Aginor Posted June 13, 2011 Posted June 13, 2011 (edited) μ-12 Guide Version 1.1 Updates: 6.12.11 - Re-posted μ-12 Guide for CS2 6.29.11 - Added some combos. Will make it look better and add more later. 8.9.11 - Modified one combo in combo section and added color coding for damage/meter/steins. Before reading this guide... Make sure you understand the material contained within the links below. Blazblue Continuum Shift System Guide System Data Conventions & Notations Table of Contents 1. Introduction 2. Movelist 3. Gatlings 4. Tactics 5. Combos 6. Setups 7. Credits Edited August 10, 2011 by Aginor
Aginor Posted June 13, 2011 Author Posted June 13, 2011 (edited) 1. Introduction 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 -Strong mid-range game -Powerful zoning capabilities -High damage output Cons: -Weak mixups -Low life -Poor jumpins Life: 10,000 Guard Primers (GP): 5 Color Chart Edited June 13, 2011 by Aginor
Aginor Posted June 13, 2011 Author Posted June 13, 2011 (edited) 2. Movelist 5A - Extends her arm in front of her. - Whiffs on most crouching opponents. - Works as a quick anti-air 2A - Standard crouching jab 6A - Air unblockable - Has head attribute invincibility - Has more of a horizontal hitbox than vertical hitbox - Can be jump cancelled 5B - Decent range and speed - Whiffs on most crouching characters at max range. - Hits all crouching characters within 75% of the maximum range. - Air unblockable 2B - Great poke if opponent is within 5c range - Frame advantage is even on block 6B - 2 hits - Both hits count as overheads - Doesn’t cancel into anything except specials and distortion drives - Air unblockable 5C - Great range - Little slow to start up - Air unblockable 2C - Air unblockable - Has head attribute invincibility - Can be jump cancelled 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 jump cancelled on block or hit - Air unblockable j.A - Decent start up - Horizontal hitbox only containing the arm j.B - Horizontal hitbox bigger than j.A but smaller than j.C - Mostly used as a jump in move j.C - Long Range - Decent start up - Whiffs on most crouching characters - Used for air to air situations j.2C - Slow to start up - Mostly used in loop combos - Can be cancelled into 236a to make it safer 236D - Can be performed in midair - Slow start up - Guaranteed to strike the opponent after it becomes active, even if Mu is hit - Travels to every stein from most recent to oldest summoned and then tracks to the opponent 236A - Can be performed in midair - Projectile properties - Has a set trajectory - Hits 5 times. - Can be used to absorb projectiles. - Very effective zoning tool 623C - Decent range for dragon punch - Can’t combo it into anything unless rapid cancelled - Has full body guard point in addition to invincibility 63214C - Has 4 levels - Takes off guard primers (1, 1, 1, 2) - Damages for each level (920, 1020, 1120, 1520) - Wall bounces in corner - Has fatal counter properties on counter hit - Air unblockable 214D - Breaks a guard primer for each stein the opponent blocks - 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 - Can be used as a combo ender for good minimum damage 632146D - Does decent chip damage - Amount of damage it does is relevant to how many steins are placed, location, and character hitbox - Usually used in combos - Can be used to continue a combo after 6c and prevent opponent from bursting 222D - Slow start up - Can be combo’d into from 3C and 6B xD/j.xD - Jump cancellable - Special cancellable - Can cancel into another D once on the ground, twice in the air - Cannot cancel into the same stein twice in a string. (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. Frame Data Edited June 13, 2011 by Aginor
Aginor Posted June 13, 2011 Author Posted June 13, 2011 (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: 5C 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 Note: You cannot use 2B more than once in a string. 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 3C j.A j.B j.C *On hit only xD j.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 June 13, 2011 by Aginor
Aginor Posted June 13, 2011 Author Posted June 13, 2011 (edited) 4. Tactics 1. 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. 6A Hitbox 2C Hitbox 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. The new 2C > 5C gatling makes 2C more reliable, as you can now cancel into another air unblockable if the spacing is right, if 2C is counterhit, you can whiff the gatling and still pick up into a full combo. 2. 236D vs 214D While both specials destroy your steins, they have very different uses. Both moves have a lot of startup, and normally should not be used in tight situations, yet both also provide a very strong advantage to Mu when used. 236D stays active longer and protects Mu while it's out, allowing for generally safe mixup and movement. The damage and proration on the laser is also very good, so picking up combos off of it can lead to good damage. Performing a combo on an opponent while the laser is active may cause the laser to disrupt your combo, so pay attention. 214D is very plus on block, giving a 40 frame advantage, as well as removing a primer. It also does a truckload of damage on hit, picking the opponent off the ground and leading to very strong combos. However it will still destroy your steins if you're hit during the startup, and the explosions are rather easy to avoid. The move is often used in setups or traps to catch your opponent making a mistake. Edited June 13, 2011 by Aginor
Aginor Posted June 13, 2011 Author Posted June 13, 2011 (edited) 5. Combos Notation Legend () - Optional, used mainly for combo enders or notes (ex. 6c > xd > (xd > 612346c)x - Button input of your choice (ex. 6c > xd is a stein placement of your choosing~ - Continue until appropriate, used to fix range/spacing issues (ex. 66~6a)[]x# - A loop, repeat bracketed inputs (#) times ex. ([2b > 6a > j.2c]x3): - Minor Delay, as to not overly spell out waiting periods (ex. 6a > :6b) When reading µ's combos, some keywords may apply, the most notable being Habacan. Short for Habakiri-Cancel, this is used as shorthand for 214d(no hit/whiff). A reoccurring combo mechanic. Midscreen: (2A) > 2B > 2C > 5C > 63214C = 1476(1284)/10(11) (4)B+C > 5C > 6C > 5D > 63214C = 1588/12, 1 5C (crouching) > 2C > 6C > 5D > 63214C = 2136/12, 1 6A > 2C > sj.C > jc > j.C > j.2C > j.xD = 1931/13, 1 6A > jc > j.2C > dash 2B > 5C > 6C > 6D > 632146D = 2693/13[-50], 1[-1] (4)B+C > dash 6A > 5C > 6C > habacan > 6A > :6B > 5C > 6C > 5D > jc > j.2C > j.x[D] = 2399/28, 2 B+C (AtA) > RC > 6B > dash 6A > jc > j.2C > dash 2B > 6A > 6C > 5D > jc > j.2C > j.x[D] = 3531/[-50]15 6C (FC) > 63214C (level 4) > RC > dash 2B > 6A > jc > j.2C > j.5D> [dash 2B > 5C > 2C > jc > j.2C > j.5D]x3 = 5234/[-50]39, 4 Corner: (2A) > 2B > 5C > 63214C > 6A > :6B > dash 6A > jc > j.2C > 2B > 5C > 2C > jc > :j.2C > j.x[D] = 3308(2821)/32(33), 2 214D > 6B > 5C > 2C > 7jc > j.C > j.2C > 63214C > 6A > 6C > xD > 8jc > j.B > j.C > j.2C > 3C > 63214C > 6A > 632146C = 6130/50[-50], 1 5B > 5C > 63214C > 6A > :6B > dash 6A > j.C > j.C > j.2C > 2B > 6A > 6C > 5D > j.C > j.2C > 63214C > 6A > 632146C = 6020/46[-50] 6B > 63214C > 6A > jc > j.2C > dash 2B > 6A > jc > j.2C> j.5D > 2B > 5C > 2C > j.2C (> 3C > 632146C) > j.xD = 3229(4523)/33(35-50), 2(1) Edited August 10, 2011 by Aginor
Aginor Posted June 13, 2011 Author Posted June 13, 2011 (edited) 6. Setups Note: xD means you can use either 2D, 4D, 5D, or 6D. Edited June 13, 2011 by Aginor
Aginor Posted June 13, 2011 Author Posted June 13, 2011 (edited) 7. Credits Kurushii Ginseng C0R FlyingVe http://blazblue.wikia.com/wiki/Mu_(μ-12) Edited June 13, 2011 by Aginor
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