*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.
*Minimum damage=300~ or 600~ in af
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.
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 not easy for most characters to punish despite being minus 10 thanks to getting pushed quite far on block.
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Revision as of 08:39, 22 August 2019
Mu-12
Play-style
Balanced, Zoning
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
Does solid damage on average.
Has a great backdash.
Has a decent DP to compliment her full kit of defensive tools, making her hard to lock down.
Prominent zoning game that allows for dominant neutral control.
Strong knockdown okizeme and mix up in the corner. Borderline setplay.
Many anti air options.
She can literally kill gods! What more could you want or need?
Can be difficult to play well to her full potential without knowledge of drive timings for improvised pressure and combos.
None of her normals provide frame advantage, thus she requires the use of her stiens to keep the pressure up
Some tools are indirect, or have vague applications in most match-ups.
Steins can at times interrupt pressure and combos, or even provide the opponent with a free Rapid Cancel!
Knockdown game requires a fair bit of practice, there's a lot to learn!
Is tied for lowest health in the game with Ragna, Nu, Carl, Celica and Taokaka.
She isn't edgy anymore, everyone will think you're a pervert regardless of gender or orientation and question your objectively superior idea of a good outfit.
Stabby stab~! Mostly used as an emergency anti-air.
Frame 6 • Frames 7-11
A mostly typical standing jab. Whiffs on most characters' crouching hitbox, hits Hakumen and Tager crouching and Kagura blocking if canceled into off another button. Excellent hitbox and active window with a minimal extended hitbox causes this move to clash quite often.
µ's 5A is most effective as a fast ground-to-air poke, and as a normal to stagger her interior pressure, setting up throws and frame-traps. Because of µ's excellent proration, even 5A starters can lead to high damage combos.
2A in general is a slightly more effective tool to use in neutral against grounded opponents, but 5A's higher hitbox makes it the choice against airborne opponents.
5B
5B
Mori's favorite Mu button to nerf for some reason.
Excellent pressure and alright punish tool, leads to good confirms nearly anywhere on the screen.
The main weaknesses of 5B are that the recovery, hitbox and frame advantage for a standing B normal are all rather bad. Infact, 5B recovers only 2 frames faster than 5C. Pair this up with an unreliable hitbox and you have a button that generally isn't worth using in neutral.
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. It's also jump cancelable! Combining this with varied use of Special Cancels, Drive cancels and Jump cancels lead to this move being critical in pressure and mixup.
"消えて!" ("Disappear!") Fittingly, neutral and health bars have a tendency to do exactly as she commands when you press this.
Immense normal, and one of the fastest for the amount of coverage, 5C is one of the better pokes in the game; a very deadly tool when implemented correctly.
This move is the go-to normal for combos, as the damage:proration ratio is very very good. It leads to great 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.
An important note is the extended hurtbox. The extended hurtbox discourages using 5C as an anti-air or as a close range poke, but feel free to cut your opponent to pieces at maximum range.
2A
2A
Stab at those weak human legs till they learn some respect!
A typical crouching jab. Similar to 5A in terms of characteristics. Unlike 5A however, 2A is able to hit all characters crouching. Can late-chain. Throw cancelable.
The ability to cancel into a throw makes this move a dangerous pressure tool when used correctly, even with a -2 frame advantage. It can also be used for many frame trap setups, one of the most common being 2A > 2C. There is an option select to punish forward rolls and DPs that consists of 2A 2C as well.
The key feature to the pressure ability of 2A is its ability to late-chain into itself and other moves. The late-chain into itself allows you to be a lot less predictable with your blockstrings, and can level up your pressure from a character whose pressure is only sub-par. Its ability to cancel into throw also allows for deeper mind games. A common example would be causing throw reject miss against the Throw Option Select, though other uses for its cancel into throw can be found.
2B
2B
Secretly Mu's true best button. Don't tell anyone!
Behold: The button of a godslayer! Revel in its limitless utility.
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 good damage, this normal is her most consistent origin of damage output.
2B shares most of 5B's strengths with almost none of its weaknesses, this includes 5B's ability to gattling into nearly anything else. It does lose the ability to jump cancel, but gains hitting low in its place.
