This is the true form of Noel Vermillion after fusing with the True Azure through Terumi's ambitions to destroy the Master Unit Amaterasu, and erase the world from its existence. Due to his influence, she believes that the world is filled with nothing but lies. Mu-12 is a dynamic zoning character with high damage output and capable defensive tools.
Drive: Steins Gunner
Steins Gunner projects an energy node (Stein) to the targeted location. Steins have a heating period before they fire, and will cease heating if µ receives damage or blocks, however once the stein has finished heating up, they will fire and cause most attacks to trade/lose. Steins can also be Charged by holding down the Drive button while projecting the Stein. Charged Steins take longer to heat up, but have much more powerful beams. Steins are also used for two of µ's special attacks; Totsuka and Habakiri, which will be detailed later.
An important note is that all Stein actions are Special, Drive and Jump Cancel-able on whiff; Air Steins also Airdash Cancel-able on whiff in addition to the other options. Mastering whiff-cancel timings and varying your options is very critical to succeeding with the character overall.
- Steins on screen will fire at constant intervals, then only disappear once overdrive finishes
- 236D has more hits
- 214D has the same effect as max charge for any charge duration
- 632146C has increased damage
- Multitude of powerful tools in all aspects of gameplay.
- Does solid damage on average, with incomparable top-end damage.
- Has a great back dash.
- Has a decent DP (623c - Origins), that catches opponents with autoguard, protecting her from would-be safejumps and other dp baits.
- Prominent zoning game that allows for dominant neutral control.
- Unforgiving to players without a firm grasp on neutral, and can be shut down very quickly.
- Steins can at times interrupt pressure and combos when they are not compensated for, requiring the player to always be observant of their timings.
- Knockdown game requires a fair bit of practice and in-game situational adjustment, increasing the character difficulty.
- Low Health
- Prolific Matchup-specific tools and strategies
Staple standing jab. Whiffs on most characters' crouching hitbox, hits Hakumen and Tager crouching. Excellent hitbox and active window with a minimal extended hitbox causes this move to clash quite often.
µ'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. Because of µ's excellent proration, even 5a starters can lead to high damage combos.
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..
Excellent pressure and punish tool, leads to enormous combos nearly anywhere on the screen with meter; landing this move on a cornered opponent almost always seals the round with a kill.
The weakness of 5b is that the recovery and hitbox are far from amazing. It's dangerous to use as a poke, and sub par to other normals for hit confirming due to 5b whiffing on crouching opponents at certain ranges. That aside, everything else about 5b is quite impressive, and should be used constantly in pressure.
5b's true strength is the number of options it has following it, and leading into it. The move gatlings into nearly all of µ's other normals, and can be late chained out of at almost any time. Combining this with varied use of Special Cancels, Drive cancels and Jump cancels lead to this move being critical in pressure and mixup.
Immense normal, and one of the fastest for the amount of coverage, 5c is one of the superior pokes in the game; a very deadly tool when implemented correctly.
5c's failing is in pressure. Though the move is not very minus on block, gatling into 5c removes the threat of µ's mixup via 6b and throws, limiting it to frametraps. Opponents who understand the µ's normals can see 5c as a queue for the essential end of her pressure. However, once again this is a normal where a varied use of Late Chains, Special and Drive Cancels will keep you mobile and unpredictable, forcing the opponent to respect your space.
This move is the go-to normal for combos, as the damage:proration ratio is very very good. It leads to huge 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.
And important note is the extended hitbox on 5c, as displayed in the image to the right. The extended hitbox discourages using 5c as an anti-air or as a close range poke, but feel free to cut your opponent to pieces at maximum range.
Staple crouching jab. Almost identical to 5A in terms of characteristics. Unlike 5A however, 2A is able to hit any crouching hitbox. Can late-chain. Throw cancellable.
The ability to cancel into a throw makes this move a dangerous pressure tool when used correctly, even with a -2 frame advantage. It can also be used for many frame trap setups, one of the most common being 2A > 2C. There is an option select to punish forward rolls and DPs that consists of 2A 2C as well.
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.
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 very impressive damage, this normal is her most consistent origin of damage output.
2b is incredible. It excels at everything from poking to use as a crossunder 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, though it requires a bit of dashing momentum to get maximum coverage.
- 11-16H Invul
One of Mu's anti-airs, the hitbox is very big, the invulnerability to air moves is rather average (frames 11 to 16), and has the biggest vertical range on her anti-airs by far. Very easy to hitconfirm into decent damage on counterhit by chaining into 5C. However the huge recovery makes it very punishable on whiff, by an opponent who double jumps to bait it, 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.
