BBCF/Mu-12: Difference between revisions

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|overview= Mu 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.
|overview= Mu 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.
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.
|lore= 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. Known as the "Godslaying Sword, Kusanagi", she is among the most powerful entities in existence. When Noel was initially forced into this form she became nihilistic, aggressive, self hating and desired little more than the destruction of the world due to past mistreatment and Terumi's manipulations. Noel later gains the ability to use the form at will while maintaining her normal personality with the help of Rachel to protect those she cares about, gaining significantly more confidence and a deeper voice while using it. After the events of Chronophantasma, Mu has somehow been separated from Noel as a denial of her existence. She seeks to refuse with Noel to become whole again.
|lore= 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. Known as the "Godslaying Sword, Kusanagi", she is among the most powerful entities in existence. When Noel was initially forced into this form she became nihilistic, aggressive, self hating and desired little more than the destruction of the world due to past mistreatment and Terumi's manipulations. Noel later gains the ability to use the form at will while maintaining her normal personality with the help of Rachel to protect those she cares about, gaining significantly more confidence and a deeper voice while using it. After the events of Chronophantasma, Mu has somehow been separated from Noel as a denial of her existence. She seeks to refuse with Noel to become whole again.
|voice_actor= Kanako Kondō
|voice_actor= Kanako Kondō
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|unique_mechanic1_name= Drive: Steins Gunner
|unique_mechanic1_name= Drive: Steins Gunner
|unique_mechanic1=
|unique_mechanic1=
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. This can 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. 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 Wisdom of the Divines detailed later.
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, {{clr|3|C}} Normals, and {{clr|2|6B}} on whiff. Mastering whiff-cancel timings and varying your options is very critical to succeeding with the character overall.
An '''important note''' is that ''all'' Stein summons are cancellable into Specials, Drives, Jumps, {{clr|3|C}} Normals, and {{clr|2|6B}} on whiff. Mastering whiff-cancel timings and varying your options is very critical to succeeding with the character overall.
|unique_mechanic2_name= Overdrive: Steins Geiser
|unique_mechanic2_name= Overdrive: Steins Geiser
|unique_mechanic2=
|unique_mechanic2=
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.
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.
Additionally, all of Mu's Drive related attacks become much stronger. See each move's section for details.
}}
}}



Revision as of 22:43, 31 January 2022


Overview
Overview

Mu 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 crouchers

A mostly typical standing jab. Whiffs on most characters' crouching hurtbox, hits Hakumen and Tager crouching and Kagura blocking if canceled into off another button. Excellent hitbox and active window with a minimal extended hitbox causes this move to clash quite often. Mu's 5A is most effective as a fast ground-to-air poke, and as a normal to stagger her interior pressure, setting up throws and frame-traps. 2A in general is a slightly more effective tool to use in neutral against grounded opponents, but 5A's higher hitbox makes it the choice against airborne opponents.

5B

Damage 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 and punish tool. The reason being that the recovery, hitbox and frame advantage for a standing B normal are all rather bad. Infact, 5B recovers only 2 frames faster than 5C! Pair this up with an unreliable hitbox and you have a button that generally isn't worth using in neutral. 5B's true strength is the number of options it has following it, and leading into it. 5B gatlings into nearly all of Mu's other normals, and can be late chained out of at almost any time. It's also jump cancelable! Combining this with varied use of Special Cancels, Drive cancels and Jump cancels lead to this move despite its issues having an important place in pressure and mixup.

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 implemented correctly. 5C is the go-to normal for combos, as the damage/proration ratio is very good. It leads to nice damage on normal hit in the corner, or counter-hit midscreen with meter. Because of the enormous hitbox, it's easy to confirm into 5C to pick up a full combo as soon as possible after landing a hit. 5C has an extended hurtbox that reaches just over half the length of its hitbox and discourages using 5C as an anti-air among other things, so ideally you'll want to space this as often as you can without inhibiting your options on hit.

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. Similar to 5A in terms of characteristics. Unlike 5A however, 2A is able to hit all characters crouching. The ability to cancel into a throw makes this move a dangerous pressure tool when used correctly, even with a -2 frame advantage. The key feature to the pressure ability of 2A is its ability to late-chain into itself and other moves. The late-chain into itself allows you to be a lot less predictable with your blockstrings, and can level up your pressure from a character whose pressure is only sub-par. Its ability to cancel into throw also allows for deeper mind games. A common example would be causing throw reject miss against the Throw Option Select, though other uses for its cancel into throw can be found.

