BBCF/Mu-12/Combos

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Mu-12
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
RC = Rapid Cancel
OD = Overdrive
ODc / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
jc7/8/9 = jump cancel back, neutral and foward.
SOD = 63214C
SOD2 = 63214[C]
tachi = 63214B
(move)w = Whiffed move
YnK = 632146D
Omo = 632146C
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Lambda-11
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = Nu-13
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


Most of the information available here is built on Pochp's Mu-12 Combo Guide, and further Combo Visual Reference. If you need help with anything in the guide, check out the Mu-12 Discord.

Overview

Mu struggles to get full confirms off max range pokes without meter or counterhit. Most of her midscreen combos will be too far to use 6B, so your main midscreen BnB will be 5C 6C Tachiw. This is lackluster midscreen, but near corner 6C will wallsplat and can lead to full combos5C 6C Tachiw 5C 6C SOD2 66 2C 5D 2C 5D sjc9 j.C jc8 j.C j.2C j.4D j.2C 6C 214D 6[D] 6C SOD 6[D] 6C SODw - 4718. Your first objective when learning Mu should be learning the midscreen to corner conversions, as well as corner combos. Midscreen combos using 6B are worth learning later, but the bulk of your hits here will not lead to full combos.

In the corner, every single hit can convert into a full combo plus setplay. While Mu has some tricky combos, the vast majority of your effort will go into how your setplay will interact with your mixup, pressure and combos, as the better setups will almost always make your basic combos drop. How to confirm setplay is covered in the Setplay Specific Starters section.

Mu combos are usually cleanly divisible into three parts: Starter, Middle and Ender/Setplay. Sometimes two middle combo parts, usually with midscreen routes. This guide will refer to sections as: position part suffix, ie: Midscreen Middle A.

  • Starter is setting up for later combo parts. Can be anything.
  • Middle is your damage section. While some combos blend middle and ender, most of Mu's advanced combos stabilize into 214D, which sets up standardized enders.
  • Ender is the last bit of the combo where you ignore damage and instead set up steins to vortex your opponent, or use supers to kill them.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Notable Midscreen Starters

(2B) 5C 6C TachiwMidscreen/Near Corner
Very Easy

Midscreen poke starter. Leads to longer corner combos near corner. What you can do after a midscreen to corner wallsplat is distance dependent, varying from 5C 6C SOD2 to 5A 5C SOD. This is something you want to get an intuitive understanding of, since there are a very large number of possible ways to combo off this. Do note that there is a small dead zone where you're too far to combo into Tachi or SOD, but Tachiw 5A doesn't work either.


Midscreen Routes

6B2 2D 2C 2D jc9 j.C jB jc9 j.B j.C j.2CMidscreen Middle A
Easy

The place to start for 6B launch midscreen BnBs. This will work off jab starters, but is a little longer than some of the other routes and may not be able to fit middle D afterwards.

  • Midscreen: 2B 5C 6B2 2D 2C 2D jc9 j.C j.B jc9 j.B j.C j.2C 66B1 2D 2C 2D 2C sjc9 j.C j.2C j.2D j.2C 66A 6B1 6D 6C Tachiw - 3194
  • Jab Starter: 2A 2B 6A 6B2 2D 2C 2D jc9 j.C j.B jc9 j.B j.C j.2C 66A 6B1 6D 6C Tachiw - 2453


Corner Routes

2B 5C 6C 5D 2C 5D jc9 j.C jc8 j.C j.2C j.4D j.2C 6C 214DCorner Middle B
Easy

One of the best and easiest corner routes. Usually done off a SOD. Works even with single jab starters. 214D is the point where you transition to your ender.

  • Jab corner starter: 2A 2B 5C 3C SOD 2B 5C 6C 5D 2C 5D jc9 j.C jc8 j.C j.2C j.4D j.2C 6C 214D 6[D] 6C SOD 6[D] SODw - 3096

6C 5D 6B1 5D 2C j.C j.2C 5C SOD 5D 3C SOD 2D SODwCorner Middle C
Easy

A simple corner combo that integrates middle and ender that works at bad hitstun decay. You usually stabilize into this with SOD or SOD2 to give you the time to combo into it. You may need to microwalk or microdash to adjust distance. Also has four steins set up on the opponent for 236D, which is plus enough to let you get airtight delayed airdash vs empty low mixup. The setup itself will be covered in Ender C.

  • Low corner starter: 2B 5C 6C Tachi dash under 5C 6C SOD2 6C 5D 6B1 5D 2C j.C j.2C 5C SOD 5D 3C SOD 2D SODw - 3954

6B1 5D 2C 4D SOD 3C 5D 5C 6C 214DCorner Middle E
Easy

A very simple route that works with very poor hitstun. It's not a good route, but it can be done in situations where longer routes like corner middle C won't work. Leads to 214D oki, but you don't have any ability to control frame advantage with stein placements, so vs characters like Tager and Rachel you don't have enough time to perform 6[D] 6C, especially if the route was performed with bad hitstun.

Corner Enders

214D -> 5[D] 6C 5[D]Corner Ender A
Very Easy

One of the simplest possible enders because it generally doesn't make basic BnBs drop. While this doesn't automatically check rolls for you with SODw, jump canceling the second 5[D] will give you a 7f safe jump j.B that catches instant foward roll. You can also check rolls with 2B without jumping.

SOD 5D 3C SOD 2D SODwCorner Ender C
Medium

The end of Middle C without the proceeding combo. You do this when you're unsure how much time you have left in a combo but want to get setplay. You can also do this off 214D, but some adjustments may need to be made - see examples. You're probably better off doing ender A or B. Similar to Ender B, you can replace SODw with 5Cw to check some options while being less minus.

This setup is pretty good for how easy it is to perform and also confirm off of. It checks all tech options outside of a precise delayed neutral tech to make the stein whiff, but loses to character specific tools such as Mai flip or low profile attacks. You can do many of the same options as Ender B, such as skipping SODw to jump cancel and take advantage of respect for better mixup. Since you're skipping the middle portion, you don't have 4 steins sitting on top of them for 236D, which is the main advantage of Middle C over other routes.

  • Double jab starter: 2A 2A 2B 5C 6C SOD 66 2B 5C 6C SOD2 66 5C 6B2 dl SOD 5D 3C SOD 2D SODw - 2243
  • 214D -> Corner ender C: 2B 5C 3C SOD 66 2B 5C 6C 5D 2C 5D jc9 j.C jc8 j.C j.2C j.4D j.2C 6C 214D SOD2 5D 3C SOD 2D SODw

Setplay Specific Starters

Corner Ender C

66 2B 5C 3C 6D 6C SOD2 dlSOD 5D 3C SOD 2D SODw
Easy

Double low. Stabilizes into Middle A unless they get hit by the meaty stein and Middle C. Middle C works even if they get hit by the stein meaty. Can make all DPs whiff if you slightly delay the microdash 2B.


General Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Notable Midscreen Starters

(2B) 5C 6C TachiwMidscreen/Near Corner
Very Easy

Midscreen poke starter. Leads to longer corner combos near corner. What you can do after a midscreen to corner wallsplat is distance dependent, varying from 5C6C SOD2 to 5A 5C SOD. This is something you want to get an intuitive understanding of, since there are a very large number of possible ways to combo off this. Do note that there is a small dead zone where you're too far to combo into Tachi or SOD, but Tachiw 5A doesn't work either.

SOD CH 66 5C 6B2 ->Almost anywhere
Medium

SOD is slow, but has a wallbounce on CH which can lead to full combos almost anywhere. The fatal counter allows 5C 6B to connect without 6B1 for two middle parts midscreen, or you can just 6C for corner position dependent combos. The only position you can't really get anything off this is back to the corner.