- 5-14H Invul
Another of Mu's anti-airs. Invulnerable to aerial attacks from frame 5 to 14. Forces aerial state on opponent on CH. Faster than 2C, and good horizontal range, but not very good vertically. It also recovers faster than 2C so it doesn't get baited as bad with double jumps.
In order to use Mu effectively it is necessary to learn when to use which one of her anti-airs, because together, they cover very many possibilities.
6A is good in blockstrings, because most players don't use it often, so the opponent may be caught off guard not knowing what it can gatling into.
Mu's only overhead. It has a very fast startup compared to other characters' overheads, and combined with lasers and explosions, it can be very hard to see. However, it's absolutely terrible on whiff because it lasts so long, your opponent can punish very heavily, so you have to know when you can use it. An advantage of it being a 2 hit move, is that you can rapid cancel and block if your opponent bursts between the two hits. It is noteworthy that both hits are overheads, so a very effective mixup is to rapid cancel after the first hit and use 2B which hits low instead.
Another way to use this move effectively, is by combining it with lasers to keep your opponent in blockstun during the startup. That way, because there is usually a frame gap, opponents will often try to DP 6B's startup, but if a laser is keeping them in blockstun, the 3 position will have them crouching and therefore they will get hit.
Another few things to note are that it has foot invulnerability between frames 8-23, and the CH state from hitting with only the second hit has additional hitstun. This move deals very good damage and should be used at least once if possible in every combo, but not twice, because it has repeat proration.
- Fatal Counter
This move can be very lethal for your opponent, but for you as well. Its most practical use is to punish other zoners using moves with slow recovery at a certain range from you (for example, Rachel summoning George XIII). On CH it leads to a fatal and a very damaging combo, with almost guaranteed corner carry. On whiff, the recovery is so long that you will be the one eating a deadly combo, so do not abuse this move. The move does have a minimum range as well.
This move should be used in every combo because it deals very good damage and has very good P2, but it also has repeat proration so only once per combo. It will almost always combo from 5C CH, 5C aerial hit, and any grounded string on a crouching opponent from 5C or 2C. It will whiff on certain characters like Litchi sometimes because they are too close (during a combo), or on many characters if you hit with the maximum range of your 5C.
This move 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. However make sure you do cancel it into something on block because if not you can get punished out of its slow recovery.
This move is mostly used as a block string ender outside of combos, 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 effective in the corner, because you can get very decent meterless damage off of it. It is almost always used in midscreen RC combos on standing opponents.
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.
As her fastest air normal, µ'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.BC chain. In air-to air poking situations, it finds little use in comparison to µ's airthrow or j.c's in terms of effective reward and applicability.
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 µ has that hits below her. In CSX, j.b's active frames have been increased, strengthening it on offense as a crossup normal and as an air to ground tool.
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. If you are able to land a counter hit with j.C, you can deal massive amounts of damage to your opponent and carry them to the corner.
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(CH) due to the spacing and hitbox because of the huge horizontal hitbox. This move Fatal Counters on Counter Hit which is new to this game. j.2C delays Mu's momentum falling down from the air which can be used to bait Anti-Airs (AA) or okizeme (e.g. j.B > j.2C).
j.2C can also be used to keep opponents out. If Mu's opponent is impatient and air dashes a lot, j.2C can be used to catch air dashes if it is called out. Even if the opponent recovers from the air dash in time to block Mu's j.2c, she can just cancel the recovery to j.236A. Though if the opponent is on the ground when they block the j.2C, Mu's safest option is to Rapid Cancel (RC) the move and continue pressure or else she could get hit by fairly quick moves and reversals.
Charged Ground Ds
Charged Air Ds
- BBCS Mu airThrow.png
Best poke in the game.
|0, 1400||-, R||T(120)||7||3||18+3L||-||T||-||Click!|
- 100% minimum damage (1400)
Standard airthrow, can follow up with the same combos as ground throws. Great answer when the opponent tries to bait one of Mu's slower normals, in the air.
- Costs 50% Heat
- 180F Heat Gauge Cooldown
- 1-20 All Invul
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. While her Counter Assault has the same animation as her 5B, it has a unique hitbox and frame data. She will also need to watch her Guard Primers more closely after using a CA as Mu only has 4 guard primers in this version and using it removes 1 primer.
This is used to prevent oncoming pressure/mix up and is more of a last resort. It is a lot safer in the risk/reward category and is more guaranteed to get Mu's opponent off of her than using 623C at the cost of 50 meter.
Ama no Habaya - Arrows of Heaven
236A has quite a bit of start up but it makes up for the fact that it summons a lightning ball that is able to deal 5 hits to the opponent or absorb 5 projectiles (spark bolt not included). It is a very good zoning tool as the trajectory arcs upwards. 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.
Although it was greatly nerfed from BBCS to BBCP, it's still quite useful. Its slow movement can allow you to recover and take advantage of the small blockstun to move in on an overly patient opponent. Since this move does not have that much blockstun or hitstun, Mu can use throw setups, mix ups or frame traps on her opponent by mixing in her next move really well. However using this move at a farther range increases the frame advantage on block.
Tsunugui - Origins
623C or j.623C
623C is a very good 14f DP (Dragon Punch) for the fact that it has full body guard point starting on frames 1-21. Which means once the input is performed, any attack from your opponent will be guard pointed and will get hit by the DP. This is one of the best DPs in the game along with Ragna's DP. 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 is not air unblockable but it is not significant compared to all the other good aspects of this move.
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.
Furu no Tsurugi - Sword of Decimation
Move is now mainly used in combos or for frametraps. Without the guard crush aspect nor the frame advantage, it becomes hard to justify the use of this move outside of combos or setups. The addition of drive cancel and knockdown changes makes it a great combo ender now, however.
Ame no Totsuka - Totsuka Blade
|Ground||570 / 570*N||R||all||40||-||81T||-||HBFP*||-||Click!|
|Air||570 / 570*N||R||all||40||-||till L+5||-||HBFP*||-||Click!|
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. The faster laser 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.
Ame no Habakiri - Divine Wrath
|Ground - Uncharged||570||-||all||35||14||41T||+16||HBFP*||-||Click!|
|Ground - Charged||570*2||-||all||41~59||7,15||47~65T||+23||HBFP*||-||Click!|
|Ground - Max charge||570*4||-||all||60||7*3,9||66T||+37||HBFP*||-||Click!|
|Ground - Overdrive||570*4||-||all||35~60||7*3,9||41~66T||+37||HBFP*||-||Click!|
|Air - Uncharged||570||-||all||31||14||till L+5||-||HBFP*||-||Click!|
|Air - Charged||570*2||-||all||37~55||7,15||till L+5||-||HBFP*||-||Click!|
|Air - Max charge||570*4||-||all||56||7*3, 9||till L+5||-||HBFP*||-||Click!|
|Air - Overdrive||570*4||-||all||31~56||7*3, 9||till L+5||-||HBFP*||-||Click!|
Gives a bit of frame advantage, and launches on hit allowing to combo. Decent use as a trap, or to beat anti airs. Combos are often quite hard to convert, and startup is slow enough that the movement has to be predicted, more used to control space than anything. The frame advantage is not very significant, so this move should not be used like the CS version.
Ikutachi - Sword of Infinity
Allows decent damage conversions off midscreen hits. Although it is unsafe, it can be used with a rapid cancel to escape the corner, or cross up an opponent in general. Even then, it's quite slow, so an opponent who's ready can beat it before it gets blocked.
Omohikane - Wisdom of the Divines
- Costs 50% Heat
- 180F Heat Gauge Cooldown
- 1-17 All Invul
- 20% minimum damage (Normal: 800 Overdrive: 1360)
- Only possible to rapid cancel on block
Situational reversal. Combo ender when going for the kill.
Yata no Kagami - Blessed Mirror
|Air - Reflected Lasers||640||-||all||5+14||-||-||-||HBFP*(2)||-||Click!|
- Costs 50% Heat
- 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.
Kamigoroshi no Tsurugi - Sword of the Godslayer
(More to come soon) From standing, your commonly used overhead is 6b. If instant blocked, you give your opponent a chance, so do not abuse this. Common strings into it are :
- 2a 6b
- 2a 6a 6b
- 5b 6b
- j.b 6b
Lowest j.2c is very good as well, as it can act as an unexpected overhead, beat throws, and may also lead to some confusing crossups.
- j.c j.2c
- j.b j.2c
- walk/dash j.2c (beats throws)
The safest offense is to drive cancel normals, return to zoning, then use the steins to get back in, rinse and repeat until the opponent dies. Going for mixup can imply some unnecessary risks, so sometimes you will prefer to simply stick to this. Here are some common strings and how to hitconfirm or safely escape.
