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.
Guard Primers: 4
Play-style: Flexible, Zoning
Movement Options: 1 Double Jump/Airdash, Run-type 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.
- See also: Mu Full Frame Data
|Charged Ground Ds|
|Charged Air Ds|
|Ama no Habaya - Arrows of Heaven
|Tsunugui - Origins
623C or j.623C
|Furu no Tsurugi - Sword of Decimation
|Ame no Totsuka - Totsuka Blade
|Ame no Habakiri
|Omohikane - Wisdom of the Divines
|Yata no Kagami - Blessed Mirror
|Kamigoroshi no Tsurugi - Sword of the Godslayer
Mu is a zoning character with long range normals. Midscreen she wants to keep you out while setting up. Most of her ground hits aren't very rewarding, but air hits, counterhits, and meter use will lead to great corner carry and okizeme. In the corner, her damage is ridiculously high, and her okizeme is very solid as well. Mu's tools and damage can allow you to get away with a lot of stuff, but it's very easy to get carried away and screw up.
Since Mu doesn't have a reliable normal move that allows her to start her pressure game, it's generally a good idea to start a match by running away from your opponent. Her j.c is an excellent air to air move, and her 5c has very good range for ground to ground. Mu has no reliable jump in move (j.a whiffs on crouch, j.b can cross up but has short range, j.c's hitbox makes it a bad jump in, j.2c can work but it's very slow and punishable at certain heights/spacing), and her anti air game is a little risky (6a has little vertical range, 2c has terrible recovery and head invuln only starts at frame 11, you need to chose one of the two and 2c can be baited with a double jump), so you want to try to stay at the same height as your opponent.
If your opponent is refusing to get near you, and you know you're in a safe spot, you can use your drive to place steins. This serves two purposes, first, you place them in such a way that if you use a command laser afterwards, the laser will go back and forth multiple times, increasing the chances you have at opening up your opponent. Second, it shows your opponent that you have the advantage in this situation, and provokes him into acting. If he choses not to act, simply send out more steins, 236a, or 236d and go in on him. If he does start doing something, you need to be aware of your options. You should cancel stein startup into a jump, 236a, DP, or SoD. (stein > stein is not the best idea unless you're really fullscreen and your opponent is too passive). A mistake a lot of Mu players do is set up a bunch of steins, and then the opponent just jumps on them and they start blocking, which cancels the stein startups, and defeats the purpose. If you place a stein and see a superflash, cancelling into DP can sometimes protect you.
236a is very good at covering space at neutral. If blocked, it usually gives you enough time to send out a 236d. It's startup and recovery are a lot faster than 236d and 214d, so it is a good idea to use this one first. Because most of Mu's tools at neutral are relatively slow, or come out late, sometimes your opponent will forget about 6C. This move is terrible on whiff, so it should really only be used if you have a read or if you're not playing seriously. It's good against Rachel's summons, Lambda's 214d-c, Tsubaki charging, Tager j.D, Mu-anything. The most common source of damage at neutral is j.c air to air counterhit. Stein setups are not to be underestimated. At a distace equivalent to 5d dash 6d 236d, if the command laser hits, you can use 3c to launch, the laser hits afterwards, and you can combo into either j.b or j.c...
Once you get your opponent blocking a 236d, or see an opening (ex: whiffed lambda drive), you can go in. Mu's normals aren't that great individually, and her overhead usually means the end of your pressure, so you need to get creative to have good pressure. Mu has a great variety of gatlings, and can go into 6b from 5a 2a 6a, or 5b. What you want to do is stick to lows as much as possible, especially because 2b is 0 on block. Frametraps are very rewarding, simple ones being 2b 2c, 2a 2c, 5c 6c, these catch mashing as well as jump out attemps. You can turn any gatling into a frame trap by delaying it a bit, but be careful, because this also opens up a chance for your opponent to DP. Once you've got you think your opponent is respecting your pressure, you can dash forward and reset it after mostly 2b, but any normal if you want to risk it, or special cancelling into mostly 236a (or 3c tk j.236a), but also more risky with 214d/236d. Ending blockstrings with SoD can also act like a frame trap, and holding it a bit can lead to breaking primers and + frames, but do not abuse this as its easily punishable if your get read.
