BBCSE/Mu

From Dustloop Wiki

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.
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.
Mu-12

BBCSE Mu Portrait.png

Health: 10,000
Guard Primers: 4
Movement Options: 1 Double Jump/Airdash, Run-type Dash

 Mu has a zoning, yet flexible play-style

Pros
Cons

Move List

See also: Mu Full Frame Data

Normal Moves

5A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 6 6 7 -1 Click!

Staple standing jab. Whiffs on most characters' crouching hitbox, hits Hakumen and Tager crouching. Excellent hitbox and active window with a minimal extended hitbox causes this move to clash quite often.

µ's 5a is most effective as a fast ground-to-air poke, and as a normal to stagger her interior pressure, setting up throws and frame-traps. Because of µ's excellent proration, even 5a starters can lead to high damage combos.

2a in general is a slightly more effective tool to use in neutral against grounded opponents, but 5a's higher hitbox makes it the choice against airborne opponents..

5B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
530 219 100 91 9 3 20 -6 Click!

Excellent pressure and punish tool, leads to enormous combos nearly anywhere on the screen with meter; landing this move on a cornered opponent almost always seals the round with a kill.

The weakness of 5b is that the recovery and hitbox are far from amazing. It's dangerous to use as a poke, and sub par to other normals for hit confirming due to 5b whiffing on crouching opponents at certain ranges. That aside, everything else about 5b is quite impressive, and should be used constantly in pressure.

5b's true strength is the number of options it has following it, and leading into it. The move gatlings into nearly all of µ's other normals, and can be late chained out of at almost any time. Combining this with varied use of Special Cancels, Drive cancels and Jump cancels lead to this move being critical in pressure and mixup.

5C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720 296 90 94 12 3 20 -4 Click!

Immense normal, and one of the fastest for the amount of coverage, 5c is one of the superior pokes in the game; a very deadly tool when implemented correctly.

5c's failing is in pressure. Though the move is not very minus on block, gatling into 5c removes the threat of µ's mixup via 6b and throws, limiting it to frametraps. Opponents who understand the µ's normals can see 5c as a queue for the essential end of her pressure. However, once again this is a normal where a varied use of Late Chains, Special and Drive Cancels will keep you mobile and unpredictable, forcing the opponent to respect your space.

This move is the go-to normal for combos, as the damage:proration ratio is very very good. It leads to huge damage on normal hit in the corner, or counter-hit midscreen with meter. Because of the enormous hitbox, it's easy to confirm into 5c to pick up a full combo as soon as possible after landing a hit.

And important note is the extended hitbox on 5c, as displayed in the image to the right. The extended hitbox discourages using 5c as an anti-air or as a close range poke, but feel free to cut your opponent to pieces at maximum range.

2A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 7 4 10 -2 Click!

Staple crouching jab. Almost identical to 5A in terms of characteristics. Unlike 5A however, 2A is able to hit any crouching hitbox. Can late-chain. Throw cancellable.

The ability to cancel into a throw makes this move a dangerous pressure tool when used correctly, even with a -2 frame advantage. It can also be used for many frame trap setups, one of the most common being 2A > 2C. There is an option select to punish forward rolls and DPs that consists of 2A 2C as well.

The key feature to the pressure ability of 2A is its ability to late-chain into itself and other moves. The late-chain into itself allows you to be a lot less predictable with your blockstrings, and can level up your pressure from a character whose pressure is only sub-par. Its ability to cancel into throw also allows for deeper mind games. A common example would be causing throw reject miss against the Throw Option Select, though other uses for its cancel into throw can be found.

2B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450 186 80 87 8 4 10 ±0 Click!

Overall, Mu's most effective and well rounded normal. Excellent hitbox, startup, recovery in almost every situation. With the character's ability to convert any hit near the corner into very impressive damage, this normal is her most consistent origin of damage output.

2b is incredible. It excels at everything from poking to use as a crossunder normal, and its liberal application should never be underestimated. Due to the excellent hitbox and speedy startup, it will beat out tools that many characters rely on in neutral, though it requires a bit of dashing momentum to get maximum coverage.

2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720 286 80 91 14 3 27 -13 Click!

One of Mu's anti-airs, the hitbox is very big, the invulnerability to air moves is rather average (frames 11 to 16), and has the biggest vertical range on her anti-airs by far. Very easy to hitconfirm into decent damage on counterhit by chaining into 5C. However the huge recovery makes it very punishable on whiff, by an opponent who double jumps to bait it, so avoid getting predictable with this.

