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:
- Japanese Wiki:
- Japanese BBS:
- Arcade Profile Dan Rankings:
- Character 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 214D |
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Ikutachi - Sword of Rebirth 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
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
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.