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|image=BBCS_Mu_5A.png |caption=Classic Jab with an above average disjointed hitbox | |image=BBCS_Mu_5A.png |caption=Classic Jab with an above average disjointed hitbox | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|5A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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. | *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. | ||
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|image=BBCS_Mu_5B.png |caption=Too bad it whiffs on recoil. | |image=BBCS_Mu_5B.png |caption=Too bad it whiffs on recoil. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|5B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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. | *Excellent pressure and punish tool, leads to enormous combos nearly anywhere on the screen with meter; landing this move on a cornered opponent almost always seals the round with a kill. | ||
*The weakness of 5b is that the recovery and hitbox are far from amazing. It's dangerous to use as a poke, and sub par to other normals for hit confirming due to 5b whiffing on crouching opponents at certain ranges. That aside, everything else about 5b is quite impressive, and should be used constantly in pressure. | *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. | ||
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|image=BBCS_Mu_5C.png |caption=The Neutral | |image=BBCS_Mu_5C.png |caption=The Neutral | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|5C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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. | *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. | ||
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|image=BBCS_Mu_2A.png |caption=Probably the move you will be pressing the most. | |image=BBCS_Mu_2A.png |caption=Probably the move you will be pressing the most. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|2A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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. | *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. | ||
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|image=BBCS_Mu_2B.png |caption=Keep in mind that this move can easily be disrespected when used incorrectly. | |image=BBCS_Mu_2B.png |caption=Keep in mind that this move can easily be disrespected when used incorrectly. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|2B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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. | *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. | ||
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|image=BBCS_Mu_2C.png |caption=May be Mu's biggest anti-air, but it's not the best in every situation. | |image=BBCS_Mu_2C.png |caption=May be Mu's biggest anti-air, but it's not the best in every situation. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|2C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*11-16H Invul | *11-16H Invul | ||
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|image=BBCS_Mu_6A.png |caption=Anti-air. | |image=BBCS_Mu_6A.png |caption=Anti-air. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|6A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*5-14H Invul | *5-14H Invul | ||
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|image=BBCS_Mu_6B.png |caption= | |image=BBCS_Mu_6B.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|6B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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. | *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. | ||
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|image=BBCS_Mu_6C.png |caption=FATAL! | |image=BBCS_Mu_6C.png |caption=FATAL! | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|6C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Fatal Counter | *Fatal Counter | ||
*Long reaching move, but has a sizable deadzone in front of Mu. | *Long reaching move, but has a sizable deadzone in front of Mu. | ||
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|image=BBCS_Mu_3C.png |caption=Not always expected. | |image=BBCS_Mu_3C.png |caption=Not always expected. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|3C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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. | *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. | ||
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|image=BBCS_Mu_jA.png |caption=Whiffs on crouch. | |image=BBCS_Mu_jA.png |caption=Whiffs on crouch. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|j.A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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. | *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. | ||
}} | }} | ||
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|image=BBCS_Mu_jB.png |caption=Has a crossup hitbox. | |image=BBCS_Mu_jB.png |caption=Has a crossup hitbox. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|j.B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
j.b has a great hitbox, though the startup, more notably the recovery, make for it's failings as an air to air poke. Though it's a bit faster overall than j.c, it doesn't have the incredible coverage and reward. j.b's real strength is as a jumpin option, as it is the only air normal µ has that hits below her. In CSX, j.b's active frames have been increased, strengthening it on offense as a crossup normal and as an air to ground tool. | j.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. | ||
}} | }} | ||
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|image=BBCS_Mu_jC.png |caption=Primarily used for air-to-air. | |image=BBCS_Mu_jC.png |caption=Primarily used for air-to-air. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|j.C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