- 2b 5c (hit standing) SoD
- 2b 5c (hit crouching) 6c BnB
- 2b 5c (blocked) 5d jump back
Throws are also very good, because the situation it leaves you and your opponent in afterwards is one where Mu's great range is very scary for your opponents. Okizeme is quite different in this version of the game, for Mu. Check out the video below for more information, these forum posts also do a small overview :
|BBCP Mu-12 Basic Setups|
Backdash can be hard to beat for some characters, don't forget to consider this option, maybe even in the corner to throw them off. DP (623C) even if it's quite easy to safejump or safely meaty now in BBCP 1.1, just throwing it out with a rapid cancel is great to escape certain characters setups, as you can rapid after hitting George XIII, Nirvana, Ignis. Omohikane is also an okay option in some situations, due to it's longer range, at which some players will specifically (and predictably) bait your DP.
Anti air options aren't as straightforward.
- 6a - Standard anti air, but not very good range.
- 2c - Has the better range, but slow invulnerability frames and long recovery frames means you need to use it pre-emtively, and it can be called out and punished when whiffs.
- 5a - Quick, but the hitbox means it can't beat certain moves when well spaced.
- airthrow - Great to call out someone trying to bait the anti airs.
- backdash/DP - Risky, but invulnerable on the first frame.
- rising j.a - Pre-emptive use. Great on hit or on block.
- jump back j.c - Pre-emtive use. Greatest option.
Blocking and barrier block are options too. Do not forget.
Use your long normals (5c 2b j.c) to make sure your opponent respects your space, then set up steins, one at a time. Always be ready to cancel into something if the opponent takes action. Place steins behind your opponent if you think they will move forward. Place steins near you if you think your opponent will stay where he is. This will allow them to aim better. Use the steins to move in on your opponent if they are too passive, by covering your approach with the lasers. The steins may also force your opponent into moving forward, and you need to be ready for either of these possibilities.
Your objectives in general shout be to use smart movement to avoid unfavorable positions. Avoiding being in a position where you're forced to block allows your steins to fire, and this can grant you hits while you are taking minimal risks. The use of special moves and distortion drives is pretty situational, and can do more harm than good if you don't have a good reason to use them.
|Most Common Combos Video|
- Counter Assault RC 6a 6b 6c 
- DP RC 5c 6c tachi j.5d abdc j.c j.2c 3c j.2c (SoD) 
- 5a AA CH 5c 6c tachi j.2d 3c j.2c 2595 - only at perfect height 
- 5a AA 5b j.b j.c j.2c 2b 5c 6c
- 2a 6a 2b 2c 5c SoD 1901 
- 2a 2b 5c 6c tachi j.2d abdc j.c j.2c 3c j.2c 2525 - crouching 
- 2a 6a 2b 2c 5c 6c 5d SoD 2170 - crouching, but too far 
- 2a 2b 3c RC 6a 6b 5c 6c tachi j.2d abdc j.c j.623c 2857 - damage 
- 2a 2b 3c RC 6a 2c sj.2c 2b 6a 6b 6c 2586 - knockdown 
- 2a 2b 3c RC 6a 2c sj.2c 2b 6a 6b 6c omo 3386 - 100 meter 
- throw 6a 6b 5c 6c 2786 - easy 
- throw 2b 2c j.2c 2b 6a 6b 6c 2968 - harder (also backthrow and airthrow) 
- throw 5c 6c tachi j.5d 5b 6a j.2c 3139 - character specific 
- throw 5c 2c j.2c 2b 6a 6b 6c 3210 - hardest, character specific 
- j.a j.c j.2c 2b 5c 6c 1761 - rising j.a 
- j.a CH j.a j.c j.2c 2b 5c 6c 1761 - falling j.a 
- 214d 5c 6c tachi j.2d abdc j.c j.2c 3c j.2c - low to the ground hit, same combo for drive hits and 236d hits 
- 236d sj.a j.c dj.b j.c j.2c - high in the air, same for any high hit 
- 2a 6a 2b 2c 5c SoD 5c 6c 2d DP 2674 - farther SoD 
- 2a 2b 5c 6c SoD 6a 6b 5d DP 2588 - crouching 
- 2a 2b 2c 5c SoD 2b 6a 6b 5d DP - alternative 
- j.a j.c j.2c 2b 6a 6b 5d SoD 3c sj.2c 
- 5a AA 6a 6b 2d SoD 6a 2c sj.2c
- 5a AA 6a 2c sj.2c j.5d 2b 5c 2c j.c j.2c
- throw 6a 6b 2d SoD 6a 2c sj.2c 3268 
- throw 5c 2c sj.2c j.5d 2b 5c 2c j.c j.2c 3311 - character specific 
- airthrow 6a 6b 5d SoD 5c 214d 6c tachi j.5d abdc j.c j.623c 37?? - character specific 
- 214d 6a 6b 2d SoD 6a 2c sj.2c 
- 2a 2b 3c ODC 2c 5c 6c 2d 8jc adj.b j.2c j.214d omo 
- 2a 2b 5c ODC 5c SoD 5c 6c CT omo (4.2k) - corner 
- throw 5c ODC 5c 6c 2d j.b j.2c j.214d omo 4715
- throw 5c ODC 5c SoD 5c 6c CT omo 4805 - corner 
- 2a 2b 3c ODC 6a 6b 5d omo 3320 - 100% hp
- 2a 2b 3c ODC 2c 5c 6c 5d omo 3422 - 100% hp
N Starter - Midscreen
- 6b 6c tachi j.2d abdc j.c 2b/5b 5c 5[d] j.b j.c j.2c j.5[d] ad j.c 66a 2c (s)j.b/c j.2c - Unstable at some ranges, works off most starters 
- 6b 6c tachi j.4d abdc j.c j.2c 2b 2c sj.c j.b j.c j.2c - stable alternative 1 
- 6b 6c tachi j.2d abdc j.c j.2c 3c airdash j.b j.c j.c - stable alternative 2
- 2b 3c RC 6a 6b 5c 6c tachi j.4d abdc j.c j.2c 3c j.2c - RC combo 
- 6b 6c tachi 2b 2c j.2c 2b 5c 6c 2648 - sideswap 
- 5c CH 6c tachi j.2c abdc j.c j.2c dash 3c airdash j.b j.c j.2c j.214d dash 6a 5c 2c j.c j.623c - DP Ender, more damage, no setup 
- 5c CH 6c tachi 5b 6a 6b 5c 2c j.c j.2c 3770 - sideswap 1 
- 5c CH 6c tachi 5b 2c j.2c 2b 6a 6b 2d SoD 3614 - sideswap 2 
- 2c CH ad j.c j.2c 2b 5c 6c tachi j.4d abdc j.c j.2c 3c j.2c 3400 - standard 
- 2c CH ad j.c j.2c 2b 6a 6b 5c 6c 5d SoD 3c j.2c 3623 - low height, corner prox 
- 2c CH j.c j.2c 2b 6a 6b 6c tachi j.4d abdc j.c j.2c 3c j.2c 36xx - low height 
- 3c CH 2c 5c 6c tachi j.2d abdc j.c j.2c 3c j.b j.c j.2c 3520 
- 6a air hit 2c j.2c 2b 2c sj.c j.b j.c j.2c 2b 5c 6c 5[d] - safejump 
- j.c 5c 6c tachi j.4d abdc j.c j.2c 2b 2c sj.c j.b j.c j.2c 3490 - too far for 6a 
- j.c 6a 6b 5c 6c tachi j.4d abdc j.c j.2c 3c j.2c 3636 - standard
- j.b j.c j.2c 2b 2c sj.c j.b j.c j.2c 2b 5c 6c 5[d] - corner proximity 
- j.b j.c j.2c 2b 5c 6c tachi j.4d abdc j.c j.2c 3c j.2c - elsewhere 
- SoD CH 5c 6c tachi j.6d abdc 3c ad j.b j.c j.2c 3905 - from far 
- SoD CH 6a 6b 5c 6c tachi j.4d abdc j.c j.2c 3c j.2c 42?? - close, character specific 
- 6c CH 5d 5c 2c :ad j.c j.2c 2b 2c sj.cbc2c 2b 6a 6b 5d DP 42?? - burst safe 
- 6c CH 5d 6a 5c 5[d] j.b j.c j.2c j.5[d] ad j.c 6a 2c 5[d] j.c j.2c 3c j.2c 463? - good dmg 
