BBCPE/Mu-12/Strategy

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< BBCPE‎ | Mu-12


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, rinse 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. Check out the video below for more information, these forum posts also do a small overview :

BBCP Mu-12 Basic Setups

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. DP (623C) even if it's quite easy to safejump or safely meaty now in BBCP 1.1, 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. Omohikane is also an okay option in some situations, due to it's longer range, at which some players will specifically (and predictably) bait your DP.

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.





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