j.C has a very good hitbox with decent start up. Best used as a spaced out air-to-air move. This move shouldn't be used as a jump in as her hurtbox goes down more than the actual move hitbox. It works as a spaced out air-to-ground if you are in the air and your opponent is running towards you. Otherwise, this move will whiff on most characters when they are crouching. This move shouldn't be spammed unless you have put some distance between you and your opponent as this move has landing recovery. If you are able to land a counter hit with j.C, you can deal massive amounts of damage to your opponent and carry them to the corner. | j.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. | ||
}} | }} | ||
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|image=BBCS_Mu_j2C.png |caption=So big. | |image=BBCS_Mu_j2C.png |caption=So big. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|j.2C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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). | 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). | ||
}} | }} | ||
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|image2=BBCP_Mu_groundD.png |caption2=Don't get carried away. | |image2=BBCP_Mu_groundD.png |caption2=Don't get carried away. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Normal}} | |||
{{#lsth:BBCF/Mu-12/Data|5D}} | |||
{{!}}- | |||
}} | {{AttackVersion|name=OD}} | ||
{{ | {{#lsth:BBCF/Mu-12/Data|5D OD}} | ||
{{!}}- | |||
{{Description|8|text= | |||
*Sets a stein in the indicated position | *Sets a stein in the indicated position | ||
*Steins it in position for a short while before firing an attack the opponent. | *Steins it in position for a short while before firing an attack the opponent. | ||
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|image2=BBCP_Mu_groundD.png |caption2=Don't get carried away. | |image2=BBCP_Mu_groundD.png |caption2=Don't get carried away. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|5[D]}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Sets a stien in the indicated position | *Sets a stien in the indicated position | ||
*Stiens it in position for a short while before firing an attack the opponent. | *Stiens it in position for a short while before firing an attack the opponent. | ||
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|image2=BBCS_Mu_airD.png |caption2=Mostly found in corner combos and setups. | |image2=BBCS_Mu_airD.png |caption2=Mostly found in corner combos and setups. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Normal}} | |||
{{#lsth:BBCF/Mu-12/Data|j.D}} | |||
{{!}}- | |||
}} | {{AttackVersion|name=OD}} | ||
{{#lsth:BBCF/Mu-12/Data|j.D OD}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Sets a stien in the indicated position | *Sets a stien in the indicated position | ||
*Stiens it in position for a short while before firing an attack the opponent. | *Stiens it in position for a short while before firing an attack the opponent. | ||
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|image2=BBCS_Mu_airD.png |caption2=Mostly found in corner combos and setups. | |image2=BBCS_Mu_airD.png |caption2=Mostly found in corner combos and setups. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|j.[D]}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Sets a stien in the indicated position | *Sets a stien in the indicated position | ||
*Stiens it in position for a short while before firing an attack the opponent. | *Stiens it in position for a short while before firing an attack the opponent. | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Ground Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Ground Throw | ||
|image=BBCS_Mu_throw.png |caption=2c-b kara throw. | |image=BBCS_Mu_throw.png |caption=2c-b kara throw. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
Follow the [[Help:Writing_Character_Pages]] guidelines | Follow the [[Help:Writing_Character_Pages]] guidelines}} | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
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|image=BBCS_Mu_AThrow.png |caption=Best poke in the game. | |image=BBCS_Mu_AThrow.png |caption=Best poke in the game. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|j.BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*List what the move is used for | *List what the move is used for | ||
*List interesting properties in bullet points like invul, floating opponents on CH, etc. | *List interesting properties in bullet points like invul, floating opponents on CH, etc. | ||
Follow the [[Help:Writing_Character_Pages]] guidelines | Follow the [[Help:Writing_Character_Pages]] guidelines}} | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ||
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|image=BBCS_Mu_5B.png |caption=Range is sad. | |image=BBCS_Mu_5B.png |caption=Range is sad. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|6AB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Costs 50% Heat | *Costs 50% Heat | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
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|image=BBCP_Mu_CT.png |caption=Undine | |image=BBCP_Mu_CT.png |caption=Undine | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lsth:BBCF/Mu-12/Data|5AB}} | |||
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 | {{!}}- | ||
}} | {{AttackVersion|name=Charged}} | ||
{{#lsth:BBCF/Mu-12/Data|5[AB]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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/> | <br clear=all/> | ||
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|image=BBCS_Mu_ArrowsOfHeaven.png |caption=You can never use this enough. | |image=BBCS_Mu_ArrowsOfHeaven.png |caption=You can never use this enough. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBCF/Mu-12/Data|236A}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBCF/Mu-12/Data|j.236A}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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 (Downwards if used in the air). 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. | 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 (Downwards if used in the air). 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. | ||