- 6c CH 5d tachi j.6d abdc j.c 5b 5c 5[d] j.b j.c j.2c j.6[d] ad j.c j.2c 3c 214d j.2c 4.3k - easier 
- 6c CH SoD max 2c ad j.b j.c j.2c 2c ad j.b j.c j.2c 2b 6a 6b 5d 623c 4666 - close only
- tachi 5b 6a 6b 6a 2c j.2c 2b 5c 6c 35xx - sideswap, safejump 
- tachi 5d abdc j.c j.2c 2b 2c sj.cbc2c 2b 5c 6c 35xx - no sideswap, safejump 
- j.2c 2b 5c 6c tachi j.2d abdc 3c j.b j.c j.2c 29xx - standard
- j.2c 2b 5c 6c tachi 2b 2c sj.cbc2c 29xx - sideswap 1 
- j.2c 2b 5c 6c tachi 5b 2c j.2c 2b 5c 6c 29xx - sideswap 2 
- 3c CH CT 6a 6b 6a 2c sj.2c 2b 5c 6c 2d SoD 2b 5b sj.2c 4588 - corner prox 
- 3c CH CT 6a 6b 5c 6c tachi j.2d abdc j.c j.2c 3c sj.2c 4397 - midscreen 
- CT crush : whatever your preferred 6b combo is
- CT hit 6a 6b 5c 6c tachi j.4d abdc j.c j.2c dash 3c j.2c 3933 
- 5b 5c 3c RC 6a 6b 5c 6c tachi j.4d abdc j.c j.2c 3c omo 4809 
- 5b 3c RC 5c 6c tachi j.6d abdc j.c j.2c 3c j.b j.c j.2c 3c omo 4487 
- 2c CH ad j.c j.2c 2b 5c 6c tachi j.4d abdc j.c j.2c 3c CT omo 4296 
- 2b 3c ODC 6a 6b 5c 6c tachi j.4d abdc j.c j.2c 3c j.2c 3.1k - 100% hp 
- 2b 3c ODC 2c 5c 5d 2d SoD max 214d ODomo - easiest, 30%hp 
- 2b 3c ODC 6a 6b 6c 5d 2d SoD max 214d ODomo 4805 - 11%hp, easier 
- 2b 3c ODC 2c 5c 6c 2d 7jc ad j.b ]d[ j.c j.2c j.214d dash 2d j.b ]d[ j.2c j.214d dash omo 4919 - 11%hp, hard 
- 6b 6c tachi j.2d abdc j.c j.2c dash 3c ODC dash 5c 2c sj.b j.c j.2c dash omo - far from corner 
- 6b 6c tachi j.2d abdc j.c j.2c dash 3c ODC dash 5c 2c j.2c j.214d omo - if reaches corner 
- 5c CH 6c tachi abdc j.c j.2c dash 3c ODC 6b dash 6a 5c 2c j.2c 3c omo - too far for 3c ODC 
N Starter - Corner
- 2b 2c 5c SoD dash 5c 2c j.c j.2c dash 2b 6a 6b 5d j.a j.b j.c dj.c j.2c 3762 - safejump 
- 2b 5c SoD dash 6a 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c j.2c 3789 - 2 steins 
- 2b 5c SoD dash 6a 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214d 6c (5d DP) 4068 - max dmg 
- 2b 5c SoD 5c 2c :j.b j.c j.2c j.5d 2b 5c 2c j.c j.2c - burst safe  ex : 
- 2b 5c SoD 5c 2c j.2c 2b 5c 2c sj.2c j.5d 2b 5c 2c j.c j.2c 3675 - easier 
- 2b 5c SoD 5c 2c j.2c 2b 5c 2c sj.2c j.5d 2b 6a :2c sj.2c 35xx - catch roll, dp whiff  whiff ex: 
- 6b 6c SoD 6a 5c 2c sj.2c j.5d 2b 5c 2c j.c j.2c 3301 
- j.c j.2c 2b 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214d 6c 38?? - no steins 
- 2c CH j.c j.2c SoD 6a 5c 2c sj.2c j.5d 5b 6a :2c sj.2c 38xx? - far&high hit 
- 5c 6c SoD 6a 6b 5b 2c sj.2c j.5d 2b 5c 2c j.c j.2c 4??? - air hit 
- 5c 6c CT 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214d j.2c 5308 - koko superball 
- CT crush dash 5c SoD dash 6a 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214d 6c 3977? 
- CT hit 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214d 6c 4338 - safejump 
- CT hit 5c SoD dash 5c 2c j.c j.2c dash 2b 6a 6b 5d j.a j.b j.c dj.c j.2c 4494 - 1 stein 
- 6b 6c CT SoD 6a 5c 2c sj.2c j.5d 2b 5c 2c j.c j.2c 3c omo 4681 
- (6b) 6c CH 4[d] SoD dash 2c CT 5c 2[d] j.b j.c j.2c j.214[d] omo 7114
- 6b 6c 5d DP OD 66a (5d 4d 214d)x4 sj.2c 3c omo 5318 50% hp 74 meter  if under 43% hp , 5878 dmg