BBCF/Mu-12: Difference between revisions

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*Fires a laser at the stein marked 1, which then bounces it to stein #2 etc...  
*Fires a laser at the stein marked 1, which then bounces it to stein #2 etc...  
*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.
*Once all steins have bounced the laser, the last stein bounces it towards your opponent's location.
*Once all steins have bounced the laser, the last stein bounces it towards your opponent's location.
*Can use more than 4 steins as steins placed while the projectile is ongoing will be used as well.
*Each stein disappears shortly after reflecting the laser.
*Each stein disappears shortly after reflecting the laser.
*Stays on hit or block.
*Stays on hit or block.

Revision as of 22:09, 18 May 2022


Overview
Overview

Mu-12 (stylized as μ-No.12-) is a well-rounded character with a combination fighting style. Using her Drive, Mu is able to set up turrets (referred to as Steins) on the field that shoot lasers automatically, allowing her to operate independently while her turrets can assist her in neutral. Mu can also use the turrets for setplay, preparing complex traps for victims defending against her knockdown. Boasting some of the best pokes in the game makes it easy for Mu to get the drop on opponents in neutral while Steins give her access to unique methods of extending her pressure.

The disjointed nature of the Steins can be your greatest asset in working around problems. Flexible players will enjoy her wide moveset as it provides a vast array of options to work with.

Steins Gunner projects an intangible energy node (Stein) to the targeted location. Steins have a "heating" period before they fire, and will cease heating if Mu is hit or blocks an attack. Steins lock onto the opponent during the heating period; once the Stein has finished heating up, it will fire, causing 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. Up to 4 Steins can be on the stage at a time; if Mu tries to set a 5th Stein, it will replace the oldest one. Steins are also used for two of Mu's special attacks and one of her supers; Totsuka Blade, Tokotachi Blade, and Blessed Mirror detailed later.

An important note is that all Stein summons are cancellable into Specials, Drives, Jumps, C Normals, and 6B on whiff. Mastering whiff-cancel timings and varying your options is very critical to succeeding with the character overall.
New Steins always fire charged lasers. The heating period is completely eliminated; instead, they lock on and fire immediately after being set. Steins will also fire even if Mu is hit or blocks, so long as she is not in hitstun or blockstun when they attempt to fire. Steins Geiser does not instantly change Steins that have already been set. Additionally, all of Mu's Drive related attacks become much stronger. See each move's section for details.


BBCF Mu-12 Nameplate.png
BBCF Mu Portrait.png
Health
10,000
Prejump
4F
Backdash
22F (1~5F Inv All)
Fastest Attack
Reversals
Fatal Starters

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 6 7 -1 B

  • Jump Cancelable
  • Whiffs all Crouchers, except for Hakumen and Tager.
    • Whiffs on Kagura and Relius too unless they're in blockstun or are using barrier.

A typical standing jab with an above average hitbox and active frames. As with all characters that have a 5A that whiffs on crouch, this is mostly used for anti airing and 5A whiff TRM setups.

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 8 3 20 -9 B

  • Jump Cancelable

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 as a punish and in combos as a more damaging normal than 2B in situations where you don't have time to use 6A or 5C.

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
860 Mid 12 3 22 -8 B

Immense normal, and one of the fastest for the amount of coverage, 5C is one of the better pokes in the game; a very deadly tool when combined with her fast run, as you can quickly dash into range to whiff punish. 5C is the go-to ground normal for neutral, as it leads to high damage combos anywhere 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.

In pressure, it's a filler normal that's vulnerable to GCOD at -10, so be careful using this if they have it available.

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 4 10 -2 F

  • Throw Cancelable

A typical crouching jab. Used for typical jab things, like GCOD safe stagger pressure, jab throw TRM attempts, and mashing out of pressure.

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
560 Low 8 4 10 0 F

Overall, Mu's most effective and well rounded normal, useful for neutral when dashed due to great range and recovery, pressure because it's +0 on block and mixup since it's an 8f low. With the character's ability to convert any hit near the corner into good damage, this normal is also her most consistent source of damage. You can even use it to cross under their neutral tech! 2B excels at everything and its liberal application should never be underestimated.

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
880 Mid 14 3 27 -11 B 11~16 H

  • Jump Cancelable

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 CH for extremely high damage.

In pressure, 2C is a 1f frame trap off 2B, working as a high reward OD OS killer. However, it loses pretty hard to GCOD, at -17f.

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 Mid 11 6 17 -6 B 5~16 H

  • Jump Cancelable
  • Anti-air

Another of Mu's anti-airs, and probably the one you'll be using most frequently. Floats on CH. 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.

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600×2 Mid, High 16 2(4)4 26 -13 B

  • Fatal Counter

Very strong combo and offensive tool. Diverse cancel window into and out of mixup, very long range and huge reward. 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. At -25 on GCOD, this move is pretty unsafe, however if the opponent does GCOD after blocking the first hit you can cancel with 5D and jump to avoid a punish.

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.

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 18 6 42 -27 BP

  • Deadzone in front of Mu.
  • Can clash with projectiles, but loses actives when this happens.
  • Fatal Counter.
    • Wall bounces midscreen on CH.

6C's most practical use neutral-wise is to punish other characters using projectiles or moves with slow recovery at a certain range from you. For example, Rachel summoning George XIII or Arakune F-Inverse without needing to block the side hitboxes first and thus grant him the ability to rapid cancel.

This move is seen in nearly every corner combo (And some midscreen ones for the corner carry). It will nearly always combo from 5C regardless of context (Crouching, ch, etc). 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 canceled into without the gap using 2C instead of 5C. Be careful about using this, it's absurdly unsafe on GCOD at -39 and is a great spot for the opponent to use GCOD or OD OS if canceled into from 5C too frequently.

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
820 Low 14 3 24 -10 F

  • Jump Cancelable

This move is mostly used as combo or blockstring fodder. It's a jump cancelable 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 at -14. 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 pretty much completely outclassed by 2C SOD2 as a starter. Use that instead. As a result, this is mostly combo filler.

Doesn't have many uses in neutral, but is good for punishing moves that are vulnerable only to lows (Tager's Voltec ChargeBBCF Iron Tager 214D 1.pngGuardStartupRecovery39~113Advantage-, Tager's SledgeBBCF Iron Tager 236A.pngGuardAllStartup35~55Recovery20Advantage-7, Litchi's Ittsuu), because on counterhit you get a full combo. However, dash 2B mostly outclasses it as a lower risk option to do the same thing.

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 8 2 10 H

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.

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
580 High/Air 10 6 21 H

j.B has a decent jump-in hitbox. 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.

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
840 High/Air 12 6 18+4L H

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 it doesn't hit below her very well and will whiff on most characters when they are crouching. It works well as a spaced out air-to-ground if you are in the air and your opponent is running towards you. Be careful not to abuse this too much, it can be hit during landing recovery by low profile sweeps.

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.

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 High/Air 14 6 18+4L H

j.2C is huge with a somewhat slow startup. This is best used as an air-to-air move as it hits high above Mu and leads to pretty good damage on counter hit. It also sees use as a jump-in, but is significantly slower than j.B.

Also commonly used after air stalling with a drive, as you cannot whiff cancel drives into j.B.


Drive Moves

Ground Summon Stein

5D/2D/6D/4D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D 500 All 144 12 Total: 40 +18 P1
5D OD 850 All 76 40 Total: 40 +30 P2

  • Sets a stein in the indicated position
  • Steins sit in position for a short while before firing a half-screen laser to attack the opponent.
  • While in startup, steins will rotate as required to keep aim at your opponent, after firing they will maintain whatever facing they had when they fired.
  • Startup listed is for the stein's own attack. Mu herself only animates the move for the listed recovery time.
  • Any version can cancel into any other (including charged versions), but only once 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.
  • 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.
  • 214D, 236D and 632146D fire projectiles based what steins have been placed, and consume them in the process.

While steins are almost never Mu's primary method of controlling neutral, the fact that they have a very short recovery before they become whiff cancelable allows them to be thrown out very safely if the opponent is at all respecting Mu's strong neutral presence.

Uncharged steins are mostly an irritation in neutral, occasionally knocking the opponent out of movement or buttons. The true strength of steins in neutral is with specials or supers, such as 214D, which turns each stein into a mobile projectile with enough hitstun or blockstun for Mu to run at the opponent and get a full combo or establish pressure.