Also very useful in ground blockstrings because if your opponent is expecting you to gatling into 5C, you can instead special cancel into a projectile (that varies according to the situation) to restart applying your pressure.

6A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 256 80 91 11 4 20 -7 Click!

Another of Mu's anti-airs. Invulnerable to aerial attacks from frame 5 to 14. Forces aerial state on opponent on CH. Faster than 2C, and good horizontal range, but not very good vertically. It also recovers faster than 2C so it doesn't get baited as bad with double jumps.

In order to use Mu effectively it is necessary to learn when to use which one of her anti-airs, because together, they cover very many possibilities.

6A is good in blockstrings, because most players don't use it often, so the opponent may be caught off guard not knowing what it can gatling into.

6B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
680×2 281×2 70 94 22 2(8)2 18 -1 Click!

Mu's only overhead. It has a very fast startup compared to other characters' overheads, and combined with lasers and explosions, it can be very hard to see. However, it's absolutely terrible on whiff because it lasts so long, your opponent can punish very heavily, so you have to know when you can use it. An advantage of it being a 2 hit move, is that you can rapid cancel and block if your opponent bursts between the two hits. It is noteworthy that both hits are overheads, so a very effective mixup is to rapid cancel after the first hit and use 2B which hits low instead.

Another way to use this move effectively, is by combining it with lasers to keep your opponent in blockstun during the startup. That way, because there is usually a frame gap, opponents will often try to DP 6B's startup, but if a laser is keeping them in blockstun, the 3 position will have them crouching and therefore they will get hit.

Another few things to note are that it has foot invulnerability between frames 8-23, and the CH state from hitting with only the second hit has additional hitstun. This move deals very good damage and should be used at least once if possible in every combo, but not twice, because it has repeat proration.

6C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
820 339 100 96 20 6 42 -27 Click!

This move can be very lethal for your opponent, but for you as well. Its most practical use is to punish other zoners using moves with slow recovery at a certain range from you (for example, Rachel summoning George XIII). On CH it leads to a fatal and a very damaging combo, with almost guaranteed corner carry. On whiff, the recovery is so long that you will be the one eating a deadly combo, so do not abuse this move. The move does have a minimum range as well.

This move should be used in every combo because it deals very good damage and has very good P2, but it also has repeat proration so only once per combo. It will almost always combo from 5C CH, 5C aerial hit, and any grounded string on a crouching opponent from 5C or 2C. It will whiff on certain characters like Litchi sometimes because they are too close (during a combo), or on many characters if you hit with the maximum range of your 5C.

This move can be used in blockstrings as a frame trap or simply to push your opponent farther away and giving you even more blockstun to drive cancel or special cancel into something. However make sure you do cancel it into something on block because if not you can get punished out of its slow recovery.

3C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
660 273 90 88 14 3 24 -10 Click!

This move is mostly used as a block string ender outside of combos, because it can be cancelled into from most of Mu's normals, and is jump cancelable on block. It also hits low so it can be used for mixup from a blocked 5B/6A if you have already used 2B in your blockstring. This is especially effective in the corner, because you can get very decent meterless damage off of it. It is almost always used in midscreen RC combos on standing opponents.

Can be used as a meterless combo ender in the corner, but is generally inferior to stein setups. Doesn't have many uses at neutral, but is good for punishing moves that are vulnerable only to lows (Tager's voltech charge, Tager's 6A, Litchi's Ittsuu), because on counterhit you get a full combo.

j.A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 90 84 7 3 9 -- Click!

As her fastest air normal, µ's j.a is used mainly to make her jump-ins more plus on reverse chain, it can also be used to set up airthrow TRM via mixing up the j.a-j.c late chain and the j.a-j.BC chain. In air-to air poking situations, it finds little use in comparison to µ's airthrow or j.c's in terms of effective reward and applicability.

j.B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
440 182 90 87 10 9 12 -- Click!

j.b has a great hitbox, though the startup, more notably the recovery, make for it's failings as an air to air poke. Though it's a bit faster overall than j.c, it doesn't have the incredible coverage and reward. j.b's real strength is as a jumpin option, as it is the only air normal µ has that hits below her. In CSX, j.b's active frames have been increased, strengthening it on offense as a crossup normal and as an air to ground tool.

j.C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 289 90 91 13 6 18 -- Click!