6C CH -> AnythingAnywhere
Easy

A license to delete the opponent. With the exception of SOD2, this is your best starter. This will probably happen more frequently as a anti projectile callout or a frame trap than as a DP punish, as 2C CH does almost the same damage while being easier to use. Midscreen, you can confirm by whiffing Tachi or drives then hitting them. It can be somewhat more awkward if you whiff two drives, but this is still possible to combo off of. While there are strictly optimal combos, you will frequently need to improvise unexpected starters. Also has silly amounts of one-sided hitstop - you can burst bait by doing 6C 5[D] and jump cancelling to block.

  • Whiffing Tachi midscreen: 6C Tachiw 66 5C 6C Tachiw 5C 6C SOD2 ->
  • Whiffing drives midscreen: 6C 5D IAD j.C 6A ->
  • Whiffing two drives: 6C 6D 2D IAD j.B j.C 6B 5C 6C ->

2C CH -> AnythingAnywhere
Easy

Also a license to delete the opponent. This is your most practical DP punish, and only loses slight damage compared to 6C CH, while being significantly more practical to land due to faster startup and lack of a deadzone. Midscreen, you can combo and also bait bursts simultaneously by doing jump cancel forward into falling j.C 5C/6A 6B -> midscreen middle routes. You can also do this bait in the corner, but follow up with j.C 5C 6C SOD2 -> corner middle routes. The most damaging route is to immediately cancel into SOD2, but this doesn't bait bursts and doesn't work midscreen.

j.2C CH 66 2B ->Anywhere
Easy

Probably Mu's best anti air, j.2C covers an enormous area and leads to full combos on CH due to gaining HKD. In or near the corner, leads to pretty good damage with an early SOD2 via 2B 5C 6C SOD2 into corner middle routes. Midscreen, you can also get full combos with 2B 6A/5C 6B2 into midscreen middle routes.

2B 6A 2B 6B crouch confirmAnywhere
Easy

An odd pressure starter that comes up somewhat and isn't intuitive. 2B 6B doesn't combo without crouch confirm, but if they crouch block the 2B 6A then get hit by the last 2B, the opponent remains crouching despite being hit low. This allows you to confirm off this blockstring into a full combo without corner, as 2B 6A 2B 5C 6B is too far for 6B1 to work.

Midscreen Routes

6B2 2D 2C 2D jc9 j.C jB jc9 j.B j.C j.2CMidscreen Middle A
Easy

The place to start for 6B launch midscreen BnBs. This will work off jab starters, but is a little longer than some of the other routes and may not be able to fit middle D afterwards.

  • Midscreen: 2B 5C 6B2 2D 2C 2D jc9 j.C j.B jc9 j.B j.C j.2C 66B1 2D 2C 2D 2C sjc9 j.C j.2C j.2D j.2C 66A 6B1 6D 6C Tachiw - 3194
  • Jab Starter: 2A 2B 6A 6B2 2D 2C 2D jc9 j.C j.B jc9 j.B j.C j.2C 66A 6B1 6D 6C Tachiw - 2453

6B2 2D 2C 4D sjc9 j.C dl j.B j.2CMidscreen Middle B
Medium

A bit harder than Middle A, but is less distance dependent. Is height dependent, but you can change the length of the delays to adjust, which is a bit harder to do using Middle A. Also is shorter, so correctly routed jab starters can fit Middle C. Once you can execute this, entirely replaces Middle A.

  • Longest possible jab combo: 2A 2B 6A 6B2 2D 2C 4D sjc9 j.C dl j.B j.2C 66B1 2D 2C 2D 2C sjc9 j.C j.2C j.2D j.2C 66A 6B1 6D 6C Tachiw - 2874
    • This is the absolute limit, and even changing 2A 2B 6A 6B to 2A 2B 5C 6B will make this drop.

