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*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
*8-25 All Invul | *8-25 All Invul | ||
*Can be comboed into after 3C | |||
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Animation was changed since CS. | Animation was changed since CS. |
Revision as of 20:48, 4 January 2014
Overview
This 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.
Health: 10,000
Play-style: Balanced, Zoning (NOTE: for first trait, choose between offense, defense, or balanced. for second trait, list what character specializes in (ex: for Ragna, footsies; for Bang, mixup)
Movement Options: 1 Double Jump/Airdash, Run-type Dash (NOTE: for first trait, list how many double jump/airdashes character can perform. for second trait, list what kind of run character has (ex: Ragna has run-dash, but Hazama and Carl have step-dash)
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 on screen will fire at constant intervals, then only disappear once overdrive finishes
- 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.
Cons/Weaknesses:
- Unforgiving to players without a firm grasp on neutral, and can be shut down very quickly.
- Steins can at times interrupt pressure and combos when they are not compensated for, requiring the player to always be observant of their timings.
- Knockdown game requires a fair bit of practice and in-game situational adjustment, increasing the character difficulty.
- Low Health
- Prolific Matchup-specific tools and strategies
External References:
- Japanese Name: ミュー·トゥエルブ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Video Thread
Move List
- See also: Mu Full Frame Data
Normal Moves
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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6A |
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6B |
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6C |
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3C |
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j.A |
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j.B |
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j.C |
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j.2C |
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Counter Assault |
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Crush Trigger |
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Drive Moves
Ground Ds |
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Charged Ground Ds |
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Air Ds |
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Charged Air Ds |
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Throws
Forward Throw |
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Back Throw |
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Air Throw |
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Specials
Ama no Habaya - Arrows of Heaven (j.)236A |
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Tsunugui - Origins 623C or j.623C |
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Furu no Tsurugi - Sword of Decimation 63214C |
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Ame no Totsuka - Totsuka Blade 236D |
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Ame no Habakiri - Divine Wrath 214D |
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Ikutachi - Sword of Infinity 63214B |
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Distortion Drives
Omohikane - Wisdom of the Divines 632146C |
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Yata no Kagami - Blessed Mirror 632146D |
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Astral Heat
Kamigoroshi no Tsurugi - Sword of the Godslayer 222D |
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Strategy
Offense
(More to come soon) From standing, your commonly used overhead is 6b. If instant blocked, you give your opponent a chance, so do not abuse this. Common strings into it are :
- 2a 6b
- 2a 6a 6b
- 5b 6b
- j.b 6b
Lowest j.2c is very good as well, as it can act as an unexpected overhead, beat throws, and may also lead to some confusing crossups.
- j.c j.2c
- j.b j.2c
- walk/dash j.2c (beats throws)
The safest offense is to drive cancel normals, return to zoning, then use the steins to get back in, rince and repeat until the opponent dies. Going for mixup can imply some unnecessary risks, so sometimes you will prefer to simply stick to this. Here are some common strings and how to hitconfirm or safely escape.
- 2b 5c (hit standing) SoD
- 2b 5c (hit crouching) 6c BnB
- 2b 5c (blocked) 5d jump back
Throws are also very good, because the situation it leaves you and your opponent in afterwards is one where Mu's great range is very scary for your opponents. Okizeme is quite different in this version of the game, for Mu. More information on this eventually. In the meantime, check the forums.
Defense
Backdash can be hard to beat for some characters, don't forget to consider this option, maybe even in the corner to throw them off. Dragon Punch (623C) is quite hard to safejump, and just throwing it out with a rapid cancel is great to escape certain characters setups, as you can rapid after hitting George XIII, Nirvana, Ignis...
Anti air options aren't as straightforward.
- 6a - Standard anti air, but not very good range.
- 2c - Has the better range, but slow invulnerability frames and long recovery frames means you need to use it pre-emtively, and it can be called out and punished when whiffs.
- 5a - Quick, but the hitbox means it can't beat certain moves when well spaced.
- airthrow - Great to call out someone trying to bait the anti airs.
- backdash/DP - Risky, but invulnerable on the first frame.
- rising j.a - Pre-emptive use. Great on hit or on block.
- jump back j.c - Pre-emtive use. Greatest option.
Blocking and barrier block are options too. Do not forget.
Neutral
Use your long normals (5c 2b j.c) to make sure your opponent respects your space, then set up steins, one at a time. Always be ready to cancel into something if the opponent takes action. Place steins behind your opponent if you think they will move forward. Place steins near you if you think your opponent will stay where he is. This will allow them to aim better. Use the steins to move in on your opponent if they are too passive, by covering your approach with the lasers. The steins may also force your opponent into moving forward, and you need to be ready for either of these possibilities.
Your objectives in general shout be to use smart movement to avoid unfavorable positions. Avoiding being in a position where you're forced to block allows your steins to fire, and this can grant you hits while you are taking minimal risks. The use of special moves and distortion drives is pretty situational, and can do more harm than good if you don't have a good reason to use them.
Combos
Combo Notation Guide: |
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.