BBCPE/Mu-12: Difference between revisions

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[[Category:BlazBlue Characters]]
[[Category:BlazBlue Characters]]


==Strategy==
===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 :
{| class="mw-collapsible mw-collapsed wikitable"
|-
! BBCP Mu-12 Basic Setups
|-
| {{#ev:youtube|osJTW0O4T6c}}
|}
*http://www.dustloop.com/forums/index.php?/topic/5903-cp-%C2%B512-gameplay-discussion/page-22?p=744808#entry744808
*http://www.dustloop.com/forums/index.php?/topic/5903-cp-%C2%B512-gameplay-discussion/page-24?p=769074#entry769074
----
===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.


==Combos==
==Combos==

Revision as of 01:00, 6 August 2015

Mu-12
BBCP Mu Portrait.png

Health: 10,000

Combo Rate: 80%

Jump Startup: 4

Backdash Time: 25

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Balanced, Zoning
Full Frame Data
BBCPE/Mu-12/Frame Data
  

Mu-12 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.

Overdrive

  • Steins on screen will fire at constant intervals, then only disappear once overdrive finishes
  • 236D has more hits
  • 214D has the same effect as max charge for any charge duration
  • 632146C has increased damage


Pros/Strengths

  • Multitude of powerful tools in all aspects of gameplay.
  • Does solid damage on average, with incomparable top-end damage.
  • Has a great back dash.
  • Has a decent DP (623c - Origins), that catches opponents with autoguard, protecting her from would-be safejumps and other dp baits.
  • Prominent zoning game that allows for dominant neutral control.


Cons/Weaknesses

  • Unforgiving to players without a firm grasp on neutral, and can be shut down very quickly.
  • Steins can at times interrupt pressure and combos when they are not compensated for, requiring the player to always be observant of their timings.
  • Knockdown game requires a fair bit of practice and in-game situational adjustment, increasing the character difficulty.
  • Low Health
  • Prolific Matchup-specific tools and strategies


External References





BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc


Combos

Combo Notation Guide:
jc = jump cancel
sjc = super jump cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
":" = delay
AA = Anti Air
CH = Counterhit
RC = Rapid Cancel
abdc = air backdash cancel
ad = airdash
omo = 632146c
tachi = 63214b
SoD = 63214c
CT = Crush Trigger
OD = Overdrive
ODC = Overdrive Cancel
[d] = held
]d[ = drive projectile hit

VS Starter

  • Counter Assault RC 6a 6b 6c [1]

S Starter

Midscreen

Corner

Overdrive

N Starter - Midscreen

Crush Trigger

Super

Overdrive

N Starter - Corner

Crush Trigger

Super

Overdrive


BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc