BBCF/Mu-12

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Mu-12
BBCF Mu Portrait.png

Health: 10,000
Combo Rate: 80%
Prejump:
Backdash Time 25 / Invul: 1-5


Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Balanced, Zoning
Full Frame Data
BBCF/Mu-12/Frame Data
  

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 Habakiri, which will be detailed later.

An important note is that all Stein actions are Special, Drive and Jump Cancel-able on whiff; Air Steins also Airdash Cancel-able on whiff in addition to the other options. Mastering whiff-cancel timings and varying your options is very critical to succeeding with the character overall.

Overdrive

  • Steins do not gave a heat up period
  • 236D has more hits
  • 214D has the same effect as max charge for any charge duration
  • 632146C has increased damage


Pros/Strengths

  • Multitude of powerful tools in all aspects of gameplay.
  • Does solid damage on average, with incomparable top-end damage.
  • Has a great back dash.
  • Has a decent DP (623c - Origins), that catches opponents with autoguard, protecting her from would-be safejumps and other dp baits.
  • Prominent zoning game that allows for dominant neutral control.
  • Strong knockdown okizeme and mix up in the corner. Borderline setplay.
  • Many anti air options


Cons/Weaknesses

  • Can be difficult to play well without knowledge of drive timings to extend for extended pressure and combos.
  • Unforgiving to players without a firm grasp on neutral, and can be shut down very quickly.
  • Steins can at times interrupt pressure and combos.
  • Knockdown game requires a fair bit of practice, character specific setups increasing character difficulty.
  • Low Health
  • Matchup-specific tools and strategies


External References