2B

Damage 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. Excellent hitbox, startup, recovery in almost every situation. With the character's ability to convert any hit near the corner into good damage, this normal is her most consistent origin of damage output. 2B shares most of 5B's strengths with almost none of its weaknesses, this includes 5B's ability to gattling into nearly anything else. It does lose the ability to jump cancel, but gains hitting low in its place. 2B excels at everything from poking to use as a cross-under normal, and its liberal application should never be underestimated. Due to the excellent hitbox and speedy startup, it will beat out tools that many characters rely on in neutral especially when paired with dashing momentum, while also being nearly impossible to whiff punish as well as even on block.

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 by quite alot, the invulnerability to air moves is rather average. Being her biggest anti air it is also naturally her most punishable on whiff so avoid getting predictable with this. Also very useful in ground blockstrings because if your opponent is expecting you to gatling into 5C, you can instead special cancel into a projectile (that varies according to the situation) to restart applying your pressure.

6A

Damage 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 some use in blockstrings because it has many gatling options.

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 gatling 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 often 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. The second hit of 6B is a ground bounce for which it sees much use in confirms.

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 not the same as having actual foot invulnerability. This property will let you beat some attacks, but is not widely applicable.

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.
  • Fatal Counter.
    • Wall bounces at midscreen on CH.

6C's most practical use neutral-wise is to punish other characters using 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 will be 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 giving you even more blockstun to drive cancel or special cancel into something. Can be gattling'd into without the gap using 2C instead of 5C.

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 a block string ender or pressure reset with steins, because it can be cancelled into from most of Mu's normals, and is jump cancelable on block. It also hits low so it can be used for mixup from a blocked 5B/6A if you have already used 2B in your blockstring. This is especially useful in the corner, because you can get very decent meterless damage off of it. Can be used as a meterless combo ender in the corner, but is generally inferior to stein setups. Doesn't have many uses at neutral, but is good for punishing moves that are vulnerable only to lows (Tager's voltech charge, Tager's 6A, Litchi's Ittsuu), because on counterhit you get a full combo.

j.A

Damage 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

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

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 great hitbox, though the startup, more notably the recovery, make for it's failings as an air to air poke. Though it's a bit faster overall than j.C, it doesn't have the incredible coverage and reward. j.B's real strength is as a jumpin option, as it is the only air normal Mu has that hits below her besides j.2C and can reliably be made plus/safe even without steins by reverse chaining into j.A. It also has a great crossup hitbox.

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 her hurtbox goes down more than the actual move hitbox. It works as a spaced out air-to-ground if you are in the air and your opponent is running towards you. Otherwise, this move will whiff on most characters when they are crouching. This move shouldn't be spammed unless you have put some distance between you and your opponent as this move has landing recovery.

Round start back IAD > Falling j.C is a relatively safe and useful neutral and round start option, with a majority of the cast having no reliable means of punishing her for it. But like nearly all things doing it too frequently can work against you in matchups where the other character is under no pressure to be that aggressive.

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 has a very good hitbox but has a somewhat slow start up. This is best used as an air-to-ground move but also works in some air-to-air situations. If people try to get in this is very good spaced as if your opponent tries to AA Mu, they would be under the assumption that this move won't come out most of the time. If the opponent's Anti-Air (AA) hitbox is taken into consideration, he or she would get counter hit due to the spacing and hitbox because of the huge horizontal hitbox.


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.
  • Steins can be whiff canceled on the following frames for each input: 5D/4D=14F, 6D=16F, /2D=18F.

Ah yes, the steins. Without them Mu wouldn't be...well Mu. As mentioned above, steins shoot a laser after a predetermined amount of time following deployment. This laser travels roughly half a screen away from the steins position before disappearing. Afterwards the stein will remain on screen for use with 2 of her specials and one of her distortions. Up to 4 of them can be placed at once with any over that number deleting the oldest stein.

While at the surface they might seem rather underwhelming, their true strength and a major aspect of playing Mu is the sheer number of things you can use both the laser shot itself for, the specials using them and the actions you can cancel into from a stein placement as well as the ability to cancel buttons into steins on both hit and block. Any of Mu's buttons can be canceled into a stein placement and she can cancel any stein placement into: Jump, Special/Super, and any C normal. The number and complexity of things you can do with steins could take an entire page to cover alone so play around with them yourself and you might just find one!

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.
  • Mu animates for a slightly longer period of time thus pushing back the earliest frame you can cancel into something.
  • 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.

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 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.

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

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


Universal Mechanics

Ground Throw

4/5B+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

  • Cancels into D buttons.

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 with only the direction of the launch changing. Can be followed up with microdash 6A routes or 2C though the timing is rather strict on the latter.

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

  • Switches sides

Overall mostly the same as her back throw besides its usage and the animation. Same followups work.