When using a blockstring, you want to be able to easily hitconfirm whatever can hit. In the corner for example, a strong string is 2a 2b 5c 2c 236a. If you hit with 2a, you have time to hitconfirm with 2b and 5c, then cancel 5c into SoD for a decent corner combo. If 2b hits them low, you have 5c and 2c to hitconfirm as well, then SoD after 2c. If everything is blocked, the string is gapless until the 236a, which puts you outside of mashing range, and allows you to reset pressure if they don't jump out fast enough. You mix this up by going 2a 6b for overhead, 2a throw, 2a 2b 5c 236a, 2a 2b 5c 2c SoD... there are many different possibilities, add steins and jump cancels to the mix for even more options, just don't get predictable.
Midscreen, this blockstring also works, but a more reliable one would be 2a 6a 2b 2c 5c... A lot of people will get hit by the 2b due to either expecting a 6b after 6a, or messing up an instant block due to 2b being faster than 6a, and often they will be crouching. This allows you to combo into 6c after 5c for decent oki. 2b 2c is a frame trap, so pressure can often be reset by dashing after the 2b. Mix it up with overhead by going either 2a 6b, 2a 6a 6b, 2a 6a 2b 5b 6b, or add a low with 2a 6a 2b 5b 3c. After the last 5c you have a choice. Cancel into 236a and cross your fingers they don't move to reset pressure. Push them out with 6c then cancel into whatever and resume zoning. Put on a pokerface and go for SoD, you're out of the range of many characters at this point, but near the end of your SoD's range, so they can easily punish the whiff. You can use some setups like cancel into 5d jump back j.236a land dash 6dxx236d and go back in. Or just dash in again with a 2a/2b/5c even though you're -4 if you think they're respecting too much. This also increases the chance of them mashing in the near future. Of course, you chose your option depending on the situation, like if they're instant blocking/using barrier, or if you have a life lead, or obviously, what character they're using (ex: tager can sledge 6c). Then again mix it up with other strings, you have many possibilities. Video example : http://www.youtube.com/watch?v=O_c6ya4TPKU
When going for mixup, the simple and most effective thing is 6b (1) RC 2b, especially in the corner. Since the second hit is overhead, RCing into a low gives you a 50/50. If the first hit catches them crouching, you can go into a crouching combo that deals more damage than the standard 6b combo, so it's really a win/win situation. You will need to mix it up with... not doing the rapid cancel at some point. Strong mixup also comes from an aerial approach, though this usually require a laser to make sure you aren't eating an anti air. You can do jump in 2b/low airdash j.b, jump in j.b land 2b/6b, j.b crossups, j.c j.2c... It's also a good idea to gatling j.b into j.a when going for mixup. This gives you increased blockstun making it safe when you land, and also acts as a fuzzy guard hitting people with a quick move that must be blocked high, as people usually crouch after a jump in, anticipating a low afterwards. Though there's a lot of other options when using steins. If you get a knockdown, you can instead use them to make weird blockstrings, a simple one being 5a 2b ]d[ 6b, or use them to extend combos on hit as well as allowing you to continue pressure after 6b, for example 6b ]d[ 6b. Mu also has very strong guard crush potential. Setups can make 214d break multiple primers, or keep your enemy in place long enough to charge SoD. Knowing the timings on your steins makes everything a lot more effective, but it can be difficult to get used to. Spending some time in the lab and using the setups will help. This aspect of the character is definitely not required win due to Mu's extremely high damage and fast overhead, but just makes it even easier to. Video examples of simple setups : http://www.youtube.com/watch?v=agk5UuSUlr8 some explanations http://www.youtube.com/watch?v=1Vbb-RTnyUw "advanced stuff" but not actually hard to execute http://www.youtube.com/watch?v=MrPMAlHju50 . Basically, there are all these really strong setups you can do after a knockdown, but once you get used to them, you can use variations of them at without needing the specific knockdown if the situation allows it.
