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µ-12 Guide Version 1.5

Discontinued...A new guide will be made for BBCS2.

Updates

11.22.10 - Fixed SoD (63214C) description and corner 5D 214D 2B oki description. Changed colors on chapter titles.

11.10.10 - Updated Setups Section to include videos of some setups.

11.8.10 - Updated Setups Section to include a description of how the setup works.

10.11.10 - Updated Setups Section.

8.27.10 - Updated Tactics Section and Stein Placement images.

8.10.10 - Posted µ-12 Guide.

Before reading this guide...

Make sure you understand the material contained within the links below.

Blazblue Continuum Shift System Guide By Stunedge

Conventions & Notations (Posted for GG but the general abbreviations and numpad notation can be applied)

Table of Contents

1. Introduction

2. Movelist

3. Gatlings

4. Tactics

5. Combos

6. Setups

7. Frame/Move Data

8. Credits

Edited by Aginor
Posted (edited)

1. Introduction

Mu_Guide_Intro.jpg

Profile

Height: 157cm

Weight: 48kg

Birthday: January 7

Blood Type: A

Birthplace: The 13th Hierarchical City "Kagutsuchi"

Drive: Stein Gunner

This is the true form of Noel Vermillion after fusing with the True Azure Grimoire through Terumi's ambitions to destroy the Master Unit "Sankishin" using the sword, Kusanagi, and erase the world from its existence. Due to his influence, she believes that the world is filled with nothing but lies. Ragna fights and defeats her by waking Noel's mind, but causes his Armagus and his left arm to be destroyed.

Pros:

-Strong anti-air game

-High damage output

-Zoning capabilities

Cons:

-Weak mixups

-Low life

-Doesn’t have a strong air to ground game

Life: 10,000

Guard Primers (GP): 5

Color Chart

Edited by Aginor
Posted (edited)

2. Movelist

5A

- Extends her arm in front of her.

- Whiffs on crouching opponents.

- Kind of works as a quick anti-air

- Can be cancelled into steins

2A

- Standard jab

- Can be cancelled into steins

6A

- Air unblockable

- Has head attribute invincibility

- Has more of a horizontal hitbox than vertical hitbox

- Can be cancelled into steins

5B

- Decent range and speed

- Whiffs some crouching characters at max range.

- Hits all crouching characters within 75% of the maximum range.

- Can be cancelled into steins

2B

- Decent low poke

- +1 on block

- Can be cancelled into steins

6B

- 2 hits

- Both hits count as overheads

- Doesn’t cancel into anything except specials and distortion drives

5C

- Good range

- Slow to start up

- Can be cancelled into steins

2C

- Air unblockable

- Has head attribute invincibility

- Can be cancelled into steins

6C

- Decent mid to long range punish

- Has projectile properties

- Fatal counter properties on counter hit

- Has a minimum range

- Can be cancelled into steins

- Opponent cannot tech until they hit the ground

3C

- Low sweep

- Can be cancelled into steins

j.A

- Decent start up

- Horizontal hitbox only containing the arm

j.B

- Horizontal hitbox bigger than j.A but smaller than j.C

j.C

- Long Range

- Decent start up

- Whiffs on most crouching characters

- Can be cancelled into steins

j.2C

- Punishable on block

- Mostly used in loop combos

- Can be cancelled into steins on hit

236D

- Can be performed in midair

- Slow start up

- Can interrupt an opponent

- Travels to every stein and then homes in on opponent

236A

- Can be performed in midair

- Projectile properties

- Has a set trajectory

- Can be performed in mid-air.

- Has next to no hit stun.

623C

- Decent range for dragon punch

- Can’t combo it into anything unless rapid cancelled

- Nullifies 1 hit of a projectile

- High priority

63214C

- Has 4 levels (initial, little, most, fully)

- Takes off guard primers (1, 1, 2, 3)

- Damages for each level (920, 1020, 1120, 1520)

- On CH: lv1-2, opponent can tech when they hit the ground; lv3, opponent slides; lv4, opponent wall bounces

- On regular hit: lv1-2, opponent can tech in the air; lv3, opponent can tech once they hit the ground; lv4, opponent wallbounces

- Has fatal counter properties on counter hit

- Opponent wall bounces if fully charged

- Air unblockable only if fully charged

214D

- Does lots of damage

- Can combo after this move even if you are a full screen away from opponent

- Slow start up

- Projectile properties

632146C

- Can be used as a reversal

- Minimum damage is 1.5k to 1.7k

632146D

- Does decent chip damage

- Amount of damage it does is relevant to how many steins are placed, location, and character hitbox

- Can be combo’d into

222D

- Slow start up

- Can be combo’d into from 3C

xD/j.xD

- Jump cancellable

- Special cancellable

- Can cancel into another D once

- Time for laser to come out is 1.5 seconds for regular and 2 seconds for charged.

- Charged version takes off 1 primer.

- Cannot place a stein in the same place if it is cancelled. (ex. You cannot do 5D 5D)

Note: xD means you can use either 2D, 4D, 5D, or 6D.

Stein Placement

Note: The following stein placement charts are in relative to where Mu is on the screen. In these pictures, Mu is at the position where the 2 lines meet.

SteinPlacementGround.jpg

SteinPlacementAir.jpg

Hitbox Viewer

Edited by Aginor
Posted (edited)

3. Gatlings

Normal Gatling Chart:

5A: 5A 2A 6A 5B 6B 5C 2C 3C 6C

2A: 5A 2A 6A 5B 2B 6B 5C 2C 3C

6A: 5B 2B 6B 5C 2C 3C 6C

5B: 6A 2B 6B 5C 2C 3C

2B: 6A 5B 5C 2C 3C

6B: n/a

5C: 2C 3C 6C

2C: 3C 6C

3C: n/a

6C: n/a

j.A: j.B j.C j.2C

j.B: j.A j.C j.2C

j.C: j.B j.2C

j.2C: n/a

Jump Cancellable Moves:

Note: The following moves are jump cancellable on hit or block unless otherwise noted.

Note: xD means you can use either 2D, 4D, 5D, or 6D.

5A

6A

5B

2C

j.A

j.B

j.C *On hit only

xD

Stein Cancellable Moves:

All moves can be stein cancelled on hit or block except for the following moves:

6B

j.2C *Can only be cancelled into a stein on hit

Throw Cancellable Moves:

5A

2A

j.A

Special Cancellable Moves:

All normal moves are special cancellable.

Edited by Aginor
Posted (edited)

4. Tactics

1. IB DP!!!!

If you are able to instant block and follow it with a dragon punch, then you will be able to get out of a lot of your opponent’s blockstrings if performed at the right moment. Once you start using this technique, it will force your opponents to mix in different moves for their blockstrings and/or stop midway through their blockstrings to bait your IB DP.

2. 2C vs 6A

Some of you may be wondering when to use 2C and 6A. Mu also has a DP but it shouldn't be used as an anti-air because it is relatively unsafe on block and it isn't even air unblockable. Mu's general answer to jump ins is one of these two moves.

The differences between these two moves is the start up and the hitboxes of each of them. 6A is faster but the hitbox is more horizontal than vertical while 2C is slower but has more of a vertical hitbox. Now that we know the differences, we can talk about when to use each of these moves.

Since 6A comes out faster than 2C, it should be used more for close jump ins. An example would be when Jin jump cancels a certain move into j.B in a blockstring, Mu should use 6A. If 2C was used, Mu would be hit out of the move during the start up animation. 2C should be used when an opponent is air dashing in on Mu from 3/4 to full screen. Then, one should be able to react and counter the opponent's jump in with a 2C. 6A isn't reliable in this situation due to a really small horizontal hitbox so it isn't guaranteed to beat out certain moves.

Edited by Aginor
Posted (edited)

5. Combos

Note: If any part of the combo is in parenthesis, it is optional to do these moves.

throw dash 6A 6B dash 6A j.2C dash 2B 6A j.C j.2C (2B 63214C)

Damage: 2998 (4722)

Meter Required: 0 (50)

Meter Gain: 27

Notes: Works anywhere on the screen. Litchi, Lambda, Tsubaki, Bang. Arakune, Rachel, and Mu-12 have weird timings on 6A 6B

throw dash 6A 5C 2C j.C j.2C (2B 632146C)

Damage: 2357 (4159)

Meter Required: 0 (50)

Meter Gain: 17

Notes: Works anywhere on the screen and works on every character.

throw dash 6A 6B 6 6A 6C 214D 6A 6B 6A 2C j.C j.2C (2B 5B 632146C)

Damage: 3592 (5365)

Meter Required: 0 (50)

Meter Gain: 37 (40)

Notes: Should work on everybody but Hazama. Some characters require delaying 6B after the 6A by a few frames. Optional part is only in corner. Combo works midscreen. Before the 2nd 6A, the 6 was put there because µ has to walk up a little bit to hit the character usually.

5B 5C 6C 6D 632146D dash 6B dash 6A j.2C dash 2B 6A j.C j.2C

Damage: 4652

Meter Required: 50

Notes: Some characters require a point blank 5B while others you have to stand farther away for 5B. dash 6b and dash 6a parts are character dependent. Works on all characters.

More to be added later...

Edited by Aginor
Posted (edited)

6. Setups

Note: xD means you can use either 2D, 4D, 5D, or 6D.

Midscreen

1. 6C 5D 66 2B

The following setup is also known as the vortex. You will cross under your opponent if they emergency tech or you will hit them with 2B if they don't. This setup can also be used to mess up people. Instead of timing it right, you can make it so you don't cross under your opponent with 2B by stopping early or dashing at your opponent with 2B a little later.

2. 6C 5D 663D jc.b

This setup after 6C can be used only if your opponent emergency techs after 6C. This is kind of like the setup above but instead of a mix up immediately after you cross under them, you set up a stein and jump cancel and as you're about to land again a laser will shoot at them from the 663D (2D) and you can go for a high/low mix up. Don't use this set up too often otherwise your opponent will DP you out of this set up.

3. 6C 5D 6D sjc.f

This setup forces your opponent to block the lasers coming from 5D and 6D. You can mix them up if they neutral tech. If they roll forward, you can air dash back and pressure them. If they roll backwards, you can air dash forward to pressure them. If they delay their teching you can pick them up with 2B.

4. 6C 5D 6D 236D 6D 2D

Using this setup extends the time 236D will be out in play. If you know your opponent will respect you can use this. After the 2D you can air dash over your opponent to force your opponent to block the other way or you can land in front of them depending on your spacing. The laser that keeps your opponent in blockstun in this setup isn't completely air tight so watch out for DPs.

5. 6C 5D 6D 236D 5D 63214C(full)

If you really know your opponent will respect you, you can extend your laser string with 5D and use the fully charged 63214C to break a lot of guard primers. You may also use this set up if your opponent does not know what is going on.

6. 6C 4D 236D

If your opponent neutral techs or forward techs, the laser will force them to block so you can get in on your opponent for a quick mix up. If he or she neutral techs and blocks, the laser will hit them 2 times and it is air tight.

7. 6C 6D 236D

Regardless of how your opponent techs, the laser will hit your opponent once after 236D is performed. This can be used for a quick mix up oppurtunity.

8. j.2C j.4[D]

The laser from the j.4[D] will hit the opponent regardless of how they tech. Beware that you may get DP'd or hit if you rush in immediately. You can air dash towards your opponent to continue pressure or air dash backwards to set up more steins if you did not use a double jump in your combo.

9. 6C 2D jc.f j.2C

For this setup, if your opponent forward techs, they will get hit by the laser from 2D and you can follow it up with j.A j.C. If your opponent backwards techs, they will get stuck blocking an air dash forward j.C. If the opponent tries to do a quick get up, they will get hit by the laser from 2D and you can combo that into j.A j.C like forward techs. If your opponent neutral techs you can air dash forward and perform a mix up.

Corner

1. 632146C xD jc j.B/6B/2B

Assuming your opponent will neutral tech and respect you, you can set up a stein and go for a mix up after you have performed 632146C.

2. 632146C 2B

If you think your opponent will roll out of the corner after 632146C, you can use 2B to lift your opponent back up and perform a new combo on them.

After 6C

Scenario 1: Opponent will land in front of you

3. 5D 214D 2B

This setup has many traps to it and probably one of her best and most scariest setups in the corner. 2B will catches forward techs, 214D catches back techs, and Mu is able to block all reversals after 2B except for the following: Ragna-Inferno Divider, Hazama-Jayoku Houtenjin, Tager-720. For these characters omit the 2B so you will be able to block the options these characters have. Once your opponent respects this set up, you will pretty much get a free mix up.

4. 5D 66 2B

Like midscreen setup 1, you can opt to cross your opponent up in the corner or not. Keep in mind this is fairly risky because if they know what is coming and block your attacks after, then you are stuck in the corner against your opponent.

5. 5D 663D jc.b

Like midscreen setup 2, assuming they neutral tech, you can use 663D (2D) to cross up your opponent and jump cancel back to put your opponent back into the corner. They would still have to block your mix up since they have to block the lasers.

Scenario 2: Opponent will land behind you - Happens when you are closer to your opponent in the corner than scenario 1 and 6C hits.

6. 5D 66 2B

You can cross up your opponent to get out of the corner and perform a mix up or you will hit them so you will be able to get out of the corner.

7. 5D 663D jc (Crosses up opponent and places stein assuming they neutral tech)

Like in corner setup 5, and midscreen setup 2, you are assuming your opponent will neutral tech. The problem with using this is that by jump cancelling back, you are essentially putting yourself back into the corner. You can do that if your opponent doesn't know which way to block but in this case, it is preferred that you jump cancel the 663D (2D) by jumping straight up.

Edited by Aginor
Posted (edited)

7. Frame/Move Data

Frame Data

SD:

5A = -1

2A = -2

6A = -7

5B = -6

2B = +1

6B = -3

5C = -9

2C = -20

3C = -16

6C = -26

63214C = -10

623C = -20 // Not in CH state for duration of move

632146C = At best -31 // Not in CH state for duration of move

Start Up:

5A = 6

2A = 7

6A = 11

5B = 9

2B = 10

6B = 22

5C = 14

2C = 16

3C = 14

6C = 20

j.2C = 21 At worst (Calculated assuming Mu's jump start up is 4 frames)

236A = 31 At worst (Kind of hard to test)

214D = Between 36-38 (Kind of hard to test)

623C = 10

63214C (Fastest) = 19

632146C = 14

Note: Credit goes to Spark about µ-12’s frame data.

Move Data

Move/DMG/P1/P2. Not sure if combo rating is also applied.

5A 130/80/84

5B 450/90/91

5C 650/90/90

2A 150/80/84

2B 350/85/87?

2C 650/80/88?

6A 620/75/91

6B 680*2/90/91*2

6C 820/90/95 (50% same move prorate)

j.A 180/80/84

j.B 440/90/87?

j.C 600/90/91

j.2C 750/70/88 (113%? bonus prorate)

3C 600/100/88

Furu no Tsurugi 920→1020→1120→1520/90/95

Tsunugui 500/60/80

Ame no Habakiri 600*3/100/91?

Yata no Kagami 800*n/100/91?

Throw 1000/100/60

Air throw 2000/100/60

5D 300/100/84

5D(Charge) 410/1/0.91

Ame no Habaya 400/0.4/1

Note: Credit for move data listed above goes to ryokoalways. Fixed some errors in move names and renamed to Move Data instead of Frame Data.

Edited by Aginor
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