Outside of neutral, they provide a small hit that allows Mu to perform much stronger blockstrings, okizeme or extend combos.

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 4 seconds, and is strong enough to be worth considering.

Charged Ground Summon Stein

5[D]/2[D]/6[D]/4[D]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 All 176 40 Total 54 +30 P2

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.

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 verses 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.

Air Summon Stein

j.D/j.2D/j.6D/j.4D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.D 500 All 151 12 Total: 43 +18 P1
j.D OD 850 All 84 40 Total: 43 +30 P2

  • Air steins can be whiff canceled on frame 21.

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.

Charged Air Summon Stein

j.[D]/j.2[D]/j.6[D]/j.4[D]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 All 184 40 Total: 59 +30 P2

  • Charged air steins can be whiff canceled on frame 41.

Same as air steins, but with all of the tradeoffs and differences mentioned in the charged ground stein section.


Universal Mechanics

Ground Throw

5B+C

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

The Murakumo throw. Mu lifts the other character up and then stabs them with her petals, launching them upward for a followup. The animation is 100% identical on back throw; 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.

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.

Air Throw

j.B+C

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Overall mostly the same as her grounded back throw besides its usage and the animation. 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.

Counter Assault

6A+B while Blocking

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • Costs 50% Heat
  • 180F Heat Gauge Cooldown
  • Counter hit recovery

Mu's Counter Assault uses her 5B animation but with a slightly different hitbox. It's quite unreliable due to being both short ranged and vulnerable to low profiles. Don't disregard it entirely, but be careful where you use it.

Crush Trigger

5A+B (Chargeable)

No resultsNo results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • Floats on air hit

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.


Specials

Arrows of Heaven

236A (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A 360×3 All 15 Until Hit(2)1(3)1 Total: 51 -13 P1
j.236A 360×3 All 19 Until Hit(2)1(3)1 Total: 51+3L P1

  • 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

236A throws an upward arcing lightning ball that is able to deal 3 hits to the opponent or absorb 3 projectiles (spark bolt not included). It is a situational neutral tool to bait your opponent into jumping. 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 the awkward height where they can't run under it 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.

Origins

623C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
623C 1200 All 14 8 37 -26 B 1~7 All
8~21 Guard All
j.623C 1200 All 10 5 Until L+15 H 1~6 All
7~14 Guard All

  • Counter hit recovery, like most invulnerable moves
  • Ground version wall bounces in the corner
  • Air version wallsticks in the corner

623C is Mu's primary reversal move. It has invulnerability for the first 7 frames then it trades that for full body guard point until frame 21, making it one of the more invulnerable DPs. The 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 susceptible to most safejumps and Option-Selects due to the 14F startup. It also has very poor reach vertically and horizontally and Mu doesn't move at all when she uses it, meaning it can be basically useless against disjointed okizeme or pressure.

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.

Sword of Decimation

63214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 [1500] Mid 17~39 [40] 7 22 -10 [-8] B

  • Chargeable
  • Can buffer cancel the recovery into a stein on hit only.
  • Fatal Counter
    • Wall bounces on CH
  • Frequently referred to as 'SOD' for the uncharged version and 'SOD2' for the charged version.

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.

Totsuka Blade

236D (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750 [900] All 26 Total: 72 [Total 54] P1

  • Fires a laser at the stein marked 1, which then bounces it to stein #2 etc...
  • 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.
  • Once all steins have bounced the laser, the last stein bounces it towards your opponent's location.
  • Each stein disappears shortly after reflecting the laser.
  • Stays on hit or block.
  • Interrupts newly placed steins still charging up their own shot.
  • If no steins are set, this move animates as normal but nothing is fired.
  • In OD: Much lower recovery and does slightly more damage.
  • Counter hit recovery

236D is a niche neutral tool and an extremely strong setplay tool. It tracks, which can be used to snipe characters like Izanami with a quick stein into 236D. If you have a lot of steins it can be difficult for the opponent to punish, as punish attempts can be themselves punished by the last bounce tracking them and staying on hit. With 4 steins the laser can stay an active threat for quite some time and be a huge hassle for the other player in neutral, but even two well placed steins can cover a significant amount of the screen quickly and let you get in even on block such as the 4D > 2D set. If the opponent is moving quickly before they hit you, the tracking on the last shot can be insufficient to keep you safe. Be careful with this move in neutral, as 72f of recovery is no joke, even if it stays on hit.