2B is incredible. It excels at everything from poking to use as a cross-under 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 especially when paired with dashing momentum, while also being nearly impossible to whiff punish as well as even on block.
High risk-high reward anti-air and combo tool. Part the skies and rid them of non-believers!
11-16H Invul
One of Mu's anti-airs, the hitbox is very big, the invulnerability to air moves is rather average (frames 11 to 16), and has the biggest vertical range on her anti-airs by far. Very easy to hitconfirm into decent damage on counterhit by chaining into 5C. However the huge recovery makes it very punishable on whiff, by an opponent who double jumps to bait it, so avoid getting predictable with this.
Also very useful in ground blockstrings because if your opponent is expecting you to gatling into 5C, you can instead special cancel into a projectile (that varies according to the situation) to restart applying your pressure.
Mu's reaction anti-air. Gets head invulnerability faster than average and retains it through all of its active frames.
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 significantly faster than 2C so it's less susceptible to double jump baits.
In order to use Mu effectively it is necessary to learn when to use which one of her anti-airs, because together, they cover many possibilities.
6A also has some use in blockstrings because it has many gattling options.
A very important combo tool... • ...and a faster than average overhead when spaced.
First hit • Second hit
Fatal Counter Cancellable into C normals immediately on second hit, or from frame 26 (first frame of recovery) if only first hit connects Has no real invulnerability and is never airborne, but loses foot hurtbox on frame 4
Foot invulnerability 8-23f
Fatal counter
Mu's only overhead. It has a very fast startup compared to other characters' overheads, but only the second hit is an overhead. Thus you either 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 also be used to cover the startup and prevent them from disrespecting you. The second hit of 6B is a ground bounce for which it sees much use in confirms.
The disjointed spike of godslaying! Getting a Fatal with this is a license to delete them.
Fatal Counter
Deadzone in front of Mu. Fatal Counter.
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 nearly every corner combo (And some midscreen ones for the corner carry) because it deals good damage and is all around more practical than in any version prior to CF. It will nearly always combo from 5C regardless of context (Crouching, ch, etc). Some characters will need 6C to be spaced slightly less due to smaller hurtboxes interacting with its dead zone (Particularly wallsplat hurtboxes in corners).
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.
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.
A rare sight outside of reverse chaining from j.B.
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.
An important button for Mu's pressure. High risk to use as an air-to-air due to the recovery.
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 besides j.2C.
j.C
j.C
Teach the lesser life forms a lesson about air dominance with this!
Landing recovery applies once the move reaches frame 5
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.
Landing recovery applies once move reaches frame 4
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.
Steins can be whiff canceled on the following frames for each input: 4D=14F, 5D=15f, 6D=16F, 2D=18F Bonus Proration 110%
OD
5D ODdrive
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
850
All
76
40
Total: 40
+30
+12~+8
P2
70
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
92
Normal
4
18
19
25
24
40
0/+12
+12
+17
• The Godslayer's best friend!
Bonus Proration 110%
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.
Stein Cancel Lockouts are as follows and apply to both whiff and jump cancels: 4d=14f, 5d=15f, 6d=16f, 2d=18f.
Ah yes, the steins. Without them Mu wouldn't be...well Mu. As mentioned above, steins shoot a laser after a predetermined amount of time following deployment. This laser travels roughly half a screen away from the steins position before disappearing. Afterwards the stein will remain on screen for use with 2 of her specials and one of her distortions. Up to 4 of them can be placed at once with any over that number deleting the oldest stein.
While at the surface they might seem rather underwhelming, their true strength and a major aspect of playing Mu is the sheer number of things you can use both the laser shot itself for, the specials using them and the actions you can cancel into from a stein placement as well as the ability to cancel buttons into steins on both hit and block. Any of Mu's buttons can be canceled into a stein placement and she can cancel any stein placement into: Jump, Special/Super, and any C normal. The number and complexity of things you can do with steins could take an entire page to cover alone so play around with them yourself and you might just find one!
• The Godslayer's combo and setup oriented best friend!
Air steins can be whiff canceled on frame 21 Bonus Proration 110%
OD
j.D ODdrive
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
850
All
84
40
Total: 43
+30
P2
70
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
92
Normal
4
18
19
25
24
40
0/+12
+12
+17
• The Godslayer's combo and setup oriented best friend!
Bonus Proration 110%
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.
Charged Air Ds
Charged Air Ds
A Godslayer's more combo/setup oriented and CHARGED best friend~
The Murakumo throw. Mu lifts the other character up and then stabs them with her pedals, popping them upward for a followup. The animation and function are 100% identical on back throw with only the direction of the pop up changing. Can be followed up with microdash 6A routes or 2C though the timing is rather strict on the latter.
While Counter Assaults (CA) are useful in getting out of pressure, Mu will want to be conscious of where her opponents will be after an attack is blocked since her Counter Assault does not have much range. Sharing the same animation as her 5B, it has a unique hitbox and frame data.
Crush Trigger
Crush Trigger
Crush their guard, and then their pitiful, inferior existence afterwards~!
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.
Ama no Habaya The divine arrows of punishment! Good for clashing other projectiles in certain matchups to buy time for Steins.
Air
j.236AAir Arrows of Heavenspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
360×3
All
19
Until Hit(2)1(3)1
Total: 51+3L
P1
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
89
Normal
3
16
17
17
22
31
0
+0
+2
Ama no Habaya The divine arrows of punishment! Good for clashing other projectiles in certain matchups to buy time for Steins.
First active frame • 32nd active frame
236A summons a lightning ball that is able to deal 3 hits to the opponent or absorb 3 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 or Hakumen, whom using it against is largely just granting him a free void.
Tsunugui - Origins
Tsunugui - Origins 623C or j.623C
The DP some believe she shouldn't have but does anyway.
Tsunugui Keep the humans away with this diamond that just so happens to be a meterless reversal!
On Guard Point, hitstop for Mu is 0F. Opponent hitstop unchanged reversal Maximum Slide duration 20F
Air
j.623CAir Originsspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
1200
All
10
5
Until L+15
H
1~6 All 7~14 Guard All
R
60
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
92
Very Short
4
18
Launch
19 + WBounce 40
Launch
34 + Slide + WBounce 40
12
+0
+5
Tsunugui Keep the humans away with this diamond that just so happens to be a meterless reversal!
On Guard Point, hitstop for Mu is 0F. Opponent hitstop unchanged Maximum Slide duration 20F
1-8 invulnerably 9-21 Guardpoint (Ground)
1-7 invulnerably 8-14 Guardpoint (Air)
623C is Mu's idea of a reversal move. It gets invulnerability for the first 8 frames then it trades that for full body guard point until frame 21, making it one of the longer invulnerability 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, 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.
Cancelling steins into the air and ground versions of this move can make your zoning game very difficult for your opponents to deal with. The air version can also be used as a crossup when combined with an instant air dash, very risky though, and requires meter or a setup to combo afterwards.
Furu no Tsurugi - Sword of Decimation
Furu no Tsurugi - Sword of Decimation 63214C
The Godslayer of situational frametraps, corner combos and rapid cancels.
Furu no Tsurugi A huge chargeable slash mostly used for combos.
Hold for 34F minimum for fully charged version. Stein Cancel activates after the first 9F of recovery (bufferable). Values in [] are for max charge Fatal Counter Maximum Slide duration 10F
Chargeable and Fatal Counter
Sword of Decimation (Uncharged) has 2 main uses outside of corner combos and as something to send the opponent away midscreen, and both of them are in pressure. Both of these are almost always done together. In pressure it primarily serves as an alternative to 6c being a frame faster and being very plus on RC to allow pressure to continue as that becomes airtight with 2b should they block or lead to nice corner carry and a confirm should it hit. Its frame advantage is also juuuust good enough that its difficult for many characters to punish you on block outside of very close range.
Ame no Totsuka - Totsuka Blade
Ame no Totsuka - Totsuka Blade 236D
The main reason some hate fighting Mu, and perhaps one reason YOU should love her!
