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{{MoveData | {{MoveData | ||
|name=Yata no Kagami - Blessed Mirror | |name=Yata no Kagami - Blessed Mirror | ||
|input=632146D | |input=632146D or j.632146D | ||
|image=BBCS_Mu_BlessedMirror.png |caption=Get out of my screenspace filthy human! | |image=BBCS_Mu_BlessedMirror.png |caption=Get out of my screenspace filthy human! | ||
|data= | |data= |
Revision as of 19:48, 18 October 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, it 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 and one of her supers; Totsuka, Kuninotokotachi and Yata no Kagami 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 shoot charged lasers.
- All steins shoot immediately as soon as they finish "spawning".
- Steins will shoot so long as Mu is not in hitstun or blockstun at the time the stein attempts to shoot, regardless of if she blocked or was hit by something between that time.
- 236D deals more damage and has much less recovery.
- 214D has an extra hitstun effect and does more damage.
- 632146D fires one extra laser directly at the opponent per stein on screen and the first direct shot is fired much sooner.
- 632146C increased damage.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5A
5A |
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A mostly typical standing jab. Whiffs on most characters' crouching hurtbox, 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. 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 |
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5B is almost exclusively a pressure and punish tool. 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 despite its issues having an important place in pressure and mixup. |
5C
5C |
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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. 5C is the go-to normal for combos, as the damage/proration ratio is very good. It leads to nice 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. 5C has an extended hurtbox that reaches just over half the length of its hitbox and discourages using 5C as an anti-air among other things, so ideally you'll want to space this as often as you can without inhibiting your options on hit. |
2A
2A |
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A typical crouching jab. Similar to 5A in terms of characteristics. Unlike 5A however, 2A is able to hit all characters crouching. The ability to cancel into a throw makes this move a dangerous pressure tool when used correctly, even with a -2 frame advantage. 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 |
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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 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. |
2C
2C |
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One of Mu's anti-airs, while the hitbox is very big with more vertical range than any of her other options by quite alot, the invulnerability to air moves is rather average. Being her biggest anti air it is also naturally her most punishable on whiff so avoid getting predictable with this. Also very useful in ground blockstrings because if your opponent is expecting you to gatling into 5C, you can instead special cancel into a projectile (that varies according to the situation) to restart applying your pressure. |
6A
6A |
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Another of Mu's anti-airs, and probably the one you'll be using most frequently. 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. 6A also has some use in blockstrings because it has many gattling options. |
6B
6B |
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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 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. |
6C
6C |
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6C's most practical use neutral-wise is to punish other characters using moves with slow recovery at a certain range from you. For example, Rachel summoning George XIII or Arakune F-Inverse without needing to block the side hitboxes first and thus grant him the ability to rapid cancel. This move will be seen in nearly every corner combo (And some midscreen ones for the corner carry). 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). 6C 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, but do not forget that this IS a frametrap and always will be without a stein so autopiloting into this is ill advised. |
3C
3C |
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This move is mostly used as a block string ender or pressure reset with steins, 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 useful in the corner, because you can get very decent meterless damage off of it. Can be used as a meterless combo ender in the corner, but is generally inferior to stein setups. Doesn't have many uses at neutral, but is good for punishing moves that are vulnerable only to lows (Tager's voltech charge, Tager's 6A, Litchi's Ittsuu), because on counterhit you get a full combo. |
j.A
j.A |
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As her fastest air normal, µ's j.A is used mainly to make her jump-ins more plus on reverse chain, it can also be used to set up airthrow TRM via mixing up the j.A-j.C late chain and the j.A-j.BC chain. In air-to air poking situations, it finds little use in comparison to µ's airthrow or j.C's in terms of effective reward and applicability. |
j.B
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 besides j.2C. |
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 due to the spacing and hitbox because of the huge horizontal hitbox. |
Drive Moves
Ground Ds
Ground Ds | Template:AttackDataHeader-BBCF |
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Charged Ground Ds
Charged Ground Ds |
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Same as above, except for the following differences:
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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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Same as air steins, but with all of the tradeoffs and differences mentioned in the charged ground stein section. |
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 236A or 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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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 |
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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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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. |
Ikutachi - Sword of Infinity
Ikutachi - Sword of Infinity 63214B |
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Mu does a rather fast and odd looking crossup attack that launches on hit. Mostly used in combos and for canceling into after a midscreen 6c for extra corner carry/better recovery. Is for some insane reason even/close to even on block, but its best to avoid using it in situations this would typically matter. |
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. Below average minimum damage will often mean you'll need either to double super with yata or use OD to ensure this will kill. |
Yata no Kagami - Blessed Mirror
Yata no Kagami - Blessed Mirror 632146D or j.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
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Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
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