser is what all steins placed in OD will fire without any of the penalties/differences mentioned above.
  • Uncharged stiens can be cancelled into charged ones and vice versa.

Charged steins are significantly less safe to just throw out due to a much later whiff cancel window, and mostly serve as setplay tools. However, an uncontested string of charged steins in neutral can make it very annoying for an opponent to approach you, as each charged stein can somewhat cover the placement of another.

They also have uses in specific matchups, such as versus Arakune or Izanami. Arakune has very poor mobility, and struggles to deal with a fortress of charged steins. Izanami can't block while using her drive, so a charged stein in neutral can force her to attempt to approach, throw out bits to force you to block at positions that don't lead to anything for her or use ribcage.

Gatling options: 6B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D, 4D

Air Summon Stein

j.D or j.2/3D or j.6D or j.4/8D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.D 500 All 151 12 Total: 43 +18 P1
j.D OD 850 All 84 40 Total: 43 +30 P2

Air steins are the slightly more situational alternative to ground steins. Like ground steins these can be canceled into all of the same things including jump so long as you had not spent your air action already. Particular uses for these that can't be done by ground steins include using its ability to stop air momentum to bait anti-airs and whiff punish with j.2C and in combos for both the momentum and to squeeze in an extra j.2C though canceling a j.2C into an air stein and back.

  • Air steins can be whiff canceled on frame 21.
  • Inputting j.3D will give j.2D
  • Inputting j.8D will give j.4D

Gatling options: j.C, j.2C, j.D, j.2D, j.6D, j.4D

Charged Air Summon Stein

j.[D] or j.2[D] or j.6[D] or j.4[D]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.[D] 850 All 184 40 Total: 59 +30 P2

Universal Mechanics

Ground Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw 7 3 23 -6 T

Midscreen, Mu's throw is a relevant mixup tool that leads to average damage, strong corner carry and setplay using microdash 6A or 2C routes. In the corner, this throw leads to absurd damage as you can immediately cancel into SOD2 and follow up with her high damage 2C > 5D > 2C > 5D corner juggle for nearly 3.8k damage with no loss of setplay.

The animation and launch angle is 100% identical on back throw, just in the opposite direction; the only notable difference is that 4B+C > SOD2 can whiff if you're too close to the corner. This can be avoided by slightly delaying the SOD2.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw 7 3 23+3L T

Airthrows are great aggressive anti airs for every character, and Mu is no exception.

Sideswaps, but is otherwise mostly the same as her grounded back throw. The same midscreen followups work.

Corner combos are significantly different, mostly because this throws them out of the corner. If you throw them out of the corner, microdash 5C > 2C > tachiBBCP Mu 63214B-1.pngGuardAllStartup31Recovery16 (7)Advantage+2 will side swap and allow you to retain corner. If you throw them into the corner, the corner combo starts with 6C > SOD2 rather than simply SOD2, for almost the same damage as grounded throw.

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 3 32 -16 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 -19 BP
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~-60 BP

Thanks to steins giving her the ability to confirm it, Mu is able to get better overall reward off of her uncharged crush trigger than most of the cast and doesn't need the corner to do so. Also, the attack itself works similarly to a projectile in that Mu's hurtbox doesn't extend much. Mu gets about 3.7k to 4k off uncharged CT in the corner with a stein to confirm it.

Doesn't really see much use in combos. Uncharged can combo off 3C, but if you're close enough to use 3C > CT you were probably close enough to do 2B > 6A/5C > 6B instead. Charged CT doesn't see much use either, as overdrive double super is a much more rewarding use of meter.

  • Launches the opponent on air hit.

Backdash

44

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
22 1~5F

Character defining backdash. Tied highest distance moved combined with low backdash recovery makes this extremely difficult for most characters to deal with. Can generally escape okizeme or pressure midscreen free unless your opponent meaties you using a move with a lot of range and active frames, such as Ragna's 5BBBCF Ragna the Bloodedge 5B.pngGuardMidStartup8Recovery16Advantage-7.

Specials

Totsuka Blade

236D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236D 750 [900] All 26 Total: 72 [Total 54] -46 P1
j.236D 750 [900] All 26 Total: 58+until L+5L [Total 40+until L+5L] P1

236D is a powerful setplay tool with niche use in neutral. Mu fires a laser at the stein marked 1, which then bounces to stein #2, and eventually the opponent when all steins have been passed through. This can result in an absurd amount of blockstun - With the opponent between two steins, Mu can trivially reset pressure or use her standing overhead. With four steins, Mu has enough time to jump and force a 50/50 A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly. via delayed airdash j.B > j.2C vs empty jump 2B. Mu can set up four steins on top of the opponent with her Corner Middle C route.

In neutral, this move is significantly less oppressive, but can still be an effective way to punish respect from the opponent with the correct stein placements. 4D > 2D > 236D is plus enough to start pressure, and can be difficult to contest due to 236D remaining if Mu is hit. Despite remaining on hit, Mu players should be careful using this, as the recovery is extremely high and the tracking can sometimes leave something to be desired - It is possible for the opponent to avoid the last laser, or punish with an option that is invulnerable during the animation, such as throws or some supers.

This move has no utility in combos. Each bounce scales individually, so outside of the occasional combo starter when someone disrespects Mu's setplay, this is not something that sees use. 214D is also significantly more effective in combos, and both consume your steins.

  • If more steins are placed while active it will bounce off of them as well. The cutoff point for this is roughly just before it reaches the last stein.
  • The laser is considered a new projectile every time it bounces, meaning it can hit once for every bounce.
  • Each stein disappears shortly after reflecting the laser.
  • Stays active even if Mu is hit or has to block.
  • Prevents newly placed steins from firing their own shot.
  • If no steins are set, this move animates as normal but nothing is fired.
  • Counter hit recovery

Tokotachi Blade

214D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214D 800 [800, 700] All 40 Until Hit [Until Hit(10)14] Total: 39 +22[+33] -13 P1
j.214D 800 [800, 700] All 40 Until Hit [Until Hit(10)14] Total: 39+5L +22[+33] P1

Launches all currently placed steins in the direction they're currently facing (not necessarily towards the opponent). After hitting the opponent or flying offscreen, they vanish. In OD A universal install that freeze the timer and makes combo unburstable. Each character gets unique perks during their overdrives., the steins will explode on impact, resulting in more hitstun, blockstun and damage.

Very powerful in neutral. 214D is extremely plus on hit or block, and can lead to full combos or pressure from fullscreen with multiple staggered stein placements. When used in the air, j.214D can be tricky to punish, as steins can hit the opponent and give you advantage while you retain air actions after the move ends.

Also sees use in combos. Generally, combos will stabilize into 214D then perform a string of steins, normals and specials for setplay.

  • Does nothing if used without steins present.
  • Disappears if Mu gets hit, but stays on block.
  • Counter hit recovery.
  • Steins used by this move won't fire lasers if they haven't already and cannot be targeted by Totsuka BladeBBCS Mu TotsukaBlade.pngGuardAllStartup26RecoveryTotal: 72 [Total 54]Advantage- or Blessed MirrorBBCS Mu BlessedMirror.pngGuardAllStartup5+(90 Flash)+33RecoveryTotal: 52Advantage-.
  • Remains active if it hits a dollRelius Clover and Carl Clover's puppets.

Arrows of Heaven

236A (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A 360×3 All 15 Until Hit(2)1(3)1 Total: 51 -13 -25 P1
j.236A 360×3 All 19 Until Hit(2)1(3)1 Total: 51+3L P1

236A is a situational neutral tool to bait your opponent into jumping, or to occupy space to buy time for steins to fire. Awful in pressure due to long recovery, low blockstun and low hitstun, and absolutely no use in combos as it is very hard continue your combo if used and doesn't reward the effort anyway. Has some use in setplay as a meaty, but this is mostly a knowledge check as the opponent can let it blue beat or roll into it, then air tech out.

j.236A is largely the same, but arcs downwards and also stalls air momentum. It can be a bit more useful in neutral when done low to the ground, as it can occupy an awkward height where they can't run under but it can also hit jumps. Floating high in the air to waste time for your charged steins to fire is also a good use of j.236A.

  • Counter hit recovery
  • Projectile is active for 10f before it starts to move
  • Projectile then travels in a straight line for 22f before it starts to accelerate vertically

Origins

623C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
623C 1200 All 14 8 37 -26 -32 B 1~7 All
8~21 Guard All
j.623C 1200 All 10 5 Until L+15 H 1~6 All
7~14 Guard All

623C is Mu's primary reversal move. It has short horizontal and vertical range, but is still amazing to get opponents off Mu during pressure. The hitbox also surrounds Mu, so it can't be crossed up, and has an above average amount of invulnerability and active frames.