6B1 2D 2C 2D 2C sjc9 j.C j.2C j.2D j.2CMidscreen Middle C
Easy

While this works at low hitstun decay and does high damage, this is almost exclusively a second middle combo part due to requiring air hit 6B and two C chains. You can do this off some attacks that launch, like midscreen throw or tachi.

(6B1/6B2) 2D 5C 2C sj8 dl airdash j.C j.2CMidscreen Middle D
Hard

One of the best combo routes for damage and corner carry, it's also difficult and requires two C chains. This restricts it to mostly being a j.2C CH or 6A anti air confirm.

6B2 2D 2C 4D 6C TachiwMidscreen Middle E
Easy

An easy route that is also the single best corner carry and damage route if you are close enough to wallsplat. It will only wallsplat when at around the center of the screen, but the route is short enough that you can fit a corner middle route after doing so. Extremely good.

6B2 2D 2C Tachi -> See notesMidscreen Middle F
Easy

A route that lets Mu sideswap trivially. If you're anywhere near the corner, doing 6C Tachiw immediately following the Tachi will wallsplat them for a short extension into an ender.

Has multiple different versions based on airhit, Overdrive or far distance from corner.

  • Airhit: 6B1 2D 2C Tachi 6C or 6B2 2D 5C 2C tachi 6C
  • Overdrive: 6B2 2D 2C 6D 6C Tachi 6C, or 6B1 on air hit.
  • Far distance from corner: The start of the route is the same, but you replace the 6C tachiw with Midscreen Middle C.

Midscreen Enders

6CMidscreen Ender A
Very Easy

End in 6C for a knockdown. You can either put out steins or just Tachiw for more corner carry and the chance to dash and meaty them. If you're close to the corner the wallsplat will give you more frame advantage, but at the end of a long combo you won't be able to get any setup due to forced 1f hitstun.


Corner Routes

2C 5D 2C 5D sjc j.C jc8 j.C j.2C j.2/4D j.2C 6C 214DCorner Middle A
Medium

This is THE Mu-12 damage route, which can be done either off a SOD or SOD2. Can be done off a lot of corner starters, most notably throw. Has a lot of height dependent delays. In the case of SOD2, you can generally wait for them to touch the ground as the delay. If a route requires that the first 2C hit them higher than OTG, you need to delay the second 2C. Usually, the super jump in the combo is done foward but if you're too close you want to neutral jump, and potentially even jump backwards. On Tager and Rachel, j.4D is required.

  • Corner Throw: 5B+C SOD2 microwalk back 2C 5D 2C 5D sjc8 j.C jc8 j.C j.2C j.2/4D j.2C 6C 214D 6[D] 6C SOD 6[D] SODw - 3773

2B 5C 6C 5D 2C 5D jc9 j.C jc8 j.C j.2C j.4D j.2C 6C 214DCorner Middle B
Easy

One of the best and easiest corner routes. Usually done off a SOD. Works even with single jab starters. 214D is the point where you transition to your ender.

  • Jab corner starter: 2A 2B 5C 3C SOD 2B 5C 6C 5D 2C 5D jc9 j.C jc8 j.C j.2C j.4D j.2C 6C 214D 6[D] 6C SOD 6[D] SODw - 3096

6C 5D 6B1 5D 2C j.C j.2C 5C SOD 5D 3C SOD 2D SODwCorner Middle C
Easy

A simple corner combo that integrates middle and ender that works at bad hitstun decay. You usually stabilize into this with SOD or SOD2 to give you the time to combo into it. You may need to microwalk or microdash to adjust distance. Also has four steins set up on the opponent for 236D, which is plus enough to let you get airtight delayed airdash vs empty low mixup. The setup itself will be covered in Ender C.

  • Low corner starter: 2B 5C 6C Tachi dash under 5C 6C SOD2 6C 5D 6B1 5D 2C j.C j.2C 5C SOD 5D 3C SOD 2D SODw - 3954

6C 5D 2C jc9 j.C j.623CCorner Middle D
Medium-Hard

If middle A is the main Mu-12 damage route, this is the hidden support. The route is short enough that you can fit a second middle route in the combo such as middle A. This leads to positively absurd meterless damage, but is distance dependent and has tricky delays. There are adjustments that can be made to this, but the listed route is the main one you'll see.

  • 2B corner starter: 2B 2C 6C 5D 2C jc9 j.C j.623C dl 2C 5D dl 2C 5D sjc j.C jc8 j.C j.2C j.2/4D j.2C 6C {{{2}}} 6[D] 6C SOD 6[D] SODw - 4218
  • 5C corner starter: 5C 6C 5D 2C jc9 j.C j.623C dl 2C 5D dl 2C 5D sjc j.C jc8 j.C j.2C j.2/4D j.2C 6C {{{2}}} 6[D] 6C SOD 6[D] SODw - 4979

6B1 5D 2C 4D SOD 3C 5D 5C 6C 214DCorner Middle E
Easy

A very simple route that works with very poor hitstun. It's not a good route, but it can be done in situations where longer routes like corner middle C won't work. Leads to 214D oki, but you don't have any ability to control frame advantage with stein placements, so vs characters like Tager and Rachel you don't have enough time to perform 6[D] 6C, especially if the route was performed with bad hitstun.

Corner Enders

214D -> 5[D] 6C 5[D]Corner Ender A
Very Easy

One of the simplest possible enders because it generally doesn't make basic BnBs drop. While this doesn't automatically check rolls for you with SODw, jump canceling the second 5[D] will give you a 7f safe jump j.B that catches instant foward roll. You can also check rolls with 2B without jumping.

214D -> 6[D] 6C SOD 6[D] SODwCorner Ender B
Medium

This setup does everything. It checks rolls, delay tech and beats low profile attacks while making 99% of DPs whiff. It leaves you plus enough that 66 6B is airtight. You can skip the SODw and jump cancel for delayed airdash vs empty low mixup once they start respecting, and if you do regular 2B vs 6B mixup the stein lets you do a second mixup after the first.

The only DPs that can make you block are high horizontal range supers, and even Naoto Divine Smasher isn't fast enough to punish your SODw if you're spaced out correctly. You can react to the superflash with your own DP or just block. The only DP super to be wary of is Izayoi Justice Phorizor, since SODw is -9 without the stein and it WILL be punished if they wake up with that. You can substitute SODw with 5Cw as a soft callout, which still checks some options while not being as minus.

When done correctly, the setup is not meaty, but close enough to it that it's not escapable. Middle route B automatically times the setup, but other routes can require you to partially charge the first SOD to make it closer to meaty based on height. This can make it lose to delayed neutral tech if charged too much, but if you don't charge at all they can just run or jump out of the setup.

Is somewhat tricky, but you will see this setup a lot. The main downside is that your mixup is only good, not nigh unreactable.

SOD 5D 3C SOD 2D SODwCorner Ender C
Medium

The end of Middle C without the proceeding combo. You do this when you're unsure how much time you have left in a combo but want to get setplay. You can also do this off 214D, but some adjustments may need to be made - see examples. You're probably better off doing ender A or B. Similar to Ender B, you can replace SODw with 5Cw to check some options while being less minus.

This setup is pretty good for how easy it is to perform and also confirm off of. It checks all tech options outside of a precise delayed neutral tech to make the stein whiff, but loses to character specific tools such as Mai flip or low profile attacks. You can do many of the same options as Ender B, such as skipping SODw to jump cancel and take advantage of respect for better mixup. Since you're skipping the middle portion, you don't have 4 steins sitting on top of them for 236D, which is the main advantage of Middle C over other routes.

You will probably be using this and corner middle C a lot.