}} | }} | ||
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|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. | |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= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBCF/Mu-12/Data|623C}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBCF/Mu-12/Data|j.623C}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*1-21 Guard Ground | |||
*1-14 Guard Air | |||
*1-14 | |||
623C is Mu's idea of a reversal move. Instead of invulnerability, it has full body guard point between frames 1-21, making it one of the longer invulnability times. 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). It also has very poor reach vertically and horizontally and Mu doesn't move at all when she uses it, meaning it can be basically useless against some more long ranged pokes and footsies. | 623C is Mu's idea of a reversal move. Instead of invulnerability, it has full body guard point between frames 1-21, making it one of the longer invulnability times. 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). It also has very poor reach vertically and horizontally and Mu doesn't move at all when she uses it, meaning it can be basically useless against some more long ranged pokes and footsies. | ||
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|image=BBCS_Mu_SOD.png |caption=Can't read my poker face. | |image=BBCS_Mu_SOD.png |caption=Can't read my poker face. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|63214C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
}} | }} | ||
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|image=BBCS_Mu_TotsukaBlade.png |caption=Ride the laser. | |image=BBCS_Mu_TotsukaBlade.png |caption=Ride the laser. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|236D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Fires a laser at the stien marked 1, which then bounces it to stien #2 etc... | *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. | *Once all stiens have bounced the laser, the last stien bounces it towards your opponent's location. | ||
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|image=BBCF_Mu_Kuninotokotachi.png |caption=Kaihou! 2.0 | |image=BBCF_Mu_Kuninotokotachi.png |caption=Kaihou! 2.0 | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Mu-12/Data|214D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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. | *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 | *Prevents newly laid stiens from firing | ||
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|image=BBCP_Mu_Ikutachi.png |caption= | |image=BBCP_Mu_Ikutachi.png |caption= | ||
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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. | 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. | ||
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|image2=BBCS_Mu_WisdomOfTheDivines2.png |caption="There’s nowhere for you to run! Hellzone Grenade!" | |image2=BBCS_Mu_WisdomOfTheDivines2.png |caption="There’s nowhere for you to run! Hellzone Grenade!" | ||
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*Costs 50% Heat | *Costs 50% Heat | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
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|image=BBCS_Mu_BlessedMirror.png |caption=Make it rain! | |image=BBCS_Mu_BlessedMirror.png |caption=Make it rain! | ||
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{{#lsth:BBCF/Mu-12/Data|632146D Extra Laser}} | |||
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{{Description|8|text= | |||
*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. | *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 | *Costs 50% Heat | ||
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|name=Tsuchiikadzuchi - Pillar of Light | |name=Tsuchiikadzuchi - Pillar of Light | ||
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*Does not cost Heat, but immediately ends Overdrive if used. | *Does not cost Heat, but immediately ends Overdrive if used. | ||
*Becomes stronger and flashier with Active Flow. | *Becomes stronger and flashier with Active Flow. | ||
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|image2=BBP_Mu_SwordOfTheGodslayer2.png | |image2=BBP_Mu_SwordOfTheGodslayer2.png | ||
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*Costs 100% Heat | *Costs 100% Heat | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
*8-25 All Invul | *8-25 All Invul | ||
*Can be comboed into after C normals | *Can be comboed into after C normals | ||
}} | }} | ||
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Revision as of 06:30, 20 April 2019
Mu-12 |
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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.
Drive: Steins Gunner
Steins Gunner projects an energy node (Stein) to the targeted location. Steins have a heating period before they fire, and will cease heating if µ receives damage or blocks,; however, once the stein has finished heating up, they will fire and cause most attacks to trade/lose. Steins can also be Charged by holding down the Drive button while projecting the Stein. Charged Steins take longer to heat up, but have much more powerful beams. Steins are also used for two of µ's special attacks; Totsuka and Kuninotokotachi, which will be detailed later.
An important note is that all Stein actions are cancel-able into Specials, Drives and Jumps and C-Class Normals on whiff. Mastering whiff-cancel timings and varying your options is very critical to succeeding with the character overall.
Overdrive: Steins Geiser
- 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
Strengths | Weaknesses |
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in all aspects of gameplay.
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Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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This move can be very lethal for your opponent, but for you as well. Its most practical use is to punish other zoners using moves with slow recovery at a certain range from you (for example, Rachel summoning George XIII). On CH it leads to a fatal and a very damaging combo, with almost guaranteed corner carry. On whiff, the recovery is so long that you will be the one eating a deadly combo, so do not abuse this move. The move does have a minimum range as well. This move should be used in every combo because it deals very good damage and has very good P2, but it also has repeat proration so only once per combo. It will almost always combo from 5C CH, 5C aerial hit, and any grounded string on a crouching opponent from 5C or 2C. It will whiff on certain characters like Litchi sometimes because they are too close (during a combo), or on many characters if you hit with the maximum range of your 5C. This move can be used in blockstrings as a frame trap or simply to push your opponent farther away and giving you even more blockstun to drive cancel or special cancel into something. However make sure you do cancel it into something on block because if not you can get punished out of its slow recovery. |
3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.b has a great hitbox, though the startup, more notably the recovery, make for it's failings as an air to air poke. Though it's a bit faster overall than j.c, it doesn't have the incredible coverage and reward. j.b's real strength is as a jumpin option, as it is the only air normal µ has that hits below her. In CSX, j.b's active frames have been increased, strengthening it on offense as a crossup normal and as an air to ground tool. |
j.C
j.C |
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j.C has a very good hitbox with decent start up. Best used as a spaced out air-to-air move. This move shouldn't be used as a jump in as her hurtbox goes down more than the actual move hitbox. It works as a spaced out air-to-ground if you are in the air and your opponent is running towards you. Otherwise, this move will whiff on most characters when they are crouching. This move shouldn't be spammed unless you have put some distance between you and your opponent as this move has landing recovery. If you are able to land a counter hit with j.C, you can deal massive amounts of damage to your opponent and carry them to the corner. |
j.2C
j.2C |
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j.2C has a very good hitbox but has a somewhat slow start up. This is best used as an air-to-ground move but also works in some air-to-air situations. If people try to get in this is very good spaced as if your opponent tries to AA Mu, they would be under the assumption that this move won't come out most of the time. If the opponent's Anti-Air (AA) hitbox is taken into consideration, he or she would get Counter Hit(CH) due to the spacing and hitbox because of the huge horizontal hitbox. This move Fatal Counters on Counter Hit which is new to this game. j.2C delays Mu's momentum falling down from the air which can be used to bait Anti-Airs (AA) or okizeme (e.g. j.B > j.2C). |
Drive Moves
Ground Ds
Ground Ds | Template:AttackDataHeader-BBCF |
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Charged Ground Ds
Charged Ground Ds |
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Air Ds
Air Ds | Template:AttackDataHeader-BBCF |
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Charged Air Ds
Charged Air Ds |
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Universal Mechanics
Ground Throw
Ground Throw | Template:AttackDataHeader-BBCF |
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Air Throw
Air Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault | Template:AttackDataHeader-BBCF |
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Crush Trigger
Crush Trigger | Template:AttackDataHeader-BBCF |
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Specials
Ama no Habaya - Arrows of Heaven
Ama no Habaya - Arrows of Heaven (j.)236A |
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Tsunugui - Origins
Tsunugui - Origins 623C or j.623C |
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Furu no Tsurugi - Sword of Decimation
Furu no Tsurugi - Sword of Decimation 63214C |
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Move is now mainly used in combos or for frametraps. Without the guard crush aspect nor the frame advantage, it becomes hard to justify the use of this move outside of combos or setups. The addition of drive cancel and knockdown changes makes it a great combo ender now, however. |
Ame no Totsuka - Totsuka Blade
Ame no Totsuka - Totsuka Blade 236D |
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236D is a decent move move to use in neutral because it travels through all the steins and then heads towards Mu's opponent. It forces your opponent to block, even when they are hitting Mu after the laser comes out due to the laser aiming at Mu's opponent after it has passed through the last stein. The gaps between 236D and her strings are variable due to placement of steins and which attacks Mu uses to force her opponent to block which could lead to ambiguous mix ups/frame traps. This move is best used when Mu is relatively far from her opponent or right as her opponent is knocked down to the ground so she has time to set up the laser as it has quite a bit of startup. The faster laser means less blockstun, and multiple steins are recommended when using this move, to guarantee at least some effectiveness. This does however give it new uses, especially when fighting zoners such as Rachel, to force them to block. |
Kuninotokotachi
Kuninotokotachi - Tokotachi Blade 214D |
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Ikutachi - Sword of Infinity
Ikutachi - Sword of Infinity 63214B |
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Allows decent damage conversions off midscreen hits. Although it is unsafe, it can be used with a rapid cancel to escape the corner, or cross up an opponent in general. Even then, it's quite slow, so an opponent who's ready can beat it before it gets blocked. Frame (dis)advantage varies with spacing. |
Distortion Drives
Omohikane - Wisdom of the Divines
Omohikane - Wisdom of the Divines 632146C |
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Situational reversal. Combo ender when going for the kill. |
Yata no Kagami - Blessed Mirror
Yata no Kagami - Blessed Mirror 632146D |
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Exceed Accel
Tsuchiikadzuchi - Pillar of Light ABCD during Overdrive |
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Astral Heat
Kamigoroshi no Tsurugi - Sword of the Godslayer 222D |
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External References
- Japanese Name: ミュー·トゥエルブ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •