Overview
Mu-12 (stylized as μ-No.12-) is a well-rounded character with fast movement, high damage, powerful vortex and low risk zoning.
Mu-12 has dominant neutral, able to out zone most characters with 2B, 5C, j.C, j.2C and her fast movement. In addition to this, her Steins (xD) are a low risk way to create threats for the opponent, either by waiting for the stein to fire or by using her powerful stein specials.
Mu-12 also has an extremely oppressive knockdown situation. Steins can be used to meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. the opponent while punishing all rolls and avoiding reversals, extend pressure, or enforce mixup. Combined with her high damage, Mu can three touch the vast majority of the cast. Her mixup is also fairly strong, as she has multiple ways to set up 50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly. situations, such as blockstrings into delayed airdash j.B vs empty low 2B, or 6B1 Rapid Cancel 2B.
While Mu has areas she does not excel at, such as her pressure and defensive tools, she's not bad at them. 2B is a +0 on block normal with extremely low recovery, allowing her to apply a basic stagger pressure gameplan. While her defensive options have flaws such as low range, she still has access to 623C, which is a meterless True ReversalA reversal attack of which the user is invulnerable throughout all startup frames, including the first active frame or more..

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Health |
10,000 |
Prejump |
4F |
Backdash |
22F (1-5F Inv All) |
Forward Dash |
Fastest Attack |
5A (6F, whiffs crouchers) 2A (7F) |
Reversals |
623C (14F) 632146C (10F) |
Fatal Starters |
6B 6C 63214C |
Steins Gunner projects a small turret to the targeted location. Steins have a long charge up before they fire, and will not fire or remain active if Mu is hit or blocks an attack. Steins are created aiming at the opponent, and very slightly track before firing.
Steins can also be charged by holding down the Drive button. Charged Steins take longer to fire, but have much more powerful beams and track the opponent significantly more effectively before firing.
Up to four Steins can be on the stage at a time; if Mu tries to set a fifth Stein, it will replace the oldest one, regardless of if the stein has fired yet. Steins are also used for two of Mu's special attacks and one of her supers; Totsuka Blade, Tokotachi Blade, and Blessed Mirror.
All Stein summons are cancellable into Specials, Drives, Jumps, C Normals, and 6B on whiff. Stein whiff cancels are required for all but the most basic of Mu combos, and also allow Steins to be used as a low risk neutral option. A maximum of two steins can be performed per string.
Each stein is numbered by the order they were placed in, starting at one for new steins and ending at four. This is used to indicate the order for Totsuka Blade.
Normal Moves
5A
5A is useful for anti airing due to the above average hitbox and active frames. It also whiffs on most crouching characters, which can be used to bait out throw OS.
- Jump Cancellable
- Whiffs all Crouchers, except for Hakumen and Tager.
- Whiffs on Kagura and Relius too unless they're in blockstun or are using barrier.
- Can be used 3 times per string.
- +8 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 80 | 1 | +8 |
5B
5B is almost exclusively a pressure tool. It has an awful hitbox and awful recovery, recovering only 2 frames faster than 5C. The only reason this move isn't completely outclassed by 6A as a pressure tool is because 5B is -4 on GCOD, while 6A is -7. Otherwise, 6A has better range against crouchers, doesn't consume a B chain so you can do 2B 6A 2B, and retains basically all other properties worth considering.
It also sees infrequent use in combos as a more damaging normal than 2B in situations where you don't have time to use 6A or 5C.
- Jump Cancellable
- -4 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
- 5B and 2B are tied together - they can be used a combined total of 2 times per string.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 85 | 2 | -4 |
5C
5C is an amazing neutral tool, with high horizontal and vertical range for its speed. It also has very high reward near the corner by using 5C 6C Tachiw wallsplat into a full combo plus setplay.
This button also shines in making Mu's throw extremely irritating to deal with, as even if they tech the throw, 5C is in range to hit the opponent afterwards anyway. Clipping a skittish opponent jumping after a throw tech can lead to very high damage.
- -10 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. Be careful using this in pressure if they have it available.
- 5C and 2C are tied together - they can be used a combined total of 2 times per string.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 89 | 3 | -10 |
2A
A typical crouching jab. Good for GCOD safe stagger pressure, jab throw TRM attempts, and mashing out of pressure.
- Throw Cancellable
- Can be used 3 times per string.
- +6 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 100 | 80 | 1 | +6 |
2B
Mu's best normal. 2B is a strong neutral tool with good range and low recovery. It's good for pressure because it's +0 on block, and good for mixup because it's an 8f low. You can even use it to cross under neutral tech! With Mu's ability to convert any hit near the corner into good damage, this normal is also her most consistent source of damage. 2B excels at everything and it should be applied liberally.
- +5 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. Most characters do not have plus on GCOD lows. Cherish it.
- 5B and 2B are tied together - they can be used a combined total of 2 times per string.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 85 | 2 | +5 |
2C
One of Mu's anti-airs. While the hitbox is very big with more vertical range than any of her other options and the ability to hit behind her, the invulnerability to air moves is fairly slow and the high recovery makes it easier to bait. Furthermore, her hurtbox extends vertically before the head invulnerability kicks in making it easier to get hit out of the startup. Best used as a hard read anti-air as the reward if correct is great.
As a punish, 2C is unparalleled. It's more consistent than 6C due to faster startup and lack of a dead zone, and like 6C allows Mu to combo directly into SOD2 on counter hit for extremely high damage.
In pressure, 2C is a 1f frame trap off 2B, working as a high reward OD OS killer.
- Jump Cancellable
- -17 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
- 5C and 2C are tied together - they can be used a combined total of 2 times per string.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 92 | 4 | -17 |
6A
Another of Mu's anti-airs, and probably the one you'll be using most frequently. Floats on counter hit. 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 use in blockstrings because it has many cancel options, while being relatively safe on GCOD at -7. A blockstring you'll probably see a lot is 2B 6A 2B. It integrates two lows, is +0 on block, sets up spaced 6B if they barrier and retains a decent number of cancel options to frame trap the opponent with.
- Jump Cancellable
- -7 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. At best, your opponent is going to get a jab punish.
- Can be used 2 times per string. Mu must be careful to not be too far for the second 6A to hit the opponent.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 | -7 |
6B
A very strong combo tool and Mu's primary overhead. 6B has very long range and huge reward. It has faster than average startup compared to other characters' overheads, but the catch is that only the second hit is an overhead. Thus you'll 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, which is her primary launcher midscreen when you're close enough to combo into it.
Mu retracts her feet from the floor during the forward roll of the animation, letting her dodge sweeping attacks, aka classic "low crush" or "high profile", but is not the same as having actual foot invulnerability and can still lose to foot property attacks. Similarly, she is never considered airborne during any part of the attack, so she can still be thrown out of it.
- Fatal Counter
- First hit is a hard knockdown on air hit, something many confirms take advantage of but rarely helpful outside of that.
- -25 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. Absurdly unsafe if the opponent GCOD's first frame, but if they GCOD after blocking the first hit you can cancel with 5D and jump to avoid a punish.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long, Normal | 90 | 89, 79 | 3 | -25 |
- Fatal Counter
- Cancellable into C normals immediately on second hit, or from frame 26 (first frame of recovery) if only first hit connects
- Has no real invulnerability and is never airborne, but loses foot hurtbox on frame 4
6C
6C is primarily a combo tool, but sees use in neutral in specific matchups as way to heavily punish reckless projectile usage, due to being entirely disjoint and having long range.
This move is used in nearly every corner combo, and some midscreen ones for corner carry. It will nearly always combo from 5C regardless of context. 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 give you more blockstun to drive cancel or special cancel into something. Can be gapless out of 2C instead of 5C. Be careful about using this, it's absurdly unsafe on whiff and is a great spot for the opponent to use GCOD or OD OS if canceled into from 5C too frequently.