You can also mix it up with throws, but I find it a lot less effective against strong opponents compared to 6b. Throws don't put you in an as risky situation if they weren't successful at least. They are also quite rewarding both in the corner (3.1k) and midscreen (2.9k), so a good use of them with TRM can be worth it. With steins or j.2c, Mu can also create throw whiff setups, but no Mu player is using them. The sitation after a throw break puts Mu in a really strong situation against some characters, because 5c will beat a lot of options, and just backing up can usually allow you to resume your zoning game. The situation after a blocked 6b is a lot more ambiuous. It's a good idea to test it out on an opponent early in a match to see how they act after it. Initially you either want to block or backdash after it's blocked. If your opponent likes to press buttons after blocking it, cancel into SoD(1) the next time for a fatal counter. If the opponent is passive, you can either go for charged SoD, or even 5c (especially for barrier blocked). If you are cornering them and they instant block the second hit, a good gimmick is to delay cancel into DP and then into a corner combo. Since it's -1, with IB it becomes -4 giving your opponents incentive to use the advantage to get out of the corner.
Once your opponent is in and you're forced to start blocking, your options become very limited. Backdash is very good as most characters need to commit to punishing it if that's what they think you'll do. DP is nice because it hits behind as well, but the range is quite short. Counterassault range is also very short, so only use it when you know for sure it'll work. Jump barrier and mashing 2a can be valid options, but these are more easily punished by opponents so don't rely on them too much. Chosing various wakeup options like delaying, rolling, quick, or just neutral should be considered. A good defense combines all the options to make sure your opponent needs to bait various things, sometimes giving you a way out. It's not fair to play rock paper scissors if you just keep throwing rock and paper.
This doesn't mean you have to always take some action, simply blocking/instant blocking can get the opponent to bait a DP if you have already shown him you're capable of doing it through his strings. It's also good to keep in mind that Mu's gold burst combos are very damaging and lead to strong okizeme, so sometimes it's better to eat a combo and gold burst afterwards, as opposed to green bursting. A good counter to opponents who won't meaty on knockdown is to do wakeup laser super, if you have steins out. It's not invicible, but it has a fast startup, and gives you good frame advantage on block as well as great damage on hit.
Anti air is risky with Mu. 6a is the most reliable, but it doesn't have good range. 2c has great range and is easy to hitconfirm, but head invuln starts late and very bad on whiff, so it's easy for an opponent to bait it out. Jump back j.c instead if you can.
This is a bit risky, but Mu has a DP both in the air and on the ground, and can cancel from steins into it. Smart use of this makes it hard for your opponents to guarantee a way it, as opponents often think they can catch your recovery. Setting up steins prior to a cancel into DP can also make it somewhat safe on block.
habacan : 214d whiff. usually done when 6c is at the correct height, and followed up by 6a 6b. Can also be followed up by 2b 5c 6c if proration is bad.
the ender 2b 6a 6c 5d 214d doesn't work on mu/bang/carl, or when too close to corner. Do the alternative combo instead.
on platinum/makoto/noel/rachel, need to super jump when doing 2c j.2c in corner combos. use 2b 6a j.c j.2c instead of 2b 5c 2c j.2c if you have trouble getting it consistently.
to end with a super, use 6c omohikane midscreen. corner 3c omohikane is universal, as is 2c yata j.2c 3c omohikane for 100%. optimal but char specific is (j.2c) dash 2c 5d omohikane, or dash 2c 5c yata j.2c 2c 5c omohikane.
When doing delayed j.5d in corner combos, do not forward jump if you're right in the corner, neutral jump instead. After landing, do 2c 7jump cancel j.2c. This requires slightly better prorate than j.6d combos, but is worth it for the okizeme options.