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

While Counter Assaults (CA) are useful in getting out of pressure, Mu will want to be conscious of where her opponents will be after an attack is blocked since her Counter Assault does not have much range. Sharing the same animation as her 5B, it has a unique hitbox and frame data.

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.


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

236A summons a lightning ball that is able to deal 3 hits to the opponent or absorb 3 projectiles (spark bolt not included). It is a very good zoning tool as the trajectory arcs upwards (Downwards if used in the air). It keeps characters like Ragna and Makoto at bay really well as it is hard for them to approach if it is in play. Though, it should be cautiously used if it is used against a character with high mobility such as Taokaka or Valkenhayn as they can jump over it with their movement options and still get in easily or Hakumen, whom using it against is just handing him a free void.

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

  • Ground version wall bounces in the corner
  • Air version wallsticks in the corner

623C is Mu's idea of a reversal move. It gets invulnerability for the first 8 frames then it trades that for full body guard point until frame 21, making it one of the longer invulnerability times. It's hitbox covers all around Mu which makes it so you can't bait the DP by crossing her up. One downside to this move is that it can be susceptible to certain safejumps and Option-Selects due to the 14F startup. It's also not air unblockable (though not as significant a shortcoming). 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 some more long ranged pokes and footsies.

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, very risky though, 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
  • Fatal Counter
    • Wall bounces on CH

Uncharged: In pressure SoD primarily serves as an alternative to 6C. SoD is slightly faster than 6C and having frame advantage that is juuuust good enough to make it very hard for most of the cast to punish you outside of close range. In exchange you lose the ability to stein cancel said recovery. Its also exceptionally plus on RC with 2B becoming airtight should they block or lead to nice corner carry and a confirm should it hit. As for use in combos it ground slides making it great for extending combos near/in the corner. SoD is also a standard ender in many combos including mid screen with some of Mu's more zoning oriented matchups to send them away from you.

Charged: Purely a combo tool. The charged version gives you a wall bounce and a ton of untech time so its found in many corner routes. It should go without saying using this for much else is a bad idea as its both slow and little to no more safe than the uncharged version. Side note that this charged version is often written in combo notation as SoD2 or SOD2 as despite appearances there are no in-between levels of charge, just uncharged and max.

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...
  • 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.
  • Does not disappear if Mu is attacked.
  • 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.


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

This move is best used when Mu is relatively far from her opponent or right as her opponent is knocked down to the ground so she has time to set up the laser as it has quite a bit of startup. CF2's faster laser but higher recovery means less blockstun, and multiple steins are recommended when using this move, to guarantee at least some effectiveness. This does however give it new uses, especially when fighting zoners such as Rachel, to force them to block.

Tokotachi Blade

214D (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
800 [800, 700] All 40 Until Hit [Until Hit(10)14] Total: 39 +22[+33] P1

  • Launches all currently placed steins in the direction they're currently facing (not necessarily towards the opponent). After coliding with anything or flying offscreen, they vanish.
  • Prevents newly laid 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. This is similar to her 214D in older versions.

The CF replacement for Mu's old 214D, Ame no Habakiri/Divine Wraith of the Heavens. While its functions overlap somewhat with Totsuka, it nevertheless is overall an improvement as it retains a use in combos while also becoming more useful in neutral as a lower recovery alternative to Totsuka. Also, this move has a deceptively high amount of hitstun especially on counter hit often allowing you to cross the screen for a small confirm and bring them to the corner.

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

Advancing crossup attack that launches on hit. Mostly used in combos and for canceling into after a midscreen 6C for extra corner carry. The distance travelled in combination with the short recovery make for a useful repositioning tool.


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: 800 Overdrive: 1360)
  • Hithox starts off very close to mu and grows every two active frames until it reaches full size.

Situational reversal. Combo ender when going for the kill. Below average minimum damage will often mean you'll need either to double super with yata or use OD to ensure this will kill.

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.
  • 180F Heat Gauge Cooldown
  • Each laser has 10% minimum damage (64)

Great to retake control of the screen in some ambiguous situations, and when several steins are on the screen. Do keep in mind your opponent's options as they can use the superflash to counter it, if they have the tools to do so. 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 with omo when going for the kill.


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 only a bit less horizontal range than her 5c and thus significantly more than Mu's DP, but its inherently telegraphed as all EAs are. Leaves most characters close enough to get hit by 2b should they attempt to delay tech or forward roll.


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. Many standard Mu routes have spots you can use this instead and just about any hit with or into a C normal or 6B will work so long as you aren't too far.

Combos Directly From...

  • 6B (either hit)
  • C normals
  • Ground Throws
  • 63214B
  • ...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
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Color 6
BBCF Mu color 7.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
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BBCF Mu color 18.png
Color 13
Color 14
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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

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

Click [★] for character's full frame data

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