Has use in combos as one of Mu's highest damage routes by using steins to combo after j.623C. The only downside is that j.623C corner routes are distance dependent, and require Mu to be relatively close to the opponent for the combo to work. Leads to absurd reward if performed, however - 4.2k damage off 2B or nearly 5.0k off 5C.

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, but this is very risky and requires meter or a setup to combo afterwards.

  • Counter hit recovery, like most invulnerable moves
  • Ground version wall bounces in the corner
  • Air version wallsticks in the corner

Sword of Infinity

63214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1100 All 31 3 16 (7) +2 -14 H

Frequently referred to as 'Tachi' rather than 63214B.

Advancing crossup attack that launches on hit. Mostly used in combos and for whiffing after a midscreen 6C for extra corner carry. The distance travelled in combination with the short recovery also make this a surprisingly good mobility tool to evade the opponent or escape the corner.

Can also be used in a setup midscreen to make it effectively unreactable. You set a stein that fires as you cross them up with Tachi, then Tachi hits them and leads to a combo. In corner setplay it can be used to vacuum the opponent out of the corner.

  • Launches extremely high on counter hit.
  • Goes extremely far when microdashed.
  • Recovery is slightly deceptive. Has 5f regular landing recovery which can be canceled with buttons, run or block.
    • If this recovery is canceled out of Mu is +2, otherwise she's -3. You can also cancel with run then perform an action that you wouldn't be able to cancel into such as backdash or jump.

Sword of Decimation

63214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 [1500] Mid 17~39 [40] 7 22 -10 [-8] -19~-42 B

Uncharged (SOD): In pressure SOD primarily serves as last ditch frame trap, as it starts up 1f faster than 6C, which enables it to blow up OD OS in pressure due to being a 1f frame trap off 5C and 3C. Despite having punishable frame advantage the pushback can generally make it safe if done at the end of a string.

In combos it ground slides making it great for extending combos near/in the corner. SOD is also a standard ender in many combos due to the hard knockdown and ability to cancel into steins - SODwWhiff enders can catch non neutral tech options while the steins make you plus, resulting in very oppressive knockdown situations.

It also can sometimes serve as a neutral poke, despite the slow speed. It has a very high vertical hitbox, long actives and leads to full combos on counter hit, while having the same recovery as her other main grounded neutral poke, 5C.


Charged (SOD2): Purely a combo tool. SOD2 does extreme damage combined with less proration A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount. than SOD, resulting in hilarious damage when done early. It should go without saying using it for much else is a bad idea as its both extremely slow and still minus on block. It can see some use as a way to keep opponents honest if they overdrive during the startup, as you can hold to retract your hurtbox or release partially charged to meaty the end of the OD animation.

It should also be noted that SOD2 is automatic upon reaching the required number of frames. You do not need to manually release for faster startup as you do charged crush trigger and trying to do so only makes a slower accidental uncharged SOD a possibility, so just keep holding C until after she swings.


  • Can cancel the recovery into a stein on hit only.
  • Fatal Counter
    • Wall bounces on counter hit.
  • Frequently referred to as 'SOD' for the uncharged version and 'SOD2' for the charged version.
  • -19~-42 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.

Distortion Drives

Wisdom of the Divines

632146C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1200, 400×8
[1400, 250×24]
All 5+(25 Flash)+5 8 42 -31 -33 B 1~17 All

Situational reversal with more horizontal range than 623C. Combo ender when going for the kill. Has below average minimum damage normally, but absurd minimum damage with OD. Second super in Mu's double super combos, which can be done trivially at the end of any corner BnB to add up to 1456 minimum damage, or 2468 in OD.

  • 180F Heat Gauge Cooldown
  • 20% minimum damage (Normal: 880 Overdrive: 1480)
  • Hitbox starts off very close to Mu and grows every two active frames until it reaches full size.
  • Usually called 'Omo' rather than 632146C.
  • Counter hit recovery, like most invulnerable moves

Blessed Mirror

632146D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146D 640 [760] All 5+(90 Flash)+33 Until Hit Total: 52 -26 P2
j.632146D 640 [760] All 5+(49 Flash)+42 Until Hit Total: Until L+5 P2
632146D Extra Laser 640 [760] All Until Hit P2

An amazing super for neutral due to throwing out a large number of tracking projectiles that stay on hit or block, and can frequently leave Mu plus enough to start pressure. Also useful for combos as a way to add more damage in Mu's double super routes. Zero invulnerability however, so don't try to use this as a reversal.

  • Fires one laser at each available stein and one laser directly at the opponent. Each laser aimed at a stein will then be bounced from that stein towards your opponent, leading to a maximum of 9 hits overall.
  • There is a short delay between each laser fired, with the first one being fired at Stein #1, then each other stein in order, then finally the opponent. The final shot at the opponent always occurs at the same point in the move, no matter how many steins were used.
  • In overdrive, an extra laser is fired directly at the opponent at the same time the move would normally fire one at a stein. This can add up to 4 more hits overall.
  • Projectiles stay on hit or block.
  • 180F Heat Gauge Cooldown
  • Each laser has 10% minimum damage (64, 76 in OD)
  • Does 576/988 minimum damage with every possible hit.
  • Usually called 'Yata' or 'YnK' rather than 632146D.
  • Counter hit recovery
  • All steins disappear after being used.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
632146D Normal 80 92 4
j.632146D Normal 80 92 4
632146D Extra Laser Normal 80 92 4

632146D:

  • Values in [] are during OD
  • Startup listed is for the final, guaranteed laser
  • Shoots 1 [2] laser for each Stein deployed plus one final laser
  • Startup for these lasers are 5+(90 Flash)+9, 5+(90 Flash)+15, 5+(90 Flash)+21, 5+(90 Flash)+27
  • Minimum Damage 10%: 64 [76]


j.632146D:

  • Values in [] are during OD
  • Startup listed is for the final, guaranteed laser
  • Shoots 1 [2] laser for each Stein deployed plus one final laser
  • Startup for these lasers are 5+(49 Flash)+18, 5+(49 Flash)+24, 5+(49 Flash)+30, 5+(49 Flash)+36
  • Minimum Damage 10%: 64 [76]


632146D Extra Laser:

  • Values in [] are during OD
  • These lasers can hit twice: once before reaching Stein, and again after reflect
  • [Damage while traveling to Steins is 640, becomes 760 after reflect]
  • Minimum Damage 10%: 64 [76]

Exceed Accel

Pillar of Light

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 2430
{600, 525×10}
All 20 [10] 3 34 -10 -30[-20] B 1~22 All
[1~12 All]

Universal reversal with significantly more horizontal range than 623C. Leaves most characters close enough to get hit by 2B should they attempt to delay tech or forward roll.

Not really useful for damage as Mu has much better tools for that and using this ends her very useful OD immediately, but as EAs have minimum damage it has a niche use when going for kills in the absence of meter.

Astral Heat

Sword of the Godslayer

222D when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 37000 All 8+(75 Flash)+9 4 50 -32 -44 F 1~7 Burst
8~25 All

A very practical astral that's also blessed with an easy input. Any hit with or into 6A, 6B or a C normal will work and many standard Mu routes have parts you can swap out for this.

  • Costs 100% Heat
  • 180F Heat Gauge Cooldown

Combos Directly From...

  • 6A
  • 6B (either hit)
  • All ground C normals (6C with corner or counter hit only)
  • Ground throws
  • Tachi
  • SOD2 in the corner
  • ...And a lot more!

Colors

BBCF Mu color 1.png
BBCF Mu color 2.png
BBCF Mu color 3.png
BBCF Mu color 4.png
BBCF Mu color 5.png
BBCF Mu color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Mu color 7.png
BBCF Mu color 8.png
BBCF Mu color 9.png
BBCF Mu color 10.png
BBCF Mu color 11.png
BBCF Mu color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Mu color 13.png
BBCF Mu color 14.png
BBCF Mu color 15.png
BBCF Mu color 16.png
BBCF Mu color 17.png
BBCF Mu color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Mu color 19.png
BBCF Mu color 20.png
BBCF Mu color 21.png
BBCF Mu color 22.png
BBCF Mu color 23.png
BBCF Mu color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

Navigation

 μ-No.12-


To edit frame data, edit values in BBCF/Mu-12/Data.


System Pages
Mechanics
Application & Advanced Information
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