j.C has a very good hitbox with decent start up. Best used as a spaced out air-to-air move. This move shouldn't be used as a jump in as her hurtbox goes down more than the actual move hitbox. It works as a spaced out air-to-ground if you are in the air and your opponent is running towards you. Otherwise, this move will whiff on most characters when they are crouching. This move shouldn't be spammed unless you have put some distance between you and your opponent as this move has landing recovery. If you are able to land a counter hit with j.C, you can deal massive amounts of damage to your opponent and carry them to the corner.

j.2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750 310 70 88 21 5 36 -- Click!

j.2C has a very good hitbox but has a somewhat slow start up. This is best used as an air-to-ground move but also works in some air-to-air situations. If people try to get in this is very good spaced as if your opponent tries to AA Mu, they would be under the assumption that this move won't come out most of the time. If the opponent's Anti-Air (AA) hitbox is taken into consideration, he or she would get Counter Hit(CH) due to the spacing and hitbox because of the huge horizontal hitbox. This move Fatal Counters on Counter Hit which is new to this game. j.2C delays Mu's momentum falling down from the air which can be used to bait Anti-Airs (AA) or okizeme (e.g. j.B > j.2C).

j.2C can also be used to keep opponents out. If Mu's opponent is impatient and air dashes a lot, j.2C can be used to catch air dashes if it is called out. Even if the opponent recovers from the air dash in time to block Mu's j.2c, she can just cancel the recovery to j.236A. Though if the opponent is on the ground when they block the j.2C, Mu's safest option is to Rapid Cancel (RC) the move and continue pressure or else she could get hit by fairly quick moves and reversals.

Counter Assault

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0 0 50 94 9 4 39 -23 Click!

While Counter Assaults (CA) are useful in getting out of pressure, Mu will want to be conscious of where her opponents will be after an attack is blocked since, her Counter Assault does not have much range. While her Counter Assault has the same animation as her 6a, it has a unique hitbox and frame data. She will also need to watch her Guard Primers more closely after using a CA as Mu only has 4 guard primers in this version and using it removes 1 primer.

This is used to prevent oncoming pressure/mix up and is more of a last resort. It is a lot safer in the risk/reward category and is more guaranteed to get Mu's opponent off of her than using 623C at the cost of 50 meter.

Drive Moves

Ground Ds

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
5D 300 124 75 92 116 -- 44 -- Click!
2D 300 124 75 92 122 -- 43 -- Click!
4D 300 124 75 92 122 -- 49 -- Click!
6D 300 124 75 92 122 -- 49 -- Click!

Charged Ground Ds

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
5D 470×3 194×3 75 90 (once) 150 -- 74 -- Click!
2D 470×3 194×3 75 90 (once) 156 -- 68 -- Click!
4D 470×3 194×3 75 90 (once) 156 -- 62 -- Click!
6D 470×3 194×3 75 90 (once) 156 -- 62 -- Click!

Air Ds

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
j.5D 300 124 75 92 120 -- 62 -- Click!
j.2D 300 124 75 92 120 -- 42 -- Click!
j.4D 300 124 75 92 120 -- 42 -- Click!
j.6D 300 124 75 92 120 -- 42 -- Click!

Charged Air Ds

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
j.5D 470×3 194×3 75 90 (once) 154 -- 42 -- Click!
j.2D 470×3 194×3 75 90 (once) 154 -- 62 -- Click!
j.4D 470×3 194×3 75 90 (once) 154 -- 62 -- Click!
j.6D 470×3 194×3 75 90 (once) 154 -- 62 -- Click!

Throws

Forward Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1000 414 90 100, 55 7 3 26 -- Click!

Back Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1000 414 90 100, 55 7 3 26 -- Click!

Air Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 2000 828 100 100, 55 7 3 18 -- Click!

Special Moves

Ama no Habaya - Arrows of Heaven

(j.)236A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400×5 165×5 60 60(once) 23 100 54 -7 Click!

236A has quite a bit of start up but it makes up for the fact that it summons a lightning ball that is able to deal 5 hits to the opponent or absorb 5 projectiles (spark bolt not included). It is a very good zoning tool as the trajectory arcs upwards. It keeps characters like Ragna and Makoto at bay really well as it is hard for them to approach if it is in play. Though, it should be cautiously used if it is used against a character with high mobility such as Taokaka or Valkenhayn as they can jump over it with their movement options and still get in easily.

There is also the aerial version of 236A in which is like the ground version except the trajectory arcs downwards. It prevents opponents from approaching you on the ground very well. Alternatively, the aerial version can be used to reset your pressure if you TK (Tiger Knee (2369)) the input in which case the SD (Static Difference) of the move becomes +1 at minimum height. Since this move does not have that much blockstun or hitstun, Mu can use throw setups, mix ups or frame traps on her opponent by mixing in her next move really well. However using this move at a farther range increases the frame advantage on block.

Tsunugui - Origins

623C or j.623C

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground 800 331 60 80 10 9 37 -27 Click!
Air 800 331 60 80 10 9 15 after landing -- Click!

623C is a very good 10f DP (Dragon Punch) for the fact that it has full body guard point starting on frames 1-18. Which means once the input is performed, any attack from your opponent will be guard pointed and will get hit by the DP. This is one of the best DPs in the game along with Ragna's DP. It's hitbox covers all around Mu which makes it so you can't bait the DP by crossing her up. One downside to this move is that it is not air unblockable but it is not significant compared to all the other good aspects of this move.

Because of the changes in Extend, it can now be performed when Mu is in the air! It is possible to combo after this move but the opponent has to be somewhat close and far away from the corner or meter must be spent to perform a combo. It is mostly used to get Mu's opponent off of her but it can also be used to clash with certain moves creating scenarios that your opponent would not expect. Can be used as a crossup when combined with an instant air dash, very risky though.

Furu no Tsurugi - Sword of Decimation

63214C

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Level 1 920 382 90 95 19 5 24 -10 Click!
Level 2 1020 422 90 95 26+8 5 24 -10 Click!
Level 3 1120 463 90 95 33+8 5 24 +3 Click!
Level 4 1520 629 90 95 61 5 24 +7 Click!

Gonna get your primers!

Ame no Totsuka - Totsuka Blade

236D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground 500 207 100 91(once) 46 -- 63 -- Click!
Air 500 207 100 91(once) 47 -- 5 after landing -- Click!

236D is a great move move to use in neutral because it travels through all the steins and then heads towards Mu's opponent. It forces your opponent to block, even when they are hitting Mu after the laser comes out due to the laser aiming at Mu's opponent after it has passed through the last stein. The gaps between 236D and her strings are variable due to placement of steins and which attacks Mu uses to force her opponent to block which could lead to ambiguous mix ups/frame traps.

This move is best used when Mu is relatively far from her opponent or right as her opponent is knocked down to the ground so she has time to set up the laser as it has quite a bit of startup. Fortunately, if Mu gets hit during the startup of 236D, the steins do not disappear like 214D.

Ame no Habakiri

214D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600×3 248×3 80 91 35~63 28 42~69 +40 Click!

Kaihou!

Distortion Drives

Omohikane - Wisdom of the Divines

632146C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800, 650×8 0 100 94, 70×8 5+5 8 43 -32 Click!

Yata no Kagami - Blessed Mirror

632146D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground 800 0 100 95 5+9 -- 70 -- Click!
Air 800 0 100 95 5+14 -- 5 after landing -- Click!
Reflected Lasers 600 0 100 91 10 after stein contact -- -- -- Click!

Astral Heat

Kamigoroshi no Tsurugi - Sword of the Godslayer

222D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death -- -- -- 8+9 4 51 -36 Click!

Strategy

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.

Neutral

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...

Offense

Watch these two videos to get an idea of Mu's Okizeme setups, setplay, and mixup http://www.youtube.com/watch?v=-OkF9XP32vg http://www.youtube.com/watch?v=02PH_9_DMq8

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.

Defense

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.


Combos

Check these videos for visual reference : http://www.youtube.com/watch?v=aoCLTItUeyM http://www.youtube.com/watch?v=9omQR9fN_iE

notes:

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

Midscreen:

Meterless
  • 2a 2b 5c 2c 3c SoD [1780 Damage] [1]
  • 5b 2b 2c 5c [1982 Damage]
  • 2a (crouching) 6a 2b 5b 2c 5c 6c 5d SoD [2170 Damage] [2]
  • 6a/2c CH 5c (2c) 6c habacan 6a 6b 6a j.2c 2b 6a 6c 5d 214d 6c [3920 Damage] [3]
  • 6a/2c CH 5c (2c) 6c habacan 6a 6b 6a j.2c 2b 5c 6c [3625 Damage] [4]
  • 6a/2c CH (2c) 5c 6c habacan 6a 6b 5c SoD 6a j.2c j.5d 2b 5c 2c j.2c [4403 Damage] [5] (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][6](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] [7]
  • j.c air CH 5c (2c) 6c habacan 6a 6b SoD 6a j.2c j.5d 2b 5c 2c j.2c [4749 Damage] [8]
  • 214d 6b 2c 6c 5d 214d 6a 6c 5d 214d 6c [3212 Damage, 43% Heat] [9]
  • 214d 5c (2c) 6c habacan 6a 6b 5c 6c [2877 Damage] [10]
  • j.2c CH 2b 6a 5b 2c 5c 6c [2177 Damage] [11]
  • 3c (CH/RC) 2c 5c 6c habacan 6a 6b 5c SoD 6a j.2c j.5d 2b 5c 2c j.2c [4776 Damage] [12]
  • 3c (CH/RC) 2c 5c 6c habacan 6a 6b 6a j.2c 2b 5c 6c [3933 Damage] [13]
  • 6c CH 6a 6b 6a j.2c 2b 6a j.2c 2b 6a j.2c 2b 5c 6c [4678 Damage][14](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] [15](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] [16](midscreen)
  • throw 6a 5c 6c habacan 6a 6b 5c 6c [2656 Damage] [17]
  • throw 6a 6b 2c 6c 5d 214d 6a 6c 5d 214d [2940 Damage, 42% Heat] [18](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] [19]
50%
  • 2a 6a 5c 3c RC 6a 6b 6a j.2c 2b 6a 6c 5d 214d 6a 6c [3305 Damage] [20]
  • 2a 2b 3c RC 6a 5c 6c habacan 6a 6b 5c 6c [2571 Damage] [21]
  • 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] [22]
  • 2b 5c 3c RC 6a 5c 6c habacan 6a 6b 6a j.2c 2b 6a 6c 5d 214d 6c [3665 Damage] [23]
  • 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] [24]
  • 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] [25]
  • 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] [26]
  • 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] [27]
  • 5c (air hit) 6c 6d YnK 6b 5c SoD 6a j.2c j.5d 2b 5c 2c j.2c [5408 Damage] [28]
  • 5c 6c RC 6b 6a j.2c 2b 6a j.2c 2b 5c 6c [4052 Damage] [29]
  • 5c 6c RC 6b 6a j.2c 2b 5c SoD 6a j.2c j.5d 2b 5c 2c j.2c [4850 Damage] [30]
  • Airthrow RC 6b 2c 5c 6c 5d 214d 6a 6c 5d 214d 6c [4085 Damage] [31]
  • Airthrow RC 2c 5c 6c habacan 6a 6b 5c 6c [3885 Damage] [32]

Corner:

  • 2a 2b 5c SoD 6a 6b 6a j.2c j.5d 2b 5c 2c j.2c [3116 Damage] [33]
  • (crouching) 2a 2b 5c 6c SoD 6b 6a j.2c j.5d 2b 5c 2c j.2c [3331 Damage] [34]
  • 2b 5c SoD 6a 6b 5c 2c j.c j.2c (j.5d/j.6d) 2b 5c 2c j.2c [3914 Damage] [35] (harder) [36] (easier)
  • 6b SoD 6a 5c 2c j.c j.2c j.5d 2b 5c 2c j.2c [3582 Damage] [37]
  • 3c SoD 6a 6b 6a j.2c j.5d 2b 5c 2c j.2c j.5d 2b 6a j.c j.2c [4411 Damage] [38]
  • 2c CH 5c 6c SoD 6b 6a j.2c j.5d 2b 5c 2c j.2c [4687 Damage] [39]
  • j.c j.2c SoD 6a 6b 6a j.2c j.5d 2b 5c 2c j.2c [4130 Damage] [40]
  • 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] [41]
  • 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] [42]
  • 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][43]
  • 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] [44]
  • 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] [45]
  • 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] [46]
  • 623c 5c 6c SoD 6a j.2c j.5d 2b 5c 2c j.2c [2779 Damage] [47]
  • 214d 6c SoD 6b 6a j.2c j.5d 2b 5c 2c j.2c [3572 Damage] [48]
  • throw 5c 6c SoD 6a j.2c j.5d 2b 5c 2c j.2c [3077 Damage] [49] (not quite in corner)
  • throw 6a 6b 5c 2c j.c j.2c 2c 6c 6d SoD 6a j.2c [3299 Damage][50] (slightly more difficult)
  • throw 5b 6a j.2c j.5d 2b 5c 2c j.2c 3c SoD 6a 6c [2818 Damage] [51] (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] [52]
  • Airthrow RC SoD 6a 6b 6a j.2c j.5d 2b 5c 2c j.2c [4240 Damage] [53]

Navigation

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