Some combos need to be updated with the addition of 2c/6a 6c 5d 214d enders, but the general rule is, against most characters, you can generally replace the following enders:
6b 5c 6c by 6b 2c 6c 5d 214d 6c
2b 5c 6c by 2b 6a 6c 5d 214d 6c
- 2a 2b 5c 2c 3c SoD [1780 Damage] 
- 5b 2b 2c 5c [1982 Damage]
- 2a (crouching) 6a 2b 5b 2c 5c 6c 5d SoD [2170 Damage] 
- 6a/2c CH 5c (2c) 6c habacan 6a 6b 6a j.2c 2b 6a 6c 5d 214d 6c [3920 Damage] 
- 6a/2c CH 5c (2c) 6c habacan 6a 6b 6a j.2c 2b 5c 6c [3625 Damage] 
- 6a/2c CH (2c) 5c 6c habacan 6a 6b 5c SoD 6a j.2c j.5d 2b 5c 2c j.2c [4403 Damage]  (midscreen)
- j.c air CH 6a j.2c 2c 5c 6c habacan 6a 6b 6a j.2c 2b 6a 6c 5d 214d 6c [4422 Damage](requires almost fullscreen from corner)
- j.c air CH 5c (2c) 6c habacan 6a 6b 6a j.2c 2b 6a 6c 5d 214d 6c [ Damage]
- j.c air CH 5c (2c) 6c habacan 6a 6b 6a j.2c 2b 5c 6c [4082 Damage] 
- j.c air CH 5c (2c) 6c habacan 6a 6b SoD 6a j.2c j.5d 2b 5c 2c j.2c [4749 Damage] 
- 214d 6b 2c 6c 5d 214d 6a 6c 5d 214d 6c [3212 Damage, 43% Heat] 
- 214d 5c (2c) 6c habacan 6a 6b 5c 6c [2877 Damage] 
- j.2c CH 2b 6a 5b 2c 5c 6c [2177 Damage] 
- 3c (CH/RC) 2c 5c 6c habacan 6a 6b 5c SoD 6a j.2c j.5d 2b 5c 2c j.2c [4776 Damage] 
- 3c (CH/RC) 2c 5c 6c habacan 6a 6b 6a j.2c 2b 5c 6c [3933 Damage] 
- 6c CH 6a 6b 6a j.2c 2b 6a j.2c 2b 6a j.2c 2b 5c 6c [4678 Damage](corner to corner)
- 6c CH 6a 6b 6a j.2c 2b 6a j.2c 2b 5c SoD 6a j.2c j.5d 2b 5c 2c j.2c [ Damage](slightly after midscreen)
- 6c CH 6a 6b 6a j.2c 2c 5c SoD 5c 2c j.c j.2c (delay j.5d/j.6d) 2b 5c 2c j.2c j.5d 2b 6a j.c j.2c [5977 Damage] (midscreen)
- 6c CH 5d 5c 2c j.2c 2c 5c SoD 5c 2c j.c j.2c (delay j.5d/j.6d) 2b 5c 2c j.2c j.5d 2b 6a j.c j.2c [5904 Damage] (midscreen)
- throw 6a 5c 6c habacan 6a 6b 5c 6c [2656 Damage] 
- throw 6a 6b 2c 6c 5d 214d 6a 6c 5d 214d [2940 Damage, 42% Heat] (character specific, need to test more. ex: 6b dash 5c 6c on hakumen)
- gold burst 5c (2c) 6c habacan 6a 6b 6a j.2c 2b 6a 6c 5d 214d 6c [ Damage]
- gold burst 5c (2c) 6c habacan 6a 6b 6a j.2c 2b 5c 6c [2949 Damage] 
- 2a 6a 5c 3c RC 6a 6b 6a j.2c 2b 6a 6c 5d 214d 6a 6c [3305 Damage] 
- 2a 2b 3c RC 6a 5c 6c habacan 6a 6b 5c 6c [2571 Damage] 
- 2a 2b 3c RC 6a 6b 2c 6c 5d 214d 6a 6c 5d 214d 6c
- 2a (crouching, midscreen) 2b 5c 6c RC 6b SoD 6a j.2c j.5d 2b 5c 2c j.2c [3270 Damage] 
- 2b 5c 3c RC 6a 5c 6c habacan 6a 6b 6a j.2c 2b 6a 6c 5d 214d 6c [3665 Damage] 
- 2b 5c 2c 3c RC 6a 5c 6c habacan 6a 6b 5c 6c [ Damage]
- 5b 5c 3c RC 6a 5c 6c habacan 6a 6b 6a j.2c 2b 5c 6c (6a 6c 5d 214d?) [4552 Damage] 
- 5b 5c 2c 3c RC 6a 5c 6c habacan 6a 6b 6a j.2c 2b 6a 6c 5d 214d 6c [4930 Damage, 31% after RC]
- 5b 5c 2c 3c RC 6a 5c 6c habacan 6a 6b SoD 6a j.2c j.5d 2b 5c 2c j.2c [5287 Damage] 
- 5b (crouching) 5c 6c RC 6b SoD 6a j.2c j.5d 2b 5c 2c j.2c j.5d 2b 6a j.c j.2c [5383 Damage] 
- 5c (crouching/ground CH) 6c RC 6b 6a j.2c 2b 6a j.2c 2b 6a 6c 5d 214d 6c [ Damage]
- 5c (air hit) 6c 6d YnK 6b 6a j.2c 2b 5c 6c [4455 Damage] 
- 5c (air hit) 6c 6d YnK 6b 5c SoD 6a j.2c j.5d 2b 5c 2c j.2c [5408 Damage] 
- 5c 6c RC 6b 6a j.2c 2b 6a j.2c 2b 5c 6c [4052 Damage] 
- 5c 6c RC 6b 6a j.2c 2b 5c SoD 6a j.2c j.5d 2b 5c 2c j.2c [4850 Damage] 
- Airthrow RC 6b 2c 5c 6c 5d 214d 6a 6c 5d 214d 6c [4085 Damage] 
- Airthrow RC 2c 5c 6c habacan 6a 6b 5c 6c [3885 Damage] 
- 2a 2b 5c SoD 6a 6b 6a j.2c j.5d 2b 5c 2c j.2c [3116 Damage] 
- (crouching) 2a 2b 5c 6c SoD 6b 6a j.2c j.5d 2b 5c 2c j.2c [3331 Damage] 
- 6b SoD 6a 5c 2c j.c j.2c j.5d 2b 5c 2c j.2c [3582 Damage] 
- 3c SoD 6a 6b 6a j.2c j.5d 2b 5c 2c j.2c j.5d 2b 6a j.c j.2c [4411 Damage] 
- 2c CH 5c 6c SoD 6b 6a j.2c j.5d 2b 5c 2c j.2c [4687 Damage] 
- j.c j.2c SoD 6a 6b 6a j.2c j.5d 2b 5c 2c j.2c [4130 Damage] 
- j.c CH 5c 6c SoD 6b 6a j.2c j.5d 2b 5c 2c j.2c j.5d 2b 6a j.c j.2c [5206 Damage] 
- j.2c CH SoD 6a 6b 5c 2c j.c j.2c j.6d 2b 5c 2c j.2c j.5d 2b 6a j.c j.2c [3978 Damage] 
- 5b 5c 2c SoD 6a 6b 6a j.2c j.5d 2b 5c 2c j.2c j.5d 2b 6a j.c j.2c [5235 Damage]
- 5c air/CH/crouching 6c SoD 6b 5c 2c j.c j.2c (j.5d/j.6d) 2b 5c 2c j.2c j.5d 2b 6a j.c j.2c [5614 Damage] 
- Guard Crush 6c SoD 6b 5c 2c j.c j.2c (j.5d/j.6d) 2b 5c 2c j.2c j.5d 2b 6a j.c j.2c [5287 Damage] 
- 6c CH SoD 6b 5c 2c j.c j.2c 2b 5c 2c j.c j.2c (j.5d/j.6d) 2b 5c 2c j.2c j.5d 2b 6a j.c j.2c [ Damage]
- 6C CH 5(d) walk 5c 5(d) j.c j.2c j.6(d) 6b 5c delay 2c j.c j.2c j.6d 2b 5c 2c j.2c j.5d dash 2b 6a j.c j.2c 2c YnK j.2c 3c Omohikane [9950 Damage] 
- 623c 5c 6c SoD 6a j.2c j.5d 2b 5c 2c j.2c [2779 Damage] 
- 214d 6c SoD 6b 6a j.2c j.5d 2b 5c 2c j.2c [3572 Damage] 
- throw 5c 6c SoD 6a j.2c j.5d 2b 5c 2c j.2c [3077 Damage]  (not quite in corner)
- throw 6a 6b 5c 2c j.c j.2c 2c 6c 6d SoD 6a j.2c [3299 Damage] (slightly more difficult)
- throw 5b 6a j.2c j.5d 2b 5c 2c j.2c 3c SoD 6a 6c [2818 Damage]  (different oki situation)
- gold burst 5c 6c SoD 6b 5c 2c j.c j.2c (j.5d/j.6d) 2b 5c 2c j.2c [3894 Damage] 
- Airthrow RC SoD 6a 6b 6a j.2c j.5d 2b 5c 2c j.2c [4240 Damage]