  • Double jab starter: 2A 2A 2B 5C 6C SOD 66 2B 5C 6C SOD2 66 5C 6B2 dl SOD 5D 3C SOD 2D SODw - 2243
  • 214D -> Corner ender C: 2B 5C 3C SOD 66 2B 5C 6C 5D 2C 5D jc9 j.C jc8 j.C j.2C j.4D j.2C 6C 214D SOD2 5D 3C SOD 2D SODw

Meter Dumping/SupersCorner
Easy

Mu has very effective ways to dump meter due to the existence of YnK and Omo. Omo is your primary damage super, with average damage normally and tied highest unconditional damage in Overdrive. If you have 100 meter, YnK into Omo does absurd damage (2468 minimum damage in OD).

The routes in the corner are pretty trivial. If you're doing a combo that uses corner ender C, you can (OD) (YnK) Omo instead of SOD after 3C. Otherwise, if you're doing a route that ends in 214D -> Corner Ender, you can replace the ender with 2D 6C 6D 6B (YnK) Omo.

If you want to spend overdrive for the 214D -> ender routes, you can also regain 4 steins to maximize the damage it does with 2D 6D 6C ODC 66 5D 6B2 5D (YnK) Omo. This route is height dependent, if they're too low the 2D 6D 6C ODC part will leave them too low to continue the combo with 66 5D 6B. You can increase height by doing j.4D in corner middle A route, but this is only possible if you are doing that route. Corner middle B should leave them high enough already.

Active flow YnK EA does more minimum damage than AF Omo, but this is a moderately uncommon situation as it requires 79% or lower health, not having 100 meter, and active flow simultaneously.

Setplay Specific Starters

Corner Ender B

SOD(Hit) -> See notes6[D] 6C SOD 6[D] SODw
Medium

Somewhat more tricky. 6[D] setplay covers basically all their options, but you have to learn two combos for instant foward roll vs delayed foward roll and other tech options if you do not delay the first SOD enough. If they quick tech, back roll, delay tech, or delayed foward roll, SOD will pick up for 66 5C 6C SOD2. However, if they roll foward immediately the 6[D] stein will whiff and require you to pick up with dash 2B instead into corner middle B, but 66 5C works fine if you sufficiently delay the first SOD. Leads to 5k - if your opponent gets hit by this, you've probably just won the round.

Corner Ender C

66 2B 5C 3C 6D 6C SOD2 dlSOD 5D 3C SOD 2D SODw
Easy

Double low. Stabilizes into Middle A unless they get hit by the meaty stein and Middle C. Middle C works even if they get hit by the stein meaty. Can make all DPs whiff if you slightly delay the microdash 2B.

Advanced Combos

Overdrive Routes

6B 6D SODMidscreen Middle OD A
Easy

A basic string that can be looped for large amounts of corner carry, if you have enough overdrive to do so. At 2 seconds of overdrive you can only fit one loop, which is enough to carry to the corner from midscreen. Can be used off max range pokes into 3C ODC, but will also work off ODR starters into 6B, unlike Middle OD B.

  • Max range 3C: 2B 3C ODC 66 5B 6B2 6D SOD 6[6] 6C SOD2 -> Corner Middle C - 3197

5C 6B2 4D 2C 5D jc8 j.C j.2C 6CMidscreen Middle OD B
Easy

A significantly more damaging midscreen route that doesn't work unless your opponent has been launched prior to the route, usually by doing 3C ODC. Also isn't loopable, so unless your opponent is close enough to the corner to wallsplat after 6C this will end your combo.

5D 2C 5D jc j.C j.2CCorner Middle OD A
Medium

A basic string that can be looped for large amounts of damage, if you have enough overdrive to do so. Generally not worth using at high health. Starters vary a lot.

  • Raw OD 35% health corner DP punish: 2C CH 2DD 2C SOD2 5D 2C 5D jc9 j.C j.2C 5D 2C 5D jc9 j.C j.2C 2C 5D jc9 j.C j.2C 632146D 632146C - 8011

Other Video Examples

BBCF2 Mu-12 Combos Visual Reference


External References

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