- Deadzone in front of Mu.
- Can clash with projectiles, but loses actives when this happens.
- Fatal Counter.
- Wall bounces midscreen on counter hit.
- -39 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 84 | 5 | -39 |
- Fatal Counter
3C
This move is combo or blockstring fodder. It's a jump cancellable low that's a 1f frame trap off your 2B and into uncharged SOD, so it's a vital tool for semi safely blowing up OD OS. However, it's GCOD unsafe. You can also use this to call out people fuzzy jumping out of your spaced 6B.
It doesn't lead to much midscreen without rapid or overdrive cancel, however in the corner you can extend with SOD for a full combo.
As a punish, it's actually pretty decent. Counter hit 3C lets you combo into SOD2 immediately, so it does fairly reasonably damage, but it's outclassed by 2C SOD2 as a starter. Use that instead.
Doesn't have many uses in neutral, but is good for punishing moves that are vulnerable only to lows (Tager's Voltec ChargeGuard:
Startup:
Recovery:
39~113Advantage:
, Tager's SledgeGuard:
AllStartup:
35~56Recovery:
20Advantage:
-7, Litchi's IttsuuGuard:
MidStartup:
19~54Recovery:
40
(Total: 52~87 {54})Advantage:
-2), because on counterhit you get a full combo. However, dash 2B mostly outclasses it as a lower risk, lower reward option to do the same thing.
- Jump Cancellable
- Hard knockdown on ground Counter Hit.
- -14 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
- Can be used 3 times per string.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 90 | 89 | 3 | -14 |
j.A
It's an air jab. You use it as a low risk rising anti air and for setting up airthrow TRM. In Mu's case, it's also useful as a reverse beat off j.B to make it more plus.
- Jump Cancellable
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Normal | 80 | 80 | 1 |
j.B
This is your primary jump-in option, as it doesn't have landing recovery, can reverse beat into j.A to be more plus, hits below you, and can hit crossup.
It's also used to hit people overhead in delayed airdash mixup due to being able to hit every character in the game crouching at the right height, while being significantly faster than j.2C. You can also whiff it rising to auto time the delayed airdash on almost all characters, with the exceptions of Celica, Kokonoe, Naoto and Jin.
- Jump Cancellable
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 85 | 2 |
j.C
j.C is an amazing, disjoint air to air and decent air to ground when spaced. It has extremely good reward on counter hit, but it doesn't hit below Mu very well, and has landing recovery so it's vulnerable to low profile attacks.
Instant air backdash j.C is a relatively safe option at round start or after using a drive, with the majority of the cast having no reliable means of punishing her for it.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
- Landing recovery applies once the move reaches frame 5
j.2C
j.2C is best used as an air-to-air move as it hits high above Mu and leads to good damage on counter hit. It also sees use as a slower, but much larger jump-in than j.B.
Also commonly used after air stalling with a drive, as you cannot whiff cancel drives into j.B.
- Hard knockdown on air Counter Hit
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 80 | 89 | 3 |
- Landing recovery applies once move reaches frame 4
Drive Moves
Ground Summon Stein
5D/2D/6D/4D
Mu sets a stein in one of four positions, which tracks the opponent and then fires a half-screen projectile. In setplay and combos, steins are extremely strong and allow Mu to reset pressure, force mixup situations or get much higher damage. In neutral, steins are a low risk way to take advantage of respect and also provide fuel for her very powerful stein specials, 214D, 236D and 632146D. In pressure, steins are a safe way to disengage via whiff canceling into jump.
Overdrive steins are a different beast entirely. They retain the whiff cancel windows of uncharged steins with the projectile properties of charged steins, fire twice as fast, and will fire even after block or hit as long as Mu isn't in hitstun or blockstun when the stein attempts to fire. These properties combined make overdrive steins a menace in neutral and can lock the opponent down from across the screen long enough for Mu to approach and mix them up. Raw overdrive in neutral lasts at least 4 seconds, and is strong enough to be worth considering.
- Steins can be whiff canceled on the following frames for each input: 4D=14F, 5D=15f, 6D=16F, 2D=18F.
- Can be whiff canceled into: Drives, C normals, 6B, specials, supers and jump.
- Any version can cancel into any other (including charged versions), but not into the same version.
- A maximum of two steins can be placed per chain.
- A maximum of four steins can be placed at once, with any stein over that number replacing the oldest stein regardless of if it has fired yet or not.
- Will not fire if Mu blocks or is hit.
- Except in OD where they will still fire if Mu leaves hitstun or blockstun beforehand.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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5D | Normal | 70 | 92 | 2 | +12~+8 | |||||||||||||||||||||||||||||||||||
5D OD | Normal | 70 | 92 | 4 | +12~+8 |
5D:
- Steins can be whiff canceled on the following frames for each input: 4D=14F, 5D=15f, 6D=16F, 2D=18F
- Bonus Proration 110%
5D OD:
- Bonus Proration 110%
Charged Ground Summon Stein
5[D]/2[D]/6[D]/4[D]
Same as above, except for the following differences:
- The stein takes longer to fire, but now shoots a higher damage, fullscreen laser.
- Charged steins can be whiff canceled on the following frames for each input: 4[D]=27F, 5[D]=29f, 6[D]=31F, 2[D]=35F.
- The longer startup also results in the stein adjusting its aim for a longer period.
- This charged laser is what all steins placed in OD will fire without any of the penalties/differences mentioned above.
- Uncharged stiens can be cancelled into charged ones and vice versa.
Charged steins are significantly less safe to just throw out due to a much later whiff cancel window, and mostly serve as setplay tools. However, an uncontested string of charged steins in neutral can make it very annoying for an opponent to approach you, as each charged stein can somewhat cover the placement of another.
They also have uses in specific matchups, such as versus Arakune or Izanami. Arakune has very poor mobility, and struggles to deal with a fortress of charged steins. Izanami can't block while using her drive, so a charged stein in neutral can force her to attempt to approach, throw out bits to force you to block at positions that don't lead to anything for her or use ribcage.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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5[D] | Normal | 70 | 92 | 4 | -1~-9 |
5[D]:
- Charged steins can be whiff canceled on the following frames for each input: 4[D]=27F, 5[D]=29f, 6[D]=31F, 2[D]=35F
- Bonus Proration 110%
Air Summon Stein
j.D/j.2D/j.6D/j.4D
Air steins are the slightly more situational alternative to ground steins. Like ground steins these can be canceled into all of the same things including jump so long as you had not spent your air action already. Particular uses for these that can't be done by ground steins include using its ability to stop air momentum to bait anti-airs and whiff punish with j.2C and in combos for both the momentum and to squeeze in an extra j.2C though canceling a j.2C into an air stein and back.
- Air steins can be whiff canceled on frame 21.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.D | Normal | 70 | 92 | 2 | ||||||||||||||||||||||||||||||||||||
j.D OD | Normal | 70 | 92 | 4 |
j.D:
- Air steins can be whiff canceled on frame 21
- Bonus Proration 110%
j.D OD:
- Bonus Proration 110%
Charged Air Summon Stein
j.[D]/j.2[D]/j.6[D]/j.4[D]
Same as air steins, but with all of the tradeoffs and differences mentioned in the charged ground stein section.
- Charged air steins can be whiff canceled on frame 41.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.[D] | Normal | 70 | 92 | 4 |
j.[D]:
- Charged air steins can be whiff canceled on frame 41
- Bonus Proration 110%
Universal Mechanics
Ground Throw
5B+C
Midscreen, Mu's throw is a relevant mixup tool that leads to average damage, strong corner carry and setplay using microdash 6A or 2C routes. In the corner, this throw leads to absurd damage as you can immediately cancel into SOD2 and follow up with her high damage 2C 5D 2C 5D corner juggle for nearly 3.8k damage with no loss of setplay.
The animation and launch angle is 100% identical on back throw, just in the opposite direction; the only notable difference is that 4B+C SOD2 can whiff if you're too close to the corner. This can be avoided by slightly delaying the SOD2.
- Functions the same as every other throw.
- Special and Drive cancellable
- Counter hit recovery
- Kara throw: 2C~B
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0,4 | -6 |
- Minimum Damage 100%: 1500
Air Throw
j.B+C
Airthrows are great aggressive anti airs for every character, and Mu is no exception.
Sideswaps, but is otherwise mostly the same as her grounded back throw. The same midscreen followups work.
Corner combos are significantly different, mostly because this throws them out of the corner. If you throw them out of the corner, microdash 5C 2C tachi will side swap and allow you to retain corner. If you throw them into the corner, the corner combo starts with 6C SOD2 rather than simply SOD2, for almost the same damage as grounded throw.
- Functions the same as every other throw.
- Switches sides
- Counter hit recovery
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
Counter Assault
6A+B while Blocking
Mu's Counter Assault is unreliable due to being both short ranged and vulnerable to low profiles. Don't disregard it entirely, but be careful where you use it.
- Costs 50% Heat
- 180F Heat Gauge Cooldown
- Counter hit recovery
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 50 | 92 | 4 |
Crush Trigger
5A+B (Chargeable)
Thanks to steins giving her the ability to confirm it, Mu is able to get better overall reward off of her uncharged crush trigger than most of the cast and doesn't need the corner to do so. Also, the attack itself works similarly to a projectile in that Mu's hurtbox doesn't extend much. Mu gets about 3.7k to 4k off uncharged CT in the corner with a stein to confirm it.
Doesn't really see much use in combos. Uncharged can combo off 3C, but if you're close enough to use 3C CT you were probably close enough to do 2B 6A/5C 6B instead. Charged CT doesn't see much use either, as overdrive double super is a much more rewarding use of meter.
- Floats on air hit
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A+B | Normal | 80 | 60 | -19 | ||||||||||||||||||||||||||||||||||||
5[A+B] | Long | 80 | 100 | -29~-60 |
Backdash
44
Character defining backdash. Tied highest distance moved combined with low backdash recovery makes this extremely difficult for most characters to deal with. Can generally escape okizeme or pressure midscreen free unless your opponent meaties you using a move with a lot of range and active frames, such as Ragna's 5BGuard:
MidStartup:
8Recovery:
16Advantage:
-7.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Specials
Totsuka Blade
236D (Air OK)
236D is a powerful setplay tool with niche use in neutral. Mu fires a laser at the stein marked 1, which then bounces to stein #2, and eventually the opponent when all steins have been passed through. This can result in an absurd amount of blockstun - With the opponent between two steins, Mu can trivially reset pressure or use her standing overhead. With four steins, Mu has enough time to jump and force a 50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly. via delayed airdash j.B j.2C vs empty jump 2B. Mu can set up four steins on top of the opponent with her Corner Middle C route.
In neutral, this move is significantly less oppressive, but can still be an effective way to punish respect from the opponent with the correct stein placements. 4D 2D 236D is plus enough to start pressure, and can be difficult to contest due to 236D remaining if Mu is hit. Despite remaining on hit, Mu players should be careful using this, as the recovery is extremely high and the tracking can sometimes leave something to be desired - It is possible for the opponent to avoid the last laser, or punish with an option that is invulnerable during the animation, such as throws or some supers.
This move has no utility in combos. Each bounce scales individually, so outside of the occasional combo starter when someone disrespects Mu's setplay, this is not something that sees use. 214D is also significantly more effective in combos, and both consume your steins.
- The laser is considered a new projectile every time it bounces, meaning it can hit once for every bounce; the maximum possible number of hits is 5.
- If more steins are placed while active it will bounce off of them as well. The cutoff point for this is roughly just before it reaches the last stein.
- Each stein disappears shortly after reflecting the laser.
- Stays active even if Mu is hit or has to block.
- Prevents newly placed steins from firing their own shot.
- If no steins are set, this move animates as normal but nothing is fired.
- Counter hit recovery
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236D | Normal | 80 | 89 | 3 | -46 | |||||||||||||||||||||||||||||||||||
j.236D | Normal | 80 | 89 | 3 |
236D:
- Each bounce from the laser is considered a different attack for proration purposes
- Not affected by same move rate
j.236D:
- Each bounce from the laser is considered a different attack for proration purposes
- Not affected by same move rate
Tokotachi Blade
214D (Air OK)
An extremely ignorant neutral special. 214D is extremely plus on hit or block, and can lead to full combos or tight pressure from fullscreen with multiple staggered stein placements. When done in the air, it can be tricky for the opponent to punish, as steins can hit the opponent and make you plus while you retain air actions after the j.214D.
Also sees use in combos. Generally, combos will stabilize into 214D then perform a string of steins, normals and specials for setplay.
- Launches all currently placed steins in the direction they're currently facing (not necessarily towards the opponent). After colliding with the enemy character or flying offscreen, they vanish.
- Remains active if it hits a doll.
- Stays on block.
- Can still be used without steins present, but is pointless to do so.
- In OD, the steins will explode after making contact resulting in more hitstun, blockstun and damage.
- Counter hit recovery
- Steins used by this move are immediately considered consumed, meaning they won't fire their own lasers if they haven't already and Totsuka Blade and Blessed Mirror will not target them with their lasers.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214D | Normal | 80 | 89 [85, 94] |
3 | -13 | |||||||||||||||||||||||||||||||||||
j.214D | Normal | 80 | 89 [85, 94] |
3 |
214D:
- Values in [] are during OD
j.214D:
- Values in [] are during OD
Arrows of Heaven
236A (Air OK)
236A is a situational neutral tool to bait your opponent into jumping, or to occupy space to buy time for steins to fire. Awful in pressure due to long recovery, low blockstun and low hitstun, and absolutely no use in combos as it is very hard continue your combo if used and doesn't reward the effort anyway. Has some use in setplay as a meaty, but this is mostly a knowledge check as the opponent can let it blue beat or roll into it, then air tech out.
j.236A is largely the same, but arcs downwards and also stalls air momentum. It can be a bit more useful in neutral when done low to the ground, as it can occupy an awkward height where they can't run under but it can also hit jumps. Floating high in the air to waste time for your charged steins to fire is also a good use of j.236A.
- Counter hit recovery
- Projectile is active for 10f before it starts to move
- Projectile then travels in a straight line for 22f before it starts to accelerate vertically
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236A | Normal | 80 | 89 | 3 | -25 | |||||||||||||||||||||||||||||||||||
j.236A | Normal | 80 | 89 | 3 |
Origins
623C (Air OK)
623C is Mu's primary reversal move. It has short horizontal and vertical range, but is still amazing to get opponents off Mu during pressure. The hitbox also surrounds Mu, so it can't be crossed up, and has an above average amount of invulnerability and active frames.
Has use in combos as one of Mu's highest damage routes by using steins to combo after j.623C. The only downside is that j.623C corner routes are distance dependent, and require Mu to be relatively close to the opponent for the combo to work. Leads to absurd reward if performed, however - 4.2k damage off 2B or nearly 5.0k off 5C.
Cancelling steins into the air and ground versions of this move can make your zoning game very difficult for your opponents to deal with. The air version can also be used as a crossup when combined with an instant air dash, but this is very risky and requires meter or a setup to combo afterwards.
- Counter hit recovery, like most invulnerable moves
- Ground version wall bounces in the corner
- Air version wallsticks in the corner
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623C | Very Short | 60 | 92 | 4 | -32 | |||||||||||||||||||||||||||||||||||
j.623C | Very Short | 60 | 92 | 4 |
623C:
- On Guard Point, hitstop for Mu is 0F. Opponent hitstop unchanged
- reversal
j.623C:
- On Guard Point, hitstop for Mu is 0F. Opponent hitstop unchanged
Sword of Infinity
63214B
Advancing crossup attack that launches on hit. Mostly used in combos and for whiffing after a midscreen 6C for extra corner carry. The distance travelled in combination with the short recovery also make this a surprisingly good mobility tool to evade the opponent or escape the corner.
Can also be used in a setup midscreen to make it effectively unreactable. You set a stein that fires as you cross them up with Tachi, then Tachi hits them and leads to a combo. In corner setplay it can be used to vacuum the opponent out of the corner.
- Launches extremely high on counter hit.
- Frequently referred to as 'Tachi' rather than 63214B.
- Goes extremely far when microdashed.
- Recovery is slightly deceptive. Has 5f regular landing recovery which can be canceled with buttons, run or block.
- If this recovery is canceled out of Mu is +2, otherwise she's -3. You can also cancel with run then perform an action that you wouldn't be able to cancel into such as backdash or jump.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 74 | 5 | -14 |
- Recovery in () is on whiff
- Airborne from frame 3, recovery until landing
Sword of Decimation
63214C
Uncharged (SOD): In pressure SOD primarily serves as last ditch frame trap, as it starts up 1f faster than 6C, which enables it to blow up OD OS in pressure due to being a 1f frame trap off 5C and 3C. Despite having punishable frame advantage the pushback can generally make it safe if done at the end of a string.
In combos it ground slides making it great for extending combos near/in the corner. SOD is also a standard ender in many combos due to the hard knockdown and ability to cancel into steins - SODw (SOD whiff) enders can catch non neutral tech options while the steins make you plus, resulting in very oppressive knockdown situations.
It also can sometimes serve as a neutral poke, despite the slow speed. It has a very high vertical hitbox, long actives and leads to full combos on counter hit, while having the same recovery as her other main grounded neutral poke, 5C.
Charged (SOD2): Purely a combo tool. SOD2 does extreme damage combined with a higher P2 than SOD, resulting in hilarious damage when done early. It should go without saying using it for much else is a bad idea as its both extremely slow and still minus on block. It can see some use as a way to keep opponents honest if they overdrive during the startup, as you can hold to retract your hurtbox or release partially charged to meaty the end of the OD animation.
It should also be noted that SOD2 is automatic upon reaching the required number of frames. You do not need to manually release for faster startup as you do charged crush trigger and trying to do so only makes a slower accidental uncharged SOD a possibility, so just keep holding C until after she swings.
- Can cancel the recovery into a stein on hit only.
- Fatal Counter
- Wall bounces on counter hit.
- Frequently referred to as 'SOD' for the uncharged version and 'SOD2' for the charged version.
- -19~-42 on GCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 82 [94] | 4 [5] | -19~-42 |
- Hold for 34F minimum for fully charged version. Stein Cancel activates after the first 9F of recovery (bufferable).
- Values in [] are for max charge
- Fatal Counter
Distortion Drives
Wisdom of the Divines
632146C
Situational reversal with more horizontal range than 623C. Combo ender when going for the kill. Has below average minimum damage normally, but absurd minimum damage with OD. Second super in Mu's double super combos, which can be done trivially at the end of any corner BnB to add up to 1456 minimum damage, or 2468 in OD.
- 180F Heat Gauge Cooldown
- 20% minimum damage (Normal: 880 Overdrive: 1480)
- Hithox starts off very close to Mu and grows every two active frames until it reaches full size.
- Usually called 'Omo' rather than 632146C.
- Counter hit recovery, like most invulnerable moves
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 92×9 [92×25] | -33 |
- Values in [] are during OD
- Rapid cancel only available on block
- Minimum Damage 20%: 880 [1480]
- reversal
Blessed Mirror
632146D (Air OK)
An amazing super for neutral due to throwing out a large number of tracking projectiles that stay on hit or block, and can frequently leave Mu plus enough to start pressure. Also useful for combos as a way to add more damage in Mu's double super routes. Zero invulnerability however, so don't try to use this as a reversal.
- Fires one laser at each available stein, one laser directly at the opponent. Each laser aimed at a stein will then be bounced from that stein towards your opponent, leading to a maximum of 9 hits overall.
- There is a short delay between each laser fired, with the first one being fired at Stein #1, then each other stein in order, then finally the opponent. The final shot at the opponent always occurs at the same point in the move, no matter how many steins were used.
- In overdrive, an extra laser is fired directly at the opponent at the same time the move would normally fire one at a stein. This can add up to 4 more hits overall.
- Projectiles stay on hit or block.
- 180F Heat Gauge Cooldown
- Each laser has 10% minimum damage (64, 76 in OD)
- Does 576/988 minimum damage with every possible hit.
- Usually called 'Yata' or 'YnK' rather than 632146D.
- Counter hit recovery
- All steins disappear after being used.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
632146D | Normal | 80 | 92 | 4 | -26 | |||||||||||||||||||||||||||||||||||
j.632146D | Normal | 80 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
632146D Extra Laser | Normal | 80 | 92 | 4 |
632146D:
- Values in [] are during OD
- Startup listed is for the final, guaranteed laser
- Shoots 1 [2] laser for each Stein deployed plus one final laser
- Startup for these lasers are 5+(90 Flash)+9, 5+(90 Flash)+15, 5+(90 Flash)+21, 5+(90 Flash)+27
- Minimum Damage 10%: 64 [76]
j.632146D:
- Values in [] are during OD
- Startup listed is for the final, guaranteed laser
- Shoots 1 [2] laser for each Stein deployed plus one final laser
- Startup for these lasers are 5+(49 Flash)+18, 5+(49 Flash)+24, 5+(49 Flash)+30, 5+(49 Flash)+36
- Minimum Damage 10%: 64 [76]
632146D Extra Laser:
- Values in [] are during OD
- These lasers can hit twice: once before reaching Stein, and again after reflect
- [Damage while traveling to Steins is 640, becomes 760 after reflect]
- Minimum Damage 10%: 64 [76]
Exceed Accel
Pillar of Light
A+B+C+D during Overdrive
Universal reversal with significantly more horizontal range than 623C. Leaves most characters close enough to get hit by 2B should they attempt to delay tech or forward roll.
Not really useful for damage as Mu has much better tools for that and using this ends her very useful OD immediately, but as EAs have minimum damage it has a niche use when going for kills in the absence of meter.
- Behaves the same as every other Exceed Accel.
- 303/636 Minimum damage.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 125 | 80 | 3 | -30[-20] |
- Values in [] are when canceled into or immediately after activating Overdrive
- Values in {} are during Active Flow
- Minimum Damage 10%: 303 {585+51}
- onODR
Astral Heat
Sword of the Godslayer
222D
A very practical astral that's also blessed with an easy input. Any hit with or into 6A, 6B or a C normal will work and many standard Mu routes have parts you can swap out for this.
- Costs 100% Heat
- 180F Heat Gauge Cooldown
Combos Directly From...
- 6A
- 6B (either hit)
- All ground C normals (6C with corner or counter hit only)
- Ground throws
- Tachi
- SOD2 in the corner
- ...And a lot more!
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
|
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | |||||||||||||||||||||||||||||||||||
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Long | 100 | 92 | 4 | -44 |
Colors