If you have a lot of steins set and each hits the opponent, it can potentially have very high reward by locking your opponent down for an absurd length of time. This can be plus enough to perform empty jump 2B vs delayed airdash j.B mixup. The gaps between 236D and her strings is variable based on the placement of steins.

This move is best used when Mu has setup multiple steins on the opponent, usually as a result of setplay. One of Mu's primary BnBs will set a large number of 5D steins directly on top of the opponent, allowing Mu to get maximum effect out of this special. You can attempt some pressure first then use this, or simply use 236D immediately to give them less time to counter assault.

Tokotachi Blade

214D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214D 800 [800, 700] All 40 Until Hit [Until Hit(10)14] Total: 39 +22[+33] P1
j.214D 800 [800, 700] All 40 Until Hit [Until Hit(10)14] Total: 39+5L +22[+33] P1

  • 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.
  • Prevents newly placed steins from firing.
  • 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

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.

Sword of Infinity

63214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1100 All 31 3 16 (7) +2 H

  • Launches extremely high on CH
  • 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.

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 midscreen setplay as an unreactable crossup. 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.


Distortion Drives

Wisdom of the Divines

632146C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1200, 400×8
[1400, 250×24]
All 5+(25 Flash)+5 8 42 -31 B 1~17 All

  • 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

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.

Blessed Mirror

632146D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146D 640 [760] All 5+(90 Flash)+33 Until Hit Total: 52 P2
j.632146D 640 [760] All 5+(49 Flash)+42 Until Hit Total: Until L+5 P2
Extra Lasers 640 [760] All Until Hit P2

  • Fires one laser at each available stein, one laser directly at the opponent and, if in overdrive, one additional laser at your opponent for each active stein. Each laser aimed at a stein will then be bounced from that stein towards your opponent, leading to a maximum of 9 hits overall, 13 in overdrive.
  • 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

Great to retake control of the screen in some ambiguous situations, and when several steins are on the screen. The combination of staying on hit and having a large number of tracking projectiles can make this an extremely effective neutral super. Also can be used as a combo ender in some instances depending on the placement of your steins, or to add more unburstable damage in double super routes with 632146C.


Exceed Accel

Pillar of Light

A+B+C+D during Overdrive

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

On startup, Mu lunges at her opponent with her blades using a combination of her 6A and 5C animations. If she hits, Mu will have her blades surround the opponent, for them to become an orb and drop to the ground, causing an explosion. Has significantly more horizontal range than her DP, but costs OD and is inherently more telegraphed as with all EAs. 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.


Astral Heat

Sword of the Godslayer

222D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 37000 All 8+(75 Flash)+9 4 50 -32 F 1~7 Burst
8~25 All

  • Costs 100% Heat
  • 180F Heat Gauge Cooldown

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 spots you swap out for this.

Combos Directly From...

  • 6A
  • 6B (either hit)
  • All ground C normals (6C with corner or CH only)
  • Ground throws
  • Tachi
  • SOD2 in the corner
  • ...And a lot more!


Colors

BBCF Mu color 1.png
BBCF Mu color 2.png
BBCF Mu color 3.png
BBCF Mu color 4.png
BBCF Mu color 5.png
BBCF Mu color 6.png
Color 1
Color 2
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Color 5
Color 6
BBCF Mu color 7.png
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BBCF Mu color 9.png
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BBCF Mu color 11.png
BBCF Mu color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Mu color 13.png
BBCF Mu color 14.png
BBCF Mu color 15.png
BBCF Mu color 16.png
BBCF Mu color 17.png
BBCF Mu color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Mu color 19.png
BBCF Mu color 20.png
BBCF Mu color 21.png
BBCF Mu color 22.png
BBCF Mu color 23.png
BBCF Mu color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

External References


Navigation

 Mu-12


To edit frame data, edit values in BBCF/Mu-12/Data.

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