Ame no Totsuka Fires a laser that bounces between steins, in order of newest to oldest, then at the opponent.
Each bounce from the laser is considered a different attack for proration purposes Not affected by same move rate
Fires a laser at the stien marked 1, which then bounces it to stien #2 etc...
Once all stiens have bounced the laser, the last stien bounces it towards your opponent's location.
Each stien disappears shortly after reflecting the laser.
Interrupts newly laid stiens still charging up their own shot.
If no stiens are set at all, This move animates as normal, but nothing is fired.
Does not disappear if Mu is attacked.
236D is a decent move move to use in neutral because it travels through all the steins and then heads towards Mu's opponent. It forces your opponent to block, even when they are hitting Mu after the laser comes out due to the laser aiming at Mu's opponent after it has passed through the last stein. The gaps between 236D and her strings are variable due to placement of steins and which attacks Mu uses to force her opponent to block which could lead to ambiguous mix ups/frame traps.
This move is best used when Mu is relatively far from her opponent or right as her opponent is knocked down to the ground so she has time to set up the laser as it has quite a bit of startup. The faster laser means less blockstun, and multiple steins are recommended when using this move, to guarantee at least some effectiveness. This does however give it new uses, especially when fighting zoners such as Rachel, to force them to block.
Kuni no Tokotachi The drones of godslaying! Commands the steins to fly in whatever direction they were pointing.
Values in [] are during OD Crumple Duration 27F, Crumple Fall 60F
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.
In OD, the steins will explode like her old 214d after making contact resulting in more hitstun, blockstun and damage.
The CF replacement for Mu's old 214d, Ame no Habakiri/Divine Wraith of the Heavens. While its functions overlap somewhat with Totsuka, it nevertheless is overall an improvement over Habakiri as it retains a use in combos while also becoming more useful in neutral as a lower recovery alternative to Totsuka. Also, this move has a deceptively high amount of hitstun especially on counter hit often allowing you to cross the screen for a small confirm and bring them to the corner.
Yata no Kagami A "Win neutral" button for 50 meter or the first part of double super ender.
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]
Air
j.632146DAir Blessed Mirrorsuper
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
640 [760]
All
5+(49 Flash)+42
Until Hit
Total: Until L+5
P2
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
92
Normal
4
18
19
40
24
55
0/+12
+12
+17
Yata no Kagami A "Win neutral" button for 50 meter or the first part of double super ender.
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]
Extra Lasers
632146D Extra LaserAdditional Lasersuper
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
640 [760]
All
Until Hit
P2
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
92
Normal
4
18
19
40
24
55
0/+12
+12
+17
Yata no Kagami A "Win neutral" button for 50 meter or the first part of double super ender.
Final 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]
Fires one laser at each available stien, one directly at the opponent and, if in overdrive, one directly at your opponent for each stien you have. Each laser aimed at a stien will then be bounced from that stien towards your opponent, leading to a maximum of 9 hits overall, 13 in overdrive.
Costs 50% Heat
180F Heat Gauge Cooldown
Each laser has 10% minimum damage (64)
Great to retake control of the screen in some ambiguous situations, and when several steins are on the screen. Do keep in mind your opponent's options as they can use the superflash to counter it, if they have the tools to do so. Also can be used as a combo ender in some instances, depending on the placement of your stiens.
Exceed Accel
Tsuchiikadzuchi - Pillar of Light ABCD during Overdrive
Does not cost Heat, but immediately ends Overdrive if used.
Becomes stronger and flashier with Active Flow.
Minimum damage=300~ or 600~ in af
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 not easy for most characters to punish despite being minus 10 thanks to getting pushed quite far on block.
Astral Heat
Kamigoroshi no Tsurugi - Sword of the Godslayer 222D
This astral is relatively practical by astral standards and is also blessed with the very easy input of 222d. Many standard Mu routes contain points you can swap out for this and just about any hit into 3c will also work. You can also confirm into this after 6b but you'll need to practice the timing abit. After landing it the animations cool factor was buffed in CP but also nerfed because it has 100% less critically important shots of Mu's back.
To edit frame data, edit values in BBCF/Mu-12/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.