BBCPE/Mu-12

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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
  

Overview

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 do not gave a heat up period
  • 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.
  • Strong knockdown okizeme and mix up in the corner. Borderline setplay.
  • Many anti air options


Cons/Weaknesses

  • Can be difficult to play well without knowledge of drive timings to extend for extended pressure and combos.
  • Unforgiving to players without a firm grasp on neutral, and can be shut down very quickly.
  • Steins can at times interrupt pressure and combos.
  • Knockdown game requires a fair bit of practice, character specific setups increasing character difficulty.
  • Low Health
  • Matchup-specific tools and strategies


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 6 6 7 -1 B -

  • List what the move is used for
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5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
530 SOJR HL 8 3 20 -6 B -

  • List what the move is used for
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5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 SOR HL 12 3 20 -4 B -

  • List what the move is used for
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2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 7 4 10 -2 F -

  • List what the move is used for
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2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 SOR L 8 4 10 ±0 F -

  • List what the move is used for
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2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 SO(J)R HL 14 3 27 -11 B 11-16H

  • List what the move is used for
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6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SOJR HL 11 4 20 -7 B 5-14H

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6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680*2 R H 22 2(8)2 26 -6 B -

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6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
820 SOR all 20 9 39 -27 BP -

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3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SOJR L 14 3 24 -10 F -

  • List what the move is used for
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j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 8 2 15 - H -

  • List what the move is used for
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j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
440 SOJR HA 10 6 21 - H -

  • List what the move is used for
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j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SO(J)R HA 13 6 18 - H -

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j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
750 SOR HA 21 6 till L+10 - H -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Drive Moves

Ground Ds

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5D 300 SJ all 115 - 42T - HBFP* -
2D 300 SJ all 120 - 40T - HBFP* -
4D 300 SJ all 120 - 45T - HBFP* -
6D 300 SJ all 120 - 45T - HBFP* -

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Charged Ground Ds

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5D 430*3 SJ all 148 - 69T - HBFP* -
2D 430*3 SJ all 153 - 65T - HBFP* -
4D 430*3 SJ all 153 - 58T - HBFP* -
6D 430*3 SJ all 153 - 58T - HBFP* -

  • List what the move is used for
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Air Ds

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.5D 300 SJ all 121 - 42+5LT - HBFP* -
j.2D 300 SJ all 121 - 42+5LT - HBFP* -
j.4D 300 SJ all 121 - 42+5LT - HBFP* -
j.6D 300 SJ all 121 - 42+5LT - HBFP* -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Charged Air Ds

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.5D 430*3 SJ all 154 - 62+5LT - HBFP* -
j.2D 430*3 SJ all 154 - 62+5LT - HBFP* -
j.4D 430*3 SJ all 154 - 62+5LT - HBFP* -
j.6D 430*3 SJ all 154 - 62+5LT - HBFP* -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics

Forward Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 - T(70) 7 3 26 - T -

  • List what the move is used for
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Back Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 - T(70) 7 3 26 - T -

  • List what the move is used for
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Air Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, R T(120) 7 3 18+3L - T -

  • List what the move is used for
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Counter Assault

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 13 3 32 -16 B 1-20Inv

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Crush Trigger

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~61 1 29 ±0 BP -

  • List what the move is used for
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Specials

Ama no Habaya - Arrows of Heaven

(j.)236A

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 400*5 R all 17 - 64T - HBFP* -
Air 400*5 R all 30 - 66+3LT - HBFP* -

  • List what the move is used for
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Tsunugui - Origins

623C or j.623C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 800 R all 14 8 37 -26 B 1-21GP(A)
Air 800 R all 10 5 till L+15 - H 1-14GP(A)

  • List what the move is used for
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Furu no Tsurugi - Sword of Decimation

63214C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 840 R HL 19 7 22 -8 B -
Level 2 1260 R HL 41 7 22 -8 B -
Level 3 1680 R HL 61 7 26 -12 B -

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Ame no Totsuka - Totsuka Blade

236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 570 / 570*N R all 40 - 81T - HBFP* -
Air 570 / 570*N R all 40 - till L+5 - HBFP* -

  • List what the move is used for
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Ame no Habakiri - Divine Wrath

214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground - Uncharged 570 - all 35 14 41T +16 HBFP* -
Ground - Charged 570*2 - all 41~59 7,15 47~65T +23 HBFP* -
Ground - Max charge 570*4 - all 60 7*3,9 66T +37 HBFP* -
Ground - Overdrive 570*4 - all 35~60 7*3,9 41~66T +37 HBFP* -
Air - Uncharged 570 - all 31 14 till L+5 - HBFP* -
Air - Charged 570*2 - all 37~55 7,15 till L+5 - HBFP* -
Air - Max charge 570*4 - all 56 7*3, 9 till L+5 - HBFP* -
Air - Overdrive 570*4 - all 31~56 7*3, 9 till L+5 - HBFP* -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Ikutachi - Sword of Infinity

63214B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 840 (Dr)R* all 33 4 2+16L -22 H -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Omohikane - Wisdom of the Divines

632146C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 800,400*8 R* all 5+5 8 43 -32 B 1-17 All
Overdrive 800,250*24 R* all 5+5 8 43 -32 B 1-17 All

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Yata no Kagami - Blessed Mirror

632146D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 640 R all 5+33 - 142T - HBFP*(2) -
Reflected lasers 640 - all 5+9 - - - HBFP*(2) -
Air 640 R all 5+38 - till L+5 - HBFP*(2) -
Air - Reflected Lasers 640 - all 5+14 - - - HBFP*(2) -

  • List what the move is used for
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Astral Heat

Kamigoroshi no Tsurugi - Sword of the Godslayer

222D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - all 8+9 4 51 -36 F 8-25 All

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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External References